Steel Inoculum
Table of Contents
Primary Item (H2)

Risk: ??? - Effort: Medi­um - Yield: High

Notes

Read Beau­ty before read­ing this ven­ture.

An Idran com­plex meant to seed your gang’s minds with the poten­tial of ancient sor­cery and test their will­ing­ness to use it.

Intend­ed for cut­ters with a lit­tle expe­ri­ence under their belts. Appro­pri­ate to run after Inter­nal Growth (since it’s region­al­ly near­by.) Meant for use with the Incunab­u­li sys­tem, but do hack it for what­ev­er you see fit.

Con­tent note

Body hor­ror, forced surgery, abduc­tion, loss of bod­i­ly auton­o­my.

context

Set­ting: The south­ern Firl­ish bor­der. Late win­ter.

Let this be a bank assign­ment or a loca­tion dis­cov­ered and free­boot­ed by the Gang. If it’s assigned by the bank, either:

  • Send a bank rep­re­sen­ta­tive with the Gang. The rep knows what the bank wants with­in. Oth­er items are free to keep. The bank will buy some of it, but at a mea­ger price.
  • Allow the gang to sell what they find inside. The bank offers a poor­er price than a ded­i­cat­ed buy­er, offer­ing 30-40%. Find­ing a buy­er is an effort in its own; one that expos­es the Gang to the local Digi­rati wher­ev­er they sell.

Strange Happenings

Rumors. Grum­bled in a road­side pub in a respite from win­ter weath­er.

  • An evil-look­ing raven was seen near­by. It is tarred and re-feath­ered and flies poor­ly. It approach­es win­dows, tap­ping on them, croak­ing “kill you, kill you.” It retreats to the for­bid­den berry­hill when chased.
  • Rumors of a neosor­cer­er near­by, unleash­ing his min­ions on the coun­try­side. In evi­dence, a local pho­tograv­ist has an eerie pho­to of one such min­ion: The corpse of a gaunt man in a snowy gulch. He is shiny and slick in the win­ter sun, unfrozen. Naked save for artic­u­lat­ed, tar­nished brass plates anchored in his bones. A domed bul­let­like helm lies bolt­ed over his eyes and nose. Alter­na­tive­ly, let the gang find this body and inves­ti­gate them­selves. Either way, tracks from the gulch, bare­foot, lead to the berry­hill.
  • The berry­hill is a “bad old place.” For­bid­den to chil­dren. Fre­quent­ed by fer­al hogs, fairies, rag­wretch­es. Any­one who’s ever actu­al­ly been to the hill says it’s innocu­ous enough and that the berries are huge and suc­cu­lent.

The raven and the dead man are facts. The neosor­cer­er is not.

Lore

Ancient Idra is obscure knowl­edge. Rel­e­vant lore top­ics are rolled at -4 [Eso­teric]. Ref­er­ence Beau­ty for Idran lore to share. Remem­ber that top­ics can be rerolled when its skill lev­el increas­es or when a rel­e­vant lore book is found.

Abduction

The helots in this ven­ture are tough. If the gang retreat from a fight and leave an uncon­scious mem­ber behind, that mem­ber will be oper­at­ed upon. Fol­low the order of pro­ce­dures the med­ical helot per­forms. If the door to 1.1.5 is open, the helots use the cat­a­lyst with­in to chaly­bize them.

If you want par­tic­u­lar­ly threat­en­ing helots, make them shove often like riot troops and take ground after down­ing a cut­ter. Make them inten­tion­al­ly dri­ve away the gang and abduct the downed mem­ber.

Head nails

The Idran head loom in this ven­ture uses neu­ro­log­i­cal nails to ensor­cell min­ions and bestow them with skills. Nail are 2–3 inch­es long. The shafts are rid­dled in weird coralline com­plex­i­ties inlaid with pre­cious met­als. Sil­ver, gold, plat­inum. The heel (head) of each nail bears a sym­bol denot­ing its use:

  • Sub­ju­ga­tion: “X” sym­bol — Extra long. Insert­ed through the fore­head of every helot. Reduces Intel­lect to 0. Frontal lobe; high lev­el func­tions and indi­vid­u­al­i­ty
  • Loy­al­ty: a triske­lion — Dri­ven behind the right ear on all helots. Should remove free will, but no longer works, since the Beau­ty it was linked to is dead. Sybil macrossa; brain area unique to humans. Con­trols dreams and con­nec­tion to faith.
  • War: crossed sick­les — Crown of the skull. Present in all com­bat helots. Pro­vides Melee: Hack and Slash 4 or Melee: Crush and Smash 6. Motor cor­tex.
  • Lan­guage: a curl­ing tongue — Behind left ear. Grants Lan­guage: Ancient Idran 4 (grant­i­ng lit­er­a­cy.) Lan­guage cen­ter.
  • Skill mod­i­fi­ca­tion: var­i­ous. Grant var­ied indi­vid­ual skills. Spi­ral—Swim 2. Heart—Butch­ery 2. Frond—Med­i­cine 2. Flower—Herbal­ism 2. Comb—Bar­bery 2. Entwined cir­cles—Instruc­tion 2.
  • Surgery, four fronds — Hair­line, cen­tral. Grants Surgery 8. Between pre­mo­tor cor­tex and frontal lobe.
  • Music: a lyre — Left tem­ple of the dul­cimer helot — Grants Play: Dul­cimer 8. Tem­po­ral lobe.

Helots, if tak­en apart or exam­ined, bear nails in their sal­low skulls. Each has a sub­ju­ga­tion nail, a loy­al­ty nail, and a war nail, unless oth­er­wise spec­i­fied.

Maps

Link to map files

Start

Late win­ter in the woods. Cool wind and yel­low sun. Crisp juniper. The thin scent of slush.

Up through the trees, a hill looms. Its bald top crowned by oaks, alder, and spruce over an under­sto­ry of juniper, snow­drops, and twig­gy shrubs. Icy and bead­ing in the sun.

Ani­mal tracks abound head­ing towards the hill. Most­ly wild pigs.

0.0 | berryhill-top

A sweet toma­to-y smell over the crisp air. A whiff of dung.

A curi­ous­ly flat clear­ing atop a broad hill.

An open-top stone rotun­da lies here, cen­tral. A ring sup­port­ed by heavy, frost­ed, lichen-y pil­lars.

  • Between the pil­lars are the rem­nants of lead­ing and glass. Stained glass win­dows once hung between the pil­lars.
  • The rotun­da’s cen­ter is slight­ly low­er than the sur­round­ing earth. Smooth con­crete. Curi­ous­ly, it’s bereft of snow; wet, unfrozen. Around the edge lies a gap, filled with dirt, between the cen­ter disc and the con­crete that rings it.

