The characters will have returned to Ji'tai with Ceren, as he will require their services to protect the holy items he has in their possession. However when he returns home, with the characters in tow, he will find a very distressed windling pacing his house. The windling's name is Nybik, an old friend of Ceren's and a competent thief. Nybik will tell Ceren and the characters, after Ceren has vouched for their integrity, that all the windling children in his village have been stolen. After much pressing, Ceren and Nybik persuade the characters to help, offering payment if necessary.
The ever increasing party travel west to Vors, a largish town situated on the edge of Lake Vors. The town mixed community of elves, windlings, humans and dwarves with a few t'skrang, orcs and trolls thrown is as well. The most unusual aspect is that the windlings live in a almost permanent community, unusual for their race, and work well with the rest of the townsfolk.
After a little investigation, the characters are able to piece together what happened in the village, almost a month ago when the characters arrive. It seems that the children would disappear in small groups, normally not unusual for windlings, but for these windlings it is very unusual. These groups of children all went to the park, the natural meeting area for their mischievous children, and never return. The characters should be smart enough to wait out in the park, and capture the slave trader who is kidnapping the children.
The trail does not end there, as the trader had been specifically told to steal windling children from Vors, and take them to a town south-west of Vors. The town, called Kesmerak, is near the Liaj Jungle and the trader takes them to an inn. The innkeeper does not know, however, who is his master as has been given messages under his door, with instructions on what to do. He does know that his employer lives somewhere in the Liaj Jungle, as he is more often than not told to leave the children on the edge of the jungle, and someone collects them soon after.
The Liaj Jungle is described in The Explorer's Guide to Barsaive as "dense" and "sparsely populated", however it poses a number of dangers. These include the Great Dragon Usun and a number of predators, such as tigers, lions, bears, giant snakes, lightning lizards, storm wolves and giant serpents. The character's biggest problem are going to be the Tamers, a two hundred strong tribe of elves and humans. The characters can either win their trust by forgoing all luxuries of everyday life, or try to avoid them all together.
If the characters look carefully enough they will find a safe house filled with the children. If they explore around the house, they will find that it is located near some strange structure, which can be only entered through small holes along the sides, small enough so only windlings can pass through them. The windlings, the characters will find, have been controlled by placing magical amulets on them so they can't leave the border of the surrounding area. They spend all their time collecting stones from the structure: small, grey and unobtrusive. The characters also find a message, containing instructions on how to remove the amulets and . . . a warning.
Usun, the great dragon, has also been watching, and he too gives the characters a piece of advice.
The following descriptions follows on directly from Serpent River:
After collecting the treasure, you make your way back out of the temple. The journey back to the shore takes three quick days.
When you arrive at the beach, the t'skrang sailors are there, lounging around the boats. When they see you break from the tree lines they let out a ragged cheer, and you are soon surrounded by a dozen beaks, all eager to here your tales.
Ceren, of course, will have none of it and you are soon on your way back to De'la.
When the characters arrive back to De'la , Ceren will take them back to the inn where they first stayed in on their first stay in De'la. Ceren will want to return to Ji'tai as soon as possible, but he won't mind staying a few days. He will be very stressed if the characters wish go their own way at this stage and inform them that the return journey was part of the contract.
The Swiftwater will return along the very same route as in Serpent River. If you refer to the map provided with Earthdawn, the Swiftwater will travel from De'la, north though Lake Ban, westward around Throal Mountain and up to Ji'tai, near the Scytha Mountains.
The route specified above is approximately 800 miles long. Since the maximum speed of the river boat is 100 miles per day, the characters should arrive back to Ji'tai in about 8 days, depending on weather.
The journey back is not important as was the journey to De'la, but encounters can be provided to add a little adventure.
River travel is still a dangerous mode of transportation. An encounter with Pirates is always useful when characters are travelling by river boat.
When the characters arrive at Ji'tai, read the following description, to give the characters a feel for what is to come.
On the eighth day out of De'la, a sense of anticipation seems to fill the air. It seems the day of your arrival is at hand. One t'skrang, a grim faced sailor, seems to glance in your direction ever so often. When you approach him, however, he disappears.
Your curiosity is soon lost as Ji'tai comes into sight . . .
The grim t'skrang is Lou, and he hasn't forgotten the characters.
The first place Ceren will go is home.
