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"The Wolves," she asked. "And who are they, that you think we cannot rescue our friend from their grasp. We've faced many a group of bandits before, many even adept at their trade. Of what nature are these Wolves that we should fear them?"
"The Grey Wolves are not men, my friend, not anymore. Men possess souls and hearts. The Grey Wolves have neither. They are nothing more than a black sheet of death awaiting their calling!"
"What nonsense is this you talk, old man, speak clearly!"
"Ahhh ahhh ah. Don't lose your temper with me, girl, you'll not be clearing my head with threats. I simply wish to see to it that I am taken care of in my old age."
"All right, old man, here's another 15 silver. There, you've emptied my purse, I've no more to give you, so speak now and tell me what you know of these Grey Wolves."
"Yes, lass, I'll tell you what I know. I'd hate to see such a lucrative deal end so abruptly, so perhaps you can call it an investment on my part.
"They came from the south about two years ago, Dinganni, a score of them, traveling on foot. Their furs bore the dust of many roads and they had the smell of a hunted animal upon them. They equipped themselves at Torgak's and then without even a backward glance they entered the ruins, headed for the Smalls. No one ever questioned that they were running from something. But like all fools who enter the ruins so hastily, they were soon forgotten.
"It wasn't until three weeks later that a war party of Dinganni entered the city. They had but one purpose; they were on a Blood Hunt. They were looking for a renegade Dinganni Shaman called the Grey Wolf. They spoke with Torgak and he assured them that the only Dinganni that had been through here had entered the ruins and not come out for weeks. It was assumed that they had died somewhere within the ruins. The war party made a short venture into the ruins, but were driven back by a swarm of undead in the Smalls. Realizing the lethality of Parlainth, the war party returned to their homeland to resume their peaceful ways. The hunt had been completed to their satisfaction.
"No one gave the renegades a second thought until a year ago, when five of them emerged from the ruins and walked right into the center of Haven. They were no longer the scared and hunted men that had fled into certain death. They were the renegade Dinganni warriors that had returned puffed up with pride from having lived and survived for so long in Parlainth. They purchased many items from Torgak, furs, steel, bloodcharms, healing, and food. Then, without so much as a second thought, they returned to the ruins unmolested.
"After a few months, more Dinganni began to walk the streets of Haven. They came from both the ruins and from the southern plains. Renegades, all of them. Many of them even had brands on their arms marking them as exiles of the Dinganni nation. Soon they began causing trouble within the city. Bar fights and the like. Torgak imprisoned three of them, but that very night the jail was broken into, the men freed, and the jail torn to the ground. Torgak lost five of his men in that fight, all of them trained fighters. After that, he hasn't had much of a heart for imprisoning them. He's not concerned for his own safety, but he doesn't want innocent townspeople and guardsmen dying at the hands of these renegades.
"Ahhh, but the real story is just beginning. Three months ago, one of the Dinganni came from the ruins. He was a magnificent looking man. He stood about six foot four, and he was built like a draft horse. On his right arm, he wore three shafts of steel attached to his forearm and wrist, like some kind of weapon. Only they were real fancy. They had a glittering edge, looked like glass or crystal to me. He wore about him the pelt of a giant grey wolf, and his eyes...his eyes were different colors, one was blue like a crystal and the other one was golden. He made his way directly to Agramen's Import/Export. I don't know what went on there, but whatever it was, when he left he carried with him a big sack of coins. Then he made some more purchases from Torgak, smiling all the while, and returned to the ruins.
"So, you see, they've been sort of a fixture here for the past few years. We don't like 'em. No one does. But there's not much we can do about them either. So, we go on. You see, if they do have your friend, and my sources say that they do, you can forget about him. If you do, it will be a lot easier on him and you."
"That's it? That's all you know? Can't you tell me anything more about them -- perhaps why they came here, or what they did to become exiles?"
"Well, there is a bit more I could tell you but......say, that's a lovely ring you got on your finger there. Silver?"
"All right, all right old man, take the damn ring, but tell me what else there is to know."
"Well, then, to continue my tale. About a month ago, another Dinganni entered Haven. Walked past me on his way to Torgak's, so I took the liberty of following and listening in. This one looked different from the rest of them and he caught my interest.
"He introduced himself as Magus Ursus, a Dinganni Shaman, who sought to hunt down and kill the renegade known as the Grey Wolf. He was unlike any Dinganni I had ever seen. He was proud and strong, like they all are, but he carried himself with a air of pride and honor that even the leaders of the war party did not possess. For he was not hunting the Grey Wolves for blood or revenge. He was dealing their retribution. He requested that Torgak give him permission to kill any Grey Wolves found within the walls of Haven. When Torgak inquired as to just what their crimes among the Dinganni people were, Magus explained.