Berry mounds: Sprawl­ing, thick, dark green vines with heart-shaped leaves trail from head-high mounds of snow, bear­ing pome­gran­ate-sized berries. Deep bloody red. Shaped like blue­ber­ries. Filled with toma­to-like seeds.

  • The plants are vital, unfrozen. The stems are sticky and bristly like cucum­ber stems and smell like toma­to vines.
  • 4 berries remain. They heal 1 Bleed stress each. They stain the skin blood red and taste like sick­ly-sweet toma­to.
  • Large con­crete planters lie with­in the mounds. Cracked by roots and the frost-heav­ing of mil­len­nia.

Four hairy piglets root around the berry mounds, muz­zles gory with fruit. They squeal and rum­pus if approached, alter­ing their moth­er. She appears up the oppo­site slope when the piglets cry. 

A hole in the hill­top, ragged and deep. A con­crete struc­ture is buried mere feet under­foot. A por­tion of its ceil­ing has giv­en way. A rub­ble pile shows 6 m down in the dark.

  • Dan­gling to drop down onto the rub­ble requires a Might roll. Two sequen­tial failed rolls sends a cut­ter falling 4 m.

If the gang daw­dle on the hill­top, the tar­ry raven appears, crow­ing its line (“kill you”) and taunt­ing with a thin sil­ver knife in its beak. It is a wretched bird; half plucked then tarred and re-feath­ered. Its eyes are fish eyes, prob­a­bly a trout’s.

Top­ic: Botany, ancient his­to­ry, Idra, etc.

On the berries

Suc­cess at -2 [aca­d­e­m­ic]:The berries are vis­ceres, fruits famous­ly used to restore ancient glad­i­a­tors drained by heavy fight­ing.

1.0 | helot storage

Dim light. Dried blood and a pun­gent, indolic odor.

6 meters down: A pile of frozen earth, bro­ken con­crete slabs, and shat­tered black tile in a dark, long room with a vault­ed 8-meter ceil­ing.

At the foot of the rub­ble lies a frozen dead male boar beside a wax­en corpse in metal­lic green armor. Frozen blood from the boar min­gles with yel­low, greasy flu­id from the corpse. This flu­id pro­duces the pun­gent odor.

  • The boar bears deep stab wounds.
  • The wax­en corpse is like the naked fig­ure in the pho­to­graph, but bet­ter armored. It has been gored. Pale organs spill from under the armor plates. It grips a punch­ing dag­ger of antique design. It’s attached to the hand—seared to the flesh.

South­ward stand three bronze gib­bets. Half-cages of rib­like tar­nished bronze. Each has an iron plinth at the foot and a heavy hook mount­ed over­head. 2 meters tall. Sil­ver threads drape the ribs like bro­ken spi­der­webs.

A keg-sized crys­tal ves­sel hangs over each gib­bet, gleam­ing. Gold­en yel­low like olive oil. Anchored in the ceil­ing.

The far­thest gib­bet con­tains a sec­ond wax­en fig­ure. Part­ly clad in green armor. Fes­tooned with sil­ver threads pierc­ing its skin like met­al sliv­ers. A huge-gauge nee­dle on a heavy, des­ic­cat­ed tube is thrust under its green met­al breast­plate as if to pierce the aor­ta. It leads up to the crys­tal ves­sels in the ceil­ing like the line off an IV bot­tle.

  • The helot is slack­ly sup­port­ed under pale, mus­cled arms. It wears ancient, green armor hung on brack­ets anchored in bone. The head, eyes, and nose are con­cealed by a bul­let skull­cap. A small key­hole shows in the back of the hel­met. The low­er face, abdomen, and limbs are veiled in green, dia­mond-pat­terned fin maille. Drapey, harem-like.
  • Pass­ing close to the sil­ver threads dis­turbs them, feath­erlight in the wake of air, wak­ing the helot. It steps for­ward, threads break­ing like gos­samer. Hos­tile.

The door to 1.1 is heavy brass. It’s stuck, requir­ing a Might roll -4 to open. 

  • Above the door, there’s a large tran­som with a cat­walk run­ning through it.

Top­ic: Ancient his­to­ry, Sor­cery, Idra, etc.

On Helots

Suc­cess at -4 [eso­teric]:These wax­en armored fig­ures are helots. Slaves to the ancient Idran Beau­ties, who blessed them with strength, immor­tal life, and dura­bil­i­ty at the cost of sapi­ence.

1.1 | helot hall

The door opens with a hiss, like the seal on a can­ning jar break­ing. A pow­dery, hot iron aro­ma of alde­hy­des spills from inside.

The door opens into the ter­mi­nus of a hall­way. Like the pre­vi­ous cham­ber, the walls are tiled in reflec­tive black with white grout up to head lev­el then smooth con­crete up to the arched ceil­ing over the cat­walk. Strange­ly med­ical in nature.

5 gib­bets stand here; 4 occu­pied by helots, shroud­ed in their weird sil­ver threads and hooked to crys­tal reser­voirs of oil with the same high-gauge nee­dles plunged into their guts.

Walk­ing past the helots with­out wak­ing them requires a suc­cess­ful Sub­tle­ty roll as if to move silent­ly.

Over­head, out­side the lantern­light, under the 8-meter ceil­ing, hangs a cat­walk of iron. Dec­o­rat­ed in tan­gled rose ten­drils and blooms wrought in black. It is 7 meters up with 1 meter between it and the ceil­ing.

  • A lad­der leads up to it on the east­ern curve of the hall­way. It must be pulled down on rails like an attic access.
  • Climb­ing it, the met­al is cov­ered in a var­nish of oxi­dized, dry oil, free of rust. There’s room to crouch between ceil­ing and cat­walk.
  • The under­side of the cat­walk hosts a rail sys­tem, evi­dent­ly meant to move heavy items.

The door to 1.1 is green met­al crazed with hand-carved hatch­ing. It’s locked. The lock is intri­cate, uti­liz­ing weird radi­al tum­blers: -4 to lock­pick. The door is thin green met­al and gives way eas­i­ly to snips or an axe.

Dis­sect­ing the helots

If the gang dis­sect the helots (a dis­tress­ing task,) they find:

  • The helots have pun­gent yel­low olive-oil liq­uid in place of blood. It’s quite slip­pery, and does­n’t freeze. Their tis­sues are sal­low and greasy.
  • Their bones are coat­ed in steel, and are holed like the struc­ture of a lotus fruit.
  • Under their skull­caps, which are seared on, as if by high heat or chem­i­cal action, the skulls are stud­ded with meal discs: the heads of long nails dri­ven deep into the greasy brain. Each nail has a sym­bol on its head depend­ing on it’s prop­er­ty.