After bidding the captain of the Swiftwater goodbye, you disembark from the ship and return to the Temple of Jaspree. The temple, a wooden building, is dome-like in shape, is just as you remembered, nestled in a secluded park in the centre of the town.
Ceren opens the door, and invites you inside.
However he is going to find that he has an unannounced guest.
"I was thinking about the items you have, and perhaps I know someone who may be able to help."
Ceren guides you towards the sitting room, all the while continuing speaking.
"I have a friend who lives in Vors who is a weapon smith, and from what the librarian told you the balls are 'spike bombs', some sort of weapon I assume. He will be able to -"
Ceren opens the door to the sitting room.
"- guide in the right -"
You follow
"- direction."
You are not alone.
The librarian mentioned above is Grant S'tone, the librarian of De'la. The characters most probably went to see him to get the items identified, but if they didn't you can modify the passage accordingly.
The other figure in the room is Nybik, and old friend of Ceren's. If necessary, Ceren will calm the characters down, but otherwise Nybik will start with his story almost immediately. Ceren will definitely, however, have to calm Nybik down and this is how he should be introduced.
It is important to note that Nybik is going to be very distressed at the children's disappearances, as windlings are very protective of their children.
"I should really begin at the beginning, and move on to the end, but there is so little time really. But - very well - beginning to end.
"I and my kind have being living in Vors, a small town on the shore of Lake Vors, for hundreds of years, and it is there where we weathered out the scourge. This is, you should note, unusual for windlings, who are creatures of change. We are constantly moving from place to place - but that is neither here nor there.
"Our community has become one with the community of elves, humans and dwarves, and we have relied on each other for both support and protection in these dangerous times. Thus we are more lax than we would if living as a separate community.
"What I am trying to say is . . . our children are disappearing."
At this point Nybik will break down and start to cry. Ceren will make him a cup of seaweed tea, and after a few minutes Nybik will continue with his story.
"I am sorry, but these last few days have really . . . got to me."
Nybik starts pacing the room, hands fidgeting.
"I need your help Ceren, and you friend's help if they are willing. We must find our children, and bring them home."
He turns to look at you, blue eyes gazing deep into your very soul.
"Will you?"
At this stage the characters may wish to ask a few questions. Nybik will tell the characters all he knows, but will be impatient to leave at once. Ceren accepts at once and presses the characters to help as well.
He offers to pay for travelling expenses, and when they arrive at Vors he will arrange for the characters to see his friend who can help the characters unlock the secrets of their treasures.
Once the characters have accepted to help in Nybik, the journey begins. The characters first destination is Vors, and Ceren will suggest that the best way to get there is by river boat. He would suggest the Swiftwater, but unfortunately it left dock soon after the characters disembarked.
This time the characters are going to journey on the River Heart, captained by Sterox the t'skrang. The journey from Ji'tai to Vors is about 800 miles, and will take the characters about eight days to reach there. One encounter has been provided below to add a little excitement to the journey, and break up the monotony of the river.
The characters journey is going to be interrupted by a flock of Terok Birds who are after . . . Nybik. The birds have been sent by the person behind the kidnapping, to make sure that Nybik never returns. Lou, from the previous adventure, has been guiding the birds to the River Heart, as he is in league with the kidnapper.
Background Information
Vors
Vors is a smallish town on the edge of Lake Vors. It has been growing steadily in size ever since its founding two hundred years ago, and for all that time is has been a fishing village.
Vors is made up of a number of elves, humans, dwarves and windlings with a lower percentage of t'skrang, trolls, orks and obsidiman. The town relies heavily on the river to provide goods and services, which the townsfolk can trade with for their fish.
During the scourge the people took to the near by t'skrang village of Xerak, and because Vors was deserted, the village escaped the brunt of the horrors destructive rage.
Vors is now a thriving community, with a number of essential services of its very own. It is typical of most towns in Barsaive, growing for the future.
The Travellers' Lodge
Before the scourge, the area around the Liaj Jungle and beyond Vors was considering some of the last know wilderness left unexplored in Vors, and so travellers' lodges were common throughout the area. Here a traveller could have a meal and a bed for nothing more than a few chores around the house.
They were very popular, and soon this idea spread throughout Barsaive, until the scourge swept through Barsaive. Travellers dwindled to nothing as the horrors roamed the land, and so the lodges were soon forgotten.
However with the re-emergence, more and more of these lodges are being restored and as exploration is becoming more common place it seems likely that most will be restored to their original condition.
