Chaosium Digest Volume 23, Number 8 Date: Sunday, March 1, 1998 Number: 3 of 4 Contents: The Convent of Shadows, Part One (Erick-Noel Bouchard) FRENCH NEPHILIM -------------------- From: Erick-Noel Bouchard Subject: The Convent of Shadows, Part One System: Nephilim Second Act of the Crown of Keter Chronicle for NEPHILIM: THE OCCULT ROLE-PLAYING GAME by Erick-Noel Bouchard, copyright 1996, all rights reserved in all languages. Any similarity of names and places with real or fictionnous heroes and locations is certainly not a coincidence. (Unless you believe in such things.) Nephilim is a trademark of Multisim and Chaosium. December of the year 1320 after the Jesus Accident FOREWORD The following is a role-playing adventure for the Nephilim game, intended as a follow-up for "La Selba de los Lobos". It is assumed that the heroes are henchmen in the pay of Maitre Etienne, a wealthy French merchant heavily linked with the guilds of both France and Spain. While adventuring towards the Spanish city of Instanbul to sell the merchant's goods, the adventurers have stumbled upon the murderous activities of evil men at arms in the village of Santo-Felician, apparently under the orders of the mysterious baron Olivier de Rosecouronne. In the previous adventure, the adventurers discovered that the three soldiers had disguised their grisly murders for the hunting habits of a roaming brigand, in the hope of getting their hands on a wounded messenger named Corbin. This messenger, a follower of Kabbalah, was crossing the lands of Rosecouronne towards the city of Instanbul, to deliver a secret message about the cristal pyramids of the saint Geburah and the activities of the dark moon cultists. It is assumed that the adventurers managed to bring back Corbin to Maitre Etienne's caravan - he is also (secretly) a member of this Nephilim society. The company is now crossing the Irana Mountains and soon shall penetrate the Spanish Kingdoms. Under the pretext of investigating the activities of the dark moon cultists, Maitre Etienne intends to discover the fate of the second messenger, Eric, and put a halt to whatever heretical activities lurk in the barony of Rosecouronne. It shall be the adventurers' task to fight baron Olivier and his minions, and to prevent the cultists from reaching their unspeakable goals. But all is not what it seems in Rosecouronne, for the Daemon the Beastmen intend to release is far more than he seems... Prologue His hatred nourished by incestuous lust, Olivier de Rosecouronne stabs his treacherous blade into the heart of the man who was his rival for the heart of Dame Catheline. His grave face, painted with the crimson blood of the man-child, grins with a smile broader than darkness itself: "At last, this vermin lies slain as he always should have, for now my just revenge is taken! No one shall take her from me, this I swear upon the devil's blood!" The moon shines mysteriously over the dark woods, somber in her beauty and coldness. The baron feels the smell around him; that of blood, that of the hunter, but this time the hunt is not his. Rapidly, he turns around to the sad walls of Castel Rosecouronne to find the dismembered bodies of his sentinels. Panic seizes him, his heart beats madly as he mindlessly climbs the long stone stairway and locks himself in the dungeon. The revenge has begun... Keeper's Introduction Ten days ago, in a barony of the Irrana Mountains halfway between France and Spain, baron Olivier de Rosecouronne murdered a young traveller. Jealousy and lust, inspired by the evils of the dark moon released in the convent of Santa Claudina, lead the baron to savagely slay an innocent whose only crime was to be loved by Catheline, the baron's daughter. Unknown to him, the French merchants who sent Eric to Spain, carrying a message carved in mysterious runes, were cultists of Kabbalah intending to warn their peers of the rencent emergence of precious artifacts: the cristal pyramids, keys to the gates of Geburah. Catheline, visiting the countryside, was seduced by the youg messenger's charm and gentleness and became enamoured with him. Postponing his "mission" (of which he guessed not the importance) for a few days, Eric finally incured the wrath of baron Olivier. His body was buried in the convent and all witnesses were executed. The baron neglected only one thing: a coven of werewolves, dedicated to the society of YHWH, had suspected the noble of dealing with the dark moon for a long time. Their discovery of Eric's message, identified by their oracle as proof of the baron's vileny, leads to a war declaration from them, against