The Whitefang Mountains

The Whitefang Mountains form the northern border of the World's End, running from the Huffel Peaks in the northwest, all along the Great Wood and the North Manmarch, to the Dread River and beyond in the east. Beyond them lie nothing but the Frozen Wastes.

The mountains are tall and jagged, steep and forbidding. Yet they hide almost indescribable beauty: waterfalls, deep pine forests, sweeping meadows. They also hide a surprising number of settlements. Barrier Pass is closest to Stonetop, but many more lie beyond.

Impressions

Always

  • Snow-covered peaks, like mighty teeth
  • Wind: howling, whispering, gusting
  • Monkeys screeching and chittering in the valleys, leaping through the trees
  • Prayer-flags fluttering in the wind
  • The elation of reaching a summit; the despair of realizing it was just a ridge, and you're only half-way

Spring

  • Slopes and vales bright with rhododendron: purple, red, and orange
  • Trickle and rush of snowmelt

Hooks

  • Storms around Tor's Fist grow stronger; the colors shift to red and yellow
  • A band of kyakaara slips out of the mountains and is eyeing Stonetop
  • A southern merchant is intent on finding a mountain village, to trade for ivory and fine wool
  • Mountain apes hold an artifact/scrap of lore in their hoard
  • An apprentice shantyara needs help retrieving her dead master's sword from the bhoka who killed him

Summer

  • Lush green below; stern, colorless peaks above
  • Birdsong echoing and echoing

Autumn

  • Meadows turned brown and red and gold
  • Mist filling the valleys, clouds gliding by above

Winter

  • Snow cloaking the valleys, choking passes
  • Tears freezing, sweat soaking you under warm clothes

Tor's Fist

Almost straight north of Stonetop, this lonely mountain juts above its neighbors.

It's not the tallest peak in the Whitefangs, but it's tall enough. When summer storms roll up from the south and crash against the mountains, the worst of them swirl around Tor's Fist. They'll lash the peak with lightning, and in the aftermath, green and purple lights dance around the crown.

What's up there?

Clearly Tor's Fist holds some mystery, but its nature is for you to decide. Perhaps the mountain's peak holds…

  • the tomb of Stormcatcher, or her son, or her lover;
  • a cleft, from which the Stone itself was carved;
  • one of the last thirteen Rime Lords, still in stasis, protected by powerful tulpas;
  • a potent storm-spirit, corrupted by the Things Below, but bound there by ancient Rime Lord magic;
  • the domain of a powerful, temperamental Fae;
  • a shattered portal, torn open and ruined;
  • a people of great stature, who worship Tor;
  • the last of the Tempest Lords, grumpy and aloof;
  • some combination of the above; or
  • something else entirely.

Chart a Course

To reach the summit of Tor's Fist:

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate ().

Terrain
1-2Glacier/snowfield/snowpack
3Lake/river/stream/waterfall
4Waterlogged soil, frozen or muddy
5Forest/woods/stand of trees/shrubs
6Sheer rock face/bluff/escarpment
7Summit/peak/false peak
8-9Steep slope/switchback trails/ridgeline
10Ravine/canyon/gorge
11Gentle slope/meadow/valley/pass
12Cave/cavern/grotto If you like, roll for size/scope/intensity.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate.

Discovery
1A change of terrain (previous column) and roll again.
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3An encounter (see below)
4A point of interest (next page)
5A natural resource (next page)
6A settlement (next page)
Encounter
1Monkeys, curious and mischievous, or perhaps signs of mountain apes
2A patrol from a fortress-monastery, suspicious of the PCs
3Someone in dire straits
4Villagers/layfolk, traveling or tending herds, wary
5Mammoth herders, stiffly polite
6A tulpa, a spirit of the wild, or a Fae, curious or indifferent
Point of Interest
1A settlement (see below), overrun/destroyed by kyakaara
2A place corrupted by the Things Below
3A place haunted by the dead or undying
4A site sacred to the spirits of the wild or perhaps a Fae domain
5-6A ruin or artifact of the Rime Lords
Natural Resource
1Vein of ore/mineral deposits/valuable stone (slate, marble, pigments, etc.)
2Game, dangerous to hunt: cave bears, mammoth, etc.
3-4Game, hard to reach/prone to bolt: monkeys, hares, goats, etc.
5Useful or valuable flora
6Safe place to rest, take shelter
Settlement
1-2Camp of mammoth herders, likely empty/abandoned in warmer months
3-6Farm valley (hamlet), Questions
7-8Farm valley (village), Questions
9-10Lone dwelling: hermit's cave/hunter's lodge/shepherd's camp/etc.
11-12Fortress-monastery

Mountain folk

The Whitefangs host a surprising number of settlements. Most are small farming valleys, even more isolated than Stonetop. But there are also a number of fortress-monasteries, like Barrier Pass.

