Tékumel Archive

The Book of Visitations of Glory

Issue Seven | 22nd April 2004

The Great Chlén Race

by Krista Donnelly

Author’s Introduction

This is a scenario for up to 8 players, emphasizing role-playing and puzzle-solving skills over combat (though there is a brawl) and magic (though it’s there too). The players are low clan members trying to get through their clan’s rite of passage, the Great Chlén Race, who unfortunately have to deal with a chlén epidemic as well as a dangerous device of the Ancients. They’ll be tempted to work against each other, but things will probably work out better if they stick together.

Player’s Introduction

It is the dawn of the first day of the Great Chlén Race, a warm and sticky spring day. Almost the entirety of the High Tower clan has gathered at the foot of the ramp to the Sákbe road on the northern outskirts of Thráya. Curious on-lookers from various low and very low status clans crowd around the edges, sharing in the excitement of the historic Race. For members of High Tower, it is more than a Race; it is a rite of passage required of all young adults. Knowledge that your performance in the race will be praised or ridiculed for years to come tightens your stomach. You stand next to your chlén and chlén-cart while excited clan-children run screaming around you, and a sullen-faced clan-cousin wanders by, making last minute adjustments to your equipment. You remember that last year he came in last. He’s been cleaning up chlén-shit ever since. Finally, the clan-master climbs up on his make-shift dais and clears his throat, preparing to address you. Gradually, the crowd quiets down, and he begins:

“History records that the Great, Ever-Glorious Emperor Métlunel II had urgent need of materials to rebuild Béy Sü. He called for wood to be brought from Thráya, and we answered the Imperial Call. In his pleasure at our service, the Great Chlén Race was begun. Of course, we will not go all the way to Béy Sü,” he pauses and fixes you all with a glare while chuckles drift through the crowd, “but great honor will come to him who finishes first at Tékris in three days’ time. May the Gentle Lady Avánthe bless the best chlén.”

You know he’s left out a lot, but he was never one for speeches, and you know it all anyway. You know the secret to the Race’s fame among the lowest of the clans and the clanless is that whoever finishes first is automatically granted membership in High Tower clan. This uneasy tradition also dates back to Métlunel II who was so pleased with the timely delivery of materials that in a public proclamation he praised, “these, the members of High Tower clan.” Unfortunately, High Tower had conscripted some even lower status locals to help drive all the carts. So, to keep the Emperor’s words true, the Palace of the Realm made all the drivers of the carts into members of High Tower clan. And thus a tradition was born.

The Race lasts for three days and covers 30 miles. Given that chlén only travel at an average of 1.5 miles an hour, making 9 miles a very respectable distance for one day, you’ll have to make them move faster than normal to finish the race on time. Additionally, the course does not stay on the Sákbe road. The second day of the race consists of a five mile detour on dirt paths through dná-grain fields to the village of Mmórch. You have to pick up a chit from the village elder, Akársh, to prove you made it there before heading back to the Sákbe road on another dirt path. On the third day, you must cover the last ten miles to the village of Tékris where your clan members are waiting for you. The second day of the race is regarded as the most difficult challenge.

Now that the speech-making is over, you climb up into the carts and coax the chlén into action. There are eight contestants this year, five 15-year-olds from High Tower, two entrants from very low status clans and one clanless scumbag who puzzled everyone by showing up with a chlén and a cart at the last moment. Let the Race begin!

Player Characters

Arkútu hiHlissána
High Tower, Avánthe, 15 years old
5' 5", medium build, 33 years old

Strength 4
Dexterity 4
Intelligence 6
Psyche 2
Willpower 7
Charisma 7

Melee Attack 4
Missile Attack 4

Melee Defense 2
Missile Defense 2

Initiative 4
Health Points 55

Shock Value 11
Magic Resistance 4

Good Reputation (Hard Worker), Highly Skilled, Uneducated, Younger Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Sákbe Road) 1 [Intelligence]
Etiquette (Low clan) [Intelligence or Charisma]
Subculture (Low clan) [Charisma]
Animal Handling (Chlén) 2 [Willpower]
Brawling 1 [Melee Attack Value]
Bribery 1 [Charisma or Intelligence]
Occupation (Chlén-cart driver) 3 [Willpower]

You hate Drésu. Just because he’s the son of a clan-elder, he gets all the breaks. He conveniently got first choice among all the chlén for the race. Though frankly, you’re a little surprised that he chose Siyuzhárin (Smart One) rather than Mazákin (Strong One). Mazákin can travel faster than any of the other chlén, and doesn’t tire as easily. So, Drésu’s made one mistake already. But he’s still starting in a better position. Some of his uncles are the best drivers and chlénhandlers in the clan, and he’s had private lessons with them.

But you knew this was happening and last year you found a way to even the scales a little. While you were in the market, you wandered past an old tribal shaman sitting in front of a mat in the market-place. He was passing though town as part of a caravan from some little nation in the far north-east that you’ve never heard of. He offered a plant for sale, mitlárikh, which he praised to the gods as a wonder herb. It was cheap so you bought some. You fed some to a chlén, and the chlén did get a boost of energy. So you embarked on a secret experiment, growing more mitlárikh and giving it to chlén to see how it affects performance. The more you saw, the more wonderous the herb seems. A chlén can be made more energetic for days. And the ones you fed it to didn’t get sick as often. The only side-effects seem to be a temporary lethargy afterwards and, occasionally, a coat that doesn’t peel as well. You’ve found what you feel is the perfect balance between performance and side-effects. You haven’t mentioned it to anyone, but you’re taking quite a few bags of it with you on the Race.

Additional Information
1. You were given 10 qirgáls to use for any unexpected expenses on the road.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days.

3. In addition to the mitlárikh, you took along everything you saw Drésu loading, including a long, spiked goad; a stiff-bristled, long handled brush for scratching around the joints (they like that); giant sharp forceps for removing parasites; pots of grease for the cart axles; buckets of tarry ointment to slather on any abrasions or injuries that tear the skin; a massive coarse file in case the most recent peeling hasn’t gone quite right and you need to do a little grooming; and supplemental bags of good dná-grain.

