1
CONTENTS Quest Design 2: Unite the
DISPLACED
Great Houses...................26
Quest Design 3: The World
Tour................................27
FALTHRINGOR.................7
THE PRESENT RESIDENTS OF
FORTIFIED
FALTHRINGOR.................8
THE SEVERED KEEP........33
Lowlanders...................... 8
Severed Peak................. 34
Lowlander Names............10
The Drawbridge.............. 34
Upland Halflings..............10
The Ramparts..................35
Halfling Names................ 11
Duscarn Giants................12 THE ARCHERS................37
Giant Names....................13
Klara Urbecik................. 38
THE FORMER RESIDENTS OF Junchremyn “Baby Hands”.38
FALTHRINGOR............... 14
PLOT HOOK: ENDORSE A SUC-
2 THE TORRENT OPUS....... 16 CESSOR.........................40
The Cistern......................16 The Wenjansk Heirs.........41
Beneath the Cistern......... 17 Influence the Succession.45
The Slopes......................18
TRAVELING TO FALTHRIN-
GOR.............................. 19
ASSEMBLED
THE SPEARMEN.............. 51
HIGH KESTREL MARIUSZ
WENJANSK..................... 21 The “Trip and Spike”
Maneuver........................ 51
Lord Ratchet Foldet.........23 Lord Ratchet Zarek Deniczik.52
Lady Sylwia Wenjansk.....23 Wodunc.......................... 54
PLOT HOOK: CURE THE Chevvek Iczenski............ 54
LAND............................24 Irmhilde the Blacksmith...55
Quest Design 1: Delving Into GMING A CASTLE DEFENSE
the Mountain...................25 BATTLE..........................58
THE KITCHEN.................60 IKREEPULK THE TURN-
COAT.............................82
Head Chef Tola Heddek....61
Tola’s Staff......................62 PLOT HOOK: ATTACK THE
GIANT CAMP..................84
PLOT HOOK: WIN THE TOUR-
NEY...............................64 Strategy 1: All-Out Assault.84
Strategy 2: Infiltration.....85
Events............................ 65
Strategy 3: Negotiation....85
BEYOND
THE GUILDS...................69
Lord Ratchet Feliks Sikora.75
Agnieszka Sikora.............75
USING GUILDS IN GAME.76
THE SPIRIT NEST...........78
Wenjansk Spiritual
3
Practices.........................78
The High Priests............. 80
On the Divinity of Nature
Spirits.............................81
CHAPTER 1
DISPLACED
4
THE MOUNTAINTOP BASTION
THE SOILED SOIL
THE ALCHEMICAL ENGINE
ouse Wenjansk remembers the warm
shores. The sun was bright and the har-
vests plentiful. Far from the tainted runoff
of the Duscarn Range, House Wenjansk
wanted for little. Yes, there were bitter ri-
valries with the neighboring houses, but
much was accomplished through diploma-
cy. War was always a threat and never a re-
ality. Then the giants came.
In great longships, the Duscarn Giants
crossed Lake Nodolny and raided Wenjansków. The
lowland lords and their vassals alike were unprepared
for the assault. Hundreds were killed, and the rest
fled. Wenjansków fell in a matter of hours. Those wise
enough to abandon their homes climbed into the hills
and the mountains beyond. They ascended the treach-
erous peaks of the Duscarn Range, the supposed birth-
place of the pursuing giants. No food could grow here in
the corrupted sierra, and so those fleeing became desper-
ately hungry. As many died escaping their city as died in 5
the initial devastation.
But many survived, and those who did climbed high-
er and higher into the peaks, away from the giants who followed.
The giants fell behind, and the exhausted band of survivors slow-
ly conquered the peaks. Atop the distant Mt. Endryr, House Wen-
jansk found something they had never expected: a colossal bastion
on the mountaintop. The castle had sturdy walls, a defensible po-
sition, and an alchemical engine that would ultimately save the
starving refugees.
They had found Falthringor, the ancient stronghold of the
creatures that later became the Duscarn Giants. House Wenjansk
claimed their new home. Ten years have passed, and Falthringor
is now a remote, self-sustaining city at the pinnacle of the Dus-
carn Range. The bulwark must stand, for the giants who destroyed
Wenjansków seek to reclaim their former stronghold, a castle that
has lain dormant for hundreds of years.
6
Falthringor
POPULATION: Roughly 150 people live within the castle walls,
and five times that farm the slopes below. Most residents are
lowland humans, but upland halflings are also common. A
handful of giants unaffiliated with their battle-frenzied kin
from the lowlands have also pledged themselves to House
Wenjansk.
GOVERNMENT: House Wenjansk rules Falthringor much
as they once ruled Wenjansków. The top-ranking lord in the
house—presently the patriarch Mariusz Wenjansk—is named
the “High Kestrel,” a title equivalent to “king” in the greater
kingdoms elsewhere in the realm. The High Kestrel appoints
Lord Ratchets to manage the army, the economy, and the fields.
ECONOMY: There are none bold enough to trade with the resi-
dents of Falthringor. It is too dangerous to cross the Duscarn
Range, even if House Wenjansk assures that any merchant will
be protected. Nevertheless, there is a notable division of labor
7
within the castle walls. Guilds oversee various crafts: chiefly
smithing, brewing, and masonry.
RELIGION: Like the great houses scattered across the lowlands,
House Wenjansk and their vassals practice a form of shaman-
ism. Priests interpret the wisdom of nature spirits. House
Wenjansk honors many beasts in their faith but gives primacy
to birds of prey: the Great Falcon, the Canny Harrier, and the
All-Seeing Owl.
TECHNOLOGY: The current residents of Falthringor are a medi-
eval people. They use longbows and wear chainmail. They have
no printing press, gunpowder, clocks, or windmills. The for-
mer residents of Falthringor, however, were experts in alche-
my. Their torrent opus provides a seemingly unlimited source
of fresh water for the castle and nearby hamlets. Most believe
there are other useful treasures hidden deep in mountain tun-
nels, though the inner workings of these alchemical engines
are likely to remain a mystery for quite some time.
8
Falthringor
THE PRESENT RESIDENTS OF
Most who now call Falthringor home are the former residents of
Wenjansków—the lowland city destroyed by the Duscarn Giants
years ago—and its surrounding fields. The city was no great me-
tropolis but was among the largest urban settlements in the agrar-
ian lowlands.
Lowlanders
The majority of Falthringor’s residents are human, typically re-
ferred to as “lowlanders.” This demonym now carries an ironic
undertone, given the elevation of Falthringor. Any humans from
the wide swath of land bounded by the Duscarn Mountains to the
west, the Silliar Ghats to the north, and the Yartharen Sea to the
south and east are considered
lowlanders. They typically
have dark skin and coarse hair,
features shared by the majori-
ty of humans in the sweltering
lowlands.
The fertile lands beneath
the mountains are ruled by
anywhere between eight and
eleven great houses, depend-
ing on whom you ask. These
great houses are the defining
political powers of the region.
Each house acts as the govern-
ing body, the military, and the
organizing force that manag-
es agricultural laborers across
the plains. In many houses, ly—gender parity. Collectively,
laborers are serfs, barely freer these ideals are enumerated in
than slaves. House Wenjansk the Wenjansk Code, a massive 9
prefers the term “vassals.” The tome of laws, tenets, and his-
common people may own land tory that is jointly compiled
and have some say in gover- by the Lord Ratchets. These
nance, and the elders of House virtues have always been core
Wenjansk, in turn, provide to House Wenjansk’s identity
protection and law. There is among the great houses, but
still a wide gulf between the now they are also crucial to
lords of the great house and the the livelihood of Falthringor
peasants, but vassals in and and immediate surroundings.
around Falthringor are treated Even with the stronghold’s
far better than elsewhere in the walls and life-giving torrent
lowlands. opus, day-to-day survival is
The lowlanders pledged never assured in the Duscarn
to House Wenjansk are sworn Range. Avalanches, infectious
to uphold certain ideals: ven- diseases, and giant attacks are
eration of the bestial spirits, constant threats, so the uni-
duty to one’s land or guild, a fying body of beliefs that bind
commitment to fight when the residents of Falthringor
necessary, and—more recent- has never been more critical.
D8 MALE FEMALE SURNAMES
LOWLANDER NAMES
1 Bazyli Andrzeja Bartek
2 Dymitr Dagmara Cebulsk
3 Idzi Helena Jacek
4 Kosma Jadwiga Kruk
5 Oswald Ola Matuisk
6 Roland Patrycja Pinkos
7 Tomasz Teodora Smolak
8 Wiktor Zyta Walek
10 Upland Halflings
Many halflings from the nearby hills moved to Wenjansków a
few decades ago when their homes were ransacked by House
Wenjansk’s rival great house: House Jutmek. These halflings
are now twice displaced.
In their previous homes, the upland
halflings maintained shockingly similar
lifestyles to many of the lowlander agricul-
tural workers living outside Wenjansków.
Overwhelmingly, these halflings were sub-
sistence farmers who had little in the way of
formal government or religion. When nec-
essary, small bands of halflings would form
makeshift militias to protect themselves,
but this was no match against a proper
army of archers and cavalry. When House
Jutmek came for their territory, they sur-
rendered their valuable farmland and fled
to Wenjansków.
Perhaps surprisingly, most of the relocated halflings had lit-
tle difficulty assimilating into life on the outskirts of the lake-
side city. They willingly became vassals of House Wenjansk and
pledged to work the land in exchange for autonomy and protec-
tion. This agreement proved exceedingly prudent for both parties
in the wake of Wenjansków’s destruction: the halflings needed
protection more than ever, and the lowlanders needed hardy la-
borers with experience farming at higher elevations. In general,
the halflings fared much better in the mountains than most of the
humans. As such, the halfling numbers have grown from roughly
10% to nearly 25% of the population.
All upland halflings are hermaphroditic. As such, any two hal-
flings can mate and bear children. The halflings hold dear the no-
tion that one’s biological sex need not mandate one’s gender iden-
tity. Some halflings identify as male, others as female, and some
as nonbinary. Some lowlanders have theorized that the egalitarian
spirit of the upland halflings is at least partially the result of their
unique biology and gender expression. Undoubtedly, the halfling
diaspora has influenced House Wenjansk’s recent commitment to
gender equality. 11
D8 MALE FEMALE UNISEX
HALFLING NAMES
1 Banran Aldani Cannenbuhr
2 Ekkirih Arin Deonant
3 Hiltibrant Cotahilt Enolt
4 Ingo Everteh Mendenno
5 Noathart Hempi Ren
6 Paltar Sahsin Smeoha
7 Stutran Ualtni Traostilo
8 Vuldar Vehnent Woto
Duscarn Giants the way of extra clothing, med-
icine, or supervision. If worse
comes to worst, they can also
The Duscarn Range is a dan- be called upon to fight, though
gerous place, even to the giants the High Kestrel has thus far
who claim it as their ancestral resisted the temptation to pit
home. Many nomadic giants his vassal giants against their
throughout the mountains fall own kin.
to wild beasts, toxic soil, and Legends speak of different
extreme weather each year. As giants elsewhere in the realm:
such, many sought refuge in
Falthringor after House Wen-
jansk reactivated the torrent
opus. House Wenjansk listened
to their request for asylum,
but High Kestrel Mariusz
Wenjansk vacillated. On the
one hand, giant attacks were
the very reason he was forced
12 to flee with his people to the
mountains. On the other, these
giants were ready to swear fe-
alty and bore no direct relation
to the relentlessly warlike tribe
that ransacked Wenjansków.
Eventually, giants were
granted asylum into Falthrin-
gor on the condition that they
offer their labor and pledge
themselves to the ideals of
House Wenjansk. There is still
much to be done in the moun-
taintop castle, and there is no
substitute for the strength and
craftsmanship of the giants.
Additionally, they are hardy
folk accustomed to the cli-
mate, and they require little in
the unthinking forest giants in the woods of Onotanie or the wise
stone giants who live alongside the coastal dwarves. Duscarn Gi-
ants seem to be unique among their kin. They have learned the
lowlander tongue and speak eloquently, though with a persistent-
ly frustrating lack of urgency. They seem distinctly inept when
it comes to tending fields. However, their artistry in various me-
dia—notably fiber arts, metalsmithing, and vocal counterpoint—
is virtuosic compared to any works the humans or halflings can
muster. Many lowlanders had assumed the Duscarn Giants to be
brainless brutes, but close interaction immediately dispelled this
notion.
Lowlanders have difficulty pronouncing many Duscarn
names, and thus most giants in Falthringor are given nicknames
associated with their chosen work.