Something interesting: The mountain folk's ancestors were disciples of the Rime Lords, and Rime Lord teachings still influence the culture. But time, isolation, and competing philosophies have led to vastly different local traditions. An idea or practice that is lauded in one village might be ridiculed in the next. And in the village beyond that? It might get you killed.

Something useful: Communities occasionally trade with their nearest neighbors, and folk in one settlement are familiar with the ways of the next—at least well enough to avoid offense or violence. But if you seek a guide or informant, find one who's actually been there, lest you have your ears filled with exaggerated nonsense.

Names

Nepalese- and Tibetan-inspired: Aandha, Araayin, Bisheej, Choden, Dawa, Dhaar, Dorji, Duga, Fayurma, Hopan, Jamya, Jyat, Keshhay, Ksali, Kundari, Kunza, Lhamo, Mitis, Nobu, Nyado, Passan, Pratar, Puyari, Radhaa, Ravar, Sajadr, Sonam, Supar, Tani, Tashi, Tenzi, Tseri, Wanchu, Yonta.

Questions

  • Who among you have traveled here before? When and why?
  • Who do you know (in Gordin's Delve, perhaps) who hails from the Whitefangs?
  • Why do you think storms swirl around Tor's Fist? What do you think those strange lights are?
  • Did you once live in a farm valley, or a fortress-monastery?
  • What drove you to leave?
  • What behavior in Stonetop is strictly taboo where you once lived?
  • What practice is common where you once lived, but utterly baffling to folk in Stonetop?
  • How is (are) the language(s) of the mountain folk different from those of Stonetop?
  • Do they worship ___ up there? If so, how is that worship different than in Stonetop?

Farm valleys

The valleys of the Whitefangs can be surprisingly pleasant. Streams flow almost year-round, freezing over but still running throughout winter. Below the tree line, tall skinny conifers grow in abundance. Many of these vales hold steadings.

Steading names

Amchatala, Bhatand, Bhungadi, Dhulgad, Dhurankat, Ghumjun, Heledhan, Khutan, Methala, Naungadi, Potyata, Sakokoch, Thulalu, Thundind.

Size hamlet (~25 to 75 souls) or village (~150 to 350 souls)

Population -1 to +1

Prosperity -1 to +1

  • Trade with...
  • other farm valleys (food, spouses)
  • mammoth herders (ivory, meat, dark ice)

Resources

  • Farming: terraced fields, barley, lentils
  • Livestock: goats, sheep, milk, meat
  • Fine wool
  • Timber
  • Hunting/fishing
  • Trades: weaving, dyeing, bronzesmithing, etc.

Defenses -1 for a hamlet, +0 for a village

  • Some spears, slings, bows
  • Some bronze tools/weapons
  • Protection from a nearby fortress-monastery

For each steading, pick or roll what their neighbors say they are. Then pick or roll up to 2 features and up to 3 things that are true of everyone here and/or no one here. Imagine what a functional steading would look like with these traits. "Odd" behaviors make sense to the locals, and likely help the community survive/cohere/adapt.

Ask yourself how!