4. Food and water for the chlén are available at any big platform on the Sakbe road and at the village of Mmórch due to standing agreements your clan has with Flat Rock.

Goals
1. Win the race.

2. Try to get the others to follow you instead of Drésu.

3. Uphold the clan reputation and defend its interests.

Dridákku
Clanless, No deity, 21 years old

Strength 7
Dexterity 6
Intelligence 3
Psyche 5
Willpower 6
Charisma 5

Melee Attack 7
Missile Attack 6

Melee Defense 5
Missile Defense 4

Initiative 6
Health Points 80

Shock Value 16
Magic Resistance 4

Low Status, Hard Luck, Tough (-3 to resist poisons), Uneducated
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Thráya) 2 [Intelligence]
Etiquette (Clanless) 1 [Intelligence or Charisma]
Subculture (Clanless) 1 [Charisma]
Brawling 4 [Melee Attack Value]
Streetwise (Thráya) 1 [5]

You know nothing about chlén, except that they’re big and strong, and you better get out of the way if one is coming towards you. You wouldn’t even be here if it weren’t for the strangest encounter that you had yesterday. You were hanging out like usual in the Foreign Quarter, trying to get some work as a laborer or a bearer for some clueless foreigner who wouldn’t realize the ignobility of hiring a clanless scum like yourself. Or, if that failed you, mugging said clueless foreigner. Though you prefer honest work, you are extremely capable at defending yourself. But last night …

You were approached by a woman. She wouldn’t give her name, but judging by her clothing, she was a Ksárul priestess. She made you the best offer you’d heard in a long time. In exchange for a chlén, a chlén-cart, and some money (5 hlásh and 20 qirgáls), you are to take a small sack and a small, rolled-up piece of parchment to some guy in the Ksárul temple in Béy Sü. Probably realizing you didn’t know anything about driving chlén, she instructed you to enter the Great Chlén Race run by the High Tower clan. It only goes for 3 days toward Béy Sü, but you’ll have learned enough by then. And when you reach Béy Sü and have delivered the package and parchment, you’re free to sell the chlén and cart or try and set yourself up as a chlén-cart driver. You haven’t decided yet which would be the best course.

Before she left, she threatened your life if you opened the sack or what was in it. She wouldn’t have to kill you, she said. You wouldn’t live long enough for that. You’re not sure if she was telling you the truth or trying to scare you. You’re also not sure why she entrusted it to you.

Additional Information
1. Your chlén’s name is supposed to be Thusún (Tasty!). The cart came with a long, spiked goad. You’ve seen chléncart drivers use a goad in the past to urge the chlén along. There’s also a sack of uninspiring dná-grain cakes, waterskins, and a blanket for you in the cart.

2. No one’s talked to you since you showed up that morning and announced you were taking part in the Race.

Goals
1. Keep the chlén moving so you can reach Béy Sü.

2. Get revenge on anyone who treats you badly (but, obviously, do it stealthily).

3. Sure wouldn’t hurt to win the race and pick up clan membership along the way too. Though that does seem like a long shot.

Ghúru hiChayón
High Tower, Avánthe worshipper, 15 years old

Strength 6
Dexterity 5
Intelligence 5
Psyche 6
Willpower 7
Charisma 5

Melee Attack 6
Missile Attack 5

Melee Defense 4
Missile Defense 3

Initiative 5
Health Points 60

Shock Value 12
Magic Resistance 5

Impulsive, Uneducated, Younger
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Sákbe road) 1 [Intelligence]
Etiquette (Low clan) 1 [Intelligence or Charisma]
Subculture (Low clan) 1 [Charisma]
Brawling 1 [Melee Attack Value]
Bribery—Familiarity [Charisma or Intelligence]
Occupation (Chlén-cart driver) [Willpower]
Streetwise (Sákbe Road) [6]

You’re strong, you’re smart, you’re quick, and nobody pushes you around, so why aren’t you doing better? The thing is, you just don’t care about chlén. They stink, they’re stupid, and they’re constantly bellowing, farting, belching and just plodding along. But you were born into a chlén-raising clan so you’re stuck with them. Well, at least until this god-cursed Race is over with. The way to better clan jobs is through the race. If you do well (you don’t have to win, just place in the top 3), you might only have to put in a couple years as a driver before you finagle your way into some more desirable position, likely guarding the clanhouse or keeping the books or something. You know Drésu, the clan-elder’s son, is probably going to win. You figure it would be wise to watch him closely and imitate what he does. And if you can think
of a way to put some of the others at a disadvantage, you’ll take it.

Additional Information
1. Your chlén is named Razhín (Happy Guy). He seems easily manageable. Your equipment includes a long, spiked goad and a bucket of grease for the cart axles. For yourself, you have food, water, blankets and a camping burner. You were given 10 qirgáls for any unexpected expenses on the road.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days.

3. Food and water for the chlén are available at any big platform on the Sakbe road and at the village of Mmórch due to standing agreements your clan has with Flat Rock.

Goals
1. Finish in the top 3.

2. Uphold the clan reputation and defend its interests.

Júgar hiBa’áshcha
Arch of Heaven, Avánthe worshipper, 20 years old

Strength 5
Dexterity 4
Intelligence 5
Psyche 4
Willpower 5
Charisma 6

Melee Attack 5
Missile Attack 4

Melee Defense 3
Missile Defense 2

Initiative 4
Health Points 50

Shock Value 10
Magic Resistance 4

Low Status, Highly Attractive, Uneducated
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Thráya) 1 [Intelligence]
Etiquette (Very Low clan) 1 [Intelligence or Charisma]
Subculture (Very Low clan) 1 [Charisma]
Animal Handling (Chlén) 2 [Willpower]
Artisan (Brewer)—Familiarity [Dexterity]
Brawling 1 [Melee Attack Value]
Bribery 1 [Charisma or Intelligence]

You’re a member of Arch of Heaven, a very low status clan which makes its trade in the dná-grain beer brewing business. You have no problems following your clan’s trade, but when your elders observed how attractive you were and how good you were with animals, they conceived another plan for you. In exchange for monetary payment, they accepted a young chlén, captured in the wild. At first, the chlén was sickly. It shook a lot and had trouble breathing, so you stayed by its side, scratching its joints with a stiff-bristled brush, and feeding it a diet heavy in beer-soaked grain. To your delight, the chlén took to the diet and recovered. You named her Kumésukh (Treasure). She even seems a little frisky. You’ve spent the past year working with her, and think you’ve taught yourself the rudiments of how to drive a chlén-cart. Now
comes the big test—entering and winning the Great Chlén Race.