de Rosecouronne. Feeling his end coming near, baron Olivier locked his daughter in the dungeon's highest tower and then shut all entrances to the buildings, fearful that the the dark moon he had awakened was finally taking its revenge against him. It began after his wife's death at the hands of Solkanite witch hunters ten years ago. Then baron Olivier dedicated his life to the destruction of the Nephilim gods and their kin. Roaming the land for a way to destroy them, he discovered one of the cristal pyramids, keys to Geburah's gates, which he offered to the dark moon cultists in Instanbul in exchange for the secret of conjuring a greater Daemon. Desecrating the convent for his foul schemes, Olivier released into the night a dreadful daemonic Selenim called Joltok. Opposing a nearby coven of werewolves, Joltok destroyed their sacred places and made sure insanity and violence would tear the barony apart. But his plans are far greater than they appear... Paralysed now by his fear of the werewolve's vengeance, baron Olivier sent a messenger to a friend of his, the archbishop Francisco di Ducre (of Instanbul's Manann church). The archbishop, a paranoid and machiavelic priest who also happens to be a Selenim, sent one of his best agents to investigate: Denis Bucardo, Selenim and sorcerer's apprentice. Shortly after his arrival, just days ago, he made sure baron Olivier would never heal from his madness and then prepared his plan for the werewolves' destruction. As a combative force for nature and life, the werewolves are fierce foes of Selenim and as such oppose the archbishop and Denis in any way they can. This secret war, kept away from the eyes of mortals, has been going on for decades, but now Denis wants to end this charade forever. Ignorant of baron Olivier's desacration of Santa Claudina's convent, his delusions helped by mischevious tricks from the Selenim Joltok, the villain intends to summon Those Who Hunt At Night (creatures of Kabbalah from the world of Sohar) to slay his werewolf rivals. His efforts, aiding by the scheming Selenim Joltok, will result instead in the awakening of Baal the Selenim, once god Fertility and destruction. The foul entity was imprisoned by Claudina's priests centuries ago under the sanctuary and longs for freedom. Other minions of di Ducre are already on their way to help Denis in the final ceremony. All of these strange happenings are not of a coincidental nature, but instead the subtle plottings of a Selenim master known as Weissenstadt. More about this creature will be revealed in the next chapter of the Crown of Keter chronicle... Players' Introduction Since his secret meeting with the messenger Corbin, Maitre Etienne has been brooding and dark, going as far as stopping the caravan's travels for what he called "a brief vacation". In fact, the true purpose of this vacation is in little doubt: suspecting baron Olivier of the dark moon worship, and possibly demonic activities, the merchant calls up his most trusted retainers (the players' adventurers) to investigate the barony and put an end to the evil that is rampant there. Maitre Etienne shall announce the murder of another messenger, Eric, and suggest that darkness threatness Spain should the baron's (unknown but decidedly immoral) plans come to an end. For this task, Maitre Etienne offers up more gold than he ever has: it is up to the Keeper to dedide what would be reasonable for his campaign, but the stakes should be high enough in comparison to the risks being taken. As much as he hates parting from his money (Maitre Etienne is something of a miser), the merchant truly hates the dark moon and will painfully untie the knots of his pouch to let go of his precious gold. ANTAGONISTS Baron Olivier de Rosecouronne, mad nobleman Lord of the barony, Olivier was a just if somewhat untrusting man before his beloved wife's death at the hands of witch hunters in the service of Solkan, many years ago. Since this tragedy, his hatred has grown and his desire for vengeance has foretold his doom: finding the cristal pyramids of Geburah's gates. He exchanged them with the dark moon cultists of Instanbul for foul secrets of the dark moon. His growing madness, nourished by the Dark moon emanations from the desecrated convent of Santa Claudina, enticed him to murder Eric. Now locked up with his daughter in Castel de Rosecouronne, he is little but a pawn to Denis Bucardo, loyal retainer of the Selenim archbishop. Forty four years old, the baron is very tall and slim, underfed and dressed in ragged clothing. His voice is loud but breathless, his eyes round and