D8 MALE FEMALE SOBRIQUET/NICKNAME
GIANT NAMES
1 Abrudenjeskor Beðiš Cap
13
2 Brzchértŕ Eéèl Featherborn
3 Egrthúmblrn Giibgigli Hide
4 Krrtag-Dentlun Nunjenskori Longseer
5 Llatrung Oh-Hjuntla Ol’ Iron Arm
6 Múrnlo Rãi Swift
7 Teçrimpsz Stsilstso Two-Voice
8 Yrrg-Chrê Ungwêtla Wise Ass
Falthringor
THE FORMER RESIDENTS OF
Falthringor was built many centuries ago. When the refugees from
Wenjansków first discovered the mountaintop citadel ten years
back, they were perplexed. They did not know of any civilizations
in the mountains, let alone a people from a millennium ago that
could construct such a massive fortification in such an unwelcom-
ing environment. As they explored the castle, however, they found
texts and mysteriously preserved tapestries that explained the or-
igins of the castle.
Long ago, the Duscarn were a human-like race who lived in
the mountains beyond the lowlands. They had weak constitutions
and short lifespans compared to the humans who lived in the low-
lands. Agriculture was challenging in the mountains, but the low-
landers—even then!—were exceedingly territorial. As such, the
Duscarn did their best to eke out a meager survival in the harsh
14 peaks.
Though the details from their own records are murky, the
Duscarn somehow became masters of alchemy, concocting potent
elixirs that greatly enhanced their lifespans, bolstered their crops,
and even sharpened their blades. The Duscarn grew powerful and
arrogant. They built Falthringor in the mountains to keep out the
lowlanders who had become envious of the now healthy and proud
people.
Two things happened next, though in what order is not clear.
They poisoned the land, tainting the soil in perpetuity, likely the
result of some alchemical mishap. They also built the torrent opus,
a colossal tower that could summon pristine water from the heav-
ens and deposit an endless bounty in a cistern within the castle.
This water allowed the Duscarn to farm the tainted land, and so
they prospered despite the calamity.
Many years later, their hubris got the best of them. They be-
came gluttonous, imbibing stranger and more dangerous potions.
Little by little, they transformed themselves from the meek species
that first conquered the mountains into the violent and distrustful
Duscarn Giants of today. They they could no longer compre-
warred amongst themselves hend or reproduce the very al-
and succumbed to infighting, chemy that had turned them
destroying their powerful into the creatures they had
empire and falling into a per- become. At some point, they
petual dark age. Incalculable fled Falthringor and dispersed
knowledge was lost, destroyed across the lowlands. The castle
in battle, or forgotten in the was abandoned and remained
depths of Falthringor. Soon, as such for hundreds of years.
15
Torrent
THE disperse the water to farms
along the craggy slopes. Farm-
ing Mt. Endryr is still a chal-
Opus
lenge, given the harshness of
the soil and the bitter cold, but
it is possible to reap impressive
harvests with the warm and
Atop Falthringor’s highest cleansing water emitted from
tower, an arcane engine wrests Falthringor’s great tower.
The Cistern
moisture from the heavens.
This torrent opus was one of the
great alchemical achievements
of the ancient Duscarn. With The water from the torrent
their unrivaled mastery of ma- opus collects in a great cistern
terial sciences, the Duscarn carved into the mountain.
were able to harvest endless Though the torrent opus had
quantities of impossibly pure not been active for centuries,
water, store it, and then use it the cistern was full when the
to farm even in the harsh land- House Wenjansk first arrived
16 scape of their mountainous in the stronghold. This cis-
home. tern is accessible via the maze
When House Wenjansk ar- of corridors and tunnels that
rived in Falthringor, the torrent lead down from Falthringor’s
opus was inactive. It is unclear great hall. The cistern is always
whether some creature—per- balmy, a feature that surprised
haps one of the last Duscarn the lowlanders once they reac-
Giants to inhabit the strong- tivated the torrent opus. Inexpli-
hold—turned it off or whether cably, the heavenly water that
some failsafe prohibits the al- the alchemical engine sum-
chemical engine from running mons is impossibly warm, and
perpetually. Regardless, it was some arcane insulator within
trivially easy to reactivate, re- the cistern is able to sustain
quiring only a twist of some that heat.
gears at the base of the tower. Small vents throughout
Now the torrent opus pro- Falthringor disperse this
vides unlimited fresh water for warmth across the castle. As
the stronghold, and aqueducts such, the cistern provides not
built into the mountainside just water for the stronghold
but also a small but nontrivial buffer against the frigid mountain-
top winds.
In the early days after the lowlanders moved into the castle,
High Kestrel Mariusz Wenjansk decreed that the cistern would be
off-limits to all but him and the Lord Ratchets. In his view, the cis-
tern was too great a strategic asset to risk. Were someone to tamper
with the water supply, they would be forced to drain the entire res-
ervoir. It would take weeks to refill, during which time they would
have no fresh water, and the castle would quickly cool. It would
likely not mean the end of the Falthringor, but it would be an enor-
mous impediment for an already imperiled stronghold.
Beneath the Cistern
Tunnels and passageways that extend deeper into Mt. Endryr are
visible beneath the waters of the cistern. Theoretically, someone
could swim down into the unexplored chambers deep below Fal-
thringor. It seems inevitable that there are greater mysteries to un-
cover that may shed light on the final days of the Duscarn.
Alternatively, these passageways would be much easier to ex- 17
plore if the cistern were emptied. There is a central console near
the cistern that could be used to deactivate the torrent opus and
open up mountainside sluices, draining the cistern entirely. This
would allow for safe traversal of the once flooded chambers deep
below the fort.
GM NOTE: The “passageways beneath the cistern” is your
catch-all excuse to add a dungeon crawl to your Falthringor
adventures. If you have a crypt/laboratory/dragon lair/et cet-
era that you want to incorporate into your campaign without
the party even leaving Falthringor, have them deal with the
cistern. They’ll either have to sneak into the large chamber or
convince the High Kestrel to give them access, and then they’ll
have to decide whether it’s worth draining all the warm wa-
ter. Either way, the mysterious fall of Falthringor’s original
inhabitants is a perfect hook to help you plop any additional
dungeon module you want into the castle’s basement.
The Slopes they continue to irrigate Mt.
Endryr with pure water.
Those outside Falthringor’s
Falthringor was not large walls must always be prepared
enough for the initial band of to confront giants. Soldiers are
travelers that escaped Wen- deployed as necessary, but the
jansków, and it certainly isn’t farmers who live in the tiny
large enough for today’s bur- mountainside hamlets know
geoning population. As such, that every archer or spearman
many of House Wenjansk’s has orders to retreat into the
vassals farm the slopes be- castle if necessary. Those on
neath Falthringor. It is still the slopes know they are bet-
frigid this high above sea lev- ter off looking to the spirits
el, but agriculture is possible. for protection than the errant
Yaks and goats can survive soldiers that House Wenjansk
if they eat grasses that are deploys.
cleansed with water from the Luckily, the Duscarn
torrent opus, and hardy tubers Giants have thus far opted not
thrive if given adequate care to undermine Falthringor’s
18 and irrigation. food production with targeted
Even with the alchemical attacks on outer farms. Their
aid that Falthringor provides, formal raids solely target
life in the mountains is a chal- the stronghold itself. It is
lenge. The torrent opus may unclear whether this is purely
neutralize the tainted soil, a tactical blunder or whether
but farming on a windswept the Duscarn Giants have some
mountain is still no easy feat. deeper reason for ignoring
Farmers must be careful when what would seem to be the
burning what sickly wood optimal siege
grows in the Duscarn Range tactic.
lest they inhale too many nox-
ious fumes from the contami-
nated timber. House Wenjansk
believes this danger will di-
minish as
Falthringor
TRAVELING TO
Only exceptionally motivated travelers will dare make the trek to
Falthringor. It’s a dangerous journey, and few outsiders have ven-
tured to the castle since the initial exodus of the lowlanders ten
years ago. There are, however, a number of reasons that a party of
adventurers may want to head to the city.
1. The discovery of the stronghold was an extraordinary archae-
ological reveal. Curious minds may hope to find alchemical
wonders in the fortress’s hidden subterranean corridors, or
19
they may just crave anthropological insights regarding the or-
igins of the Duscarn Giants.
2. House Wenjansk is still—at least theoretically—a major play-
er in the politics of the lowlands. The other great houses may
send emissaries to trade, negotiate with, threaten, or spy on
the High Kestrel and the rest of House Wenjansk.
3. Falthringor is the only safe haven throughout the Duscarn
Range. If the adventurers are traveling through the moun-
tains for any purpose, they will likely need to make their way
to the fortress to resupply or hide from greater threats.
4. The other great houses were lucky that House Wenjansk led
the violent giants away from the lowlands. Still, there is grow-
ing concern that the giants will become more brazen in their
future attacks should they gain a permanent foothold in
the Duscarn Range. Noble adventurers may seek to aid House
Wenjansk in the defense of their keep to avoid this worst-case
scenario.
D6 DUSCARN RANGE
DANGERS DESCRIPTION
Violent seismic activity causes
frequent avalanches. The initial
danger is trauma from the slabs of
1 Avalanche
ice and snow, but avalanches also
make the terrain more difficult to
traverse for days or weeks to come.
All of the dirt and mud packed beneath
the snow is forever corrupted by
Duscarn alchemy. Obviously, travelers
2 Tainted soil
should not consume the foul plants that
grow here, but they may also contract
diseases purely through proximity.
Reactivating the torrent opus set in
motion several dormant alchemical
machines throughout the Duscarn Range.
3 Alchemical runoff Some of these emit toxic drainage
erratically. Perceptive travelers may
notice the well-concealed runoff pipes
20 jutting out from various peaks.
Only the hardiest creatures can survive
in the Duscarn Range. Among them are
the hulking malachite lizards. These
4 Malachite lizards
venomous quadrupeds camouflage
themselves among the tainted soil and
can grow up to fifteen feet snout-to-vent.
Earthquakes can cause expected travel
routes to transform unexpectedly. A
reliable mountain pass may become
5 Perilous chasm a gaping crevasse in mere minutes.
Bypassing the chasm may add days
to an expedition, though the party
could try to cross the gap instead.
The Duscarn Giants are committed to
retaking their long-lost fortress, and
6 Giant attack they are not terribly discerning when it
comes to small folks. Anyone shorter than
ten-or-so feet tall is a potential target.
Mariusz Wenjansk
HIGH KESTREL
Most High Kestrels face their fair share of challenges. Kajetan Wen-
jansk had to fortify his borders against raiders from House Jut-
mek. Remigiusz Wenjansk was confronted with a combination of
famine and plague through-
out his reign. High Kestral
Mariusz Wenjansk (he/
him), however, has had
to fight to keep his house
from crumbling entirely.
Like most High Kes-
trels, Mariusz inherited
the title upon his father’s
death. 1 As the eldest son
of an only child, Mariusz’s
ascension was not in con- 21
tention. His early rule saw the
integration of the upland hal-
flings into Wenjansków’s farms,
amendments to the Wenjansk
Code, and thriving relations with
the other great houses. Had Mar-
iusz died prematurely, he would
have been remembered as one of
the greatest High Kestrels House
Wenjansk had ever known, if only
for the fortuitous circumstances of
his reign. The sacking of Wenjansków
and subsequent dispersion called all
of that into question.
1 The intricacies of succession within House
Wenjansk are explored in greater detail in
Falthringor 02: Fortified
Mariusz is no great genius. He is a man who places too much
trust in his Lord Ratchets and too little in his vassals. Many com-
mon folk would die for High Kestrel Mariusz, but he mostly sees
them as self-interested and fickle. It is well known that Mariusz is
largely irreligious despite the fervor with which most of his sub-
jects revere the Great Falcon, the Canny Harrier, and the All-Seeing
Owl. He often acts rashly, and when he cannot make a decision, he
is overly deferential to his Lord Ratchets, who frequently pursue
ulterior motives. He drinks to excess, keeps a mistress, and plays a
dangerous game by picking favorites among his children.
Nevertheless, High Kestrel Mariusz Wenjansk saved his peo-
ple. None could have predicted the giants would cross Lake Nodol-
ny, and Mariusz was quick to signal the retreat. He led his people
into the unclaimed hills and found a new stronghold to call home.
The future of House Wenjansk is not certain, but Mariusz has done
everything he can to keep his people safe.
Despite his age, Mariusz still trains daily with his guard force.
He is healthy and valorous, and when the giants approach his fort,
he stands tall atop the ramparts. Many question whether Mariusz
22 is the best role model, the wisest tactician, or the most adept pol-
itician, but all give him the credit he deserves. He is an incredible
force, and House Wenjansk stands today because of his leadership.
The histories will remember that.