It’s a long shot for you to win, but it’s a cheap investment for the clan that could pay off big. If you win, you become a member of High Tower, one step up on the status scale. Not only will this bring prestige to Arch of Heaven, but you’ll also be in a position to give the clan breaks on cartage fees. You hope you won’t disappoint your clan elders.

Additional Information
1. You’ve been given 8 qirgáls to grease the palms of any officials you may meet during the Race. The Sákbe road guard are notorious.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days.

3. You know that food and water for the chlén are available for High Tower members at any big platform on the Sakbe road and at the village of Mmórch due to a long-standing agreement High Tower has with the Flat Rock clan. You think the water is free to anyone. But you don’t want to have to purchase food. Thus, you have filled your cart with bags of dná-grain to feed Kumésukh. Your clan buys it in bulk so it’s not that expensive for you. You also have the long, spiked goad that chlén drivers use as well as the stiff-bristled brush that Kumésukh likes so much. And, most importantly, you have your secret weapon: kegs of dná-grain beer to soak Kumésukh’s grain in.

Goals
1. Win the race!

2. Or, if winning doesn’t seem like an option, make some friends. After all, you reason, there is more than one way to join a clan. And you are far more attractive than anyone else here (and, you suspect, the only one with beer).

Nebússa hiHlisséna
High Tower, Avánthe worshipper, 15 years old

Strength 7
Dexterity 4
Intelligence 3
Psyche 7
Willpower 5
Charisma 74

Melee Attack 6
Missile Attack 5

Melee Defense 4
Missile Defense 3

Initiative 6
Health Points 60

Shock Value 12
Magic Resistance 5

Attractive, Decisive, Hard Luck, Uneducated, Younger
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Sákbe Road) 1 [Intelligence]
Etiquette (Low clan) 1 [Intelligence or Charisma]
Subculture (Low clan) 1 [Charisma]
Dagger 1 [Melee Attack Value]
Occupation (Chlén-cart driver)—Familiarity [Willpower]

Your ambition is to join a legion, any legion. You settled on this early in life and did a lot of manual labor for the clan in order to build up your strength. But when you approached the Palace of War and applied, you were turned down by the legions. It seems that the other recruits already had some weapons training and were preferable to you. It probably didn’t help that your clan couldn’t afford any bribes on your behalf. As a parting insult, they suggested you apply for the Sákbe Road Guard. Fuming, you returned home. You haven’t given up hope, though. If you can get some money, maybe you can get some training from an ex-legionnaire. Your first step is to pass the hurdle of the Race. Then you can start working as a chlén-cart driver and doing some transporting of your own on the side.

Additional Information
1. Your chlén is named Leláin (Wonderful). She’s a fine, strong-looking chlén. You actually don’t know much about chlén but you think she’s a good one. Your equipment includes a long, spiked goad and a bucket of grease for the cart axles. For yourself, you have food, water, blankets and a camping burner. You were given 10 qirgáls for any unexpected expenses on the road.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days. 3. Food and water for the chlén are available at any big platform on the Sakbe road and at the village of Mmórch due
to standing agreements your clan has with Flat Rock.

Goals
1. Do well enough in the race to not be humiliated.

2. Your cart is mostly empty. Most people prefer it that way because they think the chlén will be able to move faster. You really don’t care. You’d prefer to fill it up along the way with goods for transport and start earning money immediately.

3. Keep as much of the 10 qirgáls for yourself as possible. And it wouldn’t hurt if some of the money from those non-High Tower interlopers ended up in your pocket too.

Notáza hiChayón
High Tower, Avánthe, 15 years old

Strength 4
Dexterity 7
Intelligence 7
Psyche 5
Willpower 3
Charisma 5

Melee Attack 6
Missile Attack 6

Melee Defense 4
Missile Defense 4

Initiative 8
Health Points 40

Shock Value 8
Magic Resistance 5

Behavioral Characteristic (Fear of chlén), Tough (-1 bonus to resist poisons), High Stamina, Uneducated, Younger
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Sákbe Road) 1 [Intelligence]
Etiquette (Low clan) 1 [Intelligence or Charisma]
Subculture (Low clan) 1 [Charisma]
Artisan (Cartwright) 2 [Dexterity]
Artisan (Leatherworker) 1 [Dexterity]

You have been dreading the Race for years. You would really rather do anything else than be around chlén. It wasn’t always that way. But then one day when you were a young child, you were playing with a cousin while feeding the chlén. He slipped and fell, and a chlén casually lifted a leg and put it down, crushing his neck. You’ve never been able to look at one of the beasts in the same way since. You flinch when they bellow and jump back when they snort, groan or start moving. Life in a chlén-raising and –driving clan has not been easy for you. Fortunately, you were smart enough to think of work arounds. There are other aspects to the clan’s business besides dealing directly with chlén. So you devoted yourself to learning the support aspects. For your age, you are extremely good at repairing carts, leads, and all the equipment needed to keep a cart in good working condition. And you’re not bad at working the hide of a peeled chlén either. You petitioned to be allowed to skip the Race, but you were turned down. It’s a tradition, a rite of passage. No one of able mind and body is exempted. So you’re gritting your teeth and going near a chlén for the first time in a very long
time.

Additional Information
1. Your chlén is named Bajékh (Trouble). You don’t know anything about him other than his name, which scares you. He was the only left after everyone else had chosen theirs. Your equipment includes a long, spiked goad; a bucket of grease for the cart axles and any equipment you imagine could be needed if a cart broke down for any reason. For yourself, you have food, water, blankets and a camping burner. You were given 10 qirgáls for any unexpected expenses on the road.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days.

3. Food and water for the chlén are available at any big platform on the Sakbe road and at the village of Mmórch due to standing agreements your clan has with Flat Rock.

