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Page 1: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat
Page 2: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat
Page 3: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat
Page 4: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

RIMONTHE SEA-TIGRESS

AND THE PIRATECOAST

Advanced Fighting Fantasy fan-Gazetteer

Page 5: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

FOREWORDOne of the biggest pleasures of directing adentureson the world of Titan is that your fantasy is leftquite free to roam. You certainly have a lot ofinformation and guidelines from gamebooks,Titan world book and other published adventures,but many parts of the world are covered justmarginally, allowing Directors to fill the gaps asthey like. One of these places is the area ofRimon.The following is just one of the many possibleways to put the jigsaw together: my way. I hopethis fits well with your campaign continuity aswell, otherwise, of course, feel free to adapt allinformation provided in the best way to have thegreatest fun!

CREDITSWhenever you talk about Fighting Fantasy ofcourse the first two persons that you have tomention are Ian Livingstone and Steve Jackson!The father of Advanced Fighting Fantasy RPG(2nd edition) is Graham Bottley.Most canonic Fighting Fantasy sources involving(directly or indirectly) Rimon have been writtenby Jon Green, Marc Gascoigne, Steve Williamsand Paul Mason, so of course I based myself ontheir works.

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Page 6: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

Some material about Elementalists and the Vortexof Discord comes from Keth Martin's gamebookIsland of the Undead.I think that you can't write the word "Gazzetteer"about a fantasy world without mentioning BruceHeard. On top of this, big part of the Elementalistsstuff is derived from one of his works... and mostof the rest comes from Marco Dalmonte andMatteo Barnabè.Several ideas about Rimon and its peculiarreligion come from a chat that I had with RossNduring his Riddling Reaver campaign.Plenty of ideas about the background comestraight from Emilio Salgari books.The adventure on Orichalchis is of courseShakespeare's Tempest.Plenty of detail about Rimon maps, the RoyalPalace and the saga of the Colossus come from achat that I had with LoZompatore.The legend of the beggar of Rimon is derivedfrom an idea by Al Sander.Some ideas about the Allierté family and businesscome from Andrew Wright.The adventure idea that starts from beingcontacted in point of death by a supernatural beingfor "a deal" comes from Ramsay Duff.The Temple of the Toad is obviously a tribute toDave Arneson.

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Page 7: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

The original inspiration of the Pirate Hideoutadventure is by Chris Seabrook.The idea of the River of Blood adventure is byAgathokles, that in turn comes in part from anadventure by Sean MeaneyOf course the idea of waking up one morning as abig insect is by Franz Kafka.

Alessandro Viola

Hull, 3rd January 2016First English Edition

www.librogame.net

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Page 8: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

WELCOME TO RIMON!Meet Zelac the Beggar:

You just passed under the impressive Colossustowering over the harbour entrance anddisembarked for the first time in the infamous portof Rimon. People travelling on your same shiptold that today is the Feast of the Waters, the mostimportant festival of the town, with a parade ofships around the harbour, races and impressivefireworks, including some special rockets fired atevening when peak celebrations start and thenagain at dawn, when they end.

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Page 9: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

You are surrouned by a crowd of merchants,beggars, fishermen and swordsells, all shouting atthe same time. Between them, a voice with afamiliar accent calls out: «Hey, Stranger! Wecome from the same country, isn’t it? listen to theword of your compatriot before moving on andyou won't regret it!»You turn and see a dusty beggar waving to you:«Come here and I'll tell you everything you needto know about this place!» Noticing that you go closer, he takes heart: «Ifyou'll find my information useful, be generous,dear Sir, as it is said that in Rimon there's a beggarthat used to be a powerful hero and forgot it aspart of a curse, but, if mocked or wronged, he willtake his revenge while dreamwalking. For thisreason everybody in Rimon treats beggars kindly!Not too many years ago I was a respectedadventurer and, due to a misunderstanding, I waslooking for a quick way out of the cityport where Iwas at the time. I thought that the opportunity ofjoining a privateer from Rimon was perfect forme, at the time.You know, despite what people thinks elsewhere,in Rimon there are relatively few pirates. Piratesusually hide along the Pirate Coast, so they canavoid paying taxes on their loot. There are,however, quite a few corsairs, or privateers:

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Page 10: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

reputable enterpreneurs that are granted letters ofmarque by His High Majesty the Rajah and aretherefore authorized to attack all enemies of theCrown. Privateers can even collect taxes fromforeign ships passing by! This way the RoyalNavy can be made of just a handful of state-owned warships, while the rest of the fleet is madeof privateers. Cheap and effective... and His HighMajesty gets one tenth of everything they earn!I found that crew quite different from myexpectations. For a start, almost everybody onboard had a pet: it was madness! It wouldn't besurprising for me to find a little monkey or aparrot on a privateer, but they were way over thetop: owls, cats, tarantulas, crows, lizards,albatross, scorpions, snakes... you name it... evenfleas!We also had several savages from the hilltribesserving as crewmembers: they are inhumanpeople, so primitive that they don't even know fireand metals, they walk around half-naked andshowcase the severed heads of their enemieshanging from their belts, after reducing them tothe size of a fist with their unholy rites. I neverheard them talking, so I wonder if they even learnta civilized language!On the first day of navigaton I kicked away amonkey that was stealing my boiled potato: it was

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the Captain's monkey, so I was flogged!» He pullsyou closer and whispers in your ear «It quicklyturned out that this blaspemous lot doesn't worshipthe gods, like us civilized people, but instead theyworship beasts! Unbelievable! I guess they thinkthey are their ancestors reborn, but I'm not entirelysure...» He quickly looks around to check ifanybody heard his last phrases, then carries on:«However, we encountered an enemy ship thatwas bearing the black-and-orange striped flag ofRimon as a deception (they told me it happensquite often when foreign ships sail through theterritorial waters of Rimon and try avoidingtaxation...). The Captain somehow spotted theirdeception and ordered the assault. I think I didwell on that occasion, but I noticed that Rimonwarriors have a very different fighting style fromours: they seldom wear armours or shields, northey hold their positions in battle, but they ratherprefer using two short sabers, one in each hand,jumping, swashbuckling and screaming likeberserkers all over the place. That's not my way,but I have to say that they are really impressivewhen they fight.We captured the enemy ship and had a great feaston board. After lots of potatoes, we finally hadpork! That's when I got my second flogging: Ibutchered a piglet before "asking" for permit from

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Page 12: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

the Pig-Lord... well, you know, I was quitesurprised when I found out that they don't prayTelak and Hydana, although they let me pray as Iwanted... but there's no way I'm gonna pray a Pig-Lord!!! They are crazy!» The beggar got a bitcarried over by his speech and suddenly stops,looking around for some moment, as he realizeswhat he was saying that a bit too loud. Then hestarts again, whispering: «This people canmercilessly cut a throat and then humbly prostrateto the Chicken-Lord, begging for divinepermission to eat a chicken wing! The inhumansavages are even worse in this madness, as theyoften offer in sacrifice their own blood, cutting orpiercing their very own bodies! No surprise theyare all covered with scars...» The beggar shakeshis head, disgusted.«We were almost at Rimon when I got my thirdflogging for courting the beautiful ship maid. It isa local custom to have a maid on each ship of acertain size, doing nothing apart from justbringing good luck to the crew during navigation.However, they say maids bring good luck as longas they remain... maids. Be careful if you board alocal ship, as this people do not worship the gods,but can be very superstitious!I had enough floggings on board, so I decided todisembark in Rimon and see if I could find here

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some business worth my abilities. First of all, Iwent to a local inn near the port to have finally agood bath and a good sleep on a soft bed, butwhile the housekeeper was cleaning my room, arat came in as well. I immediately kicked the ratout of the bedroom, without a second thought.Bad luck came on to me from that: it was her petfamiliar! That Beast Lords blasphemy is popularalso in town! She screamed and lots of men beatme hard before throwing me out, without myluggage and without my front teeth!» He smileswidely, showing a big gap. «I asked mypossessions back and eventually I sued them toget back my things! However, you know, herejustice can be really complicate, especially if youdon't know anybody of some importance intown...» You can see his frustration even after somuch time, as he shakes his head.«I was hungry and desperate, so I explored thetown looking for opportunities and I found thatRimon is divided in two parts: the Low Townaround the port with all the scum, and the HighTown on the top of the hill with the wealthy, overthere.» He looks up and you follow his eyes alonga tortuous road climbing steeply up, sometimespassing through caves inside the hill, sometimesedging on very steep falls. The top of the hill iscrowned by cyclopean walls and a golden dome

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Page 14: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

reflects a ray of light, piercing the shroudingmorning mists.«His High Majesty the Rajah lives in that goldenpalace on the top of the mountain. People heredeeply love and actually worship the Rajah, thatthey believe to be the very descandant of theTiger-god, the most important Beast Lord of theirpantheon and mythical founder of Rimon.His High Majesty the Rajah collects plenty oftaxes, so I thought that he'd turn a blind eye if Iscraped a bit of that gold to buy some weapon andgo back to business...Well, my friend, better you learn immediately notto disrespect the Rajah, nor rob or defraud him inany way, as everybody in Rimon will beimmediately after you, and you won't like it abit!»The poor man, with tears in his eyes, finishes hisspeech and slowly lifts his palms to you,expecting his due alms. You gasp as you noticethat all his fingers have been cut off!

If you want to play in Rimon as a Hero, STOPreading this Gazzetteer right now!Reading further will spoil your fun when you'llplay your adventures there.The rest of this Gazzetteer is for Directors' eyesonly!

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INDEX

Introduction page 12Religion page 15The Royal Family page 19The Elementalists page 24The People of Rimon page 50

The primitive tribes page 50The mysterious Chervahs page 54

The justice system page 58Pirates and Privateers codes page 58

The Low Town page 65The High Town page 71

The Royal Palace page 76The Army and Navy page 76

Uron Heights and Pirate Coast page 78From the mists of time page 81

Recent history page 83Change history! page 97

Other adventure ideas page 112Suitable gamebooks page 113

Notable NPCs page 114Ready-made Heroes! page 134

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INTRODUCTION

On the west coast of Allansia, on either side of theentrance to the Bay of Elkor, there are two steeppeaks, with deep ports at their feet: these are thesites of two ancient dwellings. On the southernside is Halak, while on the nothern side is Rimon.The two towns are twin sisters and bitter rivals atthe same time.Rimon is a town of about 12,000 inhabitantsbetween the Low Town, around the port and themost accessible slopes of Rimon Rock, and theHigh Town, built on various levels on the top ofthe Rock. The High Town, where the Rajah(sometimes also called Sultan, following thecustom of Halak) lives, with the nobles and thewealthy, is lightly inhabited, while the Low Townis overcrowded near the port but not so much inthe more peripheral, seedy areas near the LowTown walls, that are currently in a state ofabandon and disrepair.Rimon is widely known as a trading, fishing and,above all, pirate port (even if most of them preferbeing called "privateers") and therefore most of itsactivities are based on the Ocean. However, theRajah of Rimon claims also a vaste extension ofland adjacent to the town, including the PirateCoast, even if it is mostly left taking care of itself.

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The moisture-rich ocean mist blown during thenight to the Pirate Coast nourishes heavy forestson the west side of the coastal hills, with intricatemangrove bushes and small ports hidden byfloating vegetation. They are perfect piratehideouts, while most “reputable” privateers preferdocking at Rimon. The eastern side of the hillsalong Pirate Coast is mostly dry as it faces theDesert of Skulls. Besides pirates and outlaws, thehills are populated by primitive tribes that don'tuse fire nor metal and are viewed with mixedfeelings, sometimes as bloodthirsty savages, someother times as friends and helpers for strugglingsettlers from Rimon.There are several small pioneers’ hamlets aroundRimon, but they usually get abandoned after fewyears, as life in the wilderness can be very harshand often depends on maintaining good relationswith local savage tribes, that isn’t always easy.These hamlets produce some of the most exoticgoods that are shipped from Rimon, such as sweetpomegranites, perfumes, dyes, wild silk, wildhoney, exotic woods, pearls, gems, gold andseveral kind of drinks and drugs, more or lessintoxicating, all very appreciated by the citizens ofRimon and the rest of the world.

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RELIGION

Rimon is very peculiar with regards to religion, asall native inhabitants worship the Beast Lords.Outside Rimon, worshipping Beast Lords willrarely get positive reactions. Beast Lords areunknown in most other human societies and theircult will be seen as bizarre and ridiculous, if notbarbaric. Others still will be outright hostile,seeing Beast Lords cult as akin to worshippingmonsters or demons and therefore blasphemous.The people of Rimon doesn't despise norpersecute worshipping the gods of Titan, in factthere are a few temples in the Low Town for thebenefit of foreigners, but they think that that gods,if they exist at all, are too distant to take anyinterest in human lives and nations, while BeastLords, according to their beliefs, are known formeddling with the lives of mortals and evenhaving children from them, every now and then.The Beast Lords have their priests, but their cult ismore informal and not strictly organized, as manyother religions of Titan, that have complexfunctions and the like. The Priests of the BeastLords live a normal life, except that they worshipuniquely their Beast Lord patron, while everybodyelse worship a bit all the Beast Lords, even if theyhave a specific patron (in that case they may have

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Page 20: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

a related pet familiar). Priesthood is often passedon from parents to children or to other interestedrelatives or friends of high trust. There are noproper Beast Lords temples in Rimon, but insteadplenty of images, statuettes, small altars, tinyshrines spread all over the town and thesurrounding territories, inside and outside thehouses.When somebody, directly or indirectly, kills ananimal (for example for eating it, or for defense)they say some prayers, sometimes offer somesmall sacrifices and beg for mercy from therelevant Beast Lord. Only for major issues, suchas killing sacred animals or similar, the sacrificesrequired become really significant. The savagetribes are much stricter under this point of view,as they always offer sacrifices, usually involvingcutting or piercing their own body, with theconsequence that in their old age they are literallycovered in scars, which makes them morerespectable to their kin.If somebody disrespects a Beast Lord in public, allpresents will intervene, often violently. Thishappens even more promptly if somebodydisrespects the most important of the Beast Lordsworshipped in Rimon, that is Magir, the Tiger-Lord and patron of the town. According to thelegend, in fact, Magir himself incarnated when he

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Page 21: arion-games.comarion-games.com/affRimon.pdf(2nd edition) is Graham Bottley. Most canonic Fighting Fantasy sources involving ... Palace and the saga of the Colossus come from a chat

fell in love with a woman called Rimon, startingthis way the town of Rimon and the royal dynasty.The Rajah is therefore very deeply respected andworshipped as he is of divine blood. Disrespectingor stealing from the Rajah (his tax is of 10% ofeverything passing by Rimon) is dealt veryseriously not only by the guards or the army, as itcould be expected, but also by every commonerform Rimon passing by, even the most unreliablecutthroats.When people from Rimon travels abroad, theytend not to openly speak about and practice theirbeliefs, in order to avoid trouble. However, theysometimes keep pet familiars with them and oftenbuild small altars in their homes, in order to keepworshipping privately.Some scholars of Kaynlesh-Ma suspect that thisuncommon approach to religion may be aforgotten heritage from the ancient religion ofDjarat, that worshipped animal-headedhumanoids, but no concrete proof was everproduced to support this theory.One of the few other places on Allansia whereworshipping a Beast Lord will be consideredacceptable is in Nightshriek jungle and alongRiver Vymorn, where the tribe of Panther Warriorthrives and worships the Panther Lord (althoughthey may politely disagree on the exact hyerarchy

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of the various Beast Lords, as the most importantfor them is of course the Panther Lord and not theTiger Lord as in Rimon, but there will be mutualrespect and understanding). There is also theKingdom of Gorak, in Khul, where it is said thattheir king's cats are descendants of the CatGoddess, but it's a very far place and it might bejust a story...Pet familiars normally don't involve specialpowers: they are just tamed animals that canfollow some simple order, while their ownerknows them well enough to understand when theyare nervous, spooked, when they smell somethinguncommon, etc. Nothing really over he top.