Lord Ratchet Foldet
The Wenjansk Code supplies surprisingly few guidelines regarding the
appointment of Lord Ratchets. Typically, a High Kestrel retains some
of the Lord Ratchets from his predecessor and then bestows new titles
to close confidants, but few laws codify this process. Many were still
surprised when the High Kestrel bestowed a title on Foldet (they/them),
one of the first upland halflings to swear fealty to House Wenjansk. Fol-
det is a plucky halfling who argued convincingly on behalf of their kin.
They made the claim that House Wenjansk would be stronger with the
agricultural aid of the halflings and that it would be a strategic slight
against House Jutmek, the great house that had uprooted them from their
previous home.
Foldet gradually became a close ally of the High Kestrel, provid-
ing an outsider’s point of view that was sorely lacking within Mariusz’s
inner circle. They were named Lord Ratchet a scant few months after
the halflings were granted asylum and have remained true to Mariusz in
the twenty or so years since. Their friendship with Mariusz influenced
the High Kestrel’s progressive views on gender and likely his ultimate
decision to welcome giants into Falthingor. Though Foldet seems to many
like a true champion of House Wenjansk, they ultimately have never 23
been able to free themself from their bias toward their halfling kin. De-
spite years of service, their total loyalty to the great house is far from
guaranteed.
Lady Sylwia Wenjansk
No special title is granted to the wife of a High Kestrel. They are ex-
pected to act as the ruler’s spiritual guide and to bear children, but that is
all. Lady Sylwia (she/her) has accomplished precisely one of these goals;
Mariusz has three healthy children, but he is still a heathen. Sylwia is a
religious woman, frequently meeting with the High Priests. She laments
her husband's lack of faith and has done her best to nurture a sense of
spiritualism in her children.
Lady Sylwia is oblivious to her husband’s infidelity, or perhaps she
turns a blind eye. In either case, she is a woman filled with shame. She
fell ill during the flight into the mountains and has never fully recovered.
Mariusz debates whether that is for lack of proper healing or lack of mo-
tivation. In truth, Lady Sylwia never became the woman she had hoped
she would become. She has become increasingly reclusive throughout her
stay in Falthringor.
Cure the
PLOT HOOK:
GM NOTE: “Curing the
land” is a big, nebulous plot
Land
arc that you will probably
want to stretch out over the
course of many sessions or
perhaps even an entire cam-
paign. You absolutely can
The Duscarn Range was expedite this quest by hav-
fouled by the arrogant alche- ing the players delve into a
mists that ruled the land a dungeon, fight a boss, and
millennium ago. The great flip a switch in a single sit-
thinkers of Falthringor have ting. Still, something as
meaningful as terraforming
yet to unravel the exact cause
an entire mountain range will
of this contamination, but resonate more strongly if it’s
it seems likely that any cure an extended challenge.
will be alchemical in nature. Instead of providing
The torrent opus renders the our typical step-by-step
land farmable, but only with guide explaining how play-
considerable effort. It also ers might go about achiev-
24 makes Falthringor a target. ing this goal alongside a ta-
If the mountains were rid of ble or two of challenges, we
their taint, it seems much will instead help you think
through designing this
more likely that House Wen-
quest from a number of dif-
jansk could come to a peace- ferent angles. What follows
ful resolution with the Dus- is three versions of this plot
carn Giants, that more great hook to suit your preferred
houses could move into the time scale: one that will
mountains, and that plentiful take at most two to three
harvests could allow for an sessions, one that will con-
unparalleled division of labor stitute a complete narrative
for future generations. arc with multiple embed-
ded quests, and one that will
function as an overarching
hook around which to struc-
ture an entire campaign.
Quest Design 1:
Delving Into the Mountain
The Duscarn ruins beneath Falthringor
are filled with alchemical wonders far
exceeding the technological know-
how of all the lowland great houses
combined. Even after centu-
ries of decay, there are like-
ly to be lingering machines
with engines that a clever
tinkerer can reignite. Strange beasts
prowl deep in the dungeons beneath
the cistern: some combination of mal-
achite lizards, Duscarn clockwork autom-
atons, magma golems, Silliar goblins, and
spirits of the fort’s former residents.
Curing the land will require the use of some
ancient treasure deep in the dungeon, beyond
25
traps and monsters. Consider the following options:
1. An agricultural processor that transforms waste into a fer-
tilizer that will neutralize the contaminants in the soil
2. An additional alchemical engine that must be affixed to the
top the torrent opus to augment its curative properties
3. A vault of seeds for crops with roots that will purge the soil
of its rot
4. A star map that explains arcane rituals that must be conduct-
ed in tandem with certain astral phenomena
5. An incredibly destructive earthquake generator that will
crumble the Duscarn Range, revealing healthy soil buried un-
derneath the mountains
6. Directions to a second fortress hidden miles below, where a
society of Duscarn refugees still practice alchemy to this day
Quest Design 2:
Unite the Great Houses
Each Lord Ratchet has proposed a different solution. One says
House Wenjansk ought to dig great trenches and flood the vari-
ous canyons, and another says new soil must be carried up from
the lowlands. Some have even suggested building a brand-new al-
chemical engine, a feat far beyond the capabilities of anyone living
in Falthringor today. The High Kestrel can’t decide which of the
proposed solutions is likely to work, but it is obvious that any suc-
cessful plan will require unfathomable manpower. The few hun-
dred residents of Falthringor and the surrounding hills simply
can’t accomplish this feat alone. They’ll need a lot of help.
High Kestrel Mariusz Wenjansk believes it’s time to finally
unite the great houses. He can’t spare his army or advisors so long
as Falthringor remains beset by giants, so he has deputized the ad-
venturers to negotiate on his behalf. If the party can convince even
just four of the eight or so great houses to join in the quest to heal
26 the Duscarn Range, he believes the rest will follow. He makes a few
suggestions about how the adventurers might start.
1. The seat of House Degimalz lies far to the northeast, in the
dangerous Silliar Ghats. Simply getting to them will constitute a
meaningful peace offering, as the other great houses typically
do not send diplomatic emissaries to the secluded Degimalz
capital.
2. House Jutmek—historic rivals to House Wenjansk—respond
only to strength. The adventurers will gain a great deal of ne-
gotiating power if they can prove their might in the Jutmek
coliseum.
3. The various lords and ladies of House Enthira play dangerous
games of subterfuge and backstabbing politics. The adven-
turers might be able to infiltrate their court and influence the
conspiratorial nobles at their elaborate balls.
4. The leadership of House Teeçzik is fervent in their devotion
to the Discerning Hound. The adventurers might find it easier
to commune with the canine spirit in an effort to sway the de-
vout great house.
Quest Design 3:
The World Tour
It is no simple quest to heal the soil of an entire mountain range.
It will require lengthy periods of fact-finding in far-flung libraries
and temples, magical artifacts from across the realm, and contri-
butions from mages, scholars, and mythical beasts. This is not a
quest that will be solved in days or weeks but in years—a mission
to which adventurers will have to dedicate a considerable portion
of their lives.
Should the adventurers pledge themselves to this great and
honorable task, the leaders of House Wenjansk will supply what-
ever resources they can: gold, weapons, transportation, and royal
writs. The Lord Ratchets will provide a lengthy set of tasks for the
adventurers:
1. Learn about alchemy and soil at the Grand University of Ma-
terial Sciences
2. Collect the blessings of the four seasons from the fae Prin-
cipality
27
3. Command the earth titan Maoim-Slèibhe to destabilize the
soil
4. Assemble a team of kinesis mages to reshape the winds
5. Help House Wenjansk win the war against the giants, even it
means requesting aid from far-off kingdoms
6. Travel to the realm of spirits and consult with the Great Fal-
con
7. Complete the abandoned alchemical engines scattered
throughout the Duscarn Range
8. Defeat the spirit of corruption that has made its home in the
ashes of Wenjansków
These are unreasonable tasks to ask of any but the most com-
mitted heroes. Accomplishing all eight will require traveling to
the farthest corners of the realm and beyond. The High Kestrel
knows he will likely die before seeing this goal completed, but also
that if the adventurers succeed, they will forever change history.
There is no expectation that the adventurers will succeed, or even
that they will commit themselves fully to the task; after all, most
adventurers end up getting sidetracked, and that’s okay! This is as-
pirational, and even accomplishing a small portion of these quests
may go a long way toward healing the scarred sierra.
GM NOTE: These are just examples. When you plop Falthrin-
gor into your campaign world, the specific steps necessary to
cure the land will depend on the rest of your worldbuilding.
Ideally, though, a lengthier campaign will include more than
just defeating a cabal of assorted boss monsters across the
world. Try to concoct tasks that will necessitate a variety of
roleplaying modes: exploration, puzzle-solving, negotiation,
stealth, dungeoneering, and—of course—combat. If you de-
sign a “world tour” quest deftly, you’ll have sowed the narra-
tive seeds for dozens upon dozens of tabletop sessions.
28
CHAPTER 2
FORTIFIED
30
THE SHATTERED MOUNTAIN
THE NOBLE ARCHERS
THE IMPERILED SUCCESSION
althringor has many layers of defense. At
the broadest level, its strongest asset as a
citadel is its location. Attacking a fortress
on a mountain peak is unlikely to be suc-
cessful. Even if the invading army chooses
to attempt a lengthy siege, the besieging
forces will slowly succumb to the poisoned
earth just beneath the snow. In fact, some
in House Wenjansk posit that the ancient
Duscarn may have intentionally tainted
the soil for this purpose: to turn the very
mountain itself against any who would dare approach.
Even if invaders can summit Mt. Endryr and sur-
vive the ambient miasma, they then have to breach the
walls. These ancient, alchemically fortified stones will
not fall to a common battering ram, and it seems the
Duscarn may have even enhanced their walls to with-
stand explosive forces as well. Summiting the battle-
ments is an option, but whipping winds and volleys of
arrows will make this a challenge for all but the most 31
armored and dexterous of climbers.
Finally, there is a reliable fallback. Should the advanc-
ing army make their way inside the walls of Falthringor, the in-
habitants can always retreat to the donjon. The castle’s tallest
tower may be the torrent opus, but its most fortified tower is the
Severed Keep. This bastion sits on its own craggy peak, and when
the drawbridge is raised, accessing this innermost tower requires
either lengthy siege ladders or exceptional mountaineering.
The Severed Keep is the safest part of the inhospitable moun-
tain range. It offers incredible views and unrivaled protection. The
heirs to House Wenjansk keep their quarters within the tower, and
Falthringor’s archers have made it their headquarters.
32
Severed Keep
THE
1
The donjon itself is colossal, larger than many full castles in the
lowlands. Indeed, more residents can comfortably sleep in the Sev-
ered Keep than in all of Fort Wenjansk in the house’s fallen capital.
When the refugees from Wenjansków first discovered Falthrin-
gor, the keep was entirely empty. Many tapestries, errant tools, and
pieces of furniture were left lingering across the rest of the cas-
tle, but whoever left Falthringor behind made sure to thorough-
ly cleanse the Severed Keep first. No one is sure whether the halls
had been pillaged in the centuries since by some other people—the
giants? another great house?—prior to House Wenjansk’s arrival,
or whether the ancient Duscarn purged the tower of its contents
prior to fleeing.
Only scant evidence remains of what the tower may have once
held: worn staircases suggest hurried footfalls, nicked stone walls
imply armed combat, and blackened ceilings evoke rampant fires. 33
Whatever happened here is lost to time, but it seems the previous
residents may have met a violent end.
Luckily, the chambers of the tower make for perfect bedrooms,
though the lack of proper ventilation demands that most food be
cooked elsewhere and carted in. The ample arrowslits and high
crenellations also made the tower a perfect fit for the house’s ar-
chers. Because of this shared function, the Wenjansk heirs have be-
come quite close with the bowmen. The future of the house is now
symbolically tethered to the fate of the archers. Some even say that
it is the archers who will truly choose the High Kestrel’s successor.
1 We employ the archaic term “donjon” to connote a specific era of medieval
castle design. It is important to distinguish this form of keep from a
“dungeon,” which may bring to mind either imprisonment or dangerous
subterranean locales in a tabletop context.