1.1.5 | storage

A hiss of air as the door’s seal is breached. A breath of dust.

In the ceil­ing is a crys­talline dome grout­ed into the tile. An old light fix­ture. Non­func­tion­al. If bro­ken, dust falls out.

The room is lined with shelves. On them are ves­sels of col­ored glass and porce­lain. Many are full of dust, but some are yet full:

  • 6 cylin­dri­cal white pots, lids sealed with wax. Full of crys­tal­lized hon­ey. (Each is 1# and holds 12 serv­ings hon­ey.)
  • 2 meter-long glass bot­tles. Necky, red-brown, corked with wax. Wine. Inex­plic­a­bly fresh. Redo­lent of vio­lets and almonds.
    • Gives 1 com­fort when drunk but elic­its a feel­ing of empti­ness after it fades. Such a delight might nev­er be had again. Each is 2# and hold 10 glass­es of wine. Each worth £80+.
  • 6 clear glass phials rein­forced with brass struts and fer­rules. Sock­ets at either end for hypo­der­mic nee­dles.
    • Filled with clear, neu­tral-smelling incar­na­dine tox­in. Dead­ly dan­ger­ous.
  • 2 large phials sim­i­lar to the above but with­out rein­force­ment. Filled with liq­uid met­al sus­pend­ed in oily yel­low flu­id. Pun­gent like helot blood, but clean­er, more metal­lic.
    • Secret: This is chaly­biza­tion cat­a­lyst. When inject­ed into bone mar­row, it begins the process of chaly­biza­tion.
  • A mas­sive glass urn con­tain­ing a coil of smooth, wrist-wide arte­r­i­al tub­ing. Pre­served, wet. Coiled up like pick­led bologna.
    • This is replace­ment his­tic tub­ing for feed­ing oil into helots.

Sev­er­al small­er bot­tles. Like lit­tle per­fume fla­cons sealed with ancient bau­druchage of gold thread and helot skin. All size XS.

  • 3 red teardrop vials. Tastes like coins. Gold leaf let­ters in Ancient Nór spell the word autoscopy on each.
    • Potion of liq­uid strat­e­gy. Out of body com­bat potion. Char­ac­ter hal­lu­ci­nates enter­ing third per­son mode, grant­i­ng them -2 pain, +1 reac­tion per turn, an edge on attacks, and 2 dis­tress. Lasts 10 min­utes.  
  • A drop­per flask of brown liq­uid. Tastes like strong black tea. Four full drop­pers worth (4 dos­es.)
    • Ana­bol­ic decoc­tion. Get an extra heal roll that day, but get 2 hun­gry stress at end of day if you don’t eat quadru­ple required food.
  • 6 pur­ple ampoules. Tastes like chamomile.
    • Twi­light elixir. Don’t sleep for two days, then roll sleep at -2.

Final­ly, a small box woven from brass wire like wick­er. Con­tains six ran­dom skill mod­i­fi­ca­tion neu­ro­log­i­cal nails.

If the gang linger here, they hear “kill you, kill you,” croak­ing from a small vent in the ceil­ing. A gross black feath­er falls out.

1.2 | ambush hall

A hiss of run­ning water to the north.

If the gang aren’t sneak­ing, they hear a clink of met­al to the west.

  • As they near the arch to 1.2.5, two helots step from the dark­ness of that room. Each has a punch­ing dag­ger. Every­one rolls for sur­prise at -2.

If approached in stealth, the helots remain in their gib­bets just with­in 1.2.5 | surgery.

1.2.5 | surgery

Dry metal­lic odors, jas­mine, and a famil­iar indolic odor.

A bru­tal iron T-shaped sur­gi­cal table stands here. The head­rest accepts a head face-down, like a mas­sage table. Over­head, in the dark, the cat­walk rail sys­tem cul­mi­nates over the table, posi­tioned to deposit car­go. Shal­low drains line the smooth con­crete floor.

A sur­gi­cal halo sur­rounds the table head­rest, squat­ting over it like an offen­sive arthro­pod ready to dine. It is a ring of steel equipped with pins and drill-like bits, all point­ed inwards at the head. It piv­ots for­ward and back, and the pins and instru­ments track along the inner curve, allow­ing access to a patien­t’s cra­ni­um from any angle.

  • One of the tools on the halo is clear­ly intend­ed to dri­ve nails. Its bolt-action is loaded with a sub­ju­ga­tion nail.

Those who lay on the surgery are oper­at­ed on by the sur­gi­cal helot.

A del­i­cate iron shelf pro­trudes from the north wall. On it:

  • A high-gauge chest nee­dle sans tub­ing
  • Nails: a sub­ju­ga­tion nail and a loy­al­ty nail
  • A baroque hypo­der­mic gun, like a caulk gun
  • Suture nee­dles and a large spool of sil­ver suture wire.
  • Black, curv­ing scalpels (x3)

An anatom­i­cal dia­gram is scrawled in gold lac­quer on the south­ern wall. It depicts an open human cra­ni­um, brain vis­i­ble, with radi­at­ing lines con­nect­ing a halo of icons. The icons match those on the neu­ro­log­i­cal nails’ heads.

  • Top­ic: Anato­my or Neu­rol­o­gy can be used to guess at the nails’ func­tion based on their region of inser­tion. See the nail list.

Top­ic: Ancient his­to­ry, Sor­cery, Idra, etc.

On the sur­gi­cal halo

Suc­cess at -4 [eso­teric]:This is an Idran head loom, a valu­able and objec­tion­able arti­fact. It is the means by which Idran Beau­ties manip­u­lat­ed and lobot­o­mized their slaves. Most notably, it was used to edit the capa­bil­i­ties of helots by dri­ving and extract­ing neu­ro­log­i­cal nails from their skulls.

A nude helot slumps in a gib­bet on the south­ern wall. Gracile, waxy, smelling strong­ly of jas­mine. Her bare scalp rich­ly stud­ded with nails. If awak­ened, she’s non­hos­tile.

  • She bears all the nails on the nail list save for the war nail. She’s suit­ed for med­ical prac­tice, not com­bat. She takes com­mands only in For­mal Idran. If addressed this way, she speaks only med­ical sta­tus updates and requests for sup­plies.

procedures

The med­ical helot sys­tem­at­i­cal­ly alters any­one lay­ing on the sur­gi­cal table—willing or oth­er­wise.

She screws fas­ten­ing pins into the skull, then dri­ves a suc­ces­sion of head nails.

  • Each inflicts a tier-2 pierc­ing wound to the skull.

She works slow­ly and can eas­i­ly be inter­rupt­ed to stop a nail being dri­ven or to swap the nail she means to dri­ve next.