"Grey Wolf was once the Shaman of the largest of the Dinganni tribes. He held a position of honor and power among the people. He practiced both the arts of wizardry and elementalism, and was regarded as a seer. One night, for an unknown reason, he turned on the tribal chieftain and slew her in her sleep. He then stole the Talon of Kro'arn'lesh, a magnificent weapon edged with crystal and forged as a badge of rank, passed from chieftain to chieftain for generations. He then fled and in his flight killed many of what were once his people. He traveled as a hunted man from town to town and city to city, meeting with other exiled Dinganni along the way. Most were rabble unable to resist the temptation of theft, others were cold blooded murderers. All were exiles. Eventually Grey Wolf named his band after himself, and with a Dinganni war party on their heels, they fled here. The Grey Wolves have come to be called the shame of the Dinganni nation, and Magus had come to purge all Dinganni of their shame and to reclaim the Talon of Kro'arn'lesh.
"Torgak, wishing to see Haven free of the Wolves, granted Magus free right to hunt the Grey Wolves within the very walls of Haven. A few days later, a battle broke out near a candle maker's in the New City. Magus and five Dinganni warriors fought a fearsome battle in the city streets, and in the end The Grey Wolves numbered five less and Magus was severely wounded. He left the city, fearing a repercussive strike against him while he was wounded. He hasn't been seen since, but he'll be back. Witnesses to the battle said that he's more than simply a man, that he's a plague called down on all renegade Dinganni to purify the nation. It's even reported that, while they were fighting, his face changed and turned into a visage of death as he cut their throats and dealt them their retribution.
"So, you see, if even an avenger of death cannot take on five of the Grey Wolves, how do you and your rag-tag bunch ever plan on freeing your friend from them? That is, assuming that your friend is even still alive."
"Thank you, old man," she said. "I hope your new found wealth serves you well. And don't fret, for we shall return, and with our friend intact as well. For if one man can survive a fight with five of these outlaws, my band will fare just fine. It will just take a little planning, that's all."
With that, the girl stood, and, looking down at the old beggar, she took her leave.
The beggar stood and straightened out his long frame. "By the Passions, I'm getting tired of the poor old man bit, " he swore to himself. "But, I got a full purse and a nice little silver ring to show for it." Ah well, he thought to himself as he wiped the makeup from his face and turned into the alley, I guess it's off to the Troll to get a bit of ale and some good roast mutt ... What?...Ugh!
Slowly, the rogue's body slumped to the ground, as three gleaming silver and crystal blades covered with blood withdrew from his shattered sternum. A moment later, a figure peered out from the mouth of the alley, his one golden eye twinkling in the moonlight.
"Yes, little girl, come looking for your friend. We'll be waiting." He smirked. "After all, you're the one we wanted in the first place."
The Grey Wolves have been designed as a game master's aid for adventures set within Parlainth and Haven. The Grey Wolves are a well organized band of renegade Dinganni, numbering nearly thirty. All have broken laws which the Dinganni nation consider sacred (for more information on the Dinganni people, see Denizens of Earthdawn Vol. 1). As a result of their crimes, they have been exiled from the Dinganni people. Over time they collected in small groups, a few here and there. It was not until Grey Wolf found these small bands that they began to join together and form a people of their own.
All members of the Grey Wolves are loyal to Grey Wolf and would gladly lay down their lives for him. The Grey Wolves have abandoned all Dinganni codes and laws and no longer consider themselves a part of the Dinganni people.
They have established a base of operations in Parlainth. They get much of what they need to survive by ambushing well equipped adventuring parties and groups of adventurers returning from the ruins with treasure in hand. What they cannot find or steal, they will buy from Torgak, who will grudgingly sell to them since they are glad to pay his prices and since he really doesn't want any more trouble then necessary within his city. Torgak also does not act against the attacks made on adventurers exiting and entering the ruins, because as far as he's concerned they should be able to take care of themselves.
The Grey Wolves make their homes in the ruins of the Smalls. (If you
have the Parlainth - The Forgotten City boxed set, Vardeghul's Trove
of Lore contains a map of the Smalls that indicates the area in which the
Grey Wolves may be found, or you may place them yourself.) They have cleared
out enough of the area to make them feel safe, and to give them a buffer
against the rest of the city. The Grey Wolves have also studied many of
the traps common to the Smalls and have criss-crossed most of the entrances
to their domain with traps of many different varieties, all lethal. They
are fierce fighters and have trained their skills so that they can fight
very effectively in small skirmish settings.