Homes in Vors
A note should be made at this point that most houses (elvish, human, dwarvish or windling) are human size. The reason for this is that since most of the population is made up of these races and to foster inter-species harmony, it was decided all buildings would be human size. This means they can accommodate almost all races including windlings, humans, elves, dwarves and t'skrang. Only large orcs, trolls and obsidiman would have trouble fitting in these houses.
Once the characters have arrived in Vors, Nybik will immediately take the characters to the Vors Travellers' Lodge, which is his home and he is trying to restore (see above). This means that he will have rooms suitable for almost any sized character.
Nybik, once he has the characters settled down, will go off to get Lera, the windling community leader. Once he has arrived, the characters have been fed, Lera will tell the characters of current events.
"I should bring you up to date on current events. So far forty-four windling children have gone missing in the past three weeks, the latest two were this morning. If you'd like I'll take you to see Anak and Tana's parents, the latest two to have to suffer."
When the characters see Anak and Tana's parents they will tell them what happened. It is a non-school day when the characters arrive, so the children had organised to meet with some friends in the market place for the morning. They were supposed to have lunch with their parents at a small restaurant, so they could keep an eye on the children, but they never arrived.
The character's best bet would be to track the movements of the latest victims Anak and Tana, the son and daughter of two prominent windlings. If they interview the parents, they will find out that the children were kidnapped on the day of the character's arrival, and they raised the alert when the children hadn't met their parents for lunch.
It is a non-school day, so the children had organised to meet with some friends in the market place for the morning, and have lunch with their parents at a small restaurant (so they could keep an eye on the children). The first place they would have gone is the candy shop:
This should lead the characters to suspecting that perhaps all the missing children were last seen in the park.
The other thing the characters can do is investigate the past disappearances. They will find that the windlings are very meticulous about their note-keeping, and have kept records on all the missing children.
Over the three week period that the children have been going missing, there has been a total of forty-six disappearances, two in the first three days, six in they next eight, twelve in the next eight and twenty-four in the last eight not including the two most recent.
The first two children went to the park at night, which should seem unusual, and the rest of the children went to the market place and never came back. This should once again point to the park.

Map 1 - Vors Park
Vors Park is located in the centre of Vors, and is the favourite playground for children of all races. Families often meet in the park to picnic and catch up on old times, so it seems as if the park is never empty.
Eventually the characters are going to work out that their best course of action will be to stake-out the park. The can do this in a number of ways, the two most obvious being hiding in the bushes or pretending to be patrons of one of the nearby inns (several which provide a good view of the park).
If they do stack-out the park, the characters will notice a strange man keeping to the bushes. If they wait a little while, they will also notice that windling children stray towards the man, while others stray away. The man is using a magical device to attract windlings which was given to him by his employer, the inn keeper at Kesmerak. It is a small blue box, which is activated by placing a hand on the red metal place on the top side.
Eventually the man is going to make a grab for the children, and it is at this time that the characters should make their move. The man, Wallace, is not very quick so the characters should catch him easily. He will not fight back, as he is more used to catch frightened children than tackle real adversaries. If the characters question him, he will tell the characters all he knows.
"'twas not I, my lords, who wished these here children kidnapped. It was another. I was just hired by an innkeeper in Kesmerak, a few days south-west of here. He says he has a friend who needs windling children, and will pay ten gold pieces a head. It be a deal too good to refuse and I says I shall do it. And so I am here."
Once the characters get all they need out of Wallace, they should turn him over to the authorities. The innkeeper's name is Haemic, and the name of his inn is The Speckled Tiger.
The journey from Vors to Kesmerak will have to be undertaken overland. If the characters are riding, it will take them approximately one week to arrive in Kesmerak (assuming 40 miles per day) or 11 days on foot (assuming 25 miles per day). The distance from Vors to Kesmerak is approximately 290 miles, so this can be used to work out exact distances. The map below shows approximate locations of Vors and Kesmerak in relation to one another.

Map 2 - Journey to Kesmerak
The journey should be fairly easy, but to spice things up, an encounter has been provided. More encounters can be included. The characters are going to learn quickly that ork raids are common occurrences throughout Barsaive. An encounter should re-enforce the point.
Kesmerak, a disreputable place if you ever did see one. It is a shabby collection of huts and other ram-shackle buildings. For some reason you can believe that someone here might have something to do with the windling children's disappearances.