  1. Lan­guage nail—Grants Lan­guage: Ancient Idran 4
  2. Loy­al­ty nail—Nothing.
  3. Sub­ju­ga­tion nail—Reduces Intel­lect to 0.

After­wards, if 1.1.5 | stor­age is open, she pro­ceeds to chaly­bize the patient using the cat­a­lyst in that room. It is a grotesque process: They’re bled near-dry, then inject­ed with an entire tube of cat­a­lyst into the pelvis, spine, col­lar­bones, and femurs with the grim hypo­der­mic gun.

  • This inflicts 4 minor (tier-1) pierc­ing wounds.

After, they’re deposit­ed in a gib­bet and con­nect­ed an over­head tank via his­tic tub­ing and giant catheter needle—to fill with oil.

  • The nee­dle inflicts a tier-3 pierc­ing wound to the abdomen.

If the patient died mid-pro­ce­dure, they’re revived by the oil infu­sion: All pain and bleed stress­es dis­ap­pear.

Since their loy­al­ty nail does­n’t work, they are free to leave.

Being chaly­bized

A chaly­bized char­ac­ter (a “chaly­bite”) is immune to incar­na­dine tox­in. With­in 2 hours of receiv­ing the cat­a­lyst, they require an infu­sion of helot oil—or they die. Infused, they expel all remain­ing human blood from their pores, becom­ing depen­dent on helot oil for blood. After­wards, they:

  • Gain +2 For­ti­tude
  • Become immune to frac­tures and pain stress
  • Can’t gain Intel­lect lev­els.
  • Require intra­venous helot oil in order to heal Bleed stress. Each over­head crys­talline tank of helot oil con­tains enough to ease 20 Bleed stress.

1.3 | waterfall arch

A hiss of falling water. A smell of wet con­crete.

A high, broad arch cov­ered in acan­thus bas reliefs.

A dec­o­ra­tive water­fall fills the arch. Crys­tal clear. Smoothed by lam­i­nar flow, it falls per­fect­ly into a slot in the floor, pro­duc­ing lit­tle spray. It’s impos­si­ble to pass through the arch with­out walk­ing through the water­fall. The water is scent­less.

  • Any­one stand­ing near­by the water­fall for long, finds their skin bead­ing with blood where touched by the mild spray. Like nee­dle-pricks. Harm­less, but messy.

Past the water­fall, a pair of ornate chains with weights carved like rose­buds hang from the ceil­ing against the curve of the north­ern wall.

Trap: The water­fall flows with incar­na­dine tox­in, an Idran inven­tion of incred­i­ble lethal­i­ty. Indis­tin­guish­able from water. On con­tact with skin, it caus­es blood to bead and pour from a victim’s pores, flee­ing the flesh in splat­ter­ing hot red sheets. It caus­es a severe bleed per body area touched. Immu­ni­ty can’t resist it. It stops only after 1d6+4 rounds or if the body area is removed. Helots are immune to it.

Above the water­fall, the over­head cat­walk-and-rail struc­ture con­tin­ues through a round tran­som high above the arch. The tran­som is shut by thick bronze shutters—locked, con­trolled by 1.3.5 | pull-chains.

1.3.5 | pull-chains

Dark.

Two chains extend from holes where the ceil­ing meets the wall. The ceil­ing is 8 m high. The chains’ weights 1.5 m off the floor.

Left chain: Turns off the water­fall and shuts rail tran­som.

Right chain: Turns on water­fall and opens rail tran­som.

The door to the north, to 1.4, is made of brass bars twist­ed like wick­er. It’s stuck, requir­ing Might -2 to open. A tran­som is open above it, per­mit­ting the cat­walk and rail to pass through.

1.4 | vacant storage

An avian stink, like the bird­house at the zoo.

The floor is dusty and lit­tered with tar­ry feath­ers.

  • Amidst the feath­ers: a tiny vio­let vial. A pow­er­ful, sooth­ing aro­ma that stead­ies the hand. +2 Sub­tle­ty and 1 Poi­son stress if drunk.

Hang­ing from the over­head rail is an artic­u­lat­ed iron crook con­nect­ed to a trol­ley which rides the rail. It can slide out of this room (if some­one can reach the hook, which is 5.5 m off the floor.)

If some­one enters the room via the cat­walk, they’ll see that the hook-trol­ley has a set of crank con­trols. The con­trols raise and low­er the hook and release it’s artic­u­lat­ed joint (and what­ev­er’s in its grasp.) It’s used to trans­fer large items (gib­bets, crys­tal tanks) between rooms.

At the north­ern end of the cat­walk squats a nest. A pile craft­ed from the bony corpses of birds. It con­tains a gold­en hastel­la, 3 gold­en pounds, and a gleam­ing sil­ver stilet­to, its blade cut with teeth like a key (fits the helots’ head-key­holes.) It also con­tains a sin­gle tar-cov­ered feath­er, pale with age.

1.5 | door helot

The arch ahead glit­ters in lamp­light.

An arch of sil­ver-struck mar­ble blocked by great brass doors. Green with age. Four meters high.

The life-sized fig­ure of an armored horned war­rior over­laps the dou­ble doors 1.5 meters up. Carved to over­lap the where the dou­ble doors meet, like an astra­gal. She has corkscrew ante­lope horns and a huge-eyed expres­sion of cold dis­dain. She is green with tar­nish.

She holds a curi­ous broadsword direct­ly over­head with both hands, well out of reach. Both edges of the blade are cut with the bit­ting of a key (like the sil­ver knife in 1.4.) Sim­i­lar­ly green with age.

The war­rior’s styl­ized mus­cle breast­plate has a slot in the ster­num. Clear­ly meant to accept the sword blade. A word is graven above it in a knot­ted, branch­ing script. It reads “obey” in Ancient Idran.

  • The woman is a door helot, con­cealed by ample armor and a crust of green verdibeauté. If read the word on her chest, she takes her sword, and—with a grind­ing of old metal—unlocks her­self and the lock behind her. She steps down from the alcove of her bas relief and opens the door, beck­on­ing entry.
  • If some­one tries to take the sword key or move her from her plinth, the helot wakes. She grips the sword tight and attacks.

If the door helot is removed from her door, she reveals a key­hole like the one in her chest behind her. Her sword-key unlocks the door. Unlocked, the door is immense­ly heavy, requir­ing a Might roll at -4 to open.

1.6 | preserved corps

The pun­gency of helot oil.

Down a curv­ing hall­way stand five helots in gib­bets, a crys­tal oil tank dan­gling above each. All are gar­land­ed with sil­ver thread.

  • A Sub­tle­ty roll is required to move past with­out wak­ing them.