| DEX: (16):7/d12 STR: (19):8/2d6
TOU: (19):8/2d6
PER: (14):6/d10 WIL: (12):5/d8 CHA: (12):5/d8 |
|
| Initiative: 6/d10 | Physical Defense: 9 |
| Number of Attacks: 2 | Spell Defense: 7 |
| Attack: 13 | Social Defense: 7 |
| Damage: 10 | Armor: 6 |
| Number of Spells: 1 | Mystic Armor: 2 |
| Spellcasting: 10 | Knockdown: 8 |
| Effect: 10 (poison) | Recovery Tests: 3 (2d6) |
| Death Rating: 43 | Combat Movement: 38 |
| Wound Threshold: 12 | Full Movement: 75 |
| Unconsciousness Rating: 35 | Legend Points: 200 |
| Equipment:
Hide Armor ( wolf hide) Buckler Talon (3):11/d10+d8 Medium Crossbow (4):12/2d10 (10 bolts) 2d10 silver miscellaneous odds and ends (whetstone, flint, etc....) |
|
| Loot: None | |
| Skills:
Avoid Blow (2):9/d8+d6 --1 strain Melee Weapons (3):10/d10+d6 Riposte (2):12/2d10 --4 strain Tracking (3):9/d8+d6 --1 strain |
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| Notes: The Grey Wolves prefer to fight in hand to hand combat and will only use their crossbows when closing with an opponent or when facing an opponent they cannot reach easily. When engaged in hand to hand combat they make full use of the combat options, particularly, going inside a shield, defensive stance and aggressive attack (If they outnumber an opponent they will nearly always go aggressive, taking the strain gladly.) | |
| DEX: (14):6/d10 STR: (18):7/d12
TOU: (16):7/d12
PER: (18):7/d12 WIL: (17): 7/d12 CHA: (14): 6/d10 |
|
| Initiative: 5/d8 | Physical Defense: 11* (boots) |
| Number of Attacks: 2 | Spell Defense: 10 |
| Attack: 13 | Social Defense: 8 |
| Damage: 10 | Armor: 5 |
| Number of Spells: 1 | Mystic Armor: 4 |
| Spellcasting: 10 | Knockdown: 8 |
| Effect: 10 (poison) | Recovery Tests: 3 (d12) |
| Death Rating: 44 | Combat Movement: 33 |
| Wound Threshold: 11 | Full Movement: 68 |
| Unconsciousness Rating: 31 | Legend Points: 200 |
| Karma:
Current: 40 Max: 40 Cost: 6 Die: d6 |
|
| Equipment:
horror fend, death cheat, desperate spell, desperate spell, absorb blow, absorb blow, grimoire (etched in hide), hide armor (Made from a large grey wolf), 106 gold, 200 silver, 1 elemental earth coin. |
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| Special Equipment:
Kree'lyn's Boots (Magic Boots, See ED Companion) Rank 4 thread, +3 physical defense, +1 step to all climbing tests Talon of Kro'arn'lesh. Steel and Crystal Talon improved 4 times to rank 7 Shield Candle (5) -- A candle infused with elemental air and orichalcum flakes. When burned it will create an astral haze with a spell defense of 20. Anyone attempting to locate or direction arrow anyone within the haze must beat a 20 to penetrate the haze. The haze is invisible, but has a light cinnamon odor. It extends to a radius of 100 yards from the candle. 1 candle will burn for up to 24 hours. |
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| Loot: None | |
| Talents (*Denotes Discipline Talent)
Karma Ritual (4) *R&W Languages (3):10/d10+d6) Dwarven, Elven, Ork *R&W Magic (5):12/2d10 *Spell Casting (5):12/2d10 Spell Matrix (5) Spell Matrix (5) Spell Matrix (5) *Wizardry (5):12/2d10 Durability (5) *Evidence Analysis (5):12/2d10 *Book Memory (4):11/d10+d8 *Book Recall (4):11/d10+d8 *Arcane Mutterings (4):11/d10+d8 *Astral Sight (5):12/2d10 --1 Strain Lip Reading (1):7/d12 --1 Strain, requires Karma Will Force (2) Versatility (3) Melee Weapons (3):9/d8+d6 Elementalism (2):9/d8+d6 Avoid Blow (3):9/d8+d6 --1 Strain |
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| Skills:
R&W&S Dinganni (1):8/2d6 Speak Human(1):8/2d6 Creature Lore (1):8/2d6 Horror Lore(1):8/2d6 Tactics (2):9/d8+d6 Wilderness Survival (2):9/d8+d6 Tatooing (3):9/d8+d6 |
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| Grimoire:
1st Circle Astral Sense, Crushing Will, Dispel Magic, Flame Flash, Iron Hand, Mind Dagger, Earth Blend, Earth Darts, Boil Water. 2nd Circle Astral Shield, Dodge Boost, Vines, Puddle Deep 3rd Circle Combat Fury, Levitate, Shatter Lock 4th Circle Dust Devil, Inventory, Relax, Thorny Retreat 5th Circle Counter Spell, Invigorate, Mage Armor, Makeshift Missile, Solo Flight |
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| Notes:
Karma on any Charisma only test Has a fondness for blood magic, and will use it freely. Wears his charms like ornamentation (forehead, neck, back of hand) GM should place spells in matrix before party first encounters Grey Wolf Grey Wolf will not hesitate to flee and fight another day should things go bad. |
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Reasons for Treachery
It is not known why Grey Wolf broke the Dinganni laws and became what
he did, but these are a number of possible reasons.
Grey Wolves Options