Severed Peak The Drawbridge
As with all details associated Some have speculated about
with the fall of the ancient Dus- the drawbridge as well. Its
carn, it is all too easy to specu- mechanism for operation is
late as to whether some power- surprisingly rudimentary: a
ful material sciences may have hand-powered winch on an up-
been involved in the creation of per floor coils chains attached
Severed Peak. The cleave in the to the bridge’s far-edge. The
mountaintop certainly could design of this simple machine
be natural, but there is also the seems to belie the expertise
distinct possibility that the of the Duscarn. Certainly, the
keep’s former residents tore the ancient alchemists would have
mountain asunder with their come up with a cleverer means
alchemy. If they were capable to retract a drawbridge, right?
of poisoning the entire sier- Or could it be that this simple
ra, they may have been able to device sufficed?
carve through the earth with At least one soldier is sta-
34 their fluidic engines. Perhaps tioned near the drawbridge’s
they chose to break Mt. Endryr winch at all times. Should the
in half to better suit their forti- need arise, they are to err on
fication needs. the side of caution. Lord Ratch-
There is some evidence that et Lubomir will unexpectedly
this may be the case. No plants run drills to test prepared-
can grow anywhere on Severed ness. After giving the signal,
Peak: no grass in the summer, he starts counting and expects
nor root vegetables on its lower the on-duty soldier to have ful-
peaks. Even house plants with- ly retracted the drawbridge be-
er within the warm walls of the fore he reaches 30. Those who
keep itself. If indeed the Dus- fail are given the nightshift
carn toyed with dangerous al- at the top of the keep, a brutal
loys and elixirs, then the peak assignment given the frigid
has certainly paid the price. In winds.
return, the inhabitants of Fal- There is a downside to hav-
thringor have the perfect sum- ing but one entrance and exit
mit upon which to make their to the Severed Keep. It means
last stand. that residents can easily be cor-
nered. Luckily, there is a secret passageway that leads down into
the mountain and into the cistern beneath the torrent opus. This is
a seeming strategic necessity, but it is also a liability; were an in-
vading force to uncover this secret, they’d be able to sneak into the
donjon simply by infiltrating the cistern itself, thereby bypassing
the majority of Falthringor’s defenses.
The Ramparts
Falthringor’s ramparts wrap around the entire fortress. They are
off-limits to all but the archers, though that rule is rarely enforced.
Lord Ratchets enjoy taking meetings while strolling atop the out-
er walls, especially when they want to be seen doing so. If a Lord
Ratchet seeks to speak with the adventurers, they may ask to do
so atop the castle walls so that the commoners and spearmen
in the bailey will see that they are exchanging words with
the impressive outsiders.
The rope bridges that connect the outer wall of the
main castle to that of the Severed Keep can be easily de-
tached. This is useful when the people of Falthringor 35
opt to make their final stand from the Severed
Keep, but it can also be used against them. If
these bridges are disconnected at the start of
a raid, the archers will have trouble travers-
ing the walls. They will have to either march
across the drawbridge to access the rest of
the ramparts, or else clumsily reattach the
rope bridge.
RAMPART
D8 ENCOUNTERS DESCRIPTION
A lone giant approaches through the
Giant in the snows. Is he an enemy combatant or a
1
distance refugee? Is it worth investigating, or should
the party call an archer to fire now?
Lord Ratchet Feliks meets with High
Priestess Henryka. They hush as
Surreptitious
2 the party approaches, though it is
plotting
clear they are whispering of Zosia
Wenjansk, the heir apparent.
Three birds land on the parapet: a falcon, a
harrier, and an owl. They are unmistakably
3 Spirit trio emissaries from the realm of spirits. They
telepathically call on the adventurers
to follow them across the mountains.
A great force from battle-hungry House
Jutmek is attacking Falthringor. An opening
4 Jutmek arrows
volley of arrows signals their approach.
The castle must prepare to defend itself.
36
The High Kestrel himself paces along the
Mariusz rampart sipping spiced vodka. Something
5
contemplates weighs heavy on his mind. He may enjoy
sharing his thoughts with an outsider.
Waltraud, an upland halfling, strings up
his shortbow. The poor kid desperately
An unlikely wants to join House Wenjansk’s archers,
6
archer but they don’t allow halflings into
their ranks. He’s not even supposed
to be up on the ramparts.
A cloaked figure—likely an elf—quietly
sneaks toward the Severed Keep.
7 A likely assassin He seems to be holding a dagger.
An assassination attempt would
never look this obvious… right?
Lord Ratchet Lubomir leads archery
training atop the fortress’s walls. Whoever
8 Archery training
can hit the furthest target will win his
helm, a masterpiece of craftsmanship.
Archers
THE
With no real cavalry to speak of, House Wenjansk’s army consists
of but two distinct forces: archers and spearmen. While the spear-
men train and arm themselves in and around the bailey, the archers
use the Severed Keep as their primary hub of operations. Fletchers
prepare arrows in the basement, soldiers train in the range, and
those on-duty keep watch from the battlements.
Historically, cavalry had always been more crucial to military
victory in the great plains of the lowlands, but they are of little use
in craggy peaks. When the Duscarn Giants slowly make their way
up the mountainside in one of their raids, it is the archers that
have proven essential in the defense of Falthringor. As such, the
bowmen of Falthringor are revered like no Wenjansk soldier ever
before. Children idolize the bowmen, and young women dream of
marrying one of the noble protectors. Pious members of the com-
munity believe that the Great Falcon has blessed House Wenjansk’s 37
arrows in an effort to protect the displaced people.
Falthringor’s bowmen consist solely of lowlanders. The stan-
dard longbow is 6 feet in length, meaning even the tallest upland
halfling cannot properly wield such a weapon. Most bowmen are
also of noble birth. There is no culture of “knighthood” among the
lowlanders, and as such, high-born vassals who choose to fight for
House Wenjansk typically pursue ranks with the lowest casualty
rates. Even before the exodus from Wenjansków, an archer in the
city had a much higher likelihood to survive a battle than a spear-
man on the frontlines. The high birth of the house’s archers may
go some way to explain why they were also able to claim the more
defensible part of the castle as their territory.
As rooftop archers only require minimal mobility during a
giant raid, most wear heavy armor. The Duscarn Giants are adept
with slings, and a well-aimed projectile could easily kill a soldier at
great range unless they’re well protected. Most archers wear chain-
mail, though many don bespoke plate armor—a luxury that the
typically wealthy bowmen can afford. Their armor is adorned with
feathers as a nod to their house’s heraldry as well to their patron
spirit.
Klara Urbecik
Even before House Wenjansk explicitly codified their commitment to
gender parity, women were allowed to serve as archers. Unlike many
military ranks, there is a more or less objective measure of ability for
archers: if you can draw a longbow and hit a bullseye from a great dis-
tance, little else matters. Klara (she/her) is low-born but proved herself
an impeccable shot shortly after the relocation to Falthringor.
Klara cannot afford a cuirass, and so she wears mail crafted by her
mother, a farmer on the slopes. The realities of wealth and class did
not disappear overnight just because House Wenjansk relocated. Social
status still determines one’s fate. Thus, Klara has had to fight to prove
herself in more ways than one. She must demonstrate that she’s an
excellent marksman despite her sex, and that she’s a committed soldier
despite her low birth. She may not fight for lands of her own, but she
has proven time and time again that she would die for Falthringor and
what it represents.
Junchremyn “Baby Hands”
38 Junchremyn (he/him), a refugee giant, has made a name for himself
in the basement of the Severed Keep as one of the most dexterous
craftsmen in Falthringor. His arrows fire true and the sheer quantity of
his production is unmatched. That such a large creature could possess
such astounding fine motor skills would be surprising to anyone unfa-
miliar with Falthringor’s giant population. Junchremyn takes pride in
his work, but he is also racked with guilt. To be productive and to earn
one’s respite is a virtue, but knowing that his arrows are used to slay
his kin… that is an unpleasant thought. Junchremyn is a valued member
of the team in the Severed Keep, but Lord Ratched Lubomir has made
it repeatedly clear that he has no patience for philosophical hesitation
concerning the simple act of fletching.
39
Endorse a Successor
PLOT HOOK
As with the appointment of Lord Ratchets, the rules concern-
ing the High Kestrel line of succession are nebulous at best. The
Wenjansk Code reads:
Upon the death or indisputable mental decline of the High Kestrel,
a successor shall be selected based on lineage, merit, and the stat-
ed preferences of the leaders of the house and Lord Ratchets.
This imprecise language has repeatedly caused unnecessary
political upheaval. What constitutes “indisputable mental de-
cline?” What aspects of lineage matter most? Who actually makes
the decision? An errant line in a later chapter may shed some light
on the bizarre lack of clarity.
The Canny Harrier blesses House Wenjansk with the wisdom to dis-
40 cern. In the realm of beasts, there is no need for strict law. Virtue
and instinct rule. House Wenjansk must always make decisions as the
Canny Harrier: with vision unclouded by the trepidation of men.
Countless Lord Ratchets have extolled the Wenjansk Code
throughout the centuries. After all: they wrote it, and in most in-
stances, they end up making the final decision regarding the suc-
cession. Its deliberate ambiguity would seem to be the entire point.
In either case, the current succession is in question. High Kes-
trel Mariusz is in good health, but he also makes a show of ostenta-
tiously standing atop the ramparts every time the giants attack his
keep. All it would take is one well-aimed sling-bullet, and House
Wenjansk would be thrust into a succession crisis. Centuries ago,
Falthringor fell because its residents stooped to infighting. Unless
the party of adventurers can help ensure a peaceful transition of
power, the same fate may befall House Wenjansk.
The Wenjansk GM Note: Unless you plan on
Heirs returning to Falthringor re-
peatedly throughout a lengthi-
er campaign, the most compel-
High Kestrel Mariusz Wen- ling way to weave a succession
jansk has three legitimate plot into your narrative is to
children, and at least one have Mariusz die one or two
bastard. These four adult sessions after the party arrives.
children all keep their Give you players an overview of
chambers in the Severed the politics of House Wenjansk,
Keep: three for protection, let them meet Mariusz, give
and one to protect. them a quest or two, and then
For better or worse, kill the High Kestrel in a giant
attack, an assassination plot,
these four noblemen have
or an alchemical accident. This
an outsized influence on will force your party’s hand.
life in Falthringor. In all Can they help the house resolve
likelihood, one will go on their tricky politics before Fal-
to become the next High thringor succumbs to chaos?
ZOSIA WENJANSK
Kestrel. 41
Mariusz’s firstborn takes af-
ter him. Zosia (she/her), age 27,
is rowdy and spirited. Her father
says that she “embodies the ideals
of House Wenjansk,” but most in
Falthringor just see her as a drunk.
She is undeniably her father’s fa-
vorite child, and he has coddled her
since birth. Though she is competent
at sparring with staff, she has no for-
mal combat training and only a baseline
understanding of military tactics. She is
as irreligious as her father—much to her
mother’s dismay—and has studied no craft.
Zosia believes that there is no question
that she is the High Kestrel’s rightful heir. She
is the firstborn, and to reject her for any purpose would seemingly
fly in the face of the house’s recent insistence that all genders be
treated equally. The position of High Kestrel is her birthright, and
those who would deny it are either sexist or misled by dubious vi-
sions from the realm of spirits.
She has convinced herself she is enjoying her limited time un-
shackled by the responsibility of the throne. Yes, she may drink
and make love to excess today, but only because she knows her rule
will be different. No matter what her detractors say, Zosia cares
about her house and her vassals, and she will see House Wenjansk
protected.
The Lord Ratchets are split. Some dream of a High Kestrel Zo-
sia, because it will mean they will have incredible sway. It’s not as
though she will overrule the Lord Ratchet of Guilds or the Lord
Ratchet of Fields. Then again, many fear that she will prove inept
ADOK WENJANSK
and ineffectual.
42 Lady Sylwia gave Mariusz one son. In generations
past, Adok (he/him), age 24, would have been the
obvious choice for High Kestrel. Of course, Mar-
iusz has made a point of ensuring that wom-
en are treated equally, and thus Adok’s claim
is in question. This troubles him little. Adok
has no aspirations to take his father’s throne.
He has taken a wife, Brygida, who lives in a
hamlet on the slopes. Though Adok maintains
quarters in the Severed Keep, he spends most of
his time with Brygida and their newborn in a
humble farmhouse.
Unless a child of House Wenjansk is
named Lord Ratchet or High Kestrel, there
are no codified expectations for them. They
can marry, join the priesthood, or pledge a
guild. As such, Adok is not explicitly forsaking
his family by pursuing a simple life, though
many see it that way.
Unsurprisingly, many common folk adore Adok. They see him
as a man of the people. Many farmers have also yet to embrace the
progressive views that the Wenjansk Code now endorses. They want
a man on the throne, and they can think of no one better than hum-
ble Adok.
Few Lord Ratchets are fond of Adok, but the clergy overwhelm-
ingly endorse him. All seven High Priests claim to have received
visions of the Great Falcon selecting Adok as the rightful succes-
sor. Are they telling the truth? Or are the priests—many of whom
have traditional views on gender and power—using their reputa-
KALINA WENJANSK
tion and influence to ensure House Wenjansk stays male-led?