Once the characters arrive in Kesmerak, they will find that their arrival did not go unnoticed. Lou, once slave to the Invae, has it in for the characters and told the innkeeper the characters were coming. He was then sent of to see the mysterious kidnapper, Kesnok, so he could offer his services.
The characters primary worry, however, is going to be a group of thugs.
Background Information
Kesmerak
Kesmerak is one of the nastier places in Barsaive, a hive of scum and villainy. As such there is no local council in Kesmerak, but the town is instead run by the most powerful crime lord at the time. The 'local authorities' are merely the thugs under the control of this crime lord.
This makes for a very nervous time in Kesmerak, and the crime lord's word is law. Travellers are warned to tread carefully in Kesmerak, or face the consequences.
The first place the characters are going to have to go is to The Speckled Tiger, and to see if they can get any answers out of Haemic. Haemic is scar-faced ork who doesn't like being pushed around, but is more concerned about the 'local authorities'.
If the characters ask Haemic directly, he will deny any involvement in anything the characters say and try and ignore the characters as much as possible. If the characters push him too hard, he'll get violent and start smacking the characters up.
The best way to get information from Haemic is to pay him a handsome sum of money, and he'll happily spill the beans.
"Me be given messages under door. Say need children, windling children, and pay good price. Fifty gold pieces a head. I hire man to catch, and pay him half. I then get messages to take children to edge of Liaj Jungle and leave them there. Me not know where they taken, but there is path that leads through jungle. If I come back, children are gone."
The characters aren't going to have much to go by, but it is all they have. If they payed Haemic enough he will show the characters where he is told to leave the children, and will point out the path.

Map 3 - Journey to the House
The map above shows the path, which does in fact lead to where the children are taken. If will take the characters about two to three days to get to the house, depending on how fast they can walk (by horse will actually be slower to get through).
Two encounters have been suggested below to make sure the characters don't feel like the journey is going to be a walk in the park. More can be added, but too many will detract from the atmosphere. One is with the Traders that inhabit the jungle, and the other is with a wild beast of the Games Master's choice.
Read the following description as the characters enter the clearing.
The trail widens, and soon enters a large clearing. The clearing looks artificial, with the packed earth blackened from a recent fire.
Near the edge of the clearing is a wooden house of some sort, crudely built, it doesn't seem to be an old structure. There are no windows that you can see, only a door on the wall facing away from where the trail enters the clearing.
On the far side of the clearing there is another structure, a strange stone structure with small holes dotting the exterior surfaces. There seem to be no other way in.

Map 4 - The House and Surroundings
Details on the interior of the house can be found here. The characters are most probably going to explore this building first.
When the characters enter the house, they will find all the children in the common room, happily sleeping no matter what time of day it is. The characters will be able to wake them easily, and ask them what happened.
The children will tell the characters exactly what Kesnok had been doing, and give him a description. He is human, about six feet tall with a wild mane of blonde hair. He has piercing blue eyes. The children can also tell the characters that he was joined by a t'skrang (all t'skrang look the same to windlings), and the man put them all to sleep soon after this t'skrang arrived.
None of the characters will be able to see in the structure unless they too are a windling child. They will have to be happy just knowing this man wanted these unobtrusive, grey rocks.
The note on the wall of the study has the following written on it:
Dear friends,
I am sorry that I couldn't be here when you arrived but I had pressing business elsewhere. I hope you like my humble abode, please make yourself feel at home.
I can't however, let you foil my plans, so if we ever meet again, don't expect such a warm greeting. Please take care of the children. I had to use them, though it pained me so . . .
Yours sincerely,
Kesnok of the Blood Circle
Kesnok also has instruction on how to remove the bands around the children's necks without killing them.
You look around the room in bewilderment, the message sending a shiver down your spine. You have a feeling this won't be your last meeting with the Blood Circle.
The characters are going to get one last warning, this time from an old resident.
As you leave the building, the wind seems to pick up, buffeting you back. In the distant you can hear the beating of wings, very large wings. As you skywards you notice a huge shape fly towards you, reptilian in features and very large. The creature lands with a final flurry of the wings, and two large eyes stare at you coldly.
"I am Usun, one of the last of the great dragons. I have come to give you a warning. Beware of the Blood Circle."
With those words the dragon lifts majestically back into the sky, and is soon just a speck on the horizon.
As payment Ceren will introduce Letok to the characters, a dwarven weapon smith. He will be able to tell the characters the first research knowledge the characters need to discover the first key knowledge of both the spike bombs and the sword.