Neighbors Say They Are
1-2… monstrous/immoral/irresponsible
3-4… treacherous/greedy/lazy
5-6… arrogant/brave/reckless
7-8… boorish/primitive/lazy
9-10… generous/gullible/friendly
11-12… wise/noble/holy
Feature
1Surroundings are tainted by the Howling Curse
2A bhoka dwells nearby
3Homes are made of dark ice; inhabitants are inured to cold
4Time passes slower here than outside
5Gifted spirit-walkers defend the steading in dreams
6A famous adept or false adept dwells here
7Entrance is secret/well-defended
8Fae live within the steading, hiding or in plain sight
9Useful or valuable flora grows in abundance
10Gingkara serve and protect the locals
11Possess a major arcana
12Weather is warm/pleasant year-round
Everyone Here
1… abides by a caste system
2… eats some unappetizing food
3… writes wishes/prayers on rags, flapping in the wind
4… is accompanied by a clever, loyal pet
5… is beautiful/strong/skilled in __/etc.
6… lives communally, with no personal possessions/space/family
7… reads/studies/debates the teachings of a/the Rime Lord(s)
8… refers to (certain?) things/people only indirectly, poetically
9… speaks truth, however blunt/unkind
10… stops to pray/sing/meditate/ dance at specific times each day
11… trains as warriors/practices pacifism
12… wears/bears a particular type of clothing/accessory/decoration
No One Here
1… bears weapons (or type of weapon)
2… consumes meat/alcohol/___
3… cuts their hair/grooms/bathes
4… discusses a particular topic/practice
5… eats/sleeps/has sex/ages past a certain point
6… fears deep water (they swim, fish, etc.)
7… goes into the woods/up the mountain/beyond the vale/etc.
8… speaks aloud/inside/to strangers/etc.
9… touches another's skin/hair/shadow
10… shows their skin/face/hair/etc.
11… speaks ill of others/admits hardship
12… tolerates a particular color/material

Fortress-monasteries

At least a dozen fortress-monasteries remain, scattered throughout the Whitefang Mountains. Barrier Pass is one of the largest and most powerful. Each is dedicated to preserving the teachings of the Rime Lords—or at least, preserving their version of them!

Size hamlet (~25 to 75 souls)

Population +0

Prosperity +0

  • Trade with nearby farm valleys (food, livestock, wool)

Resources

  • Tithes from nearby farm valleys
  • Terraced gardens (barley, lentils)
  • Livestock (goats, sheep, milk, meat)
  • Fine wool
  • Parchment, vellum, ink
  • Trades: bronze-smithing, weaving, dyeing, tanning, scribing, etc.
  • Rime Lord artifacts

Defenses +2

A typical fortress-monastery has 25-50 residents, split between monks and guardians, plus a handful of layfolk. Most receive food and material support from a nearby farm valley or two.

In turn, guardians patrol the region and monks (ostensibly) guide, teach, and serve as an example for villagers.

Place each fortress-monastery in a Rime

Lord ruin, and create the adept who presides over the monks there. Referring to the previous page, roll or pick what their neighbors say they are, a feature for the fortress-monastery, plus up to 3 things that are true of everyone here and/or no one here. Finally, pick or roll a trait:

Trait
1-2Oppresses/extorts/ignores nearby villages, rather than serving them
3-4Recently lost its presiding adept; succession unclear
5-6Home to multiple sects, each led by a different adept
7-8Hides/protects one of the last thirteen Rime Lords
9-10Very small (Population -1, only ~10 to 15 souls); roll again with
11-12Relatively large (village, up to ~300 residents); roll again with Use the ruin's theme(s), the adept's instinct and moves, and the fortress-monastery's details to inform the philosophy of the local sect(s). Name the sect(s), mixing and matching words from the list below. A fortress-monastery is typically named after its sect or a prominent local feature. Ape, Avalanche, Black, Breath, Bronze, Clear, Closed, Cloud, Crystal, Dancing, Dark, Day, Deep, East, Empty, Eye, Fire, Fist, Five, Flower, Flowing, Four, Frost, Grey, Hand, Heart, Ice, Implacable, Inner, Lake, Lonely, Mind, Mountain, Night, North, Open, Outer, Pale, Palm, Relentless, River, Silent, Single, Sky, Snow, South, Spirit, Spring, Still, Stone, Storm, Stream, Three, Tranquil, Two, Unmoved, Waking, West, White, Will, Wind, Winter

Trade & Barter

Commonly available

The following are special items in Stonetop, but commonly available in the settlements of the Whitefang Mountains—PCs can acquire them here without having to roll for Trade & Barter. They do need to trade something of equal Value. Iron, glass, and southern fineries are usually in demand.

GoodsValue
Fine wool garment0*
◇◇ bolt1*
cartload (immobile)2*
Parchment, a few sheets1
Ink, vial and quills1
◇ Empty book, parchment1
* +1 if sold/traded outside the Whitefangs.
LivestockValue
Whitefang goat (sure-footed, curious, wooly); HP 3; Damage (hand) Instinct to explore; can butcher for ◇ provisions (6 uses); produces fine wool; sickly in warmer climes2
Sheep (timid, hardy, wooly); HP 3; Damage (hand); Instinct to follow the herd; can butcher for ◇ provisions (6 uses)1
Sheep hound, follower (keen-nosed, herder, fierce); HP 6; Damage (hand, grabby); Instinct to bully, threaten; Cost care & grooming1

Special items

The following might be acquired in the settlements of the Whitefang Mountains, in addition to special items from the Moves & Gear handout. PCs must roll Trade & Barter to acquire them.