As Zosia took after her father, Kalina (she/her), age 23, took after
her mother. She is pious, quiet, and resolute. After an injury left
her without the use of her legs, Kalina became doubly-committed
to being useful to her family. She apprenticed under master seam-
stress Chaçêr-Sto, a renowned craftsman among the giants, and
began to stitch tapestries outlining the history 43
of House Wenjansk.
Unlike her siblings, Kalina is well studied.
She spent years of her adolescence shadow-
ing many of her father’s Lord Ratchets, learn-
ing much of agriculture, economics, military
strategy, and statecraft. When she shares her
opinions on matters of public importance,
however, her father rarely listens. This has
reinforced her shyness. Presently,
she spends most of her time with
Chaçêr-Sto in quiet work in the up-
per floors of the Severed Keep.
Until recently, she had never
considered the position of High
Kestrel. However, some of the Lord
Ratchets have decided to back Ka-
lina. She worked directly with
many of these political advisors,
and they know her as strong-willed, well educated, and deft at han-
dling social conflicts despite her shyness. Kalina is still debating
whether this might be a calling she could embrace. She certainly
understands the ins and outs of government better than her sib-
lings, but she doubts whether House Wenjansk’s vassals will ac-
cept a third-born child, a non-amublatory woman, as their leader.
LORD RATCHET LUBOMIR CZIBLIK
For now, she looks to the All-Seeing Owl for guidance.
Technically, Lubomir Cziblik (he/him),
age 28, is Mariusz’s firstborn. Unfortu-
nately for him, he’s a bastard. Marisuz is
an honorable man, though. He may not have
legitimized the boy, but he has been a prop-
er father figure throughout Lubomir’s life.
Lubomir studied under the best tutors, trained
in well-appointed facilities, and never wanted
for money. Soon after arriving in Falthringor,
44 Mariusz named Lubomir Lord Ratchet of the
archers.
Some would argue that Lubomir is the
second most powerful person in Falthringor.
He leads the strongest force in the castle,
and his orders may just determine whether
the stronghold stands or falls. He has the
blessings of his father, and though he does
not bear the Wenjansk name, his parentage
is an open secret.
Lubomir is tough. He is a callous sergeant
with little empathy for those who fall short
of his expectations. As he sees it, the bow-
men of Falthringor keep everyone else
alive, and so there is no wiggle
room for mediocrity. Though he is
stern, he is not known for other vic-
es. He does not drink, he prays regularly, and
he has pledged not to take a wife until the
Duscarn Giants are defeated. This last point is strange. Chastity is
no sacred virtue in the Wenjansk Code. It seems that Lubomir seems
to be implying that he’ll give the war his full attention, but others
have questioned whether this may just be a way to deflect his dis-
taste for women until a later date.
As it stands, there is no chance Lubomir will become High
Kestrel. To crown a bastard when the current leader has legitimate
heirs is simply unheard of. However, the future is not written in
stone. Mariusz could legitimize Lubomir by wedding his mother,
Lady Snežana Cziblik. Zosia, Adok, and Kalina could die or get cap-
tured by giants. Hell, there could be a military coup. Lubomir com-
mands archers. Could he conquer Falthringor from within? Would
he want to?
Influence the Succession
The adventurers need not meddle in politics. House Wenjansk has
its flaws, but it will probably survive a succession crisis. Probably.
If they choose to get involved, however, they have a number of
avenues to follow. 45
0 Influence Mariusz. Frustratingly, Mariusz has yet to say
whom he would see take his place. When asked publicly, he has
repeatedly—and erroneously—stated that the Wenjansk Code
speaks for itself. It’s clear he is just trying to avoid the inevi-
table uncertainty. If the adventurers can get close to Mariusz,
either by proving themselves in the war against the giants or
else by socializing their way into his inner circle, they may be
able to influence his decision making. If Mariusz can be con-
vinced to make a public statement endorsing one of his chil-
dren or legitimizing his bastard, that would almost certainly
end any debate about who has the blessings of the “leaders of
the house.”
0 Influence the Lord Ratchets. Mariusz may be inaccessible to
common adventurers, but the Lord Ratchets decidedly are not.
If anything, these leaders of Falthringor will be clamoring to
speak with the adventurers who will no doubt have precious
news from the world beyond the mountains. Crucially, the
Lord Ratchets do not act in concert. They each pursue their
own aims, and as such, adventurers may elect to try their hand
persuading just a few that one or another heir should gain
their support.
0 Influence the Commoners. The lowlanders, halflings, and
refugee giants won’t listen to a bunch of outsiders unless
those outsiders have truly proven their worth. It does not mat-
ter if the party has compelling logic for why one of the heirs is
more worthy of the title than someone else. The common folk
will not listen. However, if the party performs an incredible
feat—slaying a crew of giants, augmenting the torrent opus, or
winning a tourney—they will gain respect. Should the party
use their newly earned platform to extol the virtues of their
favored heir, this might just tip the scales.
0 Eliminate Options. If the adventurers are certain that one
or more of the potential heirs would be bad fits for the posi-
tion, they can always work around the Wenjansk Code by simply
eliminating these potential successors. Mariusz’s children are
46 well guarded, but they are not immune to steel. Clever adven-
turers will make it look like an accident. Cleverer adventurers
will immediately flee the castle regardless.
CHAPTER 3
ASSEMBLED
48
THE AWKWARD TACTICIAN
THE APPEASING CUISINE
THE UNUSUAL HASTILUDES
althringor’s bailey functions much like a
commons. Farmers from the slopes enter
the castle to trade their crops, meat, and
dairy amongst each other. Priests provide
impromptu guidance at the small shrine
the lowlanders have added to the court-
yard. Itinerant giants petition the Lord
Ratchets for asylum. Spearmen spar, min-
strels tell tales, and craftsmen peddle their
wares. There are no truly public spaces in
the halls of Falthringor—all chambers and
halls are claimed by some such lord or guild—so de-
spite the frigid temperatures, when commoners as-
semble, they do so outside.
There is always danger for those who spend their
time in the bailey. After all, the innocuous seeming
ward was designed for defensive purposes. Attackers
who hope to take the stronghold by force will have to
make their way through the bailey en route to the great
hall, the Severed Keep, or any of the strategic bastions. 49
Whether they scale the walls or burst through the port-
cullis, they will still have to pass through the bailey, all
while getting pelted by arrows and harried by spearmen. If ever
the Duscarn Giants levy a full
assault on Falthringor, it seems
inevitable that the bailey will
be the site of maximal violence.
That has yet to occur. Thus
far, Falthringor has stood
strong against all invaders.
Thanks to some combination
of archery and bold defense
by the spearmen, the bailey
has remained a safe place for
common folk and lords alike to
convene and relax in the wind
shadow of the curtain wall.
50
Spearmen
THE unpredictable strike forces.
And yet, the archers alone reap
the glory.
There are many reasons
The largest body of Falthrin- for this, not least of all is the
gor soldiers are the spearmen. preponderance of low-born
Most fit adult male vassals troops among the melee sol-
must offer their services to diers. A second cause may be
the spearmen for at least a few the unusual tactic that has
years. These soldiers are gen- proven most effective against
erally ill-equipped, wearing the giants, a tactic that many
chainmail if they can procure lowlanders view as comical
it and tough leather armor if and undignified, a tactic that
they cannot. They wield mod- has saved the lives of countless
ified farm equipment as weap- Wenjansk vassals.
onry, and they share a small
barracks that can only hold The “Trip and
roughly one fifth of their num-
bers at a time. Everyone else
Spike” Maneuver 51
is expected to sleep in their Spearmen operate in platoons
homes, typically in the ham- of six soldiers, five of whom
lets along the slopes below. carry billhooks and one a pike.
House Wenjansk’s archers During a giant assault, every
have become the most deco- platoon will target one giant
rated force bearing the High each. The five subordinate sol-
Kestrel’s flag, a position once diers (called “trippers”) will
held by the house’s cavalry. Yet attempt to surround the gi-
again, the spearmen are given ant, reach for their legs, and
little praise or honor, despite ultimately bring them to their
their significantly higher rate knees. Giants have incredibly
of casualty. In raid after raid, thick skin that makes it dif-
the spearmen have been in- ficult to fell one with a sharp
strumental in slowing the ad- blow anywhere but their soft
vancing Duscarn Giants. It is heads. By tripping a giant, the
only the combination of their lone pikeman (the “spiker”)
efforts that has allowed the gains the opportunity to stab
stronghold to weather so many through the giant’s skull and
into their brain. Barring that, time protecting a castle whose
a successful topple still slows outermost wall has never been
the giant considerably and pro- breached. Nevertheless, civil-
vides a window during which ian casualties along the slopes
one of the archers above may have remained modest, even
land the killing blow while the after ten years of lowlander oc-
giant stumbles to right itself. cupation of the fortress.
In practice, this is a sur-
prisingly effective tactic that Lord Ratchet
impedes giant assaults and
maximizes the potential of ev- Zarek Deniczik
ery attempted finishing strike. House Wenjansk’s spearmen
It works specifically because were never given the respect
the giants tend to invade in they deserved, even before the
frantic, scattered formations. house’s relocation. When the
Unfortunately, it means the Duscarn Giants raided Wen-
majority of spearmen spend jansków, the melee infantry
their battles using makeshift gave their lives in shocking
farming equipment in an effort
52 to awkwardly trip the lumber-
numbers, protecting the High
Kestrel as he and his vassals es-
ing brutes. It is still exception- caped Fort Wenjansk. They sac-
ally dangerous for the spear- rificed themselves to ensure
men, even when a platoon is that lords and peasants alike
working in perfect concert. could flee the burning city. As
Most spearmen are already such, their ranks were in dis-
quite familiar with the bill- array once the lowlanders ar-
hook when they start training rived in Falthringor.
in the bailey. After all, the ma- High Kestrel Mariusz rec-
jority of spearmen are farm- ognized early on that the ar-
ers who dedicate roughly half chers would not be enough to
of their working hours to the protect the castle from some
defense of Flathringor. There such a massive threat, and so
is considerable animosity re- he elevated one of the few sur-
garding this arrangement. viving spearmen, a scrawny,
The agricultural hamlets be- scrappy, low-born soldier, to
low are relatively unprotect- the rank of Lord Ratchet. Mari-
ed, while the adult men spend usz tasked this unlikely leader,
Zarek Deniczik (he/him) with re-establishing a squad of warriors
who would protect House Wenjansk’s new home.
Zarek is a committed servant to the High Kestrel, but he is also
a deeply practical and empathetic man. He witnessed untold hor-
rors during the fall of Wenjansków, and he swore to find a better
means to confront the Duscarn Giants in the future. He devised
the “trip and spike” maneuver, a tactic that many of his spearmen
loathe. They believe it puts each of them in far greater danger, as
it forces groups of soldiers to get close to a giant instead of poking
from afar with lengthy pikes. Nevertheless, Zarek stands firm. The
tactic is the only reliable way to kill a giant at close range. If the
giants were free to wreak havoc on Falthringor as they did Wen-
jansków… well, best not to think about that.
Defeating the giants means more than just strong walls and
sharp arrows. It means leveraging every advantage House Wen-
jansk can muster. Lowlanders are nim-
bler than the giants, and so a squad
can easily flank a given invader.
Zarek’s forces are also
more coordinated, and so 53
targeted strikes should
always be prioritized
over the chaos of a
free-for-all battle.
Zarek is oft-ma-
ligned by his peers
and the common
folk alike. They see
him as both meek
and knavish, a cow-
ardly peasant who
should have fall-
en in Wenjansków
and who should never
have achieved the rank
of Lord Ratchet. And
yet, Zarek persists.
Wodunc
While upland halflings are forbidden from joining the archers, Zarek
welcomes his short-statured neighbors into his ranks. Halflings can’t
wield lengthier polearms, but they’re just as proficient with the billhook
as the lowlanders. Wodunc (they/them), a cousin of Lord Ratchet Foldet,
is perhaps the greatest tripper in all of Falthringor. They can weave and
bob between a giant’s legs and then yank with surprising force, often
toppling an invader all by themself. Watching Wodunc assail a giant is
like watching a masterful dancer. They move with grace and strength
that belies their small frame. Adventurers could learn a thing or two by
training with Wodunc; they’ll happily spar with a worthy opponent in
the bailey if challenged. On rare occasions, Wodunc may even join a
team of adventurers who need additional help during a tourney.
54 Chevvek Iczenski
There is no expectation that the spearmen will be a cohesive, uniform
military force. They are a group of oddballs, united only in their as-
signed weaponry and duty to protect Falthringor. Still, some spearmen
are odder than others. Chevvek (he/him) fancies himself an amateur
moss expert. This obsession dominates his life, and he has troubling
maintaing a conversation without bringing it up. When Chevvek isn’t on
duty or training in the bailey, he’s delving into forbidden tunnels below
Falthringor, grabbing samples of the strange mosses and lichens that
grow in the warm stone hallways. He believes consuming these strange
plants and fungi will give him the same strength as the Duscarn Giants.