mad. With his sanity gone from him, all traces of his past nobility have disappeared, leaving behind a pathetic creature maddened by the forces of the dark moon. Olivier has standard characteristics for a human noble, apart from his profund insanity. He is skilled with the arquebus and other firearms, and made himself a reputation in his youth for his sharp aim. Role: Baron Olivier should appear to the players as the villain behind Rosecouronne's miseries, responsible of the deaths of many innocents and possibly a powerful dark moon worshipper. In truth his madness prevents him from being as dangerous as he once was. Baron Olivier is now but a pawn in the hands of Denis Bucardo, the Selenim. Paranoid, he firmly believes that all strangers are werewolves plotting his death. Dame Catheline de Rosecouronne, the baron's daughter Catheline used to be Eric's lover and now lays captive in her father's dungeons. She is fair and beautiful, with large eyes and reddish brown hair. Her role in this story is little more than that of a captive damsel victimized by her father. Denis Bucardo, Selenim This man, a renegade from the powerful family of Bucardo, is the personal servant and henchman of the master Selenim Hendel Weissenstadt. To anyone else, he is but a Selenim at the archbishop's service, obeying him faithfully: even the archbishop believes that. In truth, this man is a very dangerous plotter and politician, skillful in the arts of betrayal, diplomacy and intrigue. Nowhere nearly as dumb as most Selenim servants, he uses his cover as an underling to pierce secrets a nobleman could not, and makes certain the archbishop remains loyal to his master, Weissenstadt. Dark haired, elegant, and bearing a glimpse of arrogance in his eyes, Denis' only flaw is his overconfidence. He is the one who, under the cover of a fictious dark moon society, managed to get from baron Olivier the cristal pyramids of the saint Geburah. Ordered by archbishop Francisco di Ducre to unwrap the mysteries of the dark moon in Rosecouronne, Bucardo decided instead to call from the Irrana Mountains five sorcerous Selenims, who obey Weissenstadt directly, and with their help awaken Those Who Hunt At Night, supposedly imprisoned under the ruins of the convent. Bucardo's intention is to force the spirits to slay the werewolves in the region, for these oppose the master Selenim's plans to conquer the Old World's southern countries and unify them under his rule. The ceremony Bucardo intends to complete requires the death of baron Olivier and his daughter, which is the reason why he imprisoned them in Castel de Rosecouronne. After the Selenim has purged northern Spain from werewolves and scattered their numbers, the sorcerous pilgrims are to report to Weissenstadt in his stronghold of the Irrana Moutains. (Bucardo does not know that the entities to be released are not Those Who Hunt At Night but a powerful Selenim...) If he is not slain in his pursuits, Denis Bucardo shall be back in the following chapter of the Crown of Keter chronicle. Bucardo has standard characteristics for a Selenim (see Castle Drachenfelds p.99). After starting as a Wizard's Apprentice for the Bucardo family in Instanbul, his betrayal led him to meddle in the careers of Raconteur and Agitator. Since becoming a servant of the Selenim Weissenstadt, he is now pursuing the career of a Spy. Role: The Selenim is Weissenstadt's agent in Rosecouronne. He has taken control of the barony and pretends to act under archbishop di Ducre's authority. He intends, with pilgrims from Instanbul, to awaken a spirit of Kabbalah to clean the land of the werewolves and any other opposition to the archbishop's rule. Unknowingly, the spirit he shall free from the convent's ruins is not one of Kabbalah but one of the dark moon - that is Baal, God of fire and perverted virility. Note: Denis Bucardo carries with him documents and a seal proving his association with the archbishop Francisco di Ducre. The letters identify him as a personal servant of the archbishop and a devout follower of Manann. They are written in the old language once used in the eastern nations of the Old World. He also wears a magical ring upon which the armories of Weissenstadt (a white wall and tower) are inscribed; it gives him complete control over Weissenstadt's other Selenim. An adventurer who gets a hold on it can control the minions by succeeding in two consecutive Leadership tests for each pilgrim to be controlled. It does not work on Bucardo. Nicolai Sergueiovitch Joltok (alias Joltok), mad Selenim Freed from the convent's crypts by baron Olivier's sorcerous