When PCs Trade & Barter in a settlement, they use the local Prosperity (with disadvantage if it's a hamlet). On a 6-, they don't mark XP; no one here can/wants to trade—maybe try the next settlement?

GoodsValue
Robe/shawl, fine wool, intricately patterned (warm, beautiful)1*
Ivory a bit of finery1
◇ a substantial piece2
a mammoth tusk (immobile)3
cartload of mammoth tusks4
Dark ice (magical, see Rime Lords) a small piece (magical)1
◇ a large chunk (magical)2
with special characteristics+1
a functional tool or weapon+2
An object of black iron+2
* +1 if sold/traded outside the Whitefangs.

Services and favors

PCs don't need to roll Trade & Barter for the following, but they might need to Persuade people—even if they offer something of suitable Value. If the PCs are well-regarded by locals, they might get these boons for free, or without needing to Persuade anyone, or at a reduced price.

Service/FavorValue
A few nights of simple food and shelter0
A day's labor0
A crew of farmers, working for a week1
Consultation with a monk1
Audience with an adept2
Weeks of guided study with a monk2
A mountain guide, to lead a trip to...
... a nearby farm-valley0
... another known, nearby spot1
... a dangerous/unknown spot2
... a secret/deadly place3

Dangers

Hazards

  • Getting lost (maze of mountains, canyons, passes, and valleys)
  • Sheer rock face to climb, and a reason to climb it
  • Steep slopes, unstable footing (narrow paths, wet stone, scree, thin waterlogged soil, mud, crumbling rock)
  • Flash flooding in valleys/on slopes
  • An unexpected obstacle/hazard: go forward and risk it, or backtrack and lose half a day?
  • Mudslides and rockslides

Harsh mountain weather

  • Baking sun, dry air
  • Fog banks/low clouds, blocking vision and soaking everything
  • Wind: drowning out voices, threatening to toss you aside
  • Rain and wind rolling up from below
  • Rain and sleet: pelting you, soaking you, threatening to wash you away
  • Thunder or lightning: making you flinch/jerk/jolt, triggering rockslides
  • Snow: hiding a drop, burying a pass, making trails impassible
  • Brutal cold, leading to hypothermia & frostbite (next page)

Avalanche

Instinct to gather mass, to bury all in its path

  • Have one cascade down a distant slope, majestic and terrifying

Everyone who lives in these mountains learns to spot the signs.

• Point out the snowpack, looming on the slopes above

• Note how a storm adds mass to the snowpack

• Point out the dimples as sun/warmth undermine its structure

When an avalanche starts above them, start the following:

Hypothermia & Frostbite

It gets cold in the mountains. Very, very cold.

  • Start them shivering, despite fire/ warm clothing
  • Test their endurance on even simple tasks
  • Have them lose their footing/grip
  • Inflict a debility
  • Have frostbite set in ( damage, ignores armor)
  • Have frostbite get worse (+messy)
  • Compel them to do something foolish (go to sleep, shed clothing, etc.)

Altitude Sickness

Dangerously thin air starts a couple thousand feet below the snowline, and gets worse the higher you go. Locals are accustomed to the thin air, but even they must be careful.

  • Test their endurance to keep going, or just to breathe
  • Inflict a debility
  • Reveal that they've missed something
  • Have them collapse, unable to continue
  • Fill their lungs with fluid, swell their brains, have them roll for Death's Door

Something interesting: Disciples of the Rime Lords practice techniques to thrive in the thin air, but they take months or years to master.

Something useful: One can acclimate safely by ascending no more than ~1,000 feet each day, and even then, extreme exertion can be dangerous. A tea steeped from purple drakewort can alleviate symptoms, but an overdose can cause death by suffocation.


Monsters


People


Bhoka

Solitary, large, cautious, magical, corrupted

HP 16; Armor 1 (hide)
Damage talons (hand, close, grabby, forceful)
Special qualities blinded by full daylight or holy light, takes + damage from bronze
Instinct see below

  • Slink through trees and shadows
  • These hulking brutes dwell in dark places: caves, north-facing slopes, and deep mountain forests. They're hairy things, hunched and wild, only vaguely looking like people.