After all, the ancient Duscarn only became giants after consuming ar-
cane elixirs developed in this very castle. Perhaps some of that alchem-
ical magic lingers in the moss of today…
Irmhilde the Blacksmith
Adventurers tend to conflate “blacksmiths” with bladesmiths and
armorers. They find someone proficient at metalworking and just
assume that their specialty is creating swords, mail, and the like.
In practice, most blacksmiths predominately make grills, gates,
nails, and most importantly: farming equipment.
Irmhilde (she/they) has spent the better part of her blacksmith-
ing career crafting scythes, yokes, spurs, spades, and other practi-
cal agricultural tools. She was a valued member of the outer Wen-
jansków community, outfitting lowlander and uplander farmers
alike. They had a bit of trouble acclimating to life in the majority
human farmlands, but gradually Irmhilde learned the quirks of
lowlanders customs: the Wenjansk vassals expected her to stick to
deadlines and avoid breaking out in song and dance until after a
transaction was completed.
After the exodus from Wenjansków, Irmhilde figured she’d
have to make a few alterations to her work schedules, namely expe-
diting the creation of shovels to dig through the thick and tainted 55
soil. What she did not expect was a writ from the High Kestrel him-
self demanding that they assist Lord Ratchet Zarek.
Other folks can make tools for the farmers on the slopes. Exu-
berant Irmhilde has been tasked with outfitting the trippers. Af-
ter all, she was already an expert at making billhooks for farming.
How hard would it be to tweak her creations for use in warfare?
Many of their kin expected Irmhilde to bristle at this new de-
mand. The halflings figured that they would not want to craft im-
plements for killing after so many years working in agriculture.
Irmhilde sees it differently. This writ means they never have to woo
picky buyers, and that they can work behind the protective castle
walls. They can collaborate with Lord Ratchet Zarek to ensure that
the people of Falthringor are properly protected. Every giant felled
is another hamlet safe from random acts of violence. Though the
specifics have changed, Irmhilde’s craftsmanship still means that
farmers can go about their days without worry.
Every once in a while, Irmhilde gets to flex their creativity, cre-
ating unusual polearms for the spikers or for specially outfitted
spearmen platoons.
56
IRMHILDE’S
D6 UNIQUE DESCRIPTION
POLEARMS
The malachite lizards of the Duscarn
Range have exceedingly dense
gemstone scales. This weapon has
1 Lizard Cracker a weighty hammer at one end and
a blade at the other, perfect for
cracking malachite scales and then
disemboweling the aggressive lizards.
Certain bizarre alchemical entities
in the tunnels beneath Falthringor
2 Gold Fork
abhor gold. This gold-tipped
war fork keeps them at bay.
Some exceptional spearmen
are capable of felling a giant
without the assistance of a team
3 Giant-Slaying Scythe of trippers. It is an awkward
maneuver, but it is possible to
decapitate a giant with a strong
swing from this reinforced scythe.
Silliar goblins riding bizarre beasts
occasionally make their way to 57
the Duscarn Range, where they
4 Upland Halberd tend to ravage halfling farms. This
small-scale halberd was designed
to yank goblins off their mounts
and then slice their necks.
Duscarn Giants are at their most
dangerous when they are slinging
5 Sling Slicer ammunition at great range. This
extended sickle is perfect for tearing
apart a sling in a giant’s hands.
The High Kestrel wields this mostly
ceremonial glaive when commanding
troops from the ramparts. Irmhilde
considers it a liability. Adorned
with feathers and crimson ribbons,
6 Glaive of the Falcon it makes Mariusz an obvious target
for Duscarn slingers. Nevertheless,
the High Kestrel claims that the High
Priests have blessed this weapon,
and that he will be protected
so long as it's in his hands.
GMING A CASTLE
DEFENSE BATTLE
T
he war with the giants is a stalemate. The giants likely
cannot muster a bold enough attack to take Falthringor,
and House Wenjansk has yet to wage a proper counter-
offensive. 1 Nevertheless, each giant raid involves casualties,
and there is a wide gulf between a successful defense and a near
catastrophe.
If you want to demonstrate to your players that the giants are
a legitimate threat, it is strongly recommended that you present
a giant raid soon after the adventurers arrive at the castle. If the
party decides to help, they’ll gain the favor of the High Kestrel, the
58 respect of the Lord Ratchets, and the admiration of the common
folk.
The most straightforward way to run a giant attack encounter
is to split the action. “Off-screen,” the soldiers fight the brunt of
invading force. Your players just need to tackle one or two giants
while the battle rages around them. Make sure you provide plenty
of flavor in between turns of combat: mention the awkward
efficiency of the “trip and spike” maneuver, the brutality of the
violence, and the chaos of the unfocused giant tactics. Once
your players complete their fight, narrate the conclusion of the
battle overall. In this instance, the party’s performance acts as a
proxy for the whole battle. If they easily defeated the giants with
superior tactics, then so too did the forces of House Wenjansk.
1 Falthringor 04: Beyond provides a plot hook that will give your party the
chance to bring the fight to the giants.
If the party barely eked out a win, then the spearmen and archers
faced unprecedented casualties.
There are infinite variants on this format. You can run a
combat gauntlet with waves of enemies. You can have a platoon
of spearmen act as one “unit” in initiative, fighting alongside the
party. You can present the party with an escort mission, a fetch
quest, or a chase during a raid. All of these options likely require
limited tweaks to the existing combat mechanics in your RPG
system of choice.
Alternatively, you can emphasize the large-scale tactical
side of combat. The party works with Lord Ratchets Lubomir
and Zarek, commanding the spearmen and archers across the
castle. You can replace the normal combat rules of your system
with a castle defense minigame, or else simplify the encounter to
a series of dice rolls to determine success. You can swap out the 59
player characters with full platoons, and ask the players to act like
military strategists instead of a band of heroes. In many ways,
this is the inverse of typical fantasy RPG combat: hordes of weak
“fodder units” (i.e. House Wenjansk’s regular soldiers) are tasked
with taking down a few ultra-powerful giant “heroes.”
Consider the pace of your campaign. Are your players bored of
exploring the castle and do they crave the mechanical complexity
of your system’s standard combat? Are they burnt out on
adventuring and yearning instead for new modes of roleplaying
combat? Maybe this is an opportunity for you to experiment with
optional mechanics, or perhaps you just need a little bit of combat
to heighten the narrative. Use the giant raid to create tension and
to expand the scope of your story. Rember: no battle should ever
be filler.
Kitchen
THE
The highest nobles of Falthringor 2 are not expected to pro-
cure their own food, nor to cook for themselves. Breakfast
is brought to each of their quarters, midday dinner 3 spreads
are provided in rooms throughout the castle (guild chambers
and noble offices), and all of the nobles of Falthringor supper to-
gether in the great hall.
Preparing all of this food is a daunting task, especially giv-
en the discerning palates of Falthringor’s nobles and the limited
menu of foodstuffs available in the Duscarn Range. In the low-
lands, diets were exceptionally varied: fishermen brought in great
hauls from Lake Nodolny, hunters captured big game across the
plains, and farmers could harvest a wide array of fruits and vegeta-
bles. Atop Mt. Endryr, the options are comparatively meager. Most
meals consist of tough root vegetables, yak cheese, roasted goat,
60 and pungent teas in various combinations.
Making do with this bounded list of ingredients requires an
impressive kitchen and exceptional chefs. Falthringor has both.
The cooking facilities in Falthringor are near to the bailey. Ov-
ens and stoves have configurable vents that allow scents and steam
to be directed toward the rest of the castle or dispensed out the
chimney; likely a holdover from the days when bubbling alchem-
ical elixirs released soothing vapors. Refrigeration generally is of
little concern in the cool mountains, but it can be a challenge in
the castle itself, warmed by the ambient steam from the unnatu-
rally hot cistern. Luckily, a tunnel beneath the kitchen leads to a
2 Relevant nobles include the High Kestrel, his wife, his children, the dozen
or so Lord Ratchets and their immediate families, and the families of
some three or four former Lord Ratchets who have been grandfathered
into positions of elevated nobility. Altogether, this amounts to roughly 50
people, most of whom live within the castle itself.
3 “Dinner” refers to the main meal of the day. As most nobles eat their
largest feast at midday, that meal is called “dinner,” while evening’s
smaller courses are referred to as “supper.”
wind-chilled basement room ble lowlanders retake
that is disconnected from the Wenjansków?
thermal network that keeps Some would say
the rest of the castle warm. that the war ties up
Different chambers within the house’s resources.
this room are used for cooling, Others might make
freezing, pickling, and jerking. the credible claim
that certain leaders
Head Chef in the community
Tola Heddek seek to learn the secrets
of the ancient Duscarn.
As Lord Ratchet Zarek had to Still others might suggest
fundamentally reimagine in- House Wenjansk has always
fantry in the war against the been isolationist, and that this
giants, aged head chef Tola long-forgotten castle perfectly
(she/her) has had to innovate in suits the great house.
the realm of cuisine. Though Tola would argue other-
she has served the High Kestrel wise. She would say that the
people stay because the nobles
since he was but a toddler, she
are well fed. The High Kestrel, 61
is only now coming to appre-
ciate the cultural and political the Lord Ratchets, and all of
significance of expert cooking. the noble families are cared
Theoretically, the only for and they need not worry
thing explicitly keeping House about their next meal. Their
Wenjansk in the mountains is diets may have changed, but
the giants. Without the threat the exceptional quality of their
of giant raids, they would meals has not. Few nobles con-
likely return to the lowlands, template the merits of insur-
either to reclaim their former rection or desertion. There is
capital, or else to found a new peace and stability because
city in environs more hospi- those in charge are sated. Tola
table. As it stands, that seems is proud of this fact. Her cook-
impossible, but it probably isn’t. ing is instrumental in provid-
The entire great house could ing the stability that House
relocate again, call on allies for Wenjansk desperately needs.
aid, and return to some sense Adventurers who wander
of normalcy. A homecoming is into the kitchen can learn un-
possible. So why don’t the no- believable secrets from Tola
while she is distracted. As a rule, whenever the head chef is
focused on preparing a spice blend or perfecting a stew, she
will blabber without exerting any control over what comes
out of her mouth. Parties seeking gossip would be wise to in-
terrogate the loose-lipped chef.
Tola’s Staff
As Falthringor’s kitchen staff works directly for the nobles, they
do not belong to their own guild. Instead, Tola is in charge. She
has hired a team of seven Falthringor residents to run the cas-
tle’s food operations. Note that there are additional servants—
mostly maids and footmen—who will occasionally help Tola,
though they do not work directly for her.
0 Emelrich (they/them), upland halfling, age 17, sous-chef.
Quiet, diligent, unusually stern and serious for a halfling;
hopes to become head chef when Tola retires.
0 Franciszka (she/her), lowlander, age 14, assistant chef.
62 Niece of Lord Ratchet Feliks, though she is technically not
a noble herself.
0 Leszek (he/him), lowlander, age 35, butler. Has direct access
to the nobles when they are at their drunkest; a trusted con-
fidant of the High Kestrel.
0 Sigdag (he/they), upland halfling, age 45, pantler. Responsi-
ble for maintaining the basement storage spaces, and thus
the food supply for the entire castle.
0 Dorota (she/her), lowlander, age 24, baker. One of the High
Kestrel’s mistresses, though she has luckily yet to birth
him another illegitimate child.
0 Lidia (she/her), lowlander, age 22, larderer. Dorota’s sis-
ter, exceedingly pious, cheerful, and extroverted.
0 Aloxærìs “Spit” (she/her), giant, age 18, confec-
tioner. Creates bizarre candies with beets and
rare mountain herbs, a delicacy of the giants.
63
Win the Tourney
PLOT HOOK
The people of Falthringor need entertainment, and the spearmen
need practice. As such, Lord Ratchet Zarek hosts tourneys each
season as a way to motivate his soldiers’ practice as well as perform
for the common folk. These tourneys take place in the bailey, and
all are welcome to watch and participate.
House Wenjansk has always maintained a strong tradition of
hastilude, though most martial games were on horseback prior to
the destruction of the Wenjansków. Falthringor has few horses,
and so traditional jousts and horse races are now relegated to the
history books. Instead, tourneys are all-day affairs that encompass
a wide variety of more unusual competitions.
Spearmen—or occasionally: civilians and travelers—enter in
teams, though most events are 1-on-1. The winner of an event wins
three feathers, and second place gets one. Whichever team holds
64 the most feathers by the end of the day is declared “the Harrier’s
Favored,” and a party is held in their honor.