Goals
1. Don’t die.

2. Get others to do as much of the chlén care, feeding and driving as possible.

3. Uphold the clan reputation and defend its interests.

Onél hiKóyuga
Artificers of Iron, Avánthe worshipper, 20 years old

Strength 4
Dexterity 4
Intelligence 4
Psyche 6
Willpower 8
Charisma 6

Melee Attack 4
Missile Attack 4

Melee Defense 2
Missile Defense 2

Initiative 4
Health Points 60

Shock Value 12
Magic Resistance 5

Low Status, Highly Skilled, Uneducated
Language (Tsolyáni, speak) 2 [Intelligence]
Knowledge (Thráya) 1 [Intelligence]
Etiquette (Very Low clan) 1 [Intelligence or Charisma]
Subculture (Very Low clan) 1 [Charisma]
Animal Handling (Chlén) 3 [Willpower]
Artisan (Smith) 2 [Dexterity]
Brawling 2 [Melee Attack Value]
Bribery—Familiarity [Charisma or Intelligence]
Streetwise (Thráya) 2 [6]

This is the third time you’ve entered the Race. Your clan bought this chlén two years ago, and you’ve been entering the race ever since. But the chlén’s performance demonstrates why you were able to afford it. It’s reliable but extremely slow, plodding along no matter what you do to encourage it. Although you want this year to be different, you really can’t see how that’s possible. The only thing you can think of is to sabotage everyone else, but that’s ignoble and would be difficult to do without being noticed. Maybe you can just enjoy the trip, and convince your clan to sell the chlén and pocket the money. After all, the clan could always advertise it as “a chlén from the Great Race!”

Just in case sabotage is possible, you’ve secreted in your cart, a long sharp knife to saw through leather straps, acid in bronze cylinders to pour on hooves, some poisonous plants (to sicken, not kill) to mix in with the other fodder (in case they’re feed greens instead of grain), and metal filings to jam up the axles. This is well concealed since your cart is filled with bundles of greens and bags of grain to feed the chlén so that you don’t have to spend any money for food en route.

Additional Information
1. Your chlén’s name is Okánikh (the Groaner). You named the chlén after seeming how much it doesn’t like to work. You have 8 qirgáls to use to bribe the Sákbe Road Guards and the village elder at Mmórch. Through experience, you know that you only need to give them a qirgál each. The rest are for emergencies.

2. Chlén eat an average of 100 pounds of feed a day (less if it’s good quality grain), drink 45-50 gallons of water a day, and can pull 350-450 pounds without being stressed. A chlén can die of thirst in 3 days.

3. Water for the chlén are available at any big platform on the Sakbe road and at the village of Mmórch. Extra food is too, but if you’re not from High Tower, you have to pay for it.
19

Goals
1. Win the race, but not at any cost. Don’t get caught in sabotage and disgrace the clan.

2. Enjoy yourself. At least you’re not working at the hot forges.

3. Don’t let anyone get away with bad-mouthing your clan or your chlén.

The Race

The Race is very important to the High Tower clan. It not only tests their young adults, but also showcases the chléns’ abilities. It’s a great loss of face if a non-clan member comes in first. This has only happened three times in the history of the race. One suspects that High Tower members have banded together to prevent this outcome on more than one occasion, though sabotage is officially banned.

In addition to testing chlén-driving skills, the race is meant to test resourcefulness, response to pressure and clan solidarity. Entrants are rated as to how they responded to bribery situations, how they looked after the chlén and whether they resorted to dirty tricks (and if so, what kind did they use). Sabotaging another driver is only ignoble if you’re caught (much as is the case in real life when competing with another clan), but harming a chlén (the life-blood of the clan) is unforgivable. Abandoning a sick or injured chlén is also ignoble and will disqualify a potential winner. This is general knowledge within the clan, though it’s never explicitly stated. Players should roll versus their Subculture skill if they’re in doubt about their actions. Of course, none of this applies to the non-High Tower entrants. By tradition, they only need to follow the prescribed route and arrive at Tékris first.

With regards to bribery, the PCs are expected to spend the normal amounts at each situation. Spending more will get them a lecture from the clan elder at the end, spending less will raise eyebrows and initiate inquiries to ascertain whether anyone was insulted or threatened (and thus made into enemies of the clan).

Joyous Burden Society

Joyous Burden is a society within the Temple of Avánthe devoted to enhancing the capabilities of chlén. They are
interested in breeding greater strength and speed, intelligence and docility, and greater fertility and survival of the young. It’s a curious alliance of wealthy mercantile clans, the shipping and chlén-raising clans and some of the lowest clans, such as Polished Stone, whose task it is to keep the Sákbe roads clean.

Joyous Burden has assisted in the breeding of Siyuzhárin, Lélain, Mazákin and Razhín. Naturally, it is an historic
advocate of the Great Chlén Race. Some members dream of the day when chlén will be able to trot right along as they traverse the empire.

The society is present during the race through its representation among the Polished Stone clan members. They keep a close eye on the entrants throughout the segments of the race run on the Sákbe road. Naturally, some of them are betting on the outcome. If their favorite isn’t in the lead, they’ll approach the driver with offers of help and suggestions. They will not harm a chlén, but will suggest (and help provide) a richer grain diet, melon treats to entice better performance and tips on how to use the goad better. They can also be sources of other kinds of help – running to the nearest platform to get supplies needed for repairs, trying to find someone to help in other situations or spying on someone who’s further ahead or behind in the race. Be flexible with them, but remember that they have no money and can’t read or write. They also won’t fight unless a favored chlén is in trouble. They’ll report any abuse of the chlén.

The Breathing Disease

The Breathing Disease is well known and widely feared among the specialists of the Temple of Avánthe. It’s a serious threat since it spreads quickly and is usually fatal within two days. It is spread by proximity and is usually controlled by killing all infected animals and burning their bodies. Due to this quick and ruthless response, the Breathing Disease is rarely seen. However, it occasionally crops up again, particularly in wild chlén. Chlén, hmá and hmélu are the most susceptible. Humans and the non-humans races are not affected.