They'd be little more than dangerous beasts, easily avoided, if they weren't driven by an obsessive vice—and if they didn't wield the wild elements themselves.

Pick or roll for the bhoka's instinct and the associated moves.

Something useful: The monks claim that bhoka descended from Rime Lords who were corrupted by the Things Below. They cannot abide the sound of the Rime Lords' meditative chants, recoiling and fleeing from anyone who performs such a chant without faltering.

Instinct/Moves
1Instinct to bask in the fear/adoration of others • Bellow like thunder, terrifying and awesome • Fling lightning, damage (far, forceful, loud, reload)
2Instinct to steal finery, companionship, and precious things • Skulk about a steading, choosing its targets • Turn themselves (and anything they take) into flowing mist
3Instinct to sate its never-ending hunger • Chomp off a limb and gulp it down, damage (hand, messy, 3 piercing) • Create a maelstrom of wind, sucking everything nearby towards its gaping maw (near, area, reload)
4Instinct to lash out and avenge itself for even the slightest offence • Snatch someone and fling them against a wall/tree/ally • Transform into a swirling cloud of wind, hail, sleet, and lightning; damage (area, reach, forceful, reload)
5Instinct to be lazy, to force others into servitude • Drag someone off into the night • Freeze things: flesh, moisture, the very air
6Roll again twice Also, pick or roll one:
Special Trait
1Huge (+4 HP, +2 damage)
2Four or even six arms (+area to its damage)
3Lashing tongue/tail, damage (reach, grabby)
4Scales of ice/rock (Armor 3)
5Wings (can fly)
6Regenerates wounds, unless from ritually prepared weapons Something interesting: The people of the Whitefangs fear bhoka and are well aware of the dangers they pose, but they never hunt them. They seem content to drive them off or appease them.

Guardian

Group, organized, hardy, skilled

HP 10; Armor 2 (hides, shields)
Damage bronze or dark ice-tipped weapons (tags by weapon)
Instinct to protect their charges

  • Use the terrain to their advantage
  • Take a blow meant for another
  • Perform a feat of endurance, agility, or will (reload)

The fortress-monasteries of the Whitefangs each maintain a cadre of warriors, recruited from local farm valleys, bands of mammoth herders, or failed novices. They focus more on the arts of battle than the esoteric ways of the monks.

Ice Drake

Horde, small, cautious, stealthy

HP 3; Armor 0
Damage claws, beak, or wing-buffet (hand)
Special qualities cold-proof, camouflaged, winged
Instinct to spook easily and overreact

  • Burrow/dig into snow or ice, to forage or hide
  • Shake off a blast of clinging, freezing mist, damage (close, area, reload)
  • Scatter and flee to the skies

Like cranes, long-legged and long-necked, with long whipping tails. They're hardly a threat in warmer months. But in winter—when their scales and feathers grow laden with hoarfrost—shepherds watch for their sign and avoid them. Wander into their midst, and you'll get coated in a clinging, frozen mist that often leads to hypothermia & frostbite.

Ice drake fat and blood never freezes.

Properly rendered in a kitchen, it makes an oil used to insulate leather and wool garments. A flock of 8-12 drakes yields a ◇ jar of ice drake oil (Value 1 locally, Value 3 in the south).

The Howling Curse

Threat (affliction)

Instinct to make people into monsters

In the Time of Cataclysm, the voice of Y'aaw'kara plunged the north into madness. Whole villages turned against each other. The survivors were reduced to marauding beasts. The Rime Lords sacrificed themselves to contain the Howling Curse, but it lingers in places where cruelty and violence have caused great suffering.

Places tainted by the Howling Curse are corrupted sites, hungry places or worse, full of whispers and visions that push people towards bloodshed, cruelty, and savagery. People tainted by the Howling Curse carry such whispers and visions with them.

When you give in to the bloodlust of the Howling Curse, pick up to 3 options that are not yet permanent:

When the violence comes to an end, roll +1 for each option you have chosen. If you wrought great carnage, roll with advantage. On a 10+, the options you chose are permanent, and you are now tainted by the Howling Curse (if you weren't already); on a 7-9, the options you chose linger until you vent your rage on a person or thing of your choice; on a 6-, don't mark XP, and both the rage and the options you chose fade as you catch your breath—only nightmares will remain.