Poten­tial­ly, the gang might choose to bypass them by:

  • Creep­ing up and indi­vid­u­al­ly using the sil­ver key knife from 1.4 on them.
  • Creep­ing over­head on the cat­walk. Jump­ing down from the cat­walk into 1.7 is haz­ardous, but brings the climber close to one one helot.
  • Cut­ting down the crys­tal tanks over their heads, either by shoot­ing them down or cut­ting them from above.

1.7 | elevator

A smell of soil. A sub­tle warmth.

A ring of pil­lars ris­es high into the ceil­ing. With­in them is a huge cen­tral col­umn.

Behind a pil­lar hang a pair of chains sim­i­lar to the ones in 1.3.5, with a life-size iron skull for one weight and a green-bronze one for the oth­er.

  • If the bronze skull is pulled, a grind­ing rocks the cham­ber. Ice and dirt fall from above around the sides of the col­umn. It recedes down into the floor, reveal­ing itself as a huge ele­va­tor plat­form. It lands on room 2.0.
  • If the iron skull is pulled, the ele­va­tor grinds back up to the sur­face.

Both chains are with­in reach of the plat­form.

2.0 | lower platform

Glim­mer­ing. Metal­lic, dry odor of ancient air.

Mir­ror-sil­vered streaks run through the mar­ble walls, bril­liant. Oth­er­wise, this room is a dit­to of 1.7, com­plete with a sec­ond pair of skull-weight pull-chains for oper­at­ing the ele­va­tor. The plat­form is ensoiled and damp, but the sur­round­ing plat­form is spot­less.

2.1 | rose hall

Sil­ver streaks glit­ter in the white mar­ble walls.

The low­ered ele­va­tor platform—wet, dirty, recent­ly exposed to the outdoors—stands in remark­able con­trast to this hall.

A soar­ing 8 m high pas­sage of white mar­ble pat­terned with thick sil­ver veins. The del­i­cate­ly tiled floor depicts a trail of ros­es set in onyx: Olive green leaves, sil­ver thorns, and ivory rose­buds. Sub­tle jasper blood droplets adorn the thorns as if feet had bled tread­ing them.

Trap: Each jasper blood-drop is a minus­cule pres­sure plate. There are hun­dreds. 1-in-4 chance of trig­ger­ing one per m advanced. When trig­gered, a 6-inch spike darts upwards, inflict­ing 1d4+1 P. A suc­cess­ful Per­cep­tion roll to scrounge is required to progress with­out trig­ger­ing any. If the gang exam­ine the floor in good light, they’ll notice the droplets are thinnest towards the hal­l’s edge, earn­ing +2 to avoid them when walk­ing there.

2.2 | fountain

No light sources. In lantern­light, the room is bril­liant.

The walls’ sil­ver veins join to form two huge mir­rors fill­ing the east and west walls. They flank a cir­cu­lar foun­tain qui­et­ly rip­pling with clear flu­id. Lantern­light redou­bles in the mir­rors and reced­ing into the dark­ness of the illu­so­ry infi­nite space.

  • Above the pool, seem­ing­ly float­ing, is an onyx ball pour­ing clear flu­id (incar­na­dine tox­in.)
  • The pool’s sur­face is near­ly flush with the mar­ble floor. Deep. A foot beneath the sur­face, the untar­nished shiny bronze skull­caps of four mus­cu­lar helots gleam. Dor­mant, stand­ing on the bot­tom.
  • At the bot­tom of the pool is a large black coin with sil­ver reliefs. It rests near­by the foot of a helot.
    • It bears a large-eyed horned woman’s face on the obverse and an eye­less skull on the reverse.
    • It con­trols the tar­ry raven, which takes com­mands from the coin’s own­er and can repeat the last sen­tence it hears spo­ken.

Four thin pil­lars sur­round the foun­tain. Each bears an embed­ded blood­stone cabo­chon at head height, hand-sized, fac­ing the mir­rors. Clear­ly push-but­tons.

Puz­zle: The mir­rors cre­ate an infi­nite hall­way effect. Dupli­cate rooms recede into black. Only in these reflect­ed rooms does one of the cabo­chons appear deep red and not mot­tled green-red blood­stone. If it is pressed, the door to 2.3 unlocks with a thunk. If the wrong but­ton is pressed, a grind­ing sounds in the floor: The foun­tain drains. The four helots rise, drip­ping, naked save for their skull­caps. Ready to punch.

The doors to 2.3 are set in a mas­sive black mar­ble arch. They are sol­id bronze. They are yield­ing. They unseal only with the secret but­ton. Unlocked, they require a Might roll -4 to heave open. When cracked, they emit a scream of pres­sur­ized air like a burst air­lock.

2.3 | sanctum

A state­ly space illu­mi­nat­ed by dim hor­i­zon­tal bands of blue light cast from the huge win­dow. A scent of dust.

A broad cir­cu­lar study. The walls are black mar­ble. The floor is red pet­ri­fied wood par­quet. Six meters up, the ceil­ing is glassy, deeply gleam­ing, as if a mass of clear glac­i­er hung over­head.

A mas­sive curved win­dow to the south­east is dressed in slat­ted blinds. Light lances through the slats, pat­tern­ing the room in bands of celes­tial blue.

  • The win­dows are meter-thick crys­tal rein­forced with bronze struts and brack­ets for the blinds.
  • Beyond the blinds lies a sub­ter­ranean crevasse, crag­gy and silty, plant­ed in jew­el-like ropes of bio­lu­mi­nes­cent algae. Yel­low bee­tles flit about like trop­i­cal birds amid drips of min­er­al-white water and clouds of steam. The crevasse appears fath­om­less.

Ceil­ing-high shelves of exquis­ite pet­ri­fied wood line the north­west, north­east, and south­west­ern walls, all piled with arti­facts. Met­al odd­i­ties, glass bot­tles, and thou­sands of scrolls.

  • Exposed to air, the scrolls are active­ly slump­ing, dis­in­te­grat­ing. Col­laps­ing into piles of velum dust.

The fur­ni­ture is out­sized. Built for some­one a half meter taller than a human.

  • All pet­ri­fied wood. Deep red and carved with acan­thus leaves, cor­bels, and medal­lions. Mas­ter­ful.

A dul­cimer lies on the floor, by the win­dow. A wax­en, nude, bald fig­ure slumps beside it like a dis­card­ed doll.