meddlings. Joltok is a very old Kislevite Selenim who willingly became a slave of the dark moon centuries ago. He was imprisoned under the convent by witch hunters of the same order as the murderers of the baron's wife. Lusting for vengeance, the baron believed this creature could bring about his revenge upon those who follow Kabbalah; he was right indeed, but not in the way he believed. Mad and wielding great powers he barely controls, Joltok serves Baal and intends to summon him with the (unknowing) help of Bucardo and his pilgrims. As such, he opposes the brigands and shall use guile and treachery to have them destroyed before they prevent the conjuring. Joltok appears as a round-bellied Kislevite of a jolly nature, with icy blue eyes, a mad grin, and hair ablaze with yellow fire. His demeanour and moods change in unpredictable ways, being gentle one moment and violent another. A strange sound, reminiscent of the howl of a mad turkey, always break the silence around him. He refrains from entering combat, but if the adventurers should fight him, they shall find in him a tough adversary: he has standard characteristics for a Selenim and masters all Illusion spells, as well as Hand of Fire and Teleportation. Role: Joltok is the personal agent of Baal in this region of the Old World. Pretending to fight the spirit's summoning, he shall in truth attempt anything in his power to make the adventurers participate or protect the project. The brigands and the Jews are a threat to his plans and he wants them erradicated. He shall taunt the heroes into fleeing the area in the hope they will summon Baal to slay him: "Never would thou, petty humans, dare to assault the true powers of the dark moon! I do not fear your spirit of Kabbalah, call it to me and see its death arising!" "Las Garras Rojas", werewolf leader Passionate follower of YHWH and keeper of the northern Spanish sacred lands, Las Garras Rojas bears no love for Europeans and feels utter hatred for the minions of the dark moon, destroyers of the balance of nature. Persecution from the christians have made the man quite furious, hence his nickname: Red Claws. Violent and short-tempered, he opposes Denis Bucardo and his pilgrims. The werewolf leader has discovered Eric's message and deciphered its secrets; he knows of Instanbul's dark moon activities and shall fight them if the opportunity arises, but sees the keeping of the sacred lands of Rosecouronne as his main task. "Las Garras Rojas" shall try to persuade the adventurers to fight the baron and his "minions", threatening them if necessary. His werewolf tribe is made of eight werewolves of both sexes and four puppies. All are of Neutral alignment. Role: The werewolves are wards of the forests and the sacred places heirein. They wish to drive the Europeans (especially the baron) away from the lands and free them from both the dark moon and Kabbalah. They are foes to both Jews ("fanatics") and the baron's men ("madmen"). They intend to destroy the convent and the village, slaying all villagers if nothing is made to prevent them. The message once carried by Eric, once translated, reads thus: Beware glorious knights of Virtue, for the foulness of evil no longer sleeps! In the dark kingdom of Instanbul, where Geburah laid his just eye The minions of darkness play their plottings behind the scenes Juggling with the lives of men as men do with puppets Awakening forces that their folly does not comprehend Beware glorious knights of Virtue, for the foulness of evil no longer sleeps! By treaty with the Arabians and other infidels Three lords of darkness quest for a heart of sapphire In exchange for the pyramids and life of our blessed Geburah With the heart in their grasp evil shall arise Beware glorious knights of Virtue, for the foulness of evil no longer sleeps! For awakening a god is the goal of these three Fighting amongst themselves, their strength is divided But each of them commands a whole army of slaves Beware, knights of Virtue, for the foulness of evil no longer sleeps! Beware glorious knights of Virtue, for the foulness of evil no longer sleeps! The lords of Instanbul have corrupted their folk And great effort is needed to halt their evils Purify their foulness for justice to prevail Heroes of Virtue and justice, give these three back to death! El Marquis, Jew leader A yellowish skin and large eyes characterize this Spanish Jew, as well as a large and curly mustach of shining black. He speaks with a high-pitched voice and wears a floppy large hat. Leading his agressive band of three Jews, El Marquis feels a deep respect for