Symptoms
In the early stages, there’s swelling around the jaws and down the neck. The animal then begins to exhibit severe shortness of breath, often holding its head low and outstretched. Fatigue sets in, and then progresses to tremors. Finally, the animal gives up and tries to lie down on its stomach or side. After collapsing, the animal will die in 8-12 hours. Anyone with knowledge of chlén will recognize the disease by the second day.

Cause
Kumésukh, the chlén from Arch of Heaven, is a carrier of the Breathing Disease. Arch of Heaven doesn’t realize this since they have no other chlén. By the end of the first day, any chlén who have been in close proximity with Kumésukh will exhibit early symptoms. By the end of the second day, unless a chlén has consistently been at least half a mile away from any infected chlén, they will also be infected. The sole exception is Mazákin, since he has been fed the plant that cures the disease.

Cure
The Temple of Avánthe knows of no cure. Spells of Alleviation and Healing do not affect non-magical diseases. Júgar may think that the alchohol in Kumésukh’s diet cured it, but that was only a coincidence. Arkútu has accidently hit on the cure, a plant from the far north-east known as mitlárikh. He bought it from a shaman who was passing through with a caravan last year. The shaman praised it as a wonder herb, and he’s been growing it and experimenting with it ever since. Any chlén fed mitlárikh will cease progression of the symptoms and gradually recover. He’s not carrying enough to completely cure all the infected chlén (unless only a few get infected), but it will stop them from dying.

If this knowledge is shared with Joyous Burden, High Tower will enjoy great prestige and favor with the Temple of Avánthe for generations to come. While mitlárikh has a perfunctory entry in the 30 volume set, The Scrolls of Knowing Those Things Which Rejoice in the Soil, its curative powers were previously unrecorded.

The Artifact and the Society of the Blue Light

Background
Several Ksárul priests from the Béy Sü faction of the Society of the Blue Light were investigating an underground
Engsvanyáli-era complex which utilized a natural cave system not far from Thráya. Since the complex had been known to their society for millennia, they didn’t expect to find anything exciting. This made the discovery of the Artifact both surprising and complicated. The priests were unwilling to give up such a valuable find to anyone but their patron in Béy Sü, but leaving would not only alert the temple in Thráya (who would undoubtedly plunder the site in their absence), but also highlight their lack of trust in the Thráya temple and cause political difficulties.

Thus, the priests decided to keep it with them until they finished the exploration. However, one priest, Íssa, was
ambitious. So one night she took it and went out to the Foreigners’ Quarters in Thráya where she found a clanless tough, Dridákku, and set him up in the race so he could leave Thráya conspicuously but without suspicion and take it to her patron in the temple in Béy Sü. It’s risky, but she feels she intimidated him into obeying her, and that due to his participation in the race, he’ll be easy to track down later if he betrays her.

Artifact
The artifact is dangerous. It’s a green pyramidal box with leaves and nature designs inscribed on the outside. Its top tilts open to reveal an opaque, blue, regularly faceted ball inside. The ball is obviously a device of the Ancients since machinery can be dimly perceived within it. In fact, it is an eccentric Eye created by one of the Lords of Latter Times. When activated, the ball creates the equivalent of the Ksárul temple spell “The Affable Blight of Lord Uni.” Unfortunately, the Eye is stuck in the ’on’ position. So, many millennia ago, an Avánthe priestess was called upon to cast special Warding spell on the box to contain it. As long as the box is closed, the Eye is cut off from other-planar energy and unable to function. Opening the box is the equivalent of casting the spell.

Effect and Solutions
While shutting the box stops the continual casting of the spell, the bluish-white fungus that resulted will remain on anyone and anything within a 30 foot radius. It will spread for another 12 hours until dying naturally. The fungus can also be destroyed by fire. Victims of the fungus will die with 12 hours of exposure unless: (1) a spell of Alleviation is cast on them, (2) the affected body part(s) are amputated and (3) the fungus is burned off the body.

Temple of Avánthe

The temple has records of this spell they performed for the temple of Ksárul so long ago. In fact, the warding spell must be renewed every 500 years. When the box was moved, the temple was magically alerted. A priestess, Mríssa hi Tishkolén, and a contingent of temple guards were sent to the complex to investigate. The Ksárul priests refused to say what had happened. Unable to press the matter any further, the Avánthe priestess left. Guessing where the artifact would have been sent, she has exerted the temple’s influence to get the third tier of the Sákbe road to Béy Sü shut down. In conjunction with the Sákbe Road Guard, they are searching all travelers for the artifact. This will affect the PCs when they return to the Sákbe road on the third day. If Dridákku’s player opens the box early and causes a major disruption, you can speed up the arrival of the priestess so as to prevent the premature death of all the PCs. Give them a good scare though. Have the encounter be early enough so that the Breathing Disease is not noticeable enough to be diagnosed yet. If the party decides to travel along or away from the Sákbe road after approaching it and learning of its closure, they
will be chased down. If the artifact is found on Dridákku, no harm will come to him. It will simply be confiscated and taken to the temple of Avánthe in Thráya for more secure safe-keeping.

Mríssa hiTishkolén is a 14th Circle Sorceror Priestess from the Golden Bough clan. Her spells are Alleviation (U2,
G2, G4), Healing (U1-U5, U8), Fructification (T3, T6, T8) and Nutrification (U3-U6). For the purposes of the scenario, she has enough spell points to cast whatever she wants, and her spells will be successful.

Non-Player Characters

1. The Sákbe Road Guard
The captain is named Chamáng. They will stop the PCs when they water the chlén on the first day and delay them until they bribed (one qirgál). They know it’s the race, and that time is important to them. They take great pleasure in this, but will not actively harm the PCs or confiscate anything unless they are attacked or insulted. They wear no armor and are equipped with short swords. They will cooperate fully with the Temple of Avánthe.