  • The dul­cimerist is a dead-eyed beau­ti­ful helot with long fin­gers tipped with steel nails. When neared, she wakes to play. Her song is arranged noth­ing like mod­ern music. Met­al fin­ger­tips over wire elic­it ani­mal­is­tic shiv­ers.
  • If exam­ined: She bears a musi­cal head-nail grant­i­ng Play: Dul­cimer 9, a sub­ju­ga­tion nail, a loy­al­ty nail, and a lan­guage nail. Each of her hands con­tains a “beau­ty’s hand” mag­ic knuck­le­bone. She does­n’t speak; she only plays.
  • The dul­cimer is ebony inlaid with bone. Wire strings and bone fit­tings.

A broad stair­case leads down, to the west.

Atop two pedestals on the south­ern side.

  1. A sil­ver tray (worth £30) like a hand­print with div­ots cor­re­spond­ing the bones of the hand. In the palm lay two tar­nished brass metacarpals with dusty, green glass joint ends (bones of woe.) XS, £230/ea. The oth­er slots are filled with white, frag­ile nat­ur­al hand­bones.
  2. On a stand: A gold­en skull mask sans mandible. The teeth are long and metal­lic, sport­ing two more canines than usu­al. Exam­i­na­tion sug­gests it’s the facial bones of a real skull, sliced from the cra­ni­um and plat­ed in gold. S, £60, or £180 to an Idran schol­ar.

Two pet­ri­fied wood work­bench­es with draw­ers:

  • Iron tube con­tain­ing 6 shiny, long syringe nee­dles. 4” long. S £2
  • Leather roll, frayed and falling apart, full of long-han­dled lancets. Very fine, frag­ile blades. Far larg­er and more baroque than mod­ern ver­sions. 4, total. S £3
  • 12 bul­bous vials. Slight­ly organ­ic, in shape. Like bod­i­ly sacs. XS, each. 1s, each
  • Ruby ring: A wide gold ring set with a fat, rude­ly-cut ruby. A thumb ring, by mod­ern stan­dards, though an ugly one. Sur­rounds a long fin­ger bone. Won’t come off the bone: the knuck­les are too wide. The bone is frag­ile with age and con­spic­u­ous­ly black­ened. XXS £15
  • Crys­tal per­fume bot­tle. Has a stop­per with a rose of fold­ed sil­ver on top. Sil­ver wire legs. Filled with a pinch of dust. 3” tall. S, £3
  • Exot­ic sur­gi­cal tools in a rust­ed case. Sil­ver steel inlaid with faint gold. Con­tains curettes, for­ceps, clamp for­ceps, tendon/muscle retriev­ers, tenol­y­sis knives, shears. 1#, £5

On the desk:

  • A large hand-writ­ten book. Thick, with boards cov­ered in tar­nished sil­ver. Spine and cor­ners rein­forced with lac­quered iron. Half filled with a scrawl­ing, light hand in red ink. A knot­ted, branch­ing script (Idran.) Approx­i­mate­ly 200 pages of del­i­cate leaves. Smooth vel­lum (but prob­a­bly some­thing worse.) 3#, £???
  • A black glass ink pot shaped like a 1:1 scale dis­em­bod­ied heart. Space for dip­ping in the atri­al hole. Filled with the gum­my rem­nants of red resin. 1#, £8
  • Long onyx pen. Sil­ver nibbed. 1#, £6
  • Tar­nished sil­ver box with gold hinges. Two eye­balls inside on dusty cush­ioned div­ots. Eye­balls are green glass and irreg­u­lar­ly-shaped in the back, like organ­ic ver­sions. Odd­ly con­vo­lut­ed inside, like jel­ly and fish eggs. Gold leaf Iris­es under the sur­face S, £36

North­west­ern shelves:

  • A lac­quered rose­wood rack con­tain­ing two bot­tles of the Idran wine described in 1.1.5. #1 each. £35 each
  • 3 gold­en, joint­ed rings on a por­phyry hand. Like the fin­gers of a gaunt­let. Too-long, built for some­one with 4 fin­ger joints. Cul­mi­nate in dec­o­ra­tive point­ed claws. XS, each. £10 each
  • Small spool of fine gold­en wire. S. £5
  • A tiny, exot­ic sail­ing ship in a crys­tal sphere, fash­ioned of jade chips and sil­ver wire and sail­ing in a pool of quick­sil­ver. S, £45
  • Gold scis­sors: fine, cres­cent-blad­ed scis­sors with long han­dles. Large enough to shear off a fin­ger, if need be. S, £8
  • Rec­tan­gle-blad­ed knife: Chis­el-like knife with a flat end. Blade faint­ly inlaid with acid scroll­work obscured by rust. Han­dle smooth onyx. 10”, and heavy-gripped. As com­bat knife, S, £12

North­east­ern shelves:

  • Grey, dusty glass tube filled with big, salt-like gran­ules. Sil­vered end caps sealed with wax. 6” long. 
  • Small gold box. Odd­ly heavy-duty hinges. No clasp. Sealed shut, and won’t budge. Quite heavy. 3#, £???
  • 4 stur­dy, short syringes. Dull, sil­very hard­ware and heavy glass bar­rels wrapped in rose scroll­work of sil­ver. Plungers with thumb loops. Two are needle­less. Seals decayed and need replace­ment. XS each, £2 each

South­west­ern shelves:

  • Pre­served ser­pent in a stout glass urn with long cat­fish whiskers and crum­pled bat wings. Float­ing in yel­low liq­uid. Flakey and decayed. Urn is sealed with flakey wax. 3#
  • Dark wood­en case shaped like a book. Fine inset hinges and dial-like latch. Heavy. Unfolds into a mold­ed, palm-sized plate and spi­dery stand with sev­er­al clamp-laden arms radi­at­ing from its under­side, designed to couch and immo­bi­lize a splayed hand, fin­ger, and thumb. Intri­cate, fine­ly made in slight­ly rusty steel and gold inlay. This is a pal­mar vice, meant to aid in the instal­la­tion of knuck­le­bones. 1# £300
  • Lozenge-shaped sil­ver tin. Filled with ran­cid yel­low grease. Rose motif on lid. S, £2

2.4 | balneary

A bronze pock­et door engraved with sup­ple, en desha­bille danc­ing fig­ures frol­ick­ing in foun­tains over­hung by wide, weird fronds under a sun with rays like ten­ta­cles. If pulled open, the door hiss­es, and a wash of blue light and moldy steam falls from inside.

The inte­ri­or was once, clear­ly, a lux­u­ri­ous bath and toi­let with a great win­dow over­look­ing the crevasse. The win­dow seal has clear­ly failed, and the blue algae out­side now grows pro­lif­i­cal­ly on the bal­n­eary’s mar­ble fix­tures. A bro­ken water fix­ture still spews hot water, which floods the room, bloom­ing with ame­ban life.

Trap: The algal spores are tox­ic. Who­ev­er opens the door or enters the bal­n­eary must roll Immu­ni­ty -4 or take 2 Poi­son stress.