GM NOTE: While you could prepare a rigorous tournament
bracket or round-robin schedule it is far easier to just ask the
players to beat one to three opponents in order to win a giv-
en event. Don’t keep track of the other competitors’ feathers;
just decide ahead of time how many the party has to amass in
order to win. As with many details in tabletop gaming, striv-
ing for maximal realism provides diminishing returns, and
doing so will likely bring the pace of your session to a halt.
Events
Most tourneys involve just a small subset of these events.
CROSSED STAVES: 1-on-1 duel in which competitors are given
wooden staves. First to yield or let their shoulder hit the ground
loses.
YAK JOUST: Even at full speed, Duscarn yaks are not terribly quick
beasts. Yak jousts are thus more about landing a perfectly aimed
blow and keeping a firm grip than it is about speed or strength.
DYE SLAP: Each contestant is given a pike dipped in dye. Whoever
can place their dye highest on the wall (with a jump, a vault, or a
risky “wrist slap”) wins the event.
SPIKE THE GOURD: A colorful squash is placed in the snow be-
yond Falthringor’s walls. Contestants compete to see who can
throw their spear furthest while still piercing the gourd.
PASSAGE OF ARMS: Entrants take turns guarding the gate to the
bailey. Whoever lasts the longest without another entrant pass-
ing through wins.
THE LONELY SHEPHERD: Each entrant stands within their own
10-foot radius ring of rope which they must not exit. Dozens of 65
goats are released into the bailey, and the entrants must attempt
to corral as many as possible into their ring using only a shep-
herd’s crook. The winner is whoever has the most goats in their
ring after one minute.
BUCKING GIANT: Contestants are placed on a giant’s shoulders
and attempt to hold on for as long as possible while the giant
writhes, shakes, and rolls. Many decry this event as humiliating
or dehumanizing for the refugee giants, but the High Kestrel
loves watching the event and requests it every tourney.
NICK RED: Lord Ratchet Foldet hides the Wenjansk flag some-
where along the ramparts. Contestants must race to find the flag
and then bring it to the front gate first. There are few rules, and
dirty tactics are not just allowed but encouraged. Many contes-
tants simply wait by the portcullis in an effort to steal the flag at
the last minute.
SUMMIT THE TORRENT: The High Kestrel begins counting
down from 60, and every entrant begins to climb the torrent opus.
No contact is allowed, but that’s rarely a concern as most climbers
can barely get off the ground. Whoever is highest when Mariusz
reaches 0 is the winner.
CHAPTER 4
BEYOND
66
THE POWERFUL GUILDS
THE SHAMANIC COMMUNION
THE FINAL ASSAULT
hose living along the slopes below
think of Falthringor as a defensive
structure. They see it as little more than a
series of walls and fortified chambers that
protect the most important members of
House Wenjansk. This is true, but it also
misses the point. Falthringor is a home,
an assertion of order and normalcy in a
dangerous world.
Vigilant bowmen patrol the curtain
walls, and no effort is spared to shore up defenses.
And yet, it is also true that commoners commune
with the divine in the Spirit Nest. Craftsmen meet in
guildhalls to discuss their trade. Lords and servants
alike sleep soundly in the warmth of the castle walls.
Clashes with the giants are loud and terrible, but they
are also infrequent.
In the early days after the fall of Wenjansków, it
was hard to imagine a future for this ailing people.
They knew any chance they had relied on the cas- 67
tle itself. Falthringor is the beating heart of House
Wenjansk, the core of their present safety and poten-
tial.
The other great houses have heard tales of House
Wenjansk’s trials and tribulations in the Duscarn
Range. They imagine lives of endless peril, struggling against the
cold, the uncooperative soil, and the tireless giants. Across the
lowlands, everyone pities House Wenjansk. And yet, the displaced
people atop Mt. Endryr persevere. The threat of violence is an om-
nipresent reality, but so too is the certainty of work, faith, and
family. House Wenjansk has occupied the ancient castle for ten
years now. Most have ceased to yearn for a return to Wenjansków.
Falthringor has become home.
68
Guilds
THE
Agriculture in the Duscarn Range is incredibly labor intensive,
and thus Falthringor has a comparatively minimal division of la-
bor. Nevertheless, there are still plenty of lowlanders, halflings,
and giants alike whose primary trade is neither farming nor fight-
ing. Craftsmen are expected to join a guild. Rather: they will find
little success in Falthringor and the surrounding hamlets unless
they pledge themselves to these professional organizations
Guilds serve many purposes in Wenjansk society. First and
foremost, guilds give members a means of accessing communal
knowledge. The Duscarn Giants razed the great library of Wen-
jansków, and there has been no meaningful effort to replace it in
the mountains. As such, most expertise is exchanged via guild
mentorships. Many trades have become more complicated up in
the mountains, and thus craftsmen rely on cooperation and the ac-
cumulated insights of their guildmates. 69
The second purpose of guilds is to regulate commerce and to
facilitate communication with the Lord Ratchets. A cooper may be
an expert craftsman, but they’ll likely need the help of a guild to
manage contracts with the High Kestrel. As each guild maintains
a guildhall within Falthringor’s walls, each gains access to the
Lord Ratchets and can thus negotiate with the highest powers in
House Wenjansk. All craftsmen will barter with commoners, but
the most lucrative contracts come directly from the noble families.
Finally, guilds provide craftsmen the opportunity to coordi-
nate. Masons can argue for better treatment from the nobility. Pot-
ters can decide whether they feel comfortable using Duscarn soil
in drinking bowls. Loggers can designate which copses they will
leave untouched. Even in the sparsely populated mountains, orga-
nized labor serves both the workers and the general populace.
Prior to the exodus from Wenjansków, there were dozens upon
dozens of guilds, each with a narrow focus. Today, many of those
guilds would only consist of a single craftsman, as many died flee-
ing the city, and many more had to abandon their former trade to
assist in farming. Instead, Falthringor maintains only five guilds,
each of which encompass a number of related trades.
THE GUILD OF FIBER AND LEATHER ARTISANS
Yaks, goats, and even some hardy Duscarn plants provide plenty
70 of fiber with which to make clothing, rugs, tapestries, blankets,
cloths, flags, and tents. In recent years, a pair of halflings have even
discovered a means of crafting paper from the fibers in rugged
bushes found just below the treeline. In an effort to beautify the
spartan halls of Falthringor, House Wenjansk has commissioned
countless tapestries and banners to adorn the castle. Those who
craft the dyes used in these fiber arts are also members of the guild.
Finally, though their numbers are few, tanners and leatherworkers
are also expected to join the guild.
0 Łukasz (he/him), lowlander, age 46, weaver and guildmaster.
Designs and weaves all official banners and tapestries for the
High Kestrel. Almost never speaks, but listens intently to the
castle’s gossip.
0 Marzena (she/her), lowlander, age 17, apprentice papermaker.
Hates her life and wants to flee Falthringor. Frequently drinks
on the job and is deeply in debt to Jagoda the distiller.
0 Beeluk (he/him), Silliar goblin, age 20, tailor. The only goblin
permitted to live in Falthringor. Loud and disrespectful, but
the finest dressmaker House Wenjansk has ever known.
THE GUILD OF STONE ARTISANS
Falthringor’s walls are built from alchemically reinforced stones,
but every giant raid has resulted in cracked walls. Quickly repair- 71
ing and occasionally augmenting Falthringor’s defenses is the
greatest responsibility of the members of the Guild of Stone Ar-
tisans. However, many stoneworkers also build sculptures for the
High Kestrel, millstones for the farmers, and tombstones for the
dead. Unsurprisingly, there is a disproportionate number of gi-
ants among the stone artisans.
0 Hrekkiczee “Wallbud” (she/her), giant, age 33, stonemason
and guildmaster. Tirelessly tends to the curtain walls while
training apprentices, regaling them all the while with bizarre
stories she invents.
0 Celestyn (she/her), lowlander, age 49, stone engraver. Chisels
heraldry and shamanic symbols into the castle’s stonework.
Frequently works alongside Łukasz the weaver, for whom she
pines.
0 Kacper (he/him), lowlander, age 19, stonecutter. Steadfast and
loyal to guildmaster Hrekkiczee. Much prefers cutting stone
to his intermittent service with the spearmen.
THE GUILD OF WOOD ARTISANS
Everyone in the hamlets below Fathringor lives in wooden homes.
72 Most of these homes, however, were built by their occupants. Sub-
sistence farmers are expected to hone a great number of skills,
and basic woodworking is chief among them. The Guild of Wood
Artisans, however, is dedicated to those building woodcrafts for
others: coopers, joiners, and furniture makers. This guild also in-
cludes those employed by the Lord Ratchets to construct buildings
such as watchtowers and garrisons specifically for House Wen-
jansk.
0 Adelheid (they/them), upland halfling, age 38, carpenter and
guildmaster. Crafts any and all furniture used by the High
Kestrel and his family. A close companion of Lord Ratchet Fol-
det, and a staunch believer that the upland halflings should be
wary of their lowlander “hosts.”
0 Kamil (he/him), lowlander, age 50, carpenter. Builds Wen-
jansk sentry towers across the Duscarn Range. Typically works
alone. Has repeatedly and inexplicably communed with the
Great Falcon. Often questions his sanity.
0 Arek (he/him), lowlander, age 23, woodcutter. Often distract-
ed. The best hurdy-gurdy player in Falthringor, despite pos-
sessing only seven remaining fingers.
THE GUILD OF METAL ARTISANS
The soil of the Duscarn Range may be tainted, but metals of all
varieties can be found in abundance. Early expeditions from Fal- 73
thringor revealed dozens of small mines along the mountainside,
remnants of former Duscarn dominion. Though these mines are
far from fully operational, it is still surprisingly easy to recover
iron, copper, tin, and zinc. Metal artisans in this guild include
blacksmith, tinsmiths, armorers, and a handful of dedicated min-
ers living along the slopes. The vast majority of their work is whol-
ly unrelated to the average adventure’s idea of stereotypical black-
smith fare; they mostly craft mugs, nails, hinges, and the like.
Even so, it is possible to barter for a shortsword or some chainmail.
0 Natalia (she/her), lowlander, age 72, tinsmith and guildmas-
ter. Mystical to the point of being nearly incoherent. Speaks
solely in obtuse or quasi-religious metaphors.
0 Petrig (they/them), upland halfling, age 39, blacksmith and
armorer. Makes small-scale weapons and armor for halflings
who don’t trust the Wenjansk armed forces.
0 Damek (he/him), lowlander, age 26, miner. An escaped crim-
inal from House Jutmek. Traveled all the way to the Duscarn
Range after being accused of murder.
THE GUILD OF FOOD AND LIQUOR ARTISANS
Subsistence farmers typically grow more food than they can eat
74 themselves. The rest they barter with their neighbors or sell to
dedicated artisans. These artisans take that foodstuffs and make
jerky, pickles, vodka, and preserves. Much of these finer foods end
up in meals for the nobles or as strategic reserves within Falthrin-
gor. This is not to say that common folk don’t also enjoy jerky and
moonshine, but merely that they typically make their own. The
highest quality product, however, will come from the expert arti-
sans within the guild.
0 Jagoda (she/her), lowlander, age 29, distiller and guildmas-
ter. Makes the best vodka in Falthringor. Has nearly perfected
a handful of alchemical concoctions in her off-time, though
only ever in secret.
0 Hania (she/her), lowlander, age 14, pickler. Pickling is easy for
precocious Hania, who would much rather focus on her scari-
ly detailed and accurate star charts.
0 Wynnflæd (she/her), upland halfling, age 37, butcher. Bond-
ed to a mysterious alchemical homunculus named Kyrin that
emerged from Falthringor’s cistern. Surprisingly unfazed by
this development.
Lord Ratchet Feliks Sikora
Mariusz has no patience for the guilds. Logically, he understands their
significance, but any time he contemplates interacting with them directly
or—spirits forbid—granting them political authority, it makes him sick.
Thus, he appointed a Lord Ratchet specifically to deal with them. Lord
Ratchet Feliks Sikora (he/him) is responsible for managing “Falthrin-
gor’s production and distribution of wares” (i.e. the economy, though the
lowlanders don’t use the word).
Feliks is perhaps too close to his charge. He was born a minor no-
bleman, but his sympathies have since shifted. He sees the way the mas-
terful craftsmen of Falthringor toil away with minimal autonomy, and he
contemplates whether there might be a better system of governance that
puts power in the hands of those who contribute most to the markets and
not simply the man who was born into the position. Feliks connives in
secret with the guildmasters. Many of his discreet conversations would
constitute treason in the eyes of House Wenjansk.