Chamáng Short Sword 2, damage modifier x3.
Guards Short Sword 1, damage modifier x3.
All their stats are 3s.
Melee Attack/Defense 3/1
Shock Value 6
Health Points 30
Magic Resistance 3
Initiative 3

2. The Peasants
The agitator’s name is Sangár. He is drunk and spoiling for a fight (as are his friends) to break the tedium of agricultural labor. They will only be dissuaded from fighting if offered Júgar’s beer and a little money. They are from Flat Rock, worship Avánthe, and work the fields for Golden Bough. They’ll throw Golden Bough’s name around a lot when reciting their incoherent grievances to justify the fight. They have self-fashioned clubs that they intend to use. They’re not interested in killing so anyone who stays down is safe. They are from the village of Mmórch and are obedient to their clan elder Akársh.

All their stats are 4s.
Melee Attack/Defense 4/2
Shock Value 8
Health Points 40
Magic Resistance 4
Initiative 4
Club—Familiarity, damage modifier x2

Chlén

  • Bajékh (Trouble). Wants to dominate the others. He’ll often start rumbling challenges, especially with Mazákin and Siyuzhárin. Will prefer to walk next to Leláin. Driven by Notáza.
  • Kumésukh (Treasure). Named hopefully by Arch of Heaven. She is the carrier of the Breathing Disease. She’s somewhat frisky. Driven by Júgar.
  • Leláin (Wonderful). She’s beautiful by chlén standards and has a history of bearing strong, healthy children. She’ll work well but not spectacularly. Driven by Nebússa.
  • Mazákin (Strong). He’s the strongest of the group. He can pull more and work longer than any of the other chlén. Has a bad temper though. Driven by Arkútu.
  • Okánikh (Groan). He does not like to work. He’ll move slower than the others and will bellow and stamp his feet if prodded. Driven by Onél.
  • Razhín (Happy). He’s placid, not easily alarmed by rumbling challenges or other distractions or provocations. He’s hard to prod to into working faster. Driven by Ghúru.
  • Siyuzhárin (Smart). He’s smarter than the other chlén, responding readily to commands. He’s also willing to work harder or longer if compensated for it (treats, grain to eat). Driven by Drésu.
  • Thusún (Tasty!). He loves to eat. He’ll stop and graze whenever he’s presented with the opportunity. Driven by Dridákku.

Course Route

Mile—Description
1. Sákbe Road, Thráya: START
2. Sákbe Road
3. Sákbe Road; Big Platform and Tower
4. Sákbe Road
5. Sákbe Road; Food and Water
6. Sákbe Road; Big Platform and Tower
7. Sákbe Road
8. Sákbe Road
9. Sákbe Road; Big Platform and Tower
10. Sákbe Road; Day 1 Goal
11. Dná-Grain Fields
12. Stream
13. Dná-Grain Fields
14. Dná-Grain Fields
15. Village of Mmórch; Food and Water
16. Dná-Grain Fields
17. Dná-Grain Fields
18. Stream
19. Dná-Grain Fields
20. Dná-Grain Fields; Day 2 Goal
21. Sákbe Road
22. Sákbe Road; Big Platform and Tower
23. Sákbe Road
24. Sákbe Road
25. Sákbe Road; Big Platform and Tower; Food and Water
26. Sákbe Road
27. Sákbe Road
28. Sákbe Road; Big Platform and Tower
29. Sákbe Road
30. Village of Tékris: THE END

Every mile on the Sákbe road, there’s an on/off ramp. Players can exit the road and travel alongside it, but this is unusual behavior for a Tsolyáni. The dirt paths next to the Sákbe road and through the dná-grain fields which line the road on either side are wide enough only for single-file travel.

It’s illegal to allow the chlén to graze on the fields (theft), and if players try this, they’ll be reported to the Sákbe Road Guard.

Every half-mile, there’s a small tower on the road. These are usually deserted, but provide shelter during inclement weather.

Traffic on the Sákbe road is normally single-file, keeping to the right. However, if the PCs want to pass each other or travel two abreast, there’s enough space with some room to spare for pedestrians. When a chlén-cart approaches from the opposite direction, however, there will be problems.

Event Schedule

If you can find them, it’s fun to use little miniatures to keep track of everyone’s progress. (I bought bags of dinosaurs from a dollar store and used the stegosauruses.) I created a “track” by using index cards to mark each mile of the race. Or, you can just make notes next to the Course Route in the scenario. Use the chart to help you keep track of who falls sick when. Since this is variable, I won’t make much mention of the appearance of the Breathing Disease symptoms. Slip these in subtly (and then not so subtly) as appropriate.

The second wild card is, of course, if/when Dridákku opens the box and unleashes The Affable Blight of Lord Uni. Give him a magic resistance save. If he saves, let him live long enough to complete the scenario (or be cured by Mríssa) but stress his rapidly declining health and hideous appearance. If he fails, let him linger until the next day—no sense in ending the player’s fun immediately. Feel free to have NPCs shout advice from a distance (“Burn it!” “Cut your hand off!”) that will save him, though at a cost.

Players may choose to exit from the Sákbe road and travel on the ground alongside it when the road gets congested. This is possible but unorthodox. Have them harassed occasionally by other travelers (e.g. waste thrown off the road at them, insults shouted), and add a +1 difficulty modifier to attempts to increase the chlén’s speed (the path is inferior to the road).

Since chlén can normally pull 350-450 pounds, do not penalize the PCs for taking on cargo unless they could reasonably be exceeding that amount.

Day One
• As they start up the ramp, a clan kid will run after a random PC (but not Drésu or Arkútu), holding their goad and shouting, “Forgot something!” The crowd will laugh. Háikon, the sullen clan-member, took it.

• Nearly everyone will get an offer from a group of friends from the Scarlet Planet of Knives, Émra, Hóru and Sánjesh. They’ll spread out and approach the PCs individually. They’re hunters and will offer to sabotage opponents in the race: at the next watering stop, they’ll steal equipment, pour sand on greased axles or pick a fist fight to delay the opponent. Their asking price is 5 qirgáls but they can be bargained down to one. If anyone gets into a fight with one of them, use the stats for the peasants. If they get in real danger, they’ll use their knives instead of their fists. Treat the knives as daggers (damage modifier x 2). They’ll back each other up, and try to keep any bargains they make. They have good relations with the Sákbe Road Guard.