2.5 | bedchamber

Under an artis­tic tan­gle of hang­ing, unlit light orbs lies a decayed, huge bed. The bed­clothes are crack­ing and decay­ing, turn­ing to dust after sud­den expo­sure to air.

On the bed is a corpse. A mum­mi­fied women, with a strange, long sword thrust through her des­ic­cat­ed ribs. Her hair is uncan­ni­ly unaged, yel­low and dark­ly gold­en. She’s still draped in a lux­u­ri­ous, gem-encrust­ed dark met­al body chain. A weird torc, like a gross, sadis­tic item of body jew­el­ry is pierced through her ster­num.

  • Body chain: Four-tiered gun­metal body chain hung with lus­trous, dark green droplets of emer­alds. Two ties con­nect in the back, and one more behind the neck. 24 small gems, total.  1#, £290
  • Thorn sword: Rapi­er-like sword found in the corpse. Shaped like an elon­gat­ed rose thorn. A thin blade, wider at the base. Red-sil­ver steel, unrust­ed. Iden­ti­fi­able as an odite alloy. Mas­ter­work qual­i­ty. 3.4’ long. 1#, £160
  • Ster­nal torc. Gun­metal grey. Seems to fit vio­lent­ly into the bones of the ster­num. Has holes through the ends as if a pin were meant to set there. 1#, £90, or 320 to an Idraphile col­lec­tor

Vault door

In a niche in the hall, stands a tall black door. It is plain obsid­i­an, save for a hand­print cut into its cen­ter. Long, sin­is­ter, with an extra row of pha­langes.

12356

Diary entries

The large hand-writ­ten book found on the desk in 2.3 is a diary belong­ing to the Beau­ty who built this com­plex. It is writ­ten in dense, extrav­a­gant For­mal Idran, couched in hubris and lex­iphani­cism. In 8 hours of trans­la­tion, a read­er of Ancient Idran can roll Lan­guage: Ancient Idran to pro­duce one of the fol­low­ing entries (pro­duced in order.)

Entry 1:

I have seized that dream­ing Pala­tine near Mol­mor­ra and fixed him in a sep­ul­cher of my own design. I have spun out his sinews and his heart­strings and made him pro­fane, such that the pesti­len­tial, rut­ting Agadese of that ville will find no more use in their lucid nights. I have cursed them. He is housed neath the ram­shackle tem­ple atop the stair-carved moun­tain, where installed I am con­fi­dent the foul folk will dream no more.

Entry 2:

Dis­cus­sion of an archa­ic “dows­ing box” acquired from an ally, an instru­ment the sor­cer­er was deter­mined to under­stand. He describes the observed use of only one unusu­al dial, a dial he not­ed always twitched high­er while point­ed at the crevasse beyond the win­dow of his sec­ond sanc­tum. He seems sat­is­fied that the dial detects inter­stic­tion points between worlds, proven by his knowl­edge that the crevasse leads down to the under­world. The rest of his obser­va­tions on the thing are less cogent. This entry allows the read­er to gain train­ing in Aar­time­try, per­mit­ting them to gain a lev­el.

Entry 3:

On a bored whim, tir­ing of helots’ alal­ic com­pa­ny and the dol­drums of an unused mind, I have acquired a slave of Fer­en­calian stock from a chat­tel dri­ver of the old blood. A scrawny thing with good­ly eyes and bronze hair, for which he charged a high sum. Cer­tain­ly, she has not failed to occu­py me. Her scorn­ful tongue is long and drip­ping and she lash­es me with it unceas­ing­ly. Even with a retain­ing ring hooked raw through the bone of her breast, she still scolds. I am unused to such an impor­tu­nate will, even less from vaeli. She irks and amus­es dual­ly. Per­haps I shall make an odal­isque of her.

Entry 4:

Scores of pages of sur­gi­cal notes, name­ly on the top­ic of self-admin­is­tered hand surgery.
Skill book—Surgery 5

Entry 5:

I have acquired the gift of an undy­ing raven by my rival, Souret, made loy­al by some bind­ing to an enchant­ed coin fea­tur­ing her own besot­ted face. Oh, how she knows my jeal­ousy at her prowess. I churn out helots and ekheinum unmatched in rich lin­ea­ment and util­i­ty, and she still bests me with these mock­ing chimerae, the mer­est of her arts. How she tempts me with this gift. Shar­ing all the fruit but the seed of what we all desire of her, that vital germ that is the sor­cer­er’s stone.

Entry 6:

Notes on med­i­ta­tion, only mar­gin­al­ly suc­cess­ful.
Skill book—Peace 1

Entry 7:

Exten­sive notes on how to raise and feed glow worms. They grow best on a humus of human flesh, evi­dent­ly.
Skill book—Topic: Worms 6

Entry 8:

The pesti­len­tial dream­ers are at my doorstep. Rat­tling spears and gnash­ing teeth at what I made of their Pala­tine. Though my helots repulsed them quick enough, I grow con­cerned they found me here at Gol­go­ra. How? I will take my Odal­isque and my work to my man­u­fac­to­ry for the sea­son so as to avoid fur­ther harass­ment and clear my mind of noise.

Entry 9:

An entire study on how much flesh can be removed from a human before they suc­cumb.
Skill book—Topic: Phys­i­ol­o­gy 2

Entry 10:

Return­ing to Gol­go­ra Fast­ness, I find my ekheinum are devel­op­ing at a lusty pace. The alpha-grade spec­i­mens intro­duced short­ly before my depar­ture have inte­grat­ed well into the harem, and have put up their stock in all the does, save one. We dined upon her flanks, this eve, for she was fal­low. my odal­isque eager­ly awats the doe’s ribs, for tomor­row. She has a Beau­ty’s palate, now. It pleas­es me. Per­haps I will bring her among our cortege, soon.

Entry 11:

Notes on a per­son­al project: The devel­op­ment of a neu­ro­log­i­cal nail imbued with the knowl­edge of a vir­tu­oso dul­cimerist (a slave har­vest­ed for brain tis­sue.) The sor­cer­er has already picked a favorite helot girl of his, for the nail. He admits to tak­ing an unex­pect­ed lib­er­ty with her by implant­i­ng “beau­ty’s hands” (knuck­le­bones were evi­dent­ly reserved for Beau­ty’s only.)

Entry 12:

On an overea­ger to gath­er the remains of my poi­soned rival, the foul Souret, I allowed the curse Agadese dream­ers to catch me in an ambus­cade. I was forced to con­ceal many of my car­ried goods and flee with naught but my bronze odal­isque and a sin­gle, flag­ging war helot. I hid my car­ried rem­nants of Souret, her soft hands, and will have to return for them, once my ehkeinum secure the area. I can only won­der at the dream­ers’ con­tin­u­al, houndish sniff­ing-out of my loca­tion. For now, I am in refuge at my helot man­u­fac­to­ry, in all its hid­den strength. Notes on the loca­tion of the stashed hands, buried in a rare gold­en oak in the High­lands.