In order to check the Priestly powers granted bythe Beast Lords, see AFF2, pages 95-96.

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THE ROYAL FAMILYIn Rimon, polygamy is allowed for men andbrides' parents pay dowries. However, in practiceonly the noble and wealthy have more than onewife. In particular, it's normal for Rajahs havingmany spouses, mostly for political and diplomaticreasons.While having very extended families (andrelations) can be very useful for a ruling dynasty,it also causes plenty of feuds and court scheming,as succession laws are not straightforward(substantally, all male descendants of Magir canbecome Rajahs, if they are able to wrestle thecrown from the others) and therefore many haveambitions for the throne.Almost all males of royal blood are Elementalistsand they are divided between the factions of AirElementalists and Water Elementalists, alwayscompeting against each other. The current Rajah,His High Majesty Dosankan, is a WaterElementalist and, while he wasn't really interestedin magic before ascending to the throne, he's nowpassing most of his time deeply immersed in hisarcane studies, instead of focussing on his dutiesas a ruler. Before him, on the Throne sat his olderbrother Refah, a very poweful Air Elementalistand, if possible, even less interested on his dutiesas a ruler.

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This situation is not uncommon in the history ofRimon: often the crown is wrestled from a familymember to another and from an Elementalistsfaction to another. However, once in power, theRajahs don't seem so interested in day to daymanagement of the state. This may be a side effectof the very symbol of power over the town: theHelm of Rimon, a golden helm enbedded in astriped black-and-orange turbant, showcasing ahuge amber gem with a characteristic black staininside (the Great Eye of Magir, as it looks like ahuge tiger eye). Smaller gems of similar colour(and with the same internal stain that makes themlook like tiger eyes) are called “Eyes of Magir”and are worn by priests and priestesses of Magiras holy symbols. That special gems can be foundalong the bed of some hard to reach creeks on theHuron Height.The Helm of Rimon expands dramatically theElementalist powers of the owner and, apparently,his ego as well. This usually leads Rajahs topursue far fletched plans, such as Rajah Refah (anAir Elementalist), that went on a quest to build afleet of flying caravels and as a result of a failedexperiment was marooned on a lost island forseveral years, while current Rajah Dosankan (aWater Elementalist) is studying night and day inorder to build a submarine fleet, while the town

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walls are crumbling and rival cities are preparingfor war in retaliation for uncontrolled privateersactivities.Despite all these far-fletched studies and quests,the main occupation of the town, of course,remained "normal" sea travelling and had verysmall attention from the Rajahs or from any othermale descendant of Magir, always busy schemingand reinforcing their Elementalists party againstthe other.

The real power behind the scenes that heldtogether the State across the centuries came fromthe women of royal blood.Almost all women of royal blood are priestessesof Magir: the cult is passed on from mother todaughter, but also brides from outside the familyare often offered an induction to the cult. In fact,most noblewomen wear, among their jewellery, atleast one "Eye of Magir".The noblewomen do not get involved in theirhusbands' parties scheming, but rather take aselfless and realistic stance, doing everytime whatis the best for Rimon, whatever it takes. Thisapproach "behind the scenes" always led to greatdiplomatic efforts to protect the interests of Rimonand several Princesses got married abroad as partof peace treaties (like young and beautiful Lady

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Carolina, that got married with older Baron FelixBluestone from the rival city of Kallamehr,heralding a long truce with them), but also for"internal" peacekeeping (for example, more thanonce terrible pirate leaders that were a threat forthe town itself fell in love and married maids thateventually “turned out” to be princesses indisguise, with the final consequence that the pirateleaders decided to pursue instead the career ofcorsairs for the Rajah).The selfless couter-scheming by the noblewomenof Rimon saved countless times the town from theselfish scheming of their men, especially inavoiding long spells of time with no recognizedRajah on the Throne, saving the town fromanarchy and devastation. Moreover, the Princessesof Rimon are not just spoilt beauties, available tomarry (and gently control) the best available partyfor pragmatic reasons, but they aren't afraid to gothemseves to the front line and make the best useof the priestly magic they received from Magir.They sometimes even switch with one of theirveiled handmaidens of similar build and go outadventuring on their own! As one of the priestlypowers of Magir is shapechanging into a tiger,these big cats are not unseen stalking the alleys ofRimon after their preys, and all earnest inhabitantsof Rimon, knowing what this means, respectfully

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make room and bow as they pass by.The current Rajah, Dosankan, is wholeheartedlyloved by the people of Rimon for his past deedsthat saved the town, but his only wife Mariannapassed away childless, he is growing older anddesn't seem to be interested in a new wife. This isworrying for all noblewomen, as there is noobvous heir to the throne and at the moment thereare no strong candidates for the succession.Besides this, nobody currently knows where isRefah, the previous Rajah, as he's a possible threat(or, in case, saviour) for the state.

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THE ELEMENTALISTS

The Elementalists, or Masters of Elements aremagic-users specialized in dealing with theelements of nature, with exactly the same castingmechanics as the magic users with Magic –Wizardry Special Skill, but with different spellslists and Special Skills involved (Magic – AirElementalism, or Magic – Water Elementalism, orMagic – Fire Elementalism, or Magic – EarthElementalism, all reflecting differentphylosophical approaches, but theoretically it ispossible to learn more than one of these specialskills, although practically very difficult and timeconsuming).

ELEMENTALIST PHYLOSPHYAll Elementalists share a basic, commonphylosophy that views the Universe as a mix offive basic elements: Fire, Air, Water, Earth andQuintessence. Quintessence is a separate mysticalprinciple through which all elements can be tamedand controlled.The symbol for Fire is an upward-pointingtriangle. The symbol for Water is a downward-pointing triangle. The symbol for Air is similar tothe upward-pointing triangle of Fire, but with ahorizontal line through it. The symbol for Earth is

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similar to the downward-pointing triangle ofWater, but with a horizontal line through it. Thesymbol for Quintessence is a star.Each school of Elementalism has an approachbased on one of the “visible” elements (Fire, Air,Water, Earth) plus Quintessence, required by allfour schools to tame and control them.

The four Elements can be described with a staticsystem of relations, based on their “qualities”:Hot-Cold and Moist-Dry.

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However, Quintessence is considered the superiorelement, the one that breaks the stasis and turnseach Element into another Element, driving thisway the so-called “Rotation of Elements”(theorized also by Aristotle on Earth).In abstract, the application of Heat from theopposite pole by the virtues of Quintessencecauses Earth to lose its rigidity (Dryness) andbecome more flexible and liquid (Moist), whichmakes it Water. Further Heat decreases the Coldof the Water and increases its Heat, which makesit Air. When Air is Heated, its fluidity dries out,and it becomes rigid, which makes it Fire. Whenthe Fire becomes Cold, it loses its Heat andbecomes Earth again.Heat / Cold is therefore the active agent ofrotation, while Moist / Dry is passive.

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Each of the four schools has one opposing school,one dominated school and one dominating school,creating this way a perfect dynamic balance.

1) Fire is opposed to Water, dominates Air,as in presence of Air the Fire becomesstronger, but is dominated by Earth, as itsuffocates Fire.

2) Earth is opposed to Air, dominates Fire, asit suffocates it, but it is dominated byWater, as Water dissolves Earth and turnsit into a liquid.

3) Water is opposed to Fire, dominates Earthas it can dissolve it into a liquid, but isdominated by Air, as the blowing wind canevaporate Water.

4) Air is opposed to Earth, dominates Water,as the blowing wind can evaporate Water,but is dominated by Fire as Air makes Firestronger.

The consequences of domination and oppositioncan be found every time Elementalist spells, areaeffects or creatures clash with each other.In case of opposition, there is no clear way toknow who has the upper hand in that contest (forexample, Fire can evaporate Water, but Water canalso quench Fire: it depends on who is thestronger in a given situation), so a creature linked

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to a specific Element can fight normally a creaturesummoned by the opposing Element, with nospecific bonuses or penalties linked to relationsbetween Elements and the stronger will win. Thesame can be applied in general whenElementalists try to deal direct damage to eachother.

In case of conflicting and incompatible areaeffects from two opposed schools (for example, aFire Elementalist is trying to generate a firestormusing the Total Element Control (6) spell, while aWater Elementalist is trying to generate awaterstorm using the very same spell, then onlyone can prevail. In order to understand theprevailing area effect, add, for each Elementalist,MAGIC + Magic – Elementalism + 2D6 and thehigher value will prevail, while the lower will bedispelled. If the calculated values are exactly thesame, an explosion covering both areas will occur,dealing 2D6 magic damage to everybody andeverything in that area.If there is no direct opponent (maybe it is anancient area effect or a natural one…), then theDirector will set a target to be beaten by theElementalist in the same way, considering 15 a“standard” target that can be increased ordecreased depending on the specific situation.

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If an Elementalist is subject to an area effect froman opposing Element, no specific bonuses orpenalties are applied. If, instead of an opposition,there is a domination situation, the dominatingarea effect will prevail, while during conflicts(between Constructs, Elementals or Elementalists)the dominating Element will have a +1 bonus forevery relevant roll (including rolls to cast, to hitand to determine damage) and the dominatedElement will have a -1 penalty. Similarly, if anElementalist is subject to an area effect from adominating Element, a -1 penalty will be appliedto all rolls, while if it is a dominated Elementthere will be a +1 bonus.

ELEMENTALIST SPELLSPart of the spells list is shared (when Quintessenceaspects are more prevalent), part is unique of eachElementalist specialization.

Quintessence spells:- Elemental protection (1): the caster receives onlyhalf damage from magic attacks based on his/herElement (fire for Fire Elementalists, stones forEarth Elementalists etc.).The caster can safely touch and even walk onhis/her Element (from natural origin) for a numberof rounds equal to their Magic – Elementalist

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points, with no damage whatsoever.- Summon Minor Elemental Construct (2): thecaster can summon from some related matter thatmust be available in suitable quantity, a human-sized construct made of the matter of his/herElemental school (air, for Air Elementalists, waterfor Water Elementalists etc.), that will exist andfollow his/her orders for a number of days equalto the caster’s MAGIC + Magic – Elementalistpoints or until dismissed by the caster or untildispelled or killed. The construct has no properwill or character (it is just animated matter and itswill is the will of the caster), can communicatetelepathically (even at distance) only with thecaster, but can’t speak.The Construct has SKILL, STAMINA and LUCKscores equal to half the caster’s MAGIC + Magic– Elementalist points (rounded down).- Circle of Elemental Protection (3): the caster hasto choose an Element (Fire, Air, Water, Earth)when casting. A sphere of protection is createdaround the caster (at a distance, in meters, equal tohis/her number of Magic – Elementalist totalpoints) and moves with the caster: all creatureswithin this circle will not receive any damagefrom the chosen Element and no creature from thechosen Element can enter the sphere, as long asthe caster maintains concentration (s/he will be

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able to speak and walk, but won’t be able to castspells or run, for example) and nobody inside thesphere makes a physical or magical attack (in thatcase the spell ceases). Unless dispelled ordismissed by the caster, the circle of protectionwill be active for up to a round for a turn for eachof the caster’s MAGIC + Magic – Elementalistpoints.- Summon Elemental Construct (4): like SummonMinor Elemental Construct, but the Construct isone and half times as tall/big and has SKILL,STAMINA and LUCK scores equal to the caster’sfull MAGIC + Magic – Elementalist points.- Summon Full Elemental (5): like SummonMinor Elemental Creature, but the creature is aproper Elemental, as described in Out of the Pit,pages 44-46, with a proper will and characterindependent from the caster, although quite alien,as it comes from the relevant Elementaldimension.If the Elementalist maintains concentration, thespell duration can be extended indefinitely,beyond usual duration, but if concentration isbroken they become “lose” and often attack theElementalist that summoned them or whoeverthey can see around them, so it is better beingcareful.- Total Element Control (6): the caster can fully

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control non-living, non-magical mattercorresponding to his/her Elemental school, givingit any shape and any movement desired. This spellaffects all relevant matter in the radius of onemeter per each of the caster’s MAGIC + Magic –Elementalist points, for the same number of turnsand the effect moves with the caster. In that area,for example, the caster can model part of thematter as one Elemental Construct or two MinorElemental Constructs and, if they are destroyed ordispelled while this spell is still active, new ones(with full points) can be modelled again.Maximum speed of movement for the matteraffected is 100 metres per round and of course thecaster can be transported with it at the same speed.- Bind Elemental (7): this spell is like SummonFull Elemental, but the creature will be permanent(potentially eternal) until dismissed by the casteror dispelled / destroyed by somebody else. Onlyone of these spells can be cast on a specific dayand the total number of Elementals that a castercan control with this spell is equal to the caster’sMagic – Elementalist points. The binding can be astraightforward summoning or linked to a magicobject, scroll or rune and to an event (for example“if somebody enters this room”) or to a commandword to be uttered (in that case, repeating thecommand will banish the Elemental). Normally,