Europeans and tries to mimick their habits. Foe of both the baron and the brigands, he knows it is not a Creature of Kabbalah but a Daemon that Denis Bucardo intends to summon and intends to oppose him in any way. Although primitive and unsophisticated, El Marquis knows of honour and shall not commit acts of depravity or dishonour. In truth, he and his people show a much greater respect for virtue and justice than most Europeans, a fact that brings him great pride. Before the convent's desecration, El Marquis and his people used to be followers of the ways of Santa Claudina, converted by the courage and the guile of the nuns that used to live there. Despite their beliefs, the Jews have become paranoid over the years and see minions of the dark moon everywhere. They desperately hunt Joltok in the hope that he shall lead them to the lairs of other foul the dark moon creatures. Insofar, little progress has been made. The twelve other Jews are (relatively) honest but do not share El Marquis' ideal of honour and devotion to Kabbalah. While they usually agree with its principles, they think that theory sometimes must make compromises to reality, as it is not as generous or flexible as Santa Claudina pretends. Although courageous and honourable, they remain prudent and witty. Even lies and treachery can be used to survive another day and make Kabbalah triumph later. Role: The Jews are possible allies for the adventurers in their fight against the baron's plans. They fear and hate the werewolves and hope to bring back the land to the teachings of Kabbalah. In such, they oppose Bucardo as they see him as an ally of the baron. Unfortunately, the Jews' untrusting attitude towards Europeans might prevent an true alliance with them. FIRST SONG: THE JOURNEY The barony of Rosecouronne lies at the east of the village of Santo-Felician; as the villagers are unfriendly (to say the least) towards the adventurers, a detour through the Wood of Wolves (la Selba de los Lobos) in the south is mandatory. The trek should take from three to five days; unless the Keeper feels it necessary, no significant encounters should happen, except perhaps ffor some fearful and hungry peasants who would rather flee than talk to strangers. ("The baron forbids us from speaking to extranjeros, please let me go!") Massive forests and mountain ranges separate the barony from the Spanish and French kingdoms. At the crossroads of three muddy paths lies the hamlet of Rosecouronne, a pathetic gathering of shacks inhabited by no more than two hundred souls. A little-used inn (l'Auberge de l'Aigle Perce) stands against wind and time about six hundred paces south of the village. Beyond this, a traveler can find the not-so-abandonned Convent of Santa Claudina and the Castel de Rosecouronne, where the now-mad baron lives with his daughter, as well as the archbishop's agent, Denis Bucardo. The townsfolk are very superstitious and uneducated, closing their doors at nightfall and not opening them until sunrise. Nothing could make them open when the sun is down. Their fear of demons, ghosts, and evil faeries is as close as it could be from madness without the final jump. Humid and dark, the weather is very displeasing, and the woods exude a feeling of resentment of human presence and civilisation. These woods were once sacred to YHWH and protected by his servants, but now they are few and have learned to fear the wrath of baron Olivier. Le Chemin des Pendus (Hangmens' Road) Known under this grim name for an old habit of exposing criminals' hanging bodies along the road, this path is very little used and the adventurers shall find it very painful, especially if they ride horses, for rocks are as abundant as holes and pitfalls. At about eight o'clock, when darkness swells upon the land, a cold breeze shall welcome the travelers as they stumble upon half a dozen underfed footpads who politely ask them for their belongings, as they have "a large family to take care of and little to feed them, please." A refusal shall be met with hostility, and might even degenerate into physical conflict if the adventurers behave agressivily. These footpads are but hungry and poor townsfolk eager to find easy pickings; they shall flee as soon as they feel disadvantaged, or as soon as they take a serious wound. If, instead of fighting, the adventurers manage to bargain with the brigands, they shall become very friendly and guide them towards the inn. These men are hungry, but not starving, and certainly not murderers. Panic shall result if one of their numbers is murdered by the adventurers. [continued in V23.9] --