For the spike bombs, the characters must find the name of the alchemist who invented them, a t'skrang by the name of Vreesfyr. For the sword the characters must find the name of the dwarf who wielded it, Kegel, and the name of the beloved dwarf to whom he pledged the sword.

Map 5 - The House
This is just a focal point for the house, with four doors leading out of it.
This is where the children slept. They all bunked down in the same room. Kesnok took care of them all, preparing meals from a smallish kitchen in the north-east corner.
The kitchen is well-stocked, and the children sleep comfortably on pallets. There is little other furniture in then house however.
This was Kesnok's bedroom, with a desk to the south and his bed in the centre. The room is almost bare, and very tidy.
This room is a mess, with furniture scattered all over the floor. However after a quick inspection, the characters should notice a message pinned on the wall with a dagger (see A Disturbing Message).
Attributes
Dexterity: 7
Strength: 6
Toughness: 6
Perception: 6
Will Power: 6
Charisma: 7Initiative: 10
Number of Attacks: 1
Attack: 9
Damage: 11
Number of Spells: (1)
Spellcasting: 11
Effect: Perception
Physical Defence: 8
Spell Defence: 7
Social Defence: 7
Armour: 6
Mystic Armour: 3
Knockdown: 7
Recovery Tests: 3
Combat Movement: 35
Full Movement: 70
Death Rating: 36
Wound Threshold: 10
Unconsciousness Rating: 28
Legend Points: 100
Equipment: Padded leather armour, short sword.
Loot: None.Commentary
Pirates are common up and down the Serpent River, and normally attempt hit and runs. They will not press too hard, as they know there is plenty of loot to be had throughout the river, and prefer hitting easier targets.
Attributes
Dexterity: 8
Strength: 3
Toughness: 4
Perception: 6
Will Power: 7
Charisma: 8Initiative: 8
Number of Attacks: 1
Attack: 9
Damage: 10
Number of Spells: NA
Spellcasting: NA
Effect: NA
Physical Defence: 10
Spell Defence: 8
Social Defence: 10
Armour: 0
Mystic Armour: 3
Knockdown: 6
Recovery Tests: 1
Combat Movement: 60
Full Movement: 120
Death Rating: 30
Wound Threshold: 8
Unconsciousness Rating: 21
Legend Points: 200
Equipment: None.
Loot: None.Commentary
Terok birds are scavengers by nature and act very much like vultures. They are large birds, with huge wing spans and are normally black in colour. Usually these birds steer clear of river boats, but for some reason this group has been annoyed by the boat and will attack until mortally wounded.
For more information on the Orks, including statistics, refer to pages 307 - 308 of ED.
Attributes
Dexterity: 7
Strength: 6
Toughness: 6
Perception: 6
Will Power: 6
Charisma: 7Initiative: 10
Number of Attacks: 1
Attack: 9
Damage: 11
Number of Spells: NA
Spellcasting: NA
Effect: NA
Physical Defence: 8
Spell Defence: 7
Social Defence: 7
Armour: 6
Mystic Armour: 3
Knockdown: 7
Recovery Tests: 3
Combat Movement: 35
Full Movement: 70
Death Rating: 36
Wound Threshold: 10
Unconsciousness Rating: 28
Legend Points: 100
Equipment: Padded leather armour, short sword.
Loot: None.Commentary
The thugs will try and scare the characters if they can, but once they find they are out of their league, they will run off.
For more information on Tigers, including statistics, refer to page 311 of ED.
[an error occurred while processing this directive]Attributes
Dexterity: 7
Strength: 6
Toughness: 6
Perception: 6
Will Power: 6
Charisma: 7Initiative: 10
Number of Attacks: 1
Attack: 9
Damage: 9
Number of Spells: NA
Spellcasting: NA
Effect: NA
Physical Defence: 8
Spell Defence: 7
Social Defence: 7
Armour: 6
Mystic Armour: 3
Knockdown: 7
Recovery Tests: 3
Combat Movement: 35
Full Movement: 70
Death Rating: 36
Wound Threshold: 10
Unconsciousness Rating: 28
Legend Points: 100
Equipment: Club.
Loot: None.Commentary
Tamers are a wild nomadic race that inhabit the Liaj Jungle. They do not take kindly to strangers and will attempt to rid themselves of the characters. The characters could befriend them, but since this involves forsaking all the trappings of civilisation, the chance of this happening aren't good.