• If the PCs choose to continue travelling during the heat of the mid-day, emphasize how grumpy the chlén seem and how few other people seem to be moving around. If they continue moving, keep track of how long they’re on the road that day as they’ll probably exceed 7 hours and earn the “tired” penalty for the chlén on the second day.

• At mid-day, when they’re watering the chlén, the Sákbe Road Guard captain Chamáng will demand payment for the water. The water is, of course, free. But the guard regards this as the traditional payment for the race. They have a point in that the race usually causes more problems than a normal carting journey. One qirgál per PC is sufficient. If a PC refuses to pay (or to offer a monetary equivalent), they’ll declare that they’ve heard a rumor and need to search for contraband. Anyone searched will be delayed an hour. If Dridákku is searched and the artifact is found, they will be surprised and frightened. Chamáng will read the parchment and carefully replace everything. He wants no trouble with the Temple of Ksárul.

• If Nebússa wants to find cargo to haul, direct him toward the Woven Mat merchants on the big platform. They’re makers of cheap furniture and would be happy to make a deal for less than the going rates to haul some furniture to Tékris.

• By the afternoon, bring up any idiosyncracies of the chlén that haven’t shown up yet. Bajékh will start a rumbling challenge and Mazákin and Siyuzhárin will respond. The challenge will go through the third day, unless they get sick, whereupon they’ll drop out. Bajékh will try to match pace with Leláin.

• Also by the afternoon, if any PCs have been alert, they will realize they are being followed by the street cleaners. At this time, Polished Stone members will start approaching their favorites in the race. Polished Stone is a very low status clan responsible for cleaning the chlén-shit off the Sákbe road—they’ll smell, be filthy and carry various implements to aid them in their job. They are, however, also members of the Joyous Burden society (though this is unknown to the players. You can have them roll versus Subculture to figure this out). They’ll offer praise or suggestions as appropriate.

• Turning Wheel, the main rival carting clan to High Tower, will approach from the opposite direction and jeer the PCs. If any chlén are in the earliest stages of the Breathing Disease, they’ll mock the PCs as being unfit drivers who are obviously overworking their animals. If the PCs are travelling two abreast, Turning Wheel will demand that one of them give way. They’re more than willing to get in a fight over this, if it comes to that. The Sákbe Road Guard will be attracted by a fight, and will side with Turning Wheel.

• At mile 9, the PCs will encounter a traffic jam that will cost them half an hour. It seems that a large group of workers from Glass Spear are working on inlaying a mosaic into the side of the Sákbe road leading up to the 2nd tier. It is very elaborate mosaic in honor of the new governor of Thráya. They are blocking half of the road and there’s barely enough room for one chlén cart at a time to pass by. Nothing can induce them to stop or make more room. (Though if Nebússa wants to, he can pick up some cargo business from them too.)

• Presumably, the PCs will stop for the night at the big platform at mile 9. Or, if they push on to make the goal for day one, they’ll need to take the ramp off the Sákbe road and camp by the roadside. If they’re off the big platform, let them find any reasonable vendor that they’re interested in. They’ll be by themselves if they make it to the mile 10 goal.

Day Two
The PCs will not awaken at the crack of dawn to get started unless they have specified some method of doing so (drinking a lot of water the night before, stressing their desire to do so + making a Willpower stat roll, etc.).

Sometime in the morning of this day, they’ll be leaving the Sákbe road to start traveling on the dirt path through the dná-grain fields to the village of Mmórch. Traveling on a dirt path is a dusty matter—unless you’re in the lead, dust will get in your face. Some of the chlén won’t like it and will snort and shake their heads from time to time. If they’re not allowed to drink vigorously whenever they cross the stream, they’ll protest.

The other aspect of the dirt path is that the PCs will be traveling next to dná-grain fields. All the chlén will want to stop and graze on the grain. Thusún will be especially prone to this, requiring a Difficult (+2) modifier on the roll to get him moving again. He’ll try to stop and eat once an hour. If the PCs allow them to eat a lot of grain, this will negate any ‘overworked’ modifier that might be earned today.

Confrontation with the Peasants
At mile 13, the lead PCs will encounter a group of angry, drunken peasants, led by a loud-mouth named Sangár. These guys are itching for a fight (have them number a couple more than the PCs). If the PCs have been allowing the chlén to graze, they’ll have a ready-made excuse. If they haven’t been, Sangár will make up an offense (“Your fat chlén are too wide! They’re destroying all our crops along the path.”) The peasants are from the Flat Rock clan, the one which traditionally supplies the chlén of High Tower, though the fields they work belong to Golden Bough. If the PCs deny any wrongdoing, they’ll start throwing Golden Bough’s name around with abandon. There’s really no reasoning with them—they’re bored and want a fight. The only way to avoid fighting is for Júgar to offer them beer instead. They’re carrying clubs but will also fight with their fists.

If they’re being beaten, near the end of the fight some will try to run away. If they make it, they’ll high-tail it back to Mmórch to tell their version of events. (“We were peacefully working in the fields when these ruffians attacked us!”)

Village of Mmórch
The PCs need to get a chit from Akársh, the Flat Rock village elder, to prove they went on this leg of the race. If any of the brawlers made it back first, they’ll have to do damage control. Akársh is not an idiot; he knows who was responsible for the fight. But he’s not going to lose face and apologize for his young men. If the PCs make an indignant case, he’ll gravely promise to investigate and get to the bottom of things but won’t allow any retribution. If they make too big of a fuss, he will become hostile and require a bribe of 2 qirgáls instead of one before giving them their chits.

If they don’t make an enemy of Akársh, he’ll try and persuade them to take some broken plows on Tékris in exchange for not paying for the chit.

If the PCs haven’t figured out that something’s wrong with at least some of the chlén, and this is the second day of the Breathing Disease for at least one chlén, Akársh will point it out to them. Unless it’s pronounced, he won’t know exactly what it is yet. However, if some were infected early on the first day, it will be far enough along that he will be horrified and identify it. In this case, he’ll rush the PCs out of the village and warn them that their animals are carrying a horrible plague.