Agnieszka Sikora
As the wife of a Lord Ratchet, Agnieszka (she/her) lives a carefree life. 75
She has not worked the fields since her childhood, and she cares little
for the “petty arts and crafts” of her peers. Instead, she spends her days
in seemingly idle gossip with the other nobles in the keep. She lounges
in the great hall throughout the day, even as the servants prepare meals
around her. Head chef Tola and her staff despise Agnieszka and her
constant frivolous requests.
Agnieszka is blissfully unaware of the schemes her husband Feliks is
enacting, but she is carefully following the politics of House Wenjansk’s
looming succession crisis. She plans to wed her son Witold to one of
Mariusz’s daughters…. though she has not yet decided whether Zosia or
Kalina are more likely to take the throne. For now, Agnieszka bides her
time, frequently amusing herself by forming frivolous feuds and alliances
with the other women of the court.
USING GUILDS IN GAME
When GMing most cities, you will likely spend little time ex-
pounding the inner workings of the non-adventuring economy.
These guilds, however, provide a few distinct narrative and me-
chanical opportunities for adventures in Falthringor.
First and foremost, the guild system provides utility for the
adventurers. If one of your players wants to procure a shield, a
disguise, or some long-lasting rations, you know to whom they
can speak, and the economic structures within which that NPC
works. You can add a little bit of narrative flair to what would oth-
erwise be a mundane exchange of goods, and a minor character
quirk may evolve into a unique story moment or a minor quest
hook. This small bit of added verisimilitude can enhance immer-
sion without slowing the pace of the game.
Guilds also provide the potential for factional politics. Insular
intrigue can make for great hooks, especially in the context of a
76 secluded castle. For example: imagine an assassin attempts to kill
the High Kestrel, but fails to pierce his armor. The assassin’s blade
is tested, and it is revealed to contain impure metals. Now there
is bickering among the metal artisans. If they can deduce who’s
using low-grade metals, they may figure out who supplied the as-
sassin with his weapon. All of a sudden, the other four guilds are
calling for more proper regulation in the Guild of Metal Artisans.
Will guildmaster Natalia step down? This sort of slow burning po-
litical narrative won’t be to everyone’s taste, but it might just sow
the seeds for a neat sleuthing quest.
Finally, guilds allow for players to flesh out their characters.
Maybe one of the PCs is from Falthingror, and their backstory in-
cludes details about their father’s loyalty to his guild. Likewise, if
a player wants their PC to train with an expert artisan, they can
easily seek out an apprenticeship with the guilds. These details
can tie your player’s characters to the world and augment the
stakes of their adventuring.
77
Spirit Nest
THE
If the Duscarn had built a chapel of some sort within Falthringor’s
walls, it is not at all clear where that may have been. Little is known
of the Duscarn’s faith, though many suppose that their alchemical
hubris led them to believe they were their own gods—blasphemy
in the eyes of House Wenjansk.
In either case, most chambers in Falthringor serve a similar
purpose today to what may have been their original function. The
present great hall was almost certainly a grand meeting place in
the original castle, the Severed Keep a last-resort bastion, etc. As
there was no appropriate place of worship, House Wenjansk saw fit
to build the Spirit Nest.
This cantilevered chapel was a grand undertaking. An entire
chamber dangling over the edge of a cliff face was hardly within
the realm of possibility in the flat lowlands of Wenjansków. Nev-
78 ertheless, the priests, masons, and Lord Ratchets trusted in the
guidance of their bestial spirits. As far as anyone can tell, the Spir-
it Nest is structurally sound.
This chapel is of great importance to House Wenjansk. Its com-
pletion felt like a turning point for the great house, when their oc-
cupancy in Falthingor transformed from exile to dominion. This
chapel is a symbol not just of the bird spirits that it venerates, but
also of the resilience of House Wenjansk and its vassals.
Within, priests commune with the spirits, offer benedictions
and guidance, and administer sacred rites.
Wenjansk Spiritual Practices
There is no name for the religion of House Wenjansk. All the great
houses of the lowlands practice a similar faith. Each communes
with bestial spirits, seeking both guidance and the exceptional
traits of the animal kingdom. While each house assigns primacy
to a different set of spirits, each follows similar customs. As such,
House Wenjansk has never felt a need to put a name to this prac-
tice. There is only “having faith” or being irreligious.
The highest form of worship is
the ability to commune directly with
the three primary spirits: the Great
Falcon, Canny Harrier, and All-See-
ing Owl. Such a connection occurs
at seemingly random intervals. A
follower of the faith will be going
about their day when suddenly they
are thrust into the realm of spirits,
traveling alongside one of the bes-
tial guides. This ethereal escort will
impart some nugget of insight or
prophecy, sometimes practical and
straightforward, sometimes cryptic.
Common wisdom suggests that
only the most devout should be able
to commune with the spirits, but
there is ample evidence to suggest
this is not the case. Seemingly any-
one might enter a psychic trance, 79
find themselves briefly intersecting
with the realm of spirits, and then
just as quickly return to the physical
world. The seven High Priests per-
form elaborate ceremonies in an ef-
fort to encourage these trances, but
it is unproven whether the frequency
of visitations can be influenced in any
capacity.
There is no expectation that the
priests will be in regular communi-
cation with the spirits, but rather that
they will help to interpret the visions
of others. Children are frequently
the recipients of guidance from the
All-Seeing Owl in particular, and the
sage guidance of this beast is often
enigmatic at best.
The High Priests
Only lowlanders may become High Priests. Though some deem
this discriminatory, the High Kestrel defends the restriction on
the basis that lowlanders are overwhelmingly more likely to com-
mune with the bestial spirits. There are presently seven High
Priests, and each one expresses their faith in unique ways. Some
cover themselves in feathers to emulate the spirits, while others
spend hours upon hours in meditation. All are called upon to offer
guidance as needed, and none are expected to contribute to Fal-
thringor’s agricultural needs. High Priests must remain celibate.
0 Henryka (she/her) is most popular among the commoners.
Though she speaks with grace and authority, she also con-
spires to overthrow the High Kestrel. Adventurers critical of
House Wenjansk will find an ally in her.
0 Kazimiera (she/her) has never once communed with any spir-
its, though she hides this fact with her unrivaled fervor and
enthusiasm.
80 0 Romuald (he/him) believes that the best way to honor the
spirits is to provide for those in need. He spends his days rais-
ing goats and sharing their milk and fur with the needy.
0 Nikodem (he/him) has communed with each of the birds of
prey, but is also regularly summoned to speak with the Dis-
cerning Hound. He cannot say why the canine spirit favors
him.
0 Lilia (she/her) protects the skeptics who would otherwise end
up in prison for their blasphemy. Those who have doubts re-
garding the wisdom or divinity of the bestial spirits can seek
counsel with High Priestess Lilia.
0 Weronika (she/her) defies the High Kestrel by training her
acolyte Unjitrir, a giant. Mariusz swears he will not allow the
giant to become a High Priest, but Weronika persists nonethe-
less.
0 Jerzy (he/him) believes himself to be a messianic figure. He
has received visions from the Great Falcon that seem to imply
he will rid the world of a great evil. He is cocky, but does not
know how to go about claiming his destiny.
ON THE DIVINITY OF NATURE SPIRITS
Are people actually getting whisked off to the spirit realm to
talk with nature deities that provide cryptic advice? Maybe!
That’s entirely up to you. If you want to run a comparatively
“grounded” campaign (or at least… a grounded campaign in
which alchemy and giants are real), you can always provide
alternative explanations for the phenomenon. Perhaps low-
landers are predisposed to suffer hallucinations, or maybe
there is a true God, but He can only communicate with mor-
tals by sending bestial emissaries. Alternatively, perhaps the
spirits are real, but they aren’t divine. They’re just weird crea-
tures communicating from some parallel reality.
The decision should come down to the role of faith in your
campaign. Are Gods pulling strings to influence the events
of your adventure? Or is religion just a cultural system that
binds societies in common practice? Are deities akin to mag-
ic, or do they exist wholly separate from the arcane laws and
principles of your world?
81
The Turncoat
IKREEPULK
Most of the giants living in Falthringor were nomads wander-
ing the Duscarn Range prior to seeking asylum within the castle
walls. They were completely unaffiliated with the comparatively
organized force that sailed across Lake Nodolny to destroy Wen-
jansków. In the eyes of the High Kestrel and the Lord Ratchets, they
are free from blame, and they ought to be welcomed into the castle
with open arms. Ikreepulk (he/him) is an exception.
Ikreepulk killed lowlanders. Ten years ago, he leapt out of his
longship and slew dozens during the attack on Wenjansków. He
chased House Wenjansk into the Duscarn Range and
continued to fight for years. Then, in a strange twist,
he was captured. For the first time, the spearmen were
able to take a Duscarn Giant alive, imprison him, and
then interrogate him.
82 At first, Ikreepulk divulged little. However,
the lowlanders did not resort to torture. They
spoke with him plainly, explaining their sit-
uation. The High Priests provided guidance.
Guildmasters offered to teach him a craft. The
High Kestrel himself spoke of House Wen-
jansk’s storied history and lamented what
they had lost. Eventually, Ikreepulk began
to see the world through the eyes of the low-
landers. These were not a people who deserved
to die. They were kind, and they listened.
The High Kestrel offered the captive
a deal: if Ikreepulk told the Lord Ratch-
ets where the Duscarn Giants assembled,
Ikreepulk would become the first of House
Wenjansk’s enemies to be offered clemency.
He could live in Falthringor as any other giant
might, with the full protections that affords.
Ikreepulk accepted.
83
Attack the
PLOT HOOK
Giant Camp
Ikreepulk has revealed the hidden location where his former kin
assemble on the other end of the Duscarn Range. These are not the
nomads who occasionally learn of Falthringor and seek asylum,
but the violent conquerors who destroyed House Wenjansk’s for-
mer home. The war has remained a stalemate for years now, but
a coordinated assault on the giant’s encampment might tip the
scales in House Wenjansk’s favor.
A group of nobles—including the High Kestrel and Lord
Ratchets Lubomir and Zarek—convenes to discuss plans. If the ad-
venturers have proven themselves in the eyes of Falthringor’s elite,
they will be invited as well. The council considers three possible
strategies moving forward, though they cannot settle on the best
84 course of action. They will undoubtedly weigh the party’s feedback
STRATEGY 1: ALL-OUT ASSAULT
heavily.
▸ Assuming Ikreepulk has told the truth about the giant encamp-
ment, the High Kestrel sees no reason why they shouldn’t just
press forward with all of the might Falthringor can muster. The
trek will take days, but with some 150 archers and spearmen
and the assistance of the adventurers, victory seems certain.
Some Lord Ratchets dissent. Even if the giants are totally rout-
ed, such a brazen attack would devastate Falthringor’s popula-
tion. If even twenty or so spearmen are felled, it seems doubtful
there will be enough labor to feed the city next year.
If your party opts for this strategy, you can follow the advice
listed for running large battles presented in Falthringor 03: As-
sembled. You can either run combat normally, with the party
taking on some high-value targets among the giants, or you
can switch to a more high-level tactical format for adjudicat-
ing the results of combat.
STRATEGY 2: INFILTRATION
▸ Lord Ratchet Zarek suggests that Ikreepulk can bring in the
adventurers as hostages. The legion of Duscarn Giants pre-
sumably doesn’t even know that Ikreepulk had been captured.
The giant can lead the party in as though he captured them
after escaping from Falthringor. Once inside the encampment,
the party can either take out the giants as they sleep, attempt
to trigger an avalanche, or wield any powerful alchemical
weapons they’ve found in the tunnels beneath Falthringor.
Ikreepulk also suggests that the party can thrust the army into
disarray if they defeat his former commander, a brute he refers
to as “Nourished One.”
This is a risky strategy. It will only work if Ikreepulk can suc-
cessfully dupe his former kin. It also relies on the small squad
of adventurers to accomplish as much as an entire army. Still,
a proper infiltration will mean the party can slip behind enemy
lines, and it won’t risk losing an entire army if the strike fails.
STRATEGY 3: NEGOTIATION
85
▸ The giants are not stupid. Though they are frequently disorga-
nized in battle, it is clear that the Duscarn Giants are intelli-
gent and capable of empathy. Many lowlanders once thought
that the invaders who destroyed Wenjansków were some less-
er form of the nomads in the mountains, but Ikreepulk proves
that isn’t true. They may be open to negotiation. After all, it
seems as though they want to claim Falthringor as their home
much more than they want to kill the lowlanders.
Ikreepulk claims that Nourished One is rational, but the High
Kestrel doesn’t exactly trust Ikreepulk’s judgment. Still, he is
open to the idea of accompanying a small squadron of soldiers
and suing for peace. Mariusz is not the perfect leader, but he is
willing to put his life on the line if it means he can achieve peace
for his people. Is that a risk the people of Falthringor are willing
to take?