When all five options above are permanent, you become a kyakaara (next page) and cease to be a PC. Tell the GM to write you up as a monster and as a threat.

Kyakaara

Horde, hardy, organized, fearless, sadistic, terrifying, corrupted

HP 10; Armor 1 (toughness)
Damage rending fingers/claws w/ advantage (hand, grabby, forceful, messy, 1 piercing), or crude weapons w/ advantage (tags by weapon)
Special qualities inured to cold, take + damage from bronze, see only in shades of red
Instinct to delight in pain, savor fear, and indulge in every cruelty

  • Drive their prey to panic
  • Maim or traumatize someone
  • Surround, harry, dogpile, drag down
  • Drag off a captive, to eat or torture

These are the Howlers, the Ones-Who-Laugh, those who have succumbed to the Howling Curse (previous page). They are gaunt and hairy, dressed in rags, with jaws that have grown into snarling, fang-filled snouts. They pierce their own flesh. They hunch and howl and cackle.

During the Time of Cataclysm, kyakaara roamed freely; now they are thankfully rare. Treat them as a threat, beasts, with the following grim portents and impending doom.

Monk

Group, cautious, disciplined, hardy, magical

HP 10; Armor 0
Damage staff with disadvantage (close)
Special qualities spirit sight; inured to hunger, cold, deprivation
Instinct to preserve their version of the Rime Lords' teaching

  • Demonstrate their willpower
  • Take an extreme, unyielding position/stance/course of action
  • Do something impossible, in line with their sect's teachings

Consider creating custom instincts and moves for each group of monks, based on the teachings and practices of the fortress-monastery and sect from which they hail.

Novice

Group, cautious, disciplined, meek

HP 6; Armor 0
Damage staff with disadvantage (close)
Special qualities inconsistent spirit sight
Instinct to veer between their masters' teachings and their base needs

  • Do what their superiors ask
  • Hesitate, balk, flinch
  • Show great promise, or great weakness

Mountain Ape

Group, cautious, stealthy, hoarder

HP 6; Armor 1 (thick fur, hide)
Damage grasping hands (reach, close, grabby, forceful)
Special qualities arboreal, cold proof, keen senses of smell and hearing
Instinct to keep their secrets

  • Hide in the trees or snowdrifts
  • Try to lure/spook intruders away
  • Reach out, snatch an intruder by surprise
  • Crush/rend/break a grabbed foe, damage w/advantage (hand, forceful, messy, 1 piercing) a particular type of plant or flower, the bones of certain animals, bits of writing, dark ice, etc. They keep these hoards in a central place, hidden away, revered and treasured even more than their own children or their lives. Particularly large or well-established bands will have an alpha (large, leader, +6 HP, +1 damage) who does nothing but protect the hoard.

Like orangutans but taller, more powerfully built, with thick, shaggy white hair. They dwell in small bands, in Rime Lord ruins or sacred sites that are far from any well-trod trails. They venture out to hunt and gather, but avoid people as much as they can.

Each band of mountain apes collects things:

Shantyara

Solitary, emotionless, clever, stealthy, hardy, skilled, terrifying

HP 18; Armor 2 (thick hides/furs, skill)
Damage orichalcum sword w/advantage (close, messy, 2 piercing) or bronze knife w/advantage (hand, 1 piercing)
Special qualities spirit-sight; immune to mental manipulation; inured to cold, hunger, pain, deprivation; hard to surprise
Instinct to cleanse the world of the
enough to be useful companions (HP 10; Armor 1
Damage
Instinct to earn their master's respect). And once or twice every generation, a master will deem an apprentice worthy, and take them to a sacred cave, and burden them with one of the shantyara's orichalcum blades.

  • Howling Curse
  • Stalk a suspect with perfect patience
  • Condemn the tainted for all to hear
  • Try to avoid bloodshed for the untainted
  • Mercilessly cut down the condemned,
  • and any who protect them
  • Deftly counter an attack they see coming

Only a handful of these "tranquil killers" remain, three or four at most. They wander the Whitefangs, hunting kyakaara and anyone else corrupted by the Howling Curse. They are welcome in any settlement, but that welcome is often stilted, formal, fraught. Few are comfortable under a shantyara's piercing gaze.

Shantyara recruit apprentices from orphaned or unwanted children. Many flee from the harsh, interminable training.

Most of the others die from exposure or deprivation or one of the many dangers such a life entails. A rare few last long