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Elementals bound to scrolls or objects do notcount towards the maximum allowed number ofElementals as previously described, but, once theyare summoned, any extra Elemental has to beconsidered “lose” and they will attack theElementalist that summoned them or whoeverthey can see around them.- Aura of Majesty (8): this spell, beyond thecaster, requires also a number of Elementalists (ofany school) to be cast (as a kind of ritual) andneeds to be renovated yearly (typically onCoronation Day), or it is ceases its action. Theeffect of the spell, if successful, is that the wearerof the Helm of Rimon will acquire every year acumulative reaction point when checking theloyalty of his subjects and the reactions from otherheads of states (this bonus can be used forimproving every roll mentioned in Holdings andDominions chapter of Heroes Companion, page33 and following).In order to see if this spell succeeds as intended,after checking as usual the success of the caster,there is another check to perform, i.e. the total ofMagic – Elementalist points of the otherElementalists (whatever school of Elementalism,but NOT counting the levels of the wearer of theHelm and of the caster) that take part to the yearlyritual must be added and checked versus the result

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of a 3D6 roll: if the roll is lower than the totalnumber of Elementalist levels, then the spell issuccessful.If the roll is equal or superior to the number ofElementalist levels or if the total is anyway 17,then the spell is not successful and all reactionpoints accumulated insofar are lost.Unless there is a new official wearer of the Helmof Rimon, the spell can only be repeated after onefull year.- Elemental Transmigration (9): the caster canbecome like an Elemental of his/her school,retaining his/her abilities (including Talents andSpecial Skills), but also with the abilities of theElemental, including the ability to travel into therelated Elemental dimension. For eachcharacteristic, the higher score between theElementalist and the relevant Elemental (see Outof the Pit, pages 44-46).Every time that this spell is cast, all otherElementals of the same school that are able to castthis spell become instantaneously aware of whoand where cast this spell.- Vortex of Discord (10): this is the most powerfulspell that any Elementalist can cast and isprobably the most dangerous as well. The casterneeds to have Special Skill points of at least twodifferent Elementalist schools to be able to cast

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this spell and for this reason it was seldom used inhistory. The effect of this spell is to create a magicvortex made of at least two Elements, wide at thetop ten metres for each Magic – Elementalist pointof each of the two (or more) Elementalist schoolschosen (added together) and tall twice as much.All Elementalists of the schools of Elementalisminvolved that are within the area of the Vortex ofDiscord are forced to fight each other as best asthey can, in rage and with no chance to avoid it.The Vortex can exist for a very long time and thespecific conditions for it to be dispelled aredecided each time by the Director during casting(see Island of the Undead Fighting Fantasygamebook for an example of dispellingconditions).This spell is, clearly, the perfect storm in a townlike Rimon and this is one of the many reasonswhy it is so difficult convincing a MasterElementalist to teach his/her style to a disciple ofanother school: it would be a massive risk!

Fire Elementalists spells:- Ignite (1): the same spell as in Magic - Wizardry,see AFF2 page 73.- Control Normal Fires (2): within a radius of onemeter for each Magic – Fire Elementalism pointsand for max one minute per each point or until

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concentration is broken, the caster can control allnormal (i.e. non-magic) fires (one for eachminute), by reducing them down until quenching,or by increasing their size and brightness (up todouble for each minute).- Fireball (3): the same as HOT (4) Magic -Sorcery spell, see AFF2 page 82- Wall of Fire (4): this spell generates a wall offlames, one foot thick, wide and tall up to thesame number of meters as the Magic – FireElementalism points of the caster. The volumewhere the wall is generated must be empty of anyobstacles. The wall of fire disappears after oneturn for each Magic – Fire Elementalism points ofthe caster.Creatures with SKILL lower than 7 will not beable to cross the wall of fire (if anyhow forced,they will burn alive), creatures with SKILL = 8will suffer 1D6+2 damages, creatures with SKILL= 9 will suffer 1D6+1 damage, creatures withSKILL = 10 or higher will suffer 1D6 damages.- Purifying Flame (5): this spell has the sameeffect of Fireball, but it does not cause any harmto the caster and related equipment, plus can neverdeal the minimum damage (in case, dices will bere-rolled), so it is common for the caster to cast itcentred on him/herself to get rid of close enemies.- Flaming tentacle (6): this spell manipulates an

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existing fire (at least big as a torch) by growing apowerful flaming tentacle that, from that fire,attacks a target victim and surrounds it, causingone D6 points of damage per round. The victimcan try avoiding being surrounded, by escapingwith a test of LUCK (damage on that turn will bedealt as normally), or s/he will be immobilized bythe tentacle and won’t be able to try escapingagain. If the speed of the victim is lower than thelength of the tentacle, s/he will have to keepsuccessfully escaping for a number of turnssufficient to allow him/her to run out of reach, stillgetting damage every turn.The tentacle is 20 metres long for each Magic –Fire Elementalism point of the caster and lasts forthe same number of rounds or until dismissed bythe caster. The caster, within the casting time, canswitch targets as often as s/he wants.- Rending Fire (7): any touched creature boilsfrom the inside due to an internal, magical fire anddies in pain from it unless it passes a test ofLUCK, in which case the creature loses half itsinitial STAMINA (rounded up) and the pain isstill so strong that it is not possible casting magicor doing any other action during the round whenthis spell is cast. If the creature is an undead, aconstruct or any other kind of creature that doesn’thave body fluids, this spell is ineffective.

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Air Elementalists spells:- Feather Fall (1): touched creature will fall slowlyand with no damage for three meters for eachMagic – Air Elementalism point of the caster.After that, if the creature is not on firm groundyet, fall will continue as normal and with normaldamage from that point on. Of course this spellcan affect the caster as well, but, if it is not cast atthe beginning of the fall but during the fall, therewill be a -1 penalty to the casting roll every threemeter fall before casting the spell.- Wind Blow (2): a powerful magic wind blast isgenerated in front of the caster, covering a radiusof three meters for each Magic – AirElementalism point of the caster and for a numberof seconds equal to his/her Magic – AirElementalism points. The area affected is half acircle, with the caster on the theouretical centre ofthe circle.Within this area dust, sand, dry leaves and otherloose objects will be blown away, reducingvisibility. All naked flames will be turned off andprotected flames (such as in lanterns) will have a50% chance to turn off as well.Giant creatures will not be affected, while Jib Jibsized creatures will be blown away for threemeters for each Magic – Air Elementalism pointof the caster. Intermediate sized creatures will

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suffer intermediate effects, with potential damagefrom flying objects, temporary blindness due todust, etc.- Fly (3): the caster can fly in every directiondesired for a round for each Magic – AirElementalism point of the caster at a speed ofthree meters per round. The caster must maintainconcentration while flying or will fall.- Tornado (4): the caster can generate in the placewhere he/she stands a tornado three meters tall,one meter of bottom diameter and two meters oftop diameter and for one turn for each Magic –Air Elementalism point possessed. The casterneeds to stay concentrated to push and move withhis/her hands the tornado at half his/her normalwalking speed. The tornado does not affect thecaster and does not break his/her concentration.Every object and creature of less than 50 kgweight touched by the tornado will be blown awayat 6 meters for each Magic – Air Elementalismpoint of the caster, in a random direction. Damagewill be as per fall rules. The area all around thetornado will be affected as per Wind Blow spellbut of course the affected area will be a full circle.- Chocking Cloud (5): from the caster an opaquecloud is generated with a total volume of onecubic meter for each Magic – Air Elementalismpoint possessed. The cloud will stay in place for

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one turn per each Magic – Air Elementalism pointof the caster and, with the caster’s concentration,will reshape itself as desired, but alwaysmaintaining direct contact with the caster and withthe minimum section of one meter by one meterthin (so it will not pass through very small gaps).All air breathing creatures within the cloud will beblind and chocking as per drowning rules. Afterexiting the cloud (if alive), the air breathingcreatures affected will pass at least the first roundjust breathing heavily and will continue doing sountil they will pass a SKILL test.Non breathing creatures are affected only by theblindness effect.- Control Winds (6): the caster can control windsin a radius of 25 metres for each Magic – AirElementalism point. S/he can control the winddirection and increase or decrease its “natural”speed of up to 40 km/h for each Magic – AirElementalism point, as long as concentration ismaintained (winds generated by this spell do notbreak concentration). If two (or more) AirElementalists cast this spell in the same area ofeffect, the higher in power (i.e. with more Magic –Air Elementalism points) gets control. If theyhave the same number of Magic – AirElementalism, the challenge is decided round byround, by opposed 2d6 + MAGIC + Magic – Air

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Elementalism checks.This spell can take control a creature made of air,that can avoid this effect with a LUCK roll, butneeds to retreat outside the range of the spell asquickly as possible.Once per turn the Air Elementalist can shape theflow of air like a “living tornado” (one meter tallfor each MAGIC + Magic – Air Elementalismpoint) with both SKILL, STAMINA and LUCKequal to MAGIC + Magic – Air Elementalismpoints (attack like a large creature, no armour indefense). The living tornado can be harmed onlyby magic or by causing the Air Elementalist tobreak concentration.- Control Weather (7): similar to previous, butwith one kilometer radius and with temperatureand moisture control as well. This way, moreweather effects can be controlled, such as:Good weather, that cancels bad weatherconditions (including tornados, etc.) but not theirlonger term effects, such as mud etc.Hot: walking speed is halved by the heat andmoisture on the ground (mud, rain, snow...)evaporates.Fog: visibility reduced to 6 metres. Rangedweapons almost useless.Snowstorm: visibility reduced to 12 metres(ranged weapons within that range have an extra

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-3 penalty to hit and damage), walking speedhalved.Rain: ranged weapons have -1 penalty to hit andcause damage. After three turns the land iscovered with mud, which halves walking speed.Tempest: the rain and wind is so strong thatcreatures not large can not walk and bigger oneshave their walking speed halved. Every round, ona double 1 roll on 2d6, a thunder hits, causing 3d6damages to the creature.Tornado: a “living tornado” is formed, as perControl Winds spell, but SKILL, STAMINA andLUCK are equal to MAGIC + Magic – AirElementalism points + 2.Strong wind: the wind prevents completely the useof ranged weapons, on the firm ground walkingspeed can be halved or doubled, on the seanavigation speed can be halved or doubled (alldepending on the direction of the wind), in thedesert visibility also drops to 3 meters.

Water Elementalists spells:- Rain (1): in a radius of ten meters and for 1/4 ofhour per each Magic – Water Elementalism point,a light rain falls around the Elementalist. Thisspell is obvioulsy effective only outdoor.If it is already raining, the effect is proportionallyaugmented in the affected area, while if the

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temperature is particularly cold, instead of rainthere may be snow. The rain has its normaleffects, for example it may produce mud, whichslows down travel etc.- Swim (2): touched creature can move in water atthree times its maximum speed in water, whateverits encumbrance. Please note that this spell doesnot grant also the ability to breathe underwater.- Liquid Form (3): the body of a touched creature(including, if present, equipment and clothes)becomes liquid for one minute per each Magic –Water Elementalism point. The enchantedcreature can direct its own movement at normalspeed (even underwater, with no breathingproblem and even on vertical surfaces). The liquidbody can't be divided, but can go through verythin passages, retains all its scores and abilities, isin all similar to water, so it is almost undetectablewhere there is water present (although of course amoving pool of water in the desert or a very damppatch moving quickly up a wall can be identifiedas not natural) and non-magical, solid weapon donot deal any damage.- Wall of Water (4): the caster can generate, withhis/her touch, an opaque wall of constantlyswriling water, one foot thick, wide and tall up tothe same number of meters as the Magic – WaterElementalism points of the caster. The volume

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where the wall is generated must be empty of anyobstacles, but can also be underwater. The wall ofwater disappears after one hour for each Magic –Water Elementalism points of the caster.If a creature wants to attempt to cross the wall ofwater, will automatically suffer one point ofdamage for each Magic – Water Elementalismpoints of the caster due to the high pressure of thewater. After suffering the damage, if the creaturepasses a SKILL test, then can cross the wall ofwater, otherwise is pushed back (and can tryagain, if still alive and willing).- Freezing Wave (5): a target within ten meters foreach Magic – Water Elementalism point of thecaster suffers one point of cold damage for eachMagic – Water Elementalism point of the casterand leaves the target covered by a thin layer of icethat will break only after a successfull test ofSKILL + Strength (if present), starting from theround after the spell was cast. While encased inice, the taget suffers one point of frost damage perround.- Control liquids (6): this spell affects a volume ofliquid (water, oil, lava, etc.) with a surface of 10square meters for each Magic – WaterElementalism point of the caster and a depth ofone meter for each Magic – Water Elementalismpoint of the caster. This volume of liquid can be

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raised or lowered or moved anyway sideways byone meter for each Magic – Water Elementalismpoint of the caster, carrying along watever is on orin the volume affected (such as boats, swimmingcreatures, etc.).The movement of liquids can last up to oneminute for each Magic – Water Elementalismpoint of the caster, then everything flows back tonormal.The speed of movement can be gentle andunharmful, or quick and dangerous (at maximumspeed a caster can cause up to one damage pointfor each Magic – Water Elementalism point). Thiscan be also against laws of physics, for examplegenerating peaks or holes on the sea, until thespell expires.If the spell is cast against a water creature or acreature under a Liquid Form spell, they areallowed to test their LUCK to avoid the spell.- Control Waters (7): this spell is the equivalent ofTEM (see Blacksand, page 10), but it only affetssurface waters (seas, lakes, rivers, undergraoundlakes....) and not winds. The surface affected is of100 meters radius for each Magic – WaterElementalism point of the caster.