Breathing Disease Symptoms
By the time the PCs make it to the stream in mile 18, any chlén infected on the first day will want to lie down in the stream and not get up. The PCs can try twice an hour to coax them into moving again—be sure to pay attention to the accumulation of penalties on the chlén chart. At this point, it’s likely that if they aren’t working together, chlén may have to be abandoned while the PC runs to find help.

Road Block on the Sákbe Road
The third tier of the Sákbe Road will be road blocked on the third day by the orders of Mríssa hiTishkolén, 14th Circle Sorceror Priestess of Avánthe (see Temple of Avánthe section). She is searching for the artifact hidden by Íssa in Dridákku’s cart. Actually, she’s lounging in a palanquin on the 2nd tier while her temple guards along with Chamáng and his road guards search all the travelers. She’d dearly love to search those on the 1st and 2nd tier but recognizes the limits of her authority. There’s a long line of people waiting to be searched since the searches are thorough. Unless the PCs do something to attract attention (like running to the front and begging for help from an Avánthe priestess), they’ll have to wait the entire morning. If they see the line and try to avoid the Sákbe road (by turning around or traveling alongside it), they will be chased down by guards.

Mríssa & the Breathing Disease & the Blight
If Mríssa is approached about the Blight, she will recognize it immediately (and know the source). She will withhold her Alleviation spell until she obtains the artifact. Then the PCs will have to endure a long lecture on not meddling with things above their station before she cures them.

Mríssa will be sympathetic to tales of sickened chlén, but won’t be distracted from her primary assignment. She will consent to sending out a tirrikámu with two soldiers to investigate. They’ll be able to diagnose the illness and give the verdict (“There’s nothing that can be done. You must kill them immediately before they spread it others.”) When the soldiers return with the news, she will be upset and order them to conscript some people to help them go out and slaughter and burn the chlén. The PCs will need to talk fast to slow things down. If they haven’t wondered why all the chlén aren’t sick yet, have an NPC (Aréli, a Polish Stone member of Joyous Burden) bring up the point. Mríssa, of course, cannot help them save the chlén, though you can use her to point out connections or ask questions that the PCs haven’t thought of yet.

Possible Conclusions
The best outcome will be for the PCs to figure out the curative properties of the herb Arkútu is carrying. This is really the only way to save the chlén, and will bring great prestige to the clan as well. If no one has figured it out, at least have a popular outcry save the “healthy” chlén (Kumésukh and Mazákin, “Protected by Gentle Lady Avánthe!”), though if the PCs want them slaughtered for the good of the clan, their wish will prevail. Of course, if Kumésukh is brought into the clan-yard, it will spell doom for the clan’s herds.

If the truth about mitlárikh emerges, Mríssa will immediately offer her Fructification spell to grow enough of the plant to save all the chlén.

If they can’t figure it out and all the chlén are slaughtered, all is not a complete loss. No one understands why the disease suddenly appears again after long absences, so no one will be blamed. The PCs will be praised by the clan for making the hard, but necessary, decision to kill them. It will, however, be an economic blow to the local clan chapter.

The Artifact
Dridákku will only be able to conceal the artifact if he hides it in the fields and then comes back for it later. Losing it to Mríssa will earn him no repercussions from her, but will get him into trouble with the Temple of Ksárul, unless he specifically asks her to intervene for him. If he offers it up to her, he’ll earn a reward from the Temple of Avánthe, and Mríssa will deal much more calmly with the Breathing Disease situation.

Completing the Race
By the morning of the third day, any chlén infected on the second day will be moving very sluggishly and by late morning will want to lie down and not move. If they make it to the Sákbe road, anyone experienced with chlén will recognize the Breathing Disease and be horrified.

If any PCs have healthy chlén and want to continue the race after waiting to get searched, by all means let them. This may be Júgar’s chance to win. However, any High Tower clan member who abandons the others like this will face severe consequences from the clan. Most of the people they meet on the road will be speculating on what the Temple of Avánthe is looking for and how this will affect the Great Chlén Race. (“Good thing this didn’t happen during Metlunel II’s reign!”)

Status List

Drésu Clan elder’s son
Arkútu Hard worker
Ghúru Slacker
Notáza Slacker
Nebússa Wannabe soldier
Júgar From Arch of Heaven, a brewer’s clan
Onél From Artificers of Iron, smithing clan
Dridákku Clanless scum

Game Mechanics

If die roll – skill level +/modifiers < Stat THEN attempt succeeds

If you lack the relevant skill: +4 modifier
If you have only familiarity: +2 modifier
In combat, you can take one action per turn. If you choose to attack, you can’t defend against successful attack upon yourself.
Defense roll: Die roll skill + modifiers attacker’s Degree of Success < Defense Combat Value, then defense is successful. You blocked, dodged, ran away or whatever.
In combat, note the attack’s Degree of Success (the amount the check succeeded by). Multiply the Degree of Success (treat zero as 1) by the damage modifier of the weapon to determine the damage done. Subtract the damage from the defender’s Health Points. If you want to pull your punches and not cause any damage, you may do so. <

Bare fists = damage modifier x 1
Club = damage modifier x2
Short Sword = damage modifier x3
Chlén stomp or kick = damage modifier x6

Chlén Chart

Mechanic: Die roll – skill level + difficulty modifier < Stat THEN attempt succeeds

Difficulty ratings:
Increase speed (.5 miles/hour) = Difficult (+2)
Increase speed again (another .5 miles/hour) = Extremely Difficult (+4)
All other actions (Stop eating, pay attention, move in a certain direction) = Average (+0) to Nearly Trivial (3)

If character doesn’t have the relevant skill, add +4 to the roll.
If character only has familiarity with the skill, add +2 to the roll.
For each mark in column, add +1 to the roll. Success for sick chlén means normal speed (otherwise, it’s halved). Success for very sick chlén means half speed (otherwise, it’s quartered).
Treats add –1 to –2 to the roll, depending on amount and type of treat. Mazákin can’t be motivated by treats.
Tired means working the chlén for more than 7 hours the previous day. Feel free to add an extra +1 for very tired on Day 3 if the chlén was overworked the last two days. Mazákin can work 8 hours before tiring. Thirsty means less than 2 good (not quick) waterings.

Chlen chart

Chlén Chart [click to download larger version]

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