Entry 13:

Betray­al. I have been betrayed. A great con­spir­a­cy I uncov­ered, lev­ered against me, as I heard my dear, damned odal­isque whis­per­ing my where­abouts to that foul raven. An infor­mant for slain Souret, and the damnable dream­ers both. Curse her. How could I have been so deceived as to wel­come a spy to close to my side? Tonight, I will pierce her as she sleeps, and burst her bulging ser­pen­t’s eyes. Then, I must flee to Gol­go­ra Fast­ness. What I can­not car­ry, I will lock away in the vault, pen­e­tra­ble only by my own hand. I must flee. Curse them all. Notes on the loca­tion of the stashed hands, buried in a rare gold­en oak in the High­lands.

After read­ing the entire diary, the trans­la­tor can use it as a skill book grant­i­ng Top­ic: Ancient Idra 6 and Lan­guage: Ancient Idran 6.

If the gang inves­ti­gate the loca­tions named in the diary, they find: Mol­mor­ra is now Bokkeveldt. The “stair carved moun­tain” is like­ly Mnt. Oberkopf or Mnt. Neb­ligheit. The High­lands are cer­tain­ly a ref­er­ence to south­ern Ges­selchundt. “Gol­go­ra” may refer to the riv­er Gol­ga, now called the Wiszc.

Refer to the map for the mod­ern loca­tions.

12356

Monster stats

mother-boar

A large bristly Low­er Gorathi­an boar. Bru­tal­ly strong.
actions
2
 
reac­tions
2
 
vital­i­ty
16
 
malus
every 4
 
Base skill
4
 
agili­ty
4
speed 6
might
9
 
furi­ous demiselives 1 turn after death, ignor­ing malus;
straight­for­wardwhen charg­ing, must move in a straight line;
armorthick hide (2|1 every­where;)
charge no attack roll, move ≤ 6 m, reach .5 m: 1d4+1 B to all tar­gets in course of move­ment. x2 tar­gets suf­fer 1d4+3 P from tusks instead. All wound­ed roll Agili­ty -2 vs stag­ger.
hit loca­tions1d8
1. head (2|1,) stun
2. neck (2|1)
3–4. fore­leg (2|1,) stag­ger
5. tor­so (2|1)
6. abdomen (2|1,) stag­ger
7. rump (2|1)
8. rear leg (2|1,) stag­ger
tac­ticsFuri­ous. Charges twice per turn, attempt­ing to line up mul­ti­ple tar­gets, espe­cial­ly those she can attack from behind. If she knocks tar­gets prone, she’ll pri­or­i­tize them on lat­er runs, tak­ing advan­tage of the edge against them.
lootYields 16 bur­den of good meat if har­vest­ed with Butch­ery.

idran helot

A sal­low, wax­en human body. Sunken flesh riv­et­ed over with green bronze plates and crusty dia­mond mesh. A bul­let-head­ed skull­cap is bolt­ed over the pate, eyes, and nose. A small key­hole div­ot sits in the back of the hel­met.
actions
2
 
reac­tions
2
 
vital­i­ty
12
 
malus
every 3
 
Base skill
4
 
agili­ty
4
speed 6
per­cep­tion
2
 
sub­tle­ty
2
 
seared weaponscan­not be dis­armed;
steel bones50% resis­tance to blud­geon­ing;
oil­bloodunre­sist­ed slash wounds cre­ate a 1 sq/m oil pud­dle. Char­ac­ters enter­ing must suc­ceed Agili­ty -2 or fall prone;
kill switchturn­ing the knife-key in this helot’s skull key­hole kills it;
armorGreen panoply (5|4 fore­arms, chest, shoul­ders, skull;) Dia­mond maille (5|3 face, abdomen, upper arms, thighs, shins;)
punch gaunt­let+4 to hit: reach 1: d4+3 P [1d4+2 vs block];)
Ball caes­tus+4 to hit, reach 0: 1d4+2 B [+1 wear to block­ing or coun­ter­ing weapon];
hit loca­tions1d6
1. head, daze
2. neck,
3. arm, dis­arm
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticsStol­id, silent. Qui­et­ly coop­er­ates to form ranks with fel­low helots. Will fight to the death with­out evi­dence of pain.
lootSub­ju­ga­tion, loy­al­ty, and war nails, under skull­cap. The armor is flesh-riv­et­ed to the helot. Helot bod­ies, if not pierced or cut, are worth £50 to any bank. 

door helot

A war­rior plat­ed all over, green with verdibeauté. Full hoplite hel­met with corkscrew horns like an ante­lope and a carved, huge-eyed expres­sion of cold dis­dain. A key­hole sock­et out­lined in sil­ver lies in the armor’s breast.
actions
3*
 
reac­tions
2
 
vital­i­ty
20
 
malus
per 5
 
Base skill
4
 
agili­ty
6
speed 8
might
8
 
sub­tle­ty
8
 
fastgets 1 action on ini­tia­tive 6, 3, and 1;
steel bones50% resis­tance to blud­geon­ing;
oil­bloodunre­sist­ed slash wounds cre­ate a 1 sq/m oil pud­dle. Char­ac­ters enter­ing must suc­ceed Agili­ty -2 or fall prone;
off switchturn­ing the sword key in this helot’s chest key­hole dis­ables it;
armorspi­ral-horn hel­met (6|3 skull, face;) green panoply (5|4 chest, shoul­ders, upper arms, fore­arms, abdomen, thighs, shins;)
Sword key (no atk roll, reach 2: 1d4+3 P/S [1d4 + 2 vs block];
hit loca­tions1d6
1. head, daze
2. neck,
3. arm,
4. chest,
5. abdomen, stag­ger
6. leg, stag­ger
tac­ticsFights to the death with­out evi­dence of pain. Blocks with sword or coun­ters with caes­tus.
lootAs Idran helot. Plus War nail pro­vid­ing Melee: Hack and Slash 6 and Crush and Smash 6. Also drops the verdibeauté key sword (fine-qual­i­ty side­sword) and the spi­ral-horn helm (mas­ter­work)

The helots’ punch­ing dag­gers, caesti, and armor are seared on. If any­one is deter­mined to tear it from their greasy flesh, they suf­fer an unavoid­able dis­tress and risk a 1-in-6 chance per armor item to roll Agili­ty to avoid cut­ting them­selves amidst the slip­pery oil­blood (tier 2/moderate wound.)