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Earth Elementalists spells:- Dig (1): this spell is cast on a digging tool, suchas a spade, a pick or similar, that starts digging(earth or sand, but not hard rock) as per caster’sdesire at the rate of ¼ or cubic meter per round.The spell duration is one minute for each Magic –Earth Elementalism point and the Elementalistdoesn’t need to maintain concentration, except ifand when s/he wants to change the diggingdirection.- Earth’s tentacle (2): the caster can evocate atentacle (from any point in a radius 5 metres foreach each Magic – Earth Elementalism point) andcontrol a tentacle for a round for each Magic –Earth Elementalism point from a ground or floormade of earth, or sand, or rock, or stone (etc.)material (no wooden floors or similar). Thetentacle will be made of the material of the groundand can try imprisoning a target and hold it untilthe spell fizzles out (as a paralysis spell, but thetarget is conscious and can speak). The target canavoid the tentacle with a test of LUCK (but thetentacle can try again next round), or can breakout of the grip with a test of SKILL+Strength-4(the test can be repeated every round), or canphysically fight the tentacle as if it was a SKILL8, STAMINA 12, strong armour, creature.- Rock Punch (3): the caster animates a big lump

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of rock or earth (or similar), that takes the shapeof an enormous hand, that can move things orattack or defend for two rounds as the casterdesires. The caster needs at least 8 cubic metres ofrock or earth within a radius of 72 metres and theanimated, rocky hand is 4 metres long, 3 metreswide and 1 metre thick. The animated hand canattack and hits automatically anything withinmentioned radius, causing the same damage of alarge, unarmed creature (see AFF2, page 60) orcan defend the caster or any other target chosen bythe caster by creating a physical barrier that canabsorb a number of damages equal to the caster’sMagic – Earth Elementalism points multiplied byhis/her STAMINA.- Shaping stone (4): the caster can change shape toany existing piece of rock or stone up to one cubicmeter in total. If the caster has also Special Skillslinked to artistic abilities, then the results (whetherstatues, friezes, architectural details, etc.) can beartistically great, otherwise they will be alwaysquite rough, but still OK. This spell can create astone weapon or generate a door on a stone wall(or make it disappear!), or even a stone box. Ifthere are moving parts of a complexity higher thanthe hinges of a door or similar, then the caster hasto pass a test of SKILL (the Director can addpenalties depending on the complexity level) and

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if the test is not passed, the parts will not move.- Wall of Stone (5): this spell creates a verticalstone wall (60 centimetres thick) with a totalsurface equal to 10 square metres for each of thecaster’s Magic – Earth Elementalism points. Thevolume where the wall is generated must beempty of any obstacles and must have adequatesupport from the ground. The wall is permanent,but it can be dismissed by the caster, dispelled byanother caster, or physically destroyed.- Move Land (6): this spell affects a volume ofearth (but not rock or stone) with a surface of 10square meters for each Magic – EarthElementalism point of the caster and a depth ofone meter for each Magic – Earth Elementalismpoint of the caster. This volume of liquid can beraised (to create hills) or lowered (to create pitswhere there is no rock below) or moved anywaysideways by five meters for each Magic – EarthElementalism point of the caster per turn.- Rock (7): this spell lasts for five turns for eachMagic – Earth Elementalism point of the casterand during that time the caster can turnhim/herself (including all equipment) into anincredibly hard statue or rock of the type mostcommon in that area. Turning from rock to fleshand vice versa takes a round. In rock or statueform, the caster is immune by all non-magic

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damages and doesn’t suffer any damage from coldor heat, from gas or asphyxiation, even if they areof magic origin.

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THE PEOPLE OF RIMON

Like most ports, Rimon is inhabited by peoplefrom very different origins.The Low Town counts approximately 10,000inhabitants, about half of them natives fromRimon. The other half population is mainly fromnearby Halak and Arantis, but in part also from allother cityports of Allansia and Titan. The vastmajority are humans (including quite a few fromthe “savage” tribes), but there are other races aswell, including not only Elves and Dwarves, butalso Chervahs, Rhino-men, Trolls, Goblins,Birdmen, Ogres and Lizardmen!The High Town is inhabited by about 2,000people, over three quarters of whom are humansoriginally from Rimon. The rest are mostlydiplomats, rich expat merchants, Chervahs andsoldiers defending the High Walls. The strangerace of Chervahs is peculiar to Rimon and isalmost equally spread between Low and HighTown. They are often employed in state duties andseem to like formal occasions.

THE PRIMITIVE TRIBESOutside Rimon town live a number of primitivetribes that don't use fire nor metal: their tools andweapons are typically made of wood, stone and

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bone. An iconic weapon that they often use is theswordleaf: a long and very sharp leaf from aspecific plant that can be effectively wield as ashortsword for about a week, before it rots, losingits cutting edge. Other typical weapons that theyuse are blowpipes (with poisoned thorns), slings,spears, staves, bows, maces etc.They are perfectly adapted to the environmentwhere they live, whether forest, dry slopes, desertor ocean coast and, for example, know how twodifferent poisonous fruits eaten together canneutralize each other, allowing them to survive inthe wildest and most dangerous parts of the forest,where every single fruit is poisonous. Anotherwell known trick is obtaining rubber sheets fortransporting water from tapping particular treesand rubber hoses from the nests of some insectsthat build long tubular shelters for their colonies.The primitive tribes worship natural spirits andtheir ancestors, as well as the Beast Lords. For thisreason, before taking anything from theenvironment, specially animals, they ask for"permission" from the relevant Beast Lords withrituals that often involve self inflicted injuries as aform of sacrifice. When they die, they let theirbodies being consumed by the elements and"return" to the nature, freeing their spirit, whilethey think that trying to preserve the body after

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death (by mummification, for example) traps thespirit in this world, turning it into a ghost.They live in very simple and natural dwellings,often on trees or on stilts, in family groups. Asopposite to "civilized" inhabitants of Rimon, the"savages" have a female-centred society, wherewomen can have several husbands, study magicalpowers from nature and pay dowries to theirhusbands' families (usually ornaments and hunting/ war trophies, such as shrunk enemies' heads, ormagical trinkets). The different customs withregards to who pays dowries is probably one bigreason why there is no significant intermarriagebetween "savages" and "civilized" people ofRimon and the Pirates’ Coast. However, somedistant relation to this matriarchal society can befound in the behaviour of the noblewomen ofRimon.All "savages" as teenagers feel the compulsion toleave their families and wander around in order toprove themselves "worthy". During this time thetownspeople call them “questing savages”. In thisprocess many pass away, but the survivors can getreally powerful. They go adventuring on their ownin wild places they have never seen before or in"civilized" places, such as Rimon. Many joinpirate crews and some estabilished long lastingfriendships with other crewmembers, but usually

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they tend staying on their own, without speakingtoo much. However they are appreciated for theirability to work hard, know the signs of nature,find food in the wilderness and fight with greatfury.Questing savages usually dress with undyed cloths(often decorated with shrunk heads of theirenemies...) around their waists, while, once they"settle" (and usually get married) they use brightlycoloured patterns. The particular patterns and theircolour distinguish the different tribes and clans.Men usually specialize in fighting, hunting, forestfarming, tools and weapons construction, whilewomen specialize in gathering, weaving, taminganimals, food preparation / conservation (alwayswithout fire) and especially in magic, includingreproduction, that is considered one of the mostpowerful spells by that people. In fact, successful"savage" women are highly revered and oftenhave a very large number of children (and a fairnumber of husbands as well, as previouslymentioned).Primitive tribes may supply pioneers’ hamletswith fruits and vegetables, besides important rawmaterials for producing essences, dyes, medicines(or poisons!), silk, jewels, wild honey, pearls andseveral kind of intoxicating drinks, extremelyappreciated all over the world. They often avoid

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openly fighting the "civilized", but, if the naturalenvironment isn't respected enough by them, theyreduce the collaboration and the supply of theirgoods, especially the intoxicating ones that createdependance, putting this way pressure on thetownspeople. Rimon thrives on the commerce of“tribal goods”, so the relations with the"primitives" are taken seriously. In fact, there isno other signficant settlement outside Rimon. asthe "savages" are not keen on that, and there's noplan to change this policy.

THE MYSTERIOUS CHERVAHSRimon is the place where most Chervahs of Titanlive. They are humanoid creatures with roughlythe body size of a Goblin but the face of a childishElf with very big eyes. When meeting people fromother races, they introduce themselves with verylong and complicated names, before stating thatthey actually prefer being called just “Chervah”,even if, for example, for a Human would be verystrange to prefer being called just “Human”.Chervahs are cheerful, colourfully dressed, strictlyvegetarian people that is difficult to distinguishfrom each other, apart from the clothes. It isextremely difficult to notice the slightest sign ofageing on their faces and nobody ever saw afemale Chervah or a baby Chervah.

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Chervahs enjoy complex formalities, have verygood memory and for this reason they are greatemployees for the Rajah or for other importantpeople or institutions. However, they are prone toaccept bribes and, after receiving them, theyalways pretend nothing happened. In dramaticsituations they proved to be courageous, but ingeneral they hate violence and bad manners.They are a very old and magic race that originatedon ancient times and have major peculiarities:every so many years, every Chervah, feeling hisbody very heavy, withdraws to a safe, hiddenplace and undergoes a major body transformation:his skin breaks and he splits in two half-Chervahsthat retain all his past memories (although theoldest memories can get very hazy). In few hoursthe two halves swell and become two full andidentical Chervahs (although each of them is halfweight of the original specimen, of course) withthe same memories until the moment when theyseparated. This is the way they self-replicate andparpatuate their race.Several Kaynlesh-Ma scholars argued that allChervahs may be ultimately descendent from asingle creature, but in order to access their mostancient memories Chervahs need long, deepconcentration and even trances that can lastweeks, so not many Chervahs will help that

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investigation. However, they realize that they areall “brothers” and therefore they help each other,often “swapping” their places and their jobs whenin need (after all, they look exactly the same).They are free-willed individuals, but the memoriesof their “previous lives” are shared and the moredistant are their relations (i.e. their commonancestor), the more distant and hazy their commonmemories become.Chervahs are diligent, hard workers and love gold(that’s why they are always open to bribing, if theoffer turns up). According to some legend, theyare amassing their riches in some secret place fora future collective quest, but it’s impossible toconvince them to reveal any slightest detail oftheir plan and they also seem to be extremelyresistant to mind reading spells.While Chervahs don’t seem to follow anyreligion, sometimes one or two of them can befound hanging around the Shrine of Telak.Chervahs keep a low profile in Rimon (apart fromtheir abilities with bureaucracy and their memory)and very few of them can be found away fromArantis, so nobody really noticed that there are noold Chervah, no baby Chervahs and no femaleChervahs, apart from a few Kaynlesh-Ma scholarsspecialized in rare and odd races. They haveseveral theories about their collective quest:

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maybe they are building a massive, golden artifactfor obscure purposes, maybe in future they wantto buy Halak Sultanate with gold, maybe at somepoint they’ll reverse their multiplication patternand collapse into a single, semi-divine being,maybe they will stop multiplying and they’ll“evolve” into a super-powerful race capable oftaking over the continent… or maybe they willjust carry on as currently for as long as they can.There are plenty of guesses and theories aboutChervahs, but no real certainty yet.

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THE JUSTICE SYSTEM

There is no written law in Rimon, but there areseveral respected persons (usually related to theroyal family) that act as judges in public. Theyapply the rule of "the Will of the Rajah" or "theWill of Magir", that means that they judge as theythink the Rajah (or Lord Magir) would judge inthat case (i.e. often following the best interests ofthe Rajah, rather than "proper" justice).Of course the rulings can be sometimesambiguous or extravagant and they tend to favouranyway the causes of the nobles and wealthyagainst the destitute and the strangers. This way,as long as the indicted is sufficiently protected orrelated to the Royal Family (and pays the duetaxes), even piracy (or cheating, stealing,kidnapping, assassinating, etc.) may becomesomehow acceptable.Occasionally, a ruling of a judge proves to be verywrong, causing the judge to lose "face" andwithdrawing from the function, but it doesn'thappen often.

PIRATES AND PRIVATEERS CODESPirates and Privateers codes are not worlds apart,as there are subtle but meaningful differences.Every new recruit (willing or not...), after a brief

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trial period, has to swear loyalty to the code ofthat particular ship (or face the consequences!).Due to low literacy level, it is sometimes difficultto find somebody able to read the codes onpirates’ ships, but veteran mariners know them byheart. Pirates usually swear on a dead man's skull(although more exotic arrangements are heard of),while privateers usually prefer crossed swords.

This is an example of a pirate code: Every Crewmember has a vote in affairs of

moment and equal title to water andprovisions. Under scarcity conditions itmay be necessary, for the good of all, tovote for a retrenchment.

Seized valuabes and ransoms are to bekept in common until divided. EveryCrewmember to get one equal share,Captain two shares, Quartermaster one andhalf share, Mate, Boatswan, Artiller, Ship'sMaid and Officers one share and a quarter.Stealing from he common treasure ortrying to get more than due is punishedwith marooning or death.

No Crewmember can talk about changingtheir way of life (desertion) under penaltyof marooning, until there is enoughcommon treasure to share 500 gold coins

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each. At that time, the treasure will beshared and everybody will be able to gofreely on his own. Who will elect to stay inthe crew will have his/her share of thetreasure as private ownership and not incommon anymore.

The Captain may decide to share somemoney with the crew at certain times, suchas at arrival in a port, but in general thepirates' law is to be enforced: no prey, nopay.

Every Crewmember is to keep at all timeshis equipment and weapons in serviceableorders. Falure to do so outside quarters ofbattle is punished by flogging. Desertingthe ship and the duties in quarters of battleis punished by marooning or death.

No striking one another on board underpenalty of flogging, but everyCrewmember with quarrels has to settlethem on shore. If necessary, theQuartermaster will ensure a duel isconducted honourably.

Nobody is to be allowed on board withoutthe approval of at least an Officier, underpenalty of marooning or detention untilpayment of a ransom. This is also valid forCrewmembers' lovers and families.

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The Ship's Maid is not to be harassed inany way to avid bringing bad luck on allthe crew. Penalties depending on thedegree of offense, up to death.

S/he that sees a sail first shall have the bestsmall weapon found on it after capture.

S/he that shall have the misfortune ofbeing crippled in time of engagement shallbe compensated in proporton with 300gold coins per full limb lost, will be caredon board and disembarked in the first safeport but, if the common treasure is not yetto be divided and he is not serviceable onboard anymore, no share of treasure shallbe paid on top of the mentionedcompensation.

This is an example of a privateer code: His High Majesty granted the Captain a

letter of marque to fight enemies of theThrone and collect taxes from theavoiders, therefore the Captain has to beobeyed in all during service. The Captainand his Officers will decide allpunishments according to this code.

Every Crewmember has equal title towater and provisions. Under scarcityconditions the Captin may decide, for the

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good of all, a retrenchment. His High Majesty is granted his due share

of one tenth of all seized valuabes andfines first. The rest will be a commontrasure to be divided. The Owner of theship (if the ship is not owned by the crew)receives half treasure, the rest is divided inshares. Every Crewmember to get oneequal share, Captain six shares,Quartermaster four shares, Mate,Boatswan, Artiller, Ship's Maid andOfficers two shares. Minimum daily pay isthree gold coins for each share asexplained above, whether or not there is aprey to share, and above provisions andshelter, that are free when on sea but not ina port. If there is no prey to share, theowner of the ship has to pay, unless thecrew bought out the ship collectively, inwhich case no pay can be received.Stealing from he common treasure ortrying to get more than due is severelypunished. Stealing from His Majesty is amost severe offense.

All Crewmembers must receive theCaptain's permission to leave the crew.Leaving the crew without permission is aserious offence (desertion).

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Every Crewmember is to keep at all timeshis/her equipment and weapons inserviceable orders. Falure to do so outsidequarters of battle is a medium gravityoffence. Deserting the ship in quarters ofbattle is severily punished.

No striking one another on board, butevery Crewmember with quarrels has tosettle them under the judging of theCaptain, that may or may not allow themto settle the quarrel on shore. If theCaptain thinks it fit to resolve acontroversy, he may request theQuartermaster to ensure a duel isconducted honourably on shore.

Nobody is to be allowed on board withoutthe approval of at least an Officier, underpenalty of a medium to severe punishment.This is also valid for Crewmembers' loversand families.

The Ship's Maid is not to be harassed inany way. Penalties depending on thedegree of offense.

Gambling on board is a minor offence ifcommitted once. Repeated occurrenciesare medium gravity offences. Cheating is asevere offence.

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S/he that shall have the misfortune ofbeing crippled in time of engagement orperilous saling shall compensated inproportion with 150 gold coins per fulllimb lost. If the unfortunate Crewmemberinstead dies, the widow and the orphanswill be compensated with 150 gold coinsplus all other money insofar earnt by thedead. Protecting the widows and theorphans of the crewmembers honourablypassed away is a duty of honour for thesurvivors.

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THE LOW TOWN

The Low Town lies south east of the Rock ofRimon (i.e. on the side of the Bay of Elkor, awayfrom the open Ocean) and its crumbling wallsinclude the harbour. The Low Town is a veryancient dwelling built on a small stretch of landbetween the Ocean, the Rock of Rimon and theUron Heights.A small section of the external walls have beennicely rebuilt in stone during the early reign ofDosankan, but this activity is currently notpursued anymore, so hurriedly built woodenpalisades close various gaps in the walls. Thereare also minor walls cutting the Low Town insmaller sectors, but they are in even deeperdisrepair and houses often encompass them.The main access to Rimon is the harbour, that hasa fairly remarkable Harbour Master Office, as itswalls are decorated by thousands of sea shells in araimbow of colours, with an impressive effect.Unsurprisingly, the Harbour Master (name:Uulamrth, surname: too long and complicate toremember) is a Chervah, that will mention lots ofrules and regulations for not sharing informationon incoming and outgoing ships and captains, butwill become definitely more “customer oriented”if suitably bribed.

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Near the port are Merchants Warehouses and thefamous Caravanserai, where a fair share of thegoods for sale are likely to be stolen or fruit ofpirate / privateer activity. In the Caravanserai theysell plenty of food, especially fruit and fish, freshor salted, in barrels.Dwellings are sometimes built on flat lands, someother times they are perched precariously on thelowest slopes that lead to the High Town,connected by a spiderweb of stairs and alleys. Thepassages between buildings are mazes ofdwindling muddy alleys as there is no straightway, apart from the only paved one connecting thePort to the High Town, most Low Town buildingsare made of wood, often rotten, and there is anetwork of open sewers leading to the port.In the far past there used to be proper sewers, butin time new dwellings were built over previousones and only rarely new sewers were built. Now,below Rimon there is an extended maze offorgotten sewers and cellars, often used bysmugglers, as their network extends beyond thewalls and is therefore perfect for their activities.These semi-submerged passages, besides hugeswarms of rats and the odd Arantian Crocodile,are now also the home of a few Karkarus, viciousopen ocean predators that somehow found shelterhere and adapted to the disgusting environment.

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Places of interest:

The Port: the Arsenal, i.e. part of the portdedicated to the Navy (just five ships from theprevious pirate fleet of Rajah Dosankan, thebiggest of which is the Pride of Rimon) issheltered in a separate area from privateers,fishing and merchant ships that clog the other sideof the port, making docking in Rimon quite acomplicate and lengthy job. The (inactive)Colossus towers over the port entrance. Themouth of the port and of the arsenal can be closedto navigation by huge, magical chain.Low Jailhouse: just west of the port is the LowJailhouse, where common criminals are detainedand where it is possible to “hire” convicts asrowers. Often Judges hear common cases justoutside this building.Sorcerers’ Guild: a bit further away from the LowJailhouse is the influential Sorcerers’ Guild, wherethe most experienced adventurers buy potions andhire the services of proud sorcerers. A substantialpercentage of the members are Naval Sorcerers(see Blacksand, chapter 2).Adventurers’ Guild: a run down cottage not farfrom the better looking Sorcerers’ Guild, wherethere is always somebody seeking experiencedadventurers for outstanding quests.

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Apprentices’ Tree: a huge carob tree at the feet ofthe Rock of Rimon, under which people goes tohire apprentices and other sorts of “junior”employees. If characters are not experiencedenough for the Adventurers’ Guild, maybe theycan try here first.The Black Eel: a spacious inn just in front of theport. The owner is Guidon Allierté, but the placeis managed by his niece Leena and is very popularamongst sailors. Mass brawls are not uncommon,so the furniture is fairly battered, but normally thebrawls end up just with bruises, rather than seriousinjuries.Murak’s Fine Alehouse: a popular place for food,drink and singing. While Murak seldomremembers anything about even his most regularpatrons, a pretty, green eyed wrench memorizesevery little detail, but she regularly takes anegative interpretation of whatever she sees,always assuming the worst.Master Bard, Blacksmith: Master Bard owns aforge not too far from Murak's Fine Alehouse,where his apprentices are often seen. Master Bardis a very good smith, but enjoys as well a bit ofswordplay during breaks.The Monkey's Paw: a seedy drinking house in oneof the poorest parts of the Town, not far from thecrumbling external walls, with a shady-looking

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clintele and a landlord that looks like he would cutyour throat as soon as serve. The well-knownarcheologist Jerran Farr often visits this place.Thieves’ Guild: an underground cellar where thehandful of kingpins that rules the underworld ofthis town meets monthly and settle theirdisagreements according to their particular codeof honour.Temples’ Square: a place not far from the harbourand almost only visited by foreigners, wherereligious relics, articles and charms are sold.Around this square there small shrines of populardeities of Titan, such as Pangara, Hydana, Telakand Logan (the only one where it is likely to findsome people from Rimon besides foreigners).There are however much smaller altars, icons andstatuettes a bit all over the Low Town.The Amphitheatre: on the hillside of the Rock ofRimon, is an ancient stone amphitheatre, wherevery popular festivals are held. The best actors canhave such an impact on the audience, to influencegreatly the history of the town. For years Crannowas by far the crowd’s favourite, but, since heretired, nobody achieved his same heights yet, sohe’s sorely missed.War elephants stable and garrison: near the mostdirect way going from the High Town to the maintown gate facing north is an extensive area

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dedicated to the war elephants, an ancient symbolof power and the best trained part of the land armyat His Majesty’s service. It is the only armybarrack of the Low Town, as the rest of the armyis on the High Town.Work elephants stable: near a dedicated gate is anarea dedicated to work elephants, that are used forlogging and farming near Rimon.Town guards: the main Townguards barrack in theLow Town is on the way to the High Town, buttha Low Town is dotted with small town guardsbarracks, controlling the gates and variousneighborhoods. In case of major trouble they willring bells, use flag signals, fires and/or light signalto call for urgent reinforcements. Possibly, thebest patrolled position in the Low Town is theLow Gate, the only proper gate going from Rimonto the Uron Heights, although in the Low Wallsthere are some smaller, and usually welldisguised, passages and even more undergroundoptions.

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THE HIGH TOWN

The High Town is the place where the wealthyand the nobles (including the Rajah) dwell withtheir closest servants and most of the armysurrounded by marvellous gardens and wonderful,well spaced, buildings and monuments. The HighTown is built on a few different levels on the topof the Rock of Rimon and is surrounded byCyclopean Walls. It is not a secret that beneath thesurface there are ancient dungeons and hidden passages, but the exact knowledge of them is keptsecret. The roads of this part of the town are allpaved in stone and below them there is a wellmaintained underground sewage system, thattrickles down from stone gutters to the roofs of theLow Town! Near the top of the Rock of Rimon,not far from the Royal Palace (that will bedescribed in more detail below) is the fabulousLake of Rimon.Cyclopean boulder traps and fortified tunnelsalong the steep access road betwen Low and HighTown make the High Town virtually impossible totake with a land army, while in history the LowTown has been overrun several times. For thisreason the High Town is very ample compared tothe people actually living there, as in case of warit can accommodate the Low Town population.

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Places of interest:

The Lake of Rimon: it is the place where,according to the legend, Magir met the beautifulwoman called Rimon, originating the RoyalDinasty and the town itself. It is a magic place ofbeauty and meditation where a sacred wellbubbles from the bottom of the lake and wheredisrespectful behaviours will be treted extremelyharshly. The waters of Lake Rimon are consideredHoly Waters and can’t be contaminated, so in caseof siege they will be a permanent source ofdrinkable water. The waters of Lake Rimon, afterpassing by the Royal Palace, trickle down to theLow Town in a gentle and very scenic, rainbowcoloured waterfall.Water trickling from various places down to theLow Town make it quite a muddy place all yearround.The Black Pearl Inn: it is the most elegant inn ofRimon, usual customers being diplomats andvisitors of note. It is run personally by GuidonAllierté.Army barracks: this is the place where most of theland army dwells. The barracks are connected to asecret underground system that connects to theonly access road to High Town (and all its traps,collapsable bridges, etc). There is also a small

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tunnell leading directly to the War Elephantsstables, but hasn’t been used for many years. Theaccess to the tunnell network is protected by traps,magic and secret doors known only to highestranked army commanders.Birdmen's bastion: this bastion, towering over avery steep fall, is inhabited by a group of Birdmenattached to Rimon’s Army and by their families.They are descendants of Birdmen from Schinnthat allied with Rajahs from the Air Elementalists’party in the far past and became forever loyal toRimon, even when the crowned Rajahs are WaterElementalists. Culturally this garrison is fairlysmilar to the "savages" from the Pirate Coast (foresample with regards to the central role of womenin their society) and therefore they have goodconnections with the tribes, that they visitregularly. In fact, while on occasion they fought inbattles, historically their most important tacticalfunction is information gathering. This is anancient Birdmen colony, but they kept as wellsome connection with Schinn, from where theyoriginally came, exchanging visits and news fromtime to time.Grand Bazar: is where the most rare goods mayturn up for sale. The many stalls of Rimon'smarkets have much to offer a traveller, includingseveral mercants who have more unusual (and

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more expensive) wares, sometimes stored inwarehouses in quiet backways not far.Banks’ district: banks are special institutions, allbased in this part of the High Town: paying a 1%fee a month they will protect your gold. Only themost daring pirates and thieves will attemptrobbing a bank, as they are not only protected byStrongarms, but also by traps and other magictricks. In time of dire need they will swiftlyconcede hefty loans to the Rajah.Prisons-dungeons: while most commonwrongdoers end up in the jailhouse in the LowTown, this place of obscurity and fear is reservedto State prisoners and darkest secrets. Thedungeons are buried in the very Rock of Rimonand many dark legends and nightmares arecentered on this place of suffering. Nobody everopenly claimed to be able to escape from thishorrible place, although there are several legends.The Garden of the Valiant s: it is a memorialgarden for the courageous group (includingMarianna of Vynheim) that gave their life todefeat the Colossus (see historical notes). It is aplace where often Rajah Dosankan retreates tomeditate alone. The Garden embeds the much,much older Mausoleum of the Ancients.The Mausoleum of the Ancients: this is a small,ancient stone bulding above ground, surrounded

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by the Garden of Valiants. However, it is widelyknown that, beneath it, there is a scary network ofcatacombs dug deep in the darkness of the Rockof Rimon.The Mausoleum is partially open for "living"visitors only during the yearly Celebration of theDead and for Royal Burials. Even on theseoccasions, only its antechamber is accessible forlaying ritual gifts or noble corpses. At nextCelebration or Royal Burial, the antechamber willbe found completely empty of everything that waspreviously left there.High Cyclopean Walls: these ancient wallsencompass High Town and have niches where thedead defenders of Rimon that lose their livesfighting on the walls are buried. One of themagical properties of the Helm of Rimon issummoning their ghosts in defence of the town.However this magic was rarely triggered in hepast because the Raja that summons the ghostdefenders will become a ghost as well by thefollowing midnight.

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THE ROYAL PALACEThe Royal Palace sits on the very top of the Rockof Rimon, high over the port and the Colossus,that is used as a lighthouse. Its golden domesbrighten the town and warm the hearts of sailorscoming back home. In particular, at sunset it is avery remarkable spectacle.The Royal palace is surrounded by a fantasticgarden where the white elephant of the Rajaroams freely, followed by his mahout, and wherea big columbarium is constantly surrounded bymany doves flying around. In an hidden part ofthe garden, beyond walls of vegetation and magicwards, there is also a warehouse that was used byRefah for his secret experiments before leavingthe town and that now is kept locked, as it is(correctly) considered dangeous. The garden itselfis surrounded by a wall.Under the Palace, an underground lake can bereached, where a particularly powerful WaterElemental dwells. The water from thatunderground lake are actually the source of waterthat feeds the Lake of Rimon from underground.

THE ARMY AND NAVY OF RIMONThe Army of Rimon is located between the LowTown and the High Town.In the Low Town, the most relevant barrack (the

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Royal Army stables) houses 20 war elephants withrelated troops. The rest of the Army in the LowTown wears the townsguard uniforms, whetherthey guard the only gate, connecting Rimon withUron Heights, the crumbling Low Walls, of thesmall city barracks, outposts for fighting crimeand disorder.The Navy has its main bases in the Admiraltycomplex and in the Navy harbour, with a smallbut efficient Arsenal: the Royal Navy is made offive warships, including the Admiral ship, that isthe Pride of Rimon. On top of this, of course,there is the privateer fleet.There is also a small but important outpost in theBay of Flkor, where some Mermen scouts onSeahorses are constantly on patrol: they arerecent recruits due to Dosankan's "water friendly"policies.In the High Town, apart, of course, from theRoyal Palace Guard, there are the main Armybarracks and the High Walls guard, with the onlygates granting access to the High Town beingparticularly well guarded. There is also a bastionwhere the Birdmen garrison dwells.

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URON HEIGHTS AND PIRATE COAST

The immediate surroundings of Rimon arepleasant and green, with plenty of fruit trees,especially the famous pomegranites, often loadedin big quantities into long range ships to protectsailors from sicknesses due to lack of vitamines.However, a short stroll away from the Low Wallssoon leads to a forested wilderness that is theprimary source of the wood, chiefly cedars andpines, necessary for shipbuilding. Logging can beat times a bit complicated, as loggers are requiredto seek permession from the savage tribes thatoften, in return, require sacrifices or grantpermission to log in places difficult to access. Thesteep mountains to the north of Rimon are knownas the Uron Heights.North of the Uron Heights, along the Pirate Coast,there is a chain of smaller mountains that iscovered by verdant forests on the coastal side,while is rocky and dry on the east side, facing theDesert of Skulls. The ocean wind, besidesbringing precious moisture, also carved the coastalmountains into fabulously shaped buttes andmesas, sometimes very intricated and difficult toexplore.The unruly Pirate Coast and its maze of mangroveforest canals and tiny natural ports is an ideal

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hideout for pirates, whether from Rimon, Halak,Port Blacksand or any other nation. On the sea,their main challenge are Rimon's privateers (thatsometimes may turn a blind eye), while on thefirm ground the "savage" tribes won't let themexpand their coastal hideouts too much.Away from the coast, the western side of themountain range is dotted with tiny communities ofpioneers, living in very close contact with the"savages", learning from them forest farming orwhere precious stones and metals can be found increeks. These pioneering hamlets depend fromtheir good relations with the local tribes and arebuilt of perishable materials such a wood andwhicker, so that the forest will quickly reclaim thelocation when the hamlet is abandoned, leavingbehind no trace. In fact, these hamlets usually lastless than a generation, then are abandoned andnew ones are started somewhere else.These pioneering hamlets are the source of themost exotic goods that can be found at the marketsof Rimon.On the eastern side of the mountains that followthe Pirate Coast there are very few pioneershamlets, as the enviroment is harsh and goathearding (perhaps the only viable activity) is keptto a minimum by local primitive tribes. On the dryslopes there are some majestic palms that,

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properly tapped, produce a sweet syrup that can berefined into some of the finest spirits sold inRimon and around Titan. Damaging these rarepalms will surely trigger a violent revenge frommany pirates and privateers that are used to theexqisite (and mildly addictive) drink.Where the rocky foothills encounter the desert,there are the ruins of an ancient colony ofCaresepolis near the Caarth territory, later onconquered by the Djaratian civilization. It ispossibe visiting the rests of an ancientamphitheatre, called the Theatre of Gods, whereCranno, a famous former actor from Rimon,retired, seeking solitude together with his wifeCleonima, a princess of Rimon and priestess ofMagir that most of the time is shapechanged into asabertooth tigeress.Not too far, east of the Theatre of Gods, where theonly vegetation is scrubby bushes and succulentcactuses on the edge of a sea of massive sanddunes, there is a narrow, steep-sided gorge: asacred area that the primitive tribes want topreserve as pristine and therfore they'll ambushand attack with no warning every violator.Even deeper in the desertic area, in a land that isseldom claimed by the Rajahs of Rimon, is SpiritRock: a tall stone pinnacle between two sandyhills, with a massive boulder resting precariously

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on its top. A cave at the top of he rock is the placewhere Lopar, the dog-headed Shaman dwells.

TEMPLES FROM THE MISTS OF TIMEOutside the town walls lay lots of mysteries, butthe most puzzling is probably linked to theperiodic appearance of temples dedicated to BeastLords in the wilderness. The temples usuallyappear in areas of very thick vegetation, wherenobody noticed them before, or are discoveredafter landslides or powerful storms that displacethe sands of the desert.These temples, despite being partially in ruin, arestill run by priests dedicated to the relevant BeastLord and, besides the temple, there is always asmall village of devouts. The mysterious templesperiodically appear from nothing in the wildernessand after some time disappear, apparently withouttrace. Most scholars guess that the temples areactually from anoher world, in the minds of theBeast Lords, and they are somehow transportedfrom time to time to the world of Titan by the willof the gods.When a new temple appears, some devouts fromRimon, and some more from the pioneers’hamlets in the wilderness, feel a strong call to jointhe village near the temple. This is one of thereasons why that hamlets are often short-lived, as

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some of their inhabitants periodically leave themto join the temples.It is told that time flows at a different speed in thevillages near the mysterious temples. In fact, theysay that some of the devouts that joined them mettheir ancestors that joined many many yearsbefore but are still young.The temples and their activities are verymysterious and worrying. There is always atemple that can be reached, with some effort, inthe wilderness (sometimes two, when a new oneappears just before the previous one disappears).On 284 AC ("present time" for many FightingFantasy publications), a temple of the Toad-god issomewhere in the forests of the Pirates Coast andthere are rumors that a new one, dedicated to theCobra-goddess, just emerged from the sands ofthe western fringes of the Desert of Skulls.Some scholars in Kaynlesh-Ma formulated thehypothesis that Rimon itself originally appearedas a village connected to one of these temples(dedicated to Magir, of course), but then, insteadof disappearing after some time like all the others,it "stabilized" in this world. There is no hardevidence that this hypothesis is true or false, but ithas some reputation among the sages of Kaynlesh-Ma.

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RECENT HISTORY

Scholars disagree on many aspects of the ancientstory of Rimon, starting with its foundation, thathappened sometimes during the Old Times, butthere are no other known details widely agreed.Most people in Rimon will refer to the legend ofMagir and his love for a beautiful woman calledRimon, but there is of course no proof that this isthe truth and not just a nice legend.The people of Halak claims that Rimon wasoriginally estabilished as their overspill across theBay of Elkor, while the people from Rimon claimsexactly the opposite, which is after allunderstandable, given the open rivalry betweenthe two sea towns, but doesn't help historicalresearch.Here is the most recent history, widely agreed:

265 AC After several years of rule, Rajah Refah,tired of continuous accusations by Dosankan, hisyoungest brother, of being more interested on hisexotheric studies rather than on his duties, sendshim on a bogus diplomatic mission to the rivalcity of Kallamehr, just to keep him out of the wayfor a while. While being de facto exiled atKallamehr, Dosankan befriends Baron FelixBluestone of Kallamehr.

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271 AC As part of a magical experiment, Refahventures on the Western Ocean on a ship. It issupposed to be a pleasant half day trip, but apowerful tempest sweeps the ship away. On boardwith him is also his only daughter, Lady Carolina,still a child but already introduced to he cult ofMagir as customary for all princesses of Rimon.Rescuers from the town can't find the ship, leadingto anarchy in Rimon as there is no Rajah on theThrone. Far away, Refah and Carolina are the solesurvivors of the shipwreck on the uncharted andmysterious island of Orichalchis, where Refahkills the evil witch Sycorax, that was previouslymarooned on the island by her very own peopledue to her mis-deeds. Then Refah settles with hisdaughter on the island, where he finds a strange,pink ore with very peculiar magic properties, all tobe studied. He names this magic ore“Orichalcum”.Refah has no doubt that the tempest was actuallymagical and that the responible was his brotherDosankan, with the help of the WaterElementalists' party. It is a realistic guess, buthistorians are split on this specific issue.

272 AC Few months after the mysteriousdisappearance of Rajah Refah and Lady Carolina,another terrible disgrace hits the disarrayed town:

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the Curse of the Colossus. An incredibly tall andpowerful bonze golem, strong enough to defeatarmies singlehandedly, emerges mysteriouslyfrom the ocean and enters the town simply bywalking over the walls. Despite plenty ofconjectures and divination magic, nobody reallyknows the origin of the Colossus yet.Death and destruction follow swiftly, despite thebest efforts from local soldiers, wizards andheroes. The Colossus attacks everybody that iswithin the Walls and the souls of the killed turnimmediately into undeads that haunt the town, thatsoo becomes deserted.Most of the survivors escape to the nearby UronHeights and to Halak, where they are welcomedsympathetically by their rivals, others scatter allaround Titan, often becoming outlaws and pirates.The Colossus, once cleared the town from all theliving, takes permanent residence in it. Wordspreads out that, during the night, undeads leavethe ghost town of Rimon and haunt thesurroundings. Soon the Uron Heights are thereforeabandoned.Interrogation of oracles and communion withMagir by the noblewomen of Rimon indicate thatthe curse would be lift if a male desendant ofMagir enters the Walls and pronounces a veryspecific magic world known only by the golem. It

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is the name of the first thing that the Colossus sawafter its creation.Several heroes try unsuccessfully reclaiming thecity. Some powerful wizard try teleporting theColossus away, but they realize that it is immuneto teleportation. They try reading its mind, hopingto learn the magic word, discovering that it doesn'treally have a proper mind of its own, but is rathera semi-intelligent construct and therefore there isnot much to read.What is left of the Navy of Rimon targets theColossus with catapults a ballistas from the seaseveral times, but the golem stands with noproblem, even after taking several hits.Dosankan, aknowledging that it is impossible toovercome the Colossus, becomes a pirate andstarts a famous life of adventure across theOceans.

273 AC Marianna of Vynheim, during heradventures, rescues and befriends Cleonima,princess of Rimon and priestess of Magir, thatconfidentially reveals her the conditions for liftingthe curse of Rimon.

274 AC Halak is hit by some kind of curse thatturns red and poisonous the waters of the onysmall river providing fresh water to the town.

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Dosankan, at the time still a pirate, but stranded atHalak without a ship, after the Saber was sunk bya mysterious ghost ship, solves the problem andhis action rallies around him the refugees fromRimon.The Sultan of Halak, in order to thank him (andperhaps getting Halak rid of him at the sametime...), donates Dosankan a new ship,immediately renamed "The Pride of Rimon".

275 AC Marianna meets Dosankan whileadventuring and they fall in love. Marianna andDosankan study a plan to destroy the Colossusand gain the throne of Rimon back. They start aquest to find the resources required to challengethe Colossus. Crucial help will come from theRiddling Reaver after the rescue of his daughterAngelica from the Twice-Shy, a pirate ship.

276 AC Dosankan and Marianna get publiclymarried in Halak, surrounded by the extaticcommunity of refugees. The Sultan of Halakintervenes officialy at the ceremony and pretendsto be happy, but secretly starts a proxy war againstDosankan, as he's worried that the popular andnoble hero from Rimon is actually thinking abouttaking the throne of Halak. Nobody canirrefutably prove if his suspect was correct or not.

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277 AC Marianna and Dosankan can finally put inpractice their plan, after a lot of preparation. Firstof all, the Pride of Rimon demolishes a significantpart of the Low Wall using catapults, thenMarianna enters the walls through one of thevarious gaps just opened, attracting the attentionof the Colossus and the ghosts. Marianna, with herpriestly powers, protects herself from the ghostsand opens a bottle containing a magical fog, thatconfuses the Colossus, then she walks away,making sure that the Colossus chases her outsidethe crumbling Low Wall. Using five statuettesgiven her by the Riddling Reaver, Marianna trapsthe Colossus in a magic pentacle outside the LowWall.When the magic fog disappears, the Colossusrealizes that it is trapped outside the city, but itdoesn't know that the effect of the five statuettes isonly temporary. The only way to get free at oncefrom the special magic pentacle is by saying thename of the first object that it saw after itscreation, that is the very same word that wouldend the curse if uttered by Dosankan.The semi-intelligent mind of the Colossus has aglimpse of trickery as it says the word (the nameof a star that can't be seen from the hemispherewhere Rimon is situated) so quietly that onlyMarianna is close enough to hear it.

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Once free, the Colossus screams loudly andimmediatey attacks Marianna, trying to preventher to communcate the magic word. In themeanwhile, Dosankan infiltrated the townmagically fending off the undead attacks and isnow ready to utter the magic word as soon asMarianna communicates it, as this would end thecurse.Helped by a strong group of allies, despite heavylosses they manage to hold the Colossus, theghosts and dispell the curse, even if, at the verylast moment, the Colossus manages to throw ahuge stone at Dosankan, that avoids it by a wisker.The Colossus freezes, inactivated, the ghosts arerelieved of their curse and disappear, but thelosses are terrible. One of the many fallen, verysadly, is Marianna.Dosankan finds in the ruins of the Royal Palacethe Helm of Rimon, defeating the magic guardsleft there by Refah years before, and is acclaimedRajah. The bodies of the fallen are gathered andburied in what will be called "the Garden of theValiants”. The vast majority of the refugees inHalak comes back to rebuild their hometown.The inactivated Colossus will be later transferredover the port entrance as a trophy and alighthouse.

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278 AC Dosankan and Felix Bluestone sailtogether on a diplomatic mission to Femphrey(Old World), hoping to open new comercial routesbetween continents, but they encounter a greattempest and shipwreck on Orichalchis. Initiallythe tempest is natural and pushes the ship with theroyal flag of Rimon close to Orichalchis, thenRefah, seeing the flag and realizing that the fateafter many years was giving him a chance to getback what was his own, sends a powerful airelemental to ensure the shipwreck to happen.The survivors are separated and dispersed in smallgroups on Orichalchis beaches.Carolina, now a young woman, never saw a manbefore apart from her father and is full of awewhen she meets Felix Bluestone, alone and lost.Refah meets him soon after and Felix Bluestone,scared and confused, attacks him but is easilybested and jailed.Elsewhere in the island, a group of survivorsmeets Shararararan, a monstruous inhabitant ofthe island named like that to mock his constantranting (he used to be, unenthusiastically, at theservice of Sycorax and is now, with an even worseattitude, at the service of Refah). Shararararan,apparently scared by them, reveals that the islandis ruled by an evil wizard that keeps a fair maidenprisoner. He also says that he knows where the

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wizard lives, how to kill him and plunder hisriches and magical trinkets, so that they can claimthe rule over the island. They follow thesuggestion, but Refah discovers and traps themwhile they plunder a bogus treasure. LadyCarolina is even more surprised by the view ofthese other young men and unsuccessfullyimplores with her father to release them.Removed all other threats, finally Refah confrontswith Dosankan, that is wearing the Helm ofRimon, bests him but doesn't dare killing hisbrother that pleads his innocence. In this momentthe ghost of Sycorax appears and attacks frombehind Refah, that, after the fight against hisbrother is weakened and would succumb, but withthe help of Dosankan, he finally prevails.The two brothers speak for a long time, Dosankanaccusing his brother of abandoning his peoplewhen they most needed him and Refah accusinghis brother of treason. At the end of thediscussion, Dosankan hands over the Helm ofRimon to Refah.With the extra power granted by the Helm, Refahsummons Air Elementals strong enough to bringeverybody back to Rimon. There, with his greatsurprise, the people thinks he's a ghost and is veryscared.Refah, after visiting Rimon, aknowledging the

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great damage suffered by the town in his absence,how Dosankan rescued it against all odds and howhe is widely loved, decides not to claim theThrone back. He will just carry on with hismagical experiments discreetly.Using his cache of Orichalchum from Orichalchis,Refah creates a few pink sails that can powerflying caravels, then he builds and discreetly testshis first flying caravel (named "Ariel"). He dreamsof making Rimon the most powerful city of Titanwith this fleet of flying caravels and has enoughOrichalchum to build three more caravels (in hisplans to be named “Ceres”, “Iuno” and “Iris”) but,as far as it is known, he will never complete them.

279 AC Lady Carolina marries Felix Bluestone ofKalamehr, after a year of engagement. Somebodywhispered that Lady Carolina was very tornbetween the various man that she met onOrichalchis and that her father and the othernoblewomen had to sweat a lot to convince her topick Baron Bluestone, the best choice for thestate.Soon after, Refah disappears under misteriouscircumstances. Somebody whispers about adisagreement with Rajah Dosankan, but this is notconfirmed.According to some speculation, he may be still in

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disguise around Rimon (possibly under the nameof Lopar the Shaman?), or maybe he moved inincognito to Kallamehr area to stay close to hisdaughter (posing as Hammet the Dash? Or maybeas Enthymesis? Or even as the Healer ofGebaan?). Some other people whispers that Refahmade a demonic pact and relocated to the fortressof Mampang, but this sounds very speculative andmay be just politically motivated. Another guessthat seems quite reasonable is that Refah returnedto Orichalchis to continue his studies in peace.

280 AC After long studies and many tetatives,Rajah Dosankan manages to restore the Lake ofRimon, a magical lake that dried up during theYears of the Colossus. From the lake, that is in thePalace Gardens, a fresh river runs through theHigh Town and turns into a waterfall on the sideof the mounain. This is a measure of Dosankan'sincreased powers as a Water Elementalists and hisrising enthusiasm for his magical studies.Later on, during the same year, the wholeextended royal family and about half theinhabitantis of the High Town of Rimon wake upone morning as big insects. In the middle offollowing anarchy, a group of heroes discoversthat the curse is a mischief of the Riddling Reaverdue to the wrath of Logaan. A pilgrimage will

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bring to Rimon a sacred relic that will persuadeLogaan to remove the curse.

281 AC Lady Carolina discovers the existence ofthe Nine Staves of Water, lost magic items that,planted on the ground, no matter how desertic,generate a well of fresh water. She discreetly hiresadventurers questing for them, as she would liketo found new settlements in the driest parts ofKallamehr Barony by using the Staves to providethe necessary water.At the same time she starts transferring some CatPeople from Arantis and Darkwood Forests toKallamehr, after receiving an inspiration fromMagir in her dreams.

281 AC a long forgotten group of EarthElementalists of royal blood, led by the wizardAlbaruk, attacks Rimon. First of all they unleashan earthquake that causes the collaps of theColossus, blocking the port. With the Royal Navycut off, the Earth Elementalists can easily landnear Rimon with a small but determined army ledby powerful Earth Elementals, and quicklyoverrun the Low Town. The Earth Elementals areleading the surprise assault on the High Town andthe Royal Palace when Albaruk notices that awarfleet left Halak and is directed to Rimon,

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temporarily unprotected, and orders theinterruption of the attack. Albaruck then gets theColossus restored in his position, allowing thewarflet of Rimon to defend the port.This way the attack from Halak is aborted (theSultan will declare that he wanted to bring help toRimon, but not many will believe him) and alsothe attack of the Earth Elementalists have lost alladvantage, so they retreat.They proved to be powerful as well as honourableenemies: will they come back in future?

282 AC All the Royal Family and over half theinhabitants of Rimon wake up one morning ashuge insects! No magic seems to have effect onthis bizarre occurrence and eventually it turns upthat Logaan is infuriated with Rimon because Hehelped fighting back the Colossus (there was toomuch order in town with the Colossus around!)and nobody gave Him thanks, so He decided tohave some fun by causing this mess!A group of adventurers will go on an extravagantpilgrimage all around Allansia and bring back toRimon a Holy Relic of Logaan, convincing themischievous god that, after all, things in Rimoncan be put back as they used to be. There are otherplaces where He can have fun!

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283 AC Baron Felix Bluestone of Kallamehr startsbehaving strangely, as if progressively becominginsane. Later on it will turn out that ConaNundrum, aka The Riddling Reaver, is behind thisplot that will cause lot of grief to Lady Carolina.

284 AC is referenced as the present time for thisGazzetteer and many other Fighting Fantasypublications.On Seaday 22nd of Winds, the Pride of Rimon issunk by pirates.

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CHANGE HISTORY!

You may have heard countless times phrases like"the past is history: you can't change it". Well, asa Director of adventures on the world of Titan youCAN actually change history as you like! Do youwant Marianna to survive the Colossus? Do youwant to see Lady Carolina married to somebodyelse? Do you prefer Rajah Dosankan to be ahorrible monster instead of a hero? Of course youcan!Just run the following adventure outlines that youmost fancy and don’t be afraid if there aredifferent endings!They are all adventures related to the recenthistory of Rimon, starting after the fall of Rimonto the Curse of the Colossus.

- A Pirate hideoutMarianna hires the playing characters to infiltratea pirate hideout that she previously spotted alongthe Pirate Coast and free the prisoners. Inexchange she provides them with the indicationfor opening a secret wall hiding a treasure"somewhere in the basement of the hideout". TheDirector may or may not want Marianna to takepart to this adventure.The hideout turns out to be built on several levels

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and the pirates (based on the higher levels) are justa cover up for a secret, foul Fishmen cult thatmakes human sacrifices down below.In the lowest levels there is also a huge, poisonousjellyfish, venerated by the cult as a demi-god, thatwith its poisoned stings can make human mindscontrollable (that's how they managed to controlthe pirates). Careful body check of the pirates metat the top levels may in fact reveal under theclothes a few jellyfish stings with small gelsachets attached, while in middle levels thecharacters can found humans with most bodysurface literally covered by jellyfish stings, to thepoint that they became mindless creatures, likeliving zombies.Human and Fishmen cultists feed the jellyfishwith human sacrifices captured by the pirates andone of the prisoners ready for sacrifice isCleonima, a princess of Rimon and priestess ofMagir, that later on will become a close friend ofMarianna.

- The Tigers of RimonThe characters enter the crew (mostly fromRimon) of a pirate ship called the Sabre, under thecommand of daring Captain Dosankan. They learnabout the life on a pirate ship, including the piratecode previously described.

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Their first assault is an easy one: a merchant shipwith too few guards to be a real threat. While athick fog falls, the Sabre goes to Fire Island andhids the booty (precious silk), then they go aftersome complacent merchants from Port Blacksandfor selling the goods. When they come back theycan't find the goods and therefore they can't closethe business, amidst many accusations andsuspects (and perhaps fights). Few days after,probably unnoticed, the precious silk appears inHalak's markets.The Sabre goes back to the sea and pillage anothermerchant ship (probably this time betterdefended). This time they hide the booty near ahidden natural port of the Pirate Coast, once againwhile there is a very thick fog.The story will repeat until the characters willpropose something different (perhaps they canstay with the booty while the rest of the crew isgoing away, looking for a buyer, or some othersubterfuge or trick.Their goods are getting regularly stolen and re-sold in Halak by the Alchemist Haddar of Halak,that has a bag of fog and makes an ointment thatallows clear sight with fog. This way, with afishing boat be identified, protected by the fog, theplaces where booty was hidden and then cameback later to pick it up and re-sell it in Halak.

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- The Ghost ShipThe characters are still at the orders of CaptainDosankan on a pirate ship called the Sabre, when,during a night, a sunken ship emerges from theocean, surrounded by eerie lights: a ghost ship!The Captain of the ghost ship was a necromancerand, during a tempest that was seriouslythreatening his ship, he sold his soul to a demon inorder to go back to his beloved one. The demonaccepted the deal and the Captain and his crewwent back to their port of origin, but the girlwasn't there anymore: she run away on anothership.As a consequence, the captain and his crew arenow cursed: they became the ghost ship and wenton a ghost life of assaulting ships in the hope offinding the Captain's beloved. If they can't findher, they will sink the ship they assaulted.The ghost ship is fundamentally un-sinkable andthe ghosts can only be fought back temporarilywith normal means, but, searching the Captain'scabin or other parts of the ghost ship may providegood hints about their curse. Communicating tothe ghost Captain the destiny of his beloved willmake the ghost ship follow the indicationsprovided or, perhaps, disappear forever, removingthe curse.

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- The River of BloodHalak is a strange town: all lands surrounding it,probably for some reason linked to geology, arefull of dangerous things, such as geysers, acidpools, sulphorous smokes, poisonous ores and thelike. This may be good for Alchemists, that arepresent in town in fair numbers to harvest thesedangerous ingredients (every day somebody getsin trouble, trying to collect that stuff, by the way),but is pretty bad for the rest of the population, asmost fresh food needs to be taken to Halak by seaand there is a single, small river providing fresh,clean, drinkable water to the town. All othersources of water are more or less poisonous.It is therefore a disaster when this only source ofclean water is found, one morning, red andpoisonous. Clearly the river has beencontaminated by a red, poisonous ore. The city ison the verge of panic, as it looks like a curse thatcan undermine its own existance. The communityof expats from Rimon is especially saddened asthey know how hard it can be to leave your home.Dosankan asks the characters to investigate hecauses, while he tries to avoid panic and anarchyspreading. Some inhabitant of Halak murmurs thatthe curse is a retribution for welcoming in townthe exiled from Rimon, that follow blasphemouscults, putting lots of pressure on the expats.

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The characters may want to follow the river andits branches uphill, facing chemical danger, ormay want to investigate the market in Halak,checking if red, poisonous ores have been sold inexceptionaly high quantities or low prices. Theymay also try checking on smugglers secretlymoving goods from outside to inside the walls.The incident in fact comes from some poisonous,red ore being mined underground where a branchof the river passes. With some exploration thecharacters may find the entrance to anunderground lake where a group of Orcs istreating excavated sediments to collect some red,poisonous ore for an alchemist that hired the Orcs,as he's collecting as much of that red ore aspossible, for some mad project.After clearing the small mine the problem will besolved in relaively short time, as cleaner waterwashes the red one.The Sultan of Halak, in order to thank him (andperhaps getting Halak rid of him at the sametime...), donates Dosankan a ship, immediatelyrenamed "The Pride of Rimon".

- Calling for helpThe playing characters enter the crew of anotherpirate ship: the Twice-Shy, under the command ofCaptain Threearms, so called because he actualy

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has three arms due to the effect of a mis-cast spell.That is quite uncommon, for a pirate, as usuallythey lose limbs!Before entering the crew of the Twice-Shy, thecharacters receive a message with a riddlewarning them not to drink beer on board.Captain Threearms is exceptionally cruel anddispotic with his crew, starving them and makingthem work night and day, but the crew seems toobey without question. In fact, Captain Threearmssecures the obedience of his crew, even beyondusual, throught a magic beer that he "generously"shares with the crew and that (hopefully) thecharacters will avoid.The Captain is unhappy with his current luck, ashe seems to miss all rich cargo ships andencounter only empty ones or with plague onboard, so he is furious with the ship's Maid thatdoesn’t bring enough good luck. Against thepirate code, he takes the Ship's Maid, Angelica, tothe bilge and locks her with magic chains beforehiring a new Ship's Maid: Marianna of Vynheim!The characters, hopefully not yet under control ofthe Captain, see the Maid disappearing withoutexplanation and realize that the Captain is againstall codes so they will hopefully warn Marianna,just hired as the new Maid. Together they mayfind Angelica in the ship (there are many magic

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guards and traps in the parts of the Twice-Shywhere they are not supposed to go), but they can'tfree her due to the powerful magic chains: she willtell them to go and ask her father for help, as he'llbe surely able to rescue her.Her father lives in the jungle between Arantis andthe Snakelands, a place quite out of hand and fullof head hunters, marsh wraiths, mutant lizardmenetc. In fact the father of Angelica will turn out tobe no less than the Riddling Reaver! Finding himin the deep jungles won't be easy and, once toldabout his daughter, he will reward Marianna withfive enigmatic statuettes, that in future will provecrucial to remove the Curse of the Colossus.The Riddling Reaver will free his daughter on hisown and seize the Twice Shy for his future uses.

- The Fight of the ColossusAll heroes, once acquired sufficient experience,help Dosankan and Marianna in their finalconfrontation with the Colossus as explained withplenty of detail in the historic section.

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- The Curse of the Ashen HeartThe adventurers see their end coming some way(for example, during the previous adventure spentfighting the Colossus, the huge stone thrown at thevery end was on course to hit the characters, andperhaps even Dosankan himself!) but at the verylast moment time seems to stop and a strange, softvoice offers the heroes survival and evenimmortality, in exchange for their souls.As the characters accept the deal, they becomeunconsious and, when they wake up, they are stillalive, but mirrors don't reflect their imageanymore. If they investigate this fact in libraries orby talking to sages, they will find out that they areprogressively turning into Vampires because they

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made a deal with Lamashtu, worshipped asgoddess by Vampires. They can get their soulsback only by defeating Lamashtu before theirtransformation is complete.Lamashtu was originally an evil woman that livedin the very far past and that, to please the darkdeities, amidst many other horrible actions, burnther own heart to ashes! She was rewarded for thisaction with undeath, or immortality, as herworshippers prefer calling it. Were a priest tobless the ashes, however, she would becomemortal again.Lamashtu organized her cult on Titan around four"capitals": on Allansia there is a southern capitalin Rimon (recently established), a northern capitalin Port Blacksand and two other capitals in Khuland in the Old World. Unknown to many, in eachcapital there is one part of her ashen heart.The secret hideout of Lamashtu's undeads inRimon is in the Mausoleum of the Ancients,because during the Curse of the Colossus theundeads could come and go from the Mausoleumas they pleased as the Colossus would attack onlyliving beings. They took possession of theMausoleum of the Ancients with no problem, butfor feeding they had to go as far as the UrionHeights, that, as mentioned, were thereforeabandoned during the years of the Curse.

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The characters will have to find access to theMausoleum, infiltrate the Vampire society, findthe ashes, get them blessed, convince the Vampiresociety to be introduced to Lamashtu in person,then defeat her, or at least her presence inSouthern Allansia, and finally be cured fromVampirism.

- The Island of the Dark SorcererThe characters are sailing to Femphrey asbodyguards or councillors with Dosankan, Rajahof Rimon, and his old friend, Felix Bluestone,Baron of Kallamehr, to open new trading routes,when they are caught in a terrible tempest andthey shipwreck on an uncharted island(Orichalchis).The characters find themselves, after losingeverything and everyone else, on a barren beach.They are approached by a deformed creature,Shararararan, that tells them that a cruel sorcererkilled his mother and enslaved him and a youngmaiden as well, preventing her from seeinganybody. Will they help him?See the history of 278 AC and then find out howthis adventure may (or may not) progress thistime.

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- The Staff of WaterLady Carolina, through a proxy (Hammet theDash and/or his apprentice Dappa, that will be indisguise and will not reveal her name, just callingher "the Oracle of the South"), hires the charactersto recover a long lost artifact, that will allow herto start new settlements in the dry areas ofKallamehr. It is one of the Nine Staves of Water.This is a good opportunity for a diversion awayfrom Rimon.

- Refah's workshopExplore Rajah Refah workshop after Rimon isgoverned by Dosankan: there will be for sure lotsof magic traps and guardians, but also a cache ofOrichalchum ore and a, perhaps, a magic caravelready to fly!

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By the way, most things in his workshop will beimpossible to understand and use without Refah'snotes from his favourite meditation tower, in theBay of Elkor, with even more traps andguardians...

- Monkey jobA monkey steals the Helm of Rimon from thehead of Dosankan (he's definitely gettingslower...) and the characters have to bring it backbefore the news become widely known, andhopefully by next public hearing! For sure someother member of the royal family will try seizingthe opportunity...This is an opportunity for a fun adventure on theroofs and on the steep slopes of Rimon.

- The Claim of AlbarukAdventure abstract: see historic section (281 AC).The characters will be involved in the historicassault, one of the few that realistically threatenedthe High Town, after the Colossus.

- The MetamorphosisThe whole extended royal family and about halfthe inhabitants of the High Town of Rimon wakeup one morning as big insects. In the middle offollowing anarchy, the characters may discover

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that the curse is a mischief of the Riddling Reaverdue to the wrath of Logaan, that was neverproperly thanked for his great help in the fightagainst the Colossus.Unless the characters prefer joining the fight forpower, Logaan will be persuaded to remove hiscurse if a sacred relic will be bought to Rimon.The pilgrimage will involve lots of riddle solvingand sometimes will look ridiculous or random (forexample, the direction of the pilgrimage will beindicated for a long while by somebody's nose:this way, everything he will turn his head for anyreason, the pilgrimage will have to follow him),some other times straightforward dangerous and atthe end it will lead to Shazâar where the relic mustbe won and brought back to Rimon as soon aspossible, before anarchy will lead to utter disaster.Logaan, now pleased with Rimon, will looksomewhere else to deploy the Riddling Reaver.This could be of course a connection to theadventures The Dreaming Sands and The RiddlingReaver.

- The sinking of the Pride of RimonThis historic ship will be sunk by pirates onSeaday 22nd of Winds in 284AC.Who are that daring pirates? Where do they comefrom? Why did they attack?

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- Death bed confessionsRajah Dosankan gets sick and nobody seems to beable to cure him. In his death bed he says that hebelieves Lady Marianna actually had a child fromhim well before they managed to get back Rimon,and begs the characters to go questing for him.It may turn out that the child (son or daughter?) isbeing risen by some famous sage (Yaztromo? PenTy Kora? The orphanage where once wasMarianna?) or by some other unexpected people,or maybe there is no child at all!The characters should be able at this stage to getthe child on the throne (if he exists and is male)and become his tutors or, maybe, if there is nochild, one of the characters may discover to be oflong lost royal blood or get a marriage that relatesthem with the royal family and allows them tobecome Rajah.There will be the usual fight between theElementalists parties and the characters this timewill be involved on one side or the other.

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OTHER ADVENTURE IDEASFollowing short adventure ideas can be set in thenear future and some of them a bit any time!

- Death's apprenticeIn Rimon there is a huge carob tree under whichpeople goes to hire apprentices and other sorts ofemployees. Once, even Death came to take up ayoung apprentice...This can be a funny initial adventure...

- Out of characterOne morning, everybody in Rimon wakes up in adifferent body (another “blessing” from Logaan?)- The temple of the Toad godConvert and adapt the Temple of the Frog godadventure by Dave Arneson, perhaps placing theValley of he Ancients in the steep sided gorge socarefully protected by the local primitive tribes.

- The return of AlbarukAfter the first assault few years ago, Albaruk andhis Earth Elementalists are planning to comeback!They are probably the only ones in history thatcame so close to conquering the High Town, butluckily this time the characters have a chance tostop them early.

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- The Vortex of DiscordA foreign merchant is selling a very rare scroll,alegedly with casting instructions for the Vortexof Discord, a very complex incantation that cancause intense strife between all elemental magic-users within a huge area, bickering and arguingincessantly, gradually turning to actual violenceand even murder (see Elementalist magic section).If this is true, it could be the end of the rulinghouse of Rimon!

SUITABLE GAMEBOOKS CONVERSIONSThe following gamebooks may be suitable, afterconversion into RPG adventure, to be played aspart of a campaign centered on Rimon:- City of Thieves: a very young Marianna isactually the adopted daughter of the Mayor ofSilverton, under a false name...- Seas of Blood: this pirate adventure is probablymore suitable for the years of exile away fromRimon, when many citizens became pirates andwere hired alongside the most cruel crews.- Demons of the Deep: this pirate adventure underthe sea can be introduced about anytime.- The Curse of the Mummy: this adventure isperfecty suitable to be played after RajahDosankan is back to power, after defeating theColossus and restoring the town, at least in part.

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NOTABLE NPCs

DOSANKAN, Rajah of Rimon, Admiral, WaterElementalist

SKILL 11STAMINA 22LUCK 11MAGIC 3MAGIC POINTS 12Talents: Fleet footed, Hawkeye, Status, Survivor,Swashbuckler, Lightning Strike, Weaponmaster

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Special Skills: Magic – Water Elementalist (3+3from the Helm of Rimon), Sea Lore (2), Swords(5), Seafaring, Arantis Knowledge, LeadershipNotable objects: the Helm of Rimon, Scimitar +3,Bracers of Defense +2

Rajah Dosankan is a famous adventurer andpopular hero (and also a reckless pirate, for a longwhile) turned Rajah.The people still love him wholeheartedly, even if,after successfully claiming the throne, he's justinterested in his magical studies and doesn'tmeddle with commoners and old-times comradesas he used to. Before becoming Rajah he wasmostly a warrior / warlord character, but now he'smore of a (average) Elementalist.

Magic properties of the Helm of Rimon:+3 levels of Elementalist, call on the ghosts of thepast defenders of the Walls that have been buriedin niches in the walls (but then the Raja dies bymidnight), possibility of casting the Elementalists'spell "Aura of Majesty"

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MARIANNA OF VYNHEIM, Spouse ofDosankan, Priestess of The White Lady

SKILL 9STAMINA 18PROVIDENCE 11MAGIC 4Talent: Survivor, Crack Shot, Swashbuckler,Trapmaster, LuckySpecial Skills: Magic – Priestly (The White Lady)(4), Bows (3), Swords, Seafaring, Knowledge ofPort Blacksand, Religion Lore (2), Knowledge ofSabak, Leadership, Dodge, Sleigh of Hand,EtiquettePriestly Powers: Heal, Ward, Cure Poison /Disease, Signature power: once a day the Priestesscan telepathically hear the call of a person in need

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of succour or can send a call for succourNotable Objects: Bottle of Fog

Marianna of Vynheim is a beautiful lady from icy-cold Northern Allansia, with fair skin, blonde airand ice-grey eyes. She is probably of barbarianblood, but nobody knows for sure, as she wasfound as an abandoned infant by a wanderingPriestess that soon after took her to the Monasteryof the White Lady in Shabak.She grew up in the orphanage as a strong bodiedand strong willed girl, unruy and rebellious. Whileshe learnt well the way of worship taught at themonastery, she couldn't stand the strict disciplineand escaped when she was still a young girl. Shemust have traveled extensively and sufferedduress, as a few years later she was found livingthe hard life of the rogue in Port Blacksand. Fromthere, she started a daring life of adventure,mostly around Southern Allansia, sometimesdrinking and gambling with the worst cut-throaths, some other times invited by monarchs tothe most formal balls, always at ease in everysituation and full of steel determination.During her adventures she met Dosankan and fellin love with him. Later on she was instrumental inputting him back on the throne, although thiscosted her life.

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REFAH, Rajah of Rimon, Air Elementalist

SKILL 6STAMINA 16LUCK 8MAGIC 12MAGIC POINTS 36Talents: Attuned, Arcane, Natural Mage, MagicalResistance, Focus, StatusSpecial Skills: Magic – Air Elementalist (6), AirLore (3), Knowledge of Rimon, Knowledge of theIsland of Orichalchis, Knowledge of the propertiesof Orichalchum, Aircraft DesignNotable Objects: Staff of the Learned (it is alsoProspero's Focus), Cloak of Long Sight

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Rajah Refah is a flamboyant Air Elementalist, oneof the best casters ever of his school. Once apowerful Rajah, he was shipwrecked on the Islandof Orichalchis for several years and he used thattime to study a strange ore that he calledOrichalchum, that has uncommon magicalproperties and is also very malleable. For manyyears he dreamt about building a fleet of flyingcaravels for Rimon, but, shortly after the marriageof his daughter Carolina with Baron Bluestone, hedisappeared and nobody knows where he is norwhat he's up to.

CAROLINA BLUESTONE Baroness ofKallamehr, Princess of Rimon, Priestess of Magir

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SKILL: 5STAMINA: 12PROVIDENCE: 10MAGIC: 5Talent: Blessed, StatusSpecial Skills: Priesty Magic (Magir), ReligionLore (2), Law, Throws (2), AwarenessPriestly Powers: Magir Signature Power (tigerkinship), Shape Change, Commune, Heal

Lady Carolina is a young and beautifulnoblewoman. She is married to Baron FelixBluestone of Kallamehr, that she met onOrichalchis when she was still very young,shipwrecked there for years. She is seen withmixed feelings in Kallamer, as she's nice and goodnatured, but many suspect about her every time apirate ship from Rimon seizes a merchant shipfrom Kallamehr (an occurrence that is not rareenough). Lady Carolina, however, after hermarriage always worked to strengthen the powerof Kallamehr.Lady Carolina quite often sheds the finery of herstatus, swaps with one of her handmaidens andtakes personal action, adventuring as a veiledwoman dressed with a comfortable leather tunic,eight throwing knives at her belt and an "Eye ofMagir" stone hanging from her necklace.

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THE COLOSSUS

SKILL 14STAMINA 100Up to four attacks (punches or thrown boulders)or a single fire attack (45 degrees cone of flames,30 metres long)

This huge bronze golem (approx 20 metres tall) ofunknown origin is human shaped, but has fourarms and can spit fire. It is immune to teleport andto all spells that affect the mind. Each turn it canregenerate up to 100 points of STAMINA, whichmakes it a most powerful opponent, that defeatedwhole armies.For more information, see the history section.

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LOPAR THE SHAMAN, Sage

Lopar appears as a human with the head (and, inpart, the hands) of a dog.Since when he was young, he was always insearch of knowledge and he used to search alsothe ancient ruins in the Desert of Skulls. Once hestirred the spirit of a High Priestess of Sithera andhe suffered her curse, before being able to banishher from the world of the living. Now he lives in a

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cave on top of Spirit Rock.Lopar the Shaman is a powerful magic user and,above all, a great sage, but, before sharing hisknowledge, he challenges the knowledge seekerwith a riddle and will help only if the riddle issuccessfully solved.

GARIUS OF HALAK, Captain of a pirate ship

SKILL 10STAMINA 20LUCK 12Talents: Fleet footed, Hawkeye, Survivor,Swashbuckler, Lightning Strike, Weaponmaster,

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AmbidextrousSpecial Skills: Swords (5), Seafaring (2), ArantisKnowledge, Leadership, Brawling, Dodge,Awareness, Disguise, Sleight og Hand, Disguise,Secret Signs

Garius of Halak is the Captain of the pirate shipDeath's Head. He was born on Moonsday 5th ofHiding, 243AC and learnt his pirate craft in theservice of Captain Bartella before becoming hisown master.His reputation for attacking any vessel that hebelieves contains gold or precious cargo,whosoever that cargo may belong to, has bred fearand terror amongst those that would sail the seasof Allansia. This is inclusive of other pirates whois known also to have attacked.It is believed that his secret hideout is on thePirate Coast although this vague description doeslittle to narrow the range of possibilities. For thosethat would wish to find Garius, a better optionwould be to visit one of the numerous taverns inHalak's Docklands Quarter.Garius of Halak is fearsome, but also goodhumoured and respects honour and valour, so thathe sometimes offers to hire his enemies that showthese qualities. He has a very long standing feudwith Dosankan, starting when Dosankan was still

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a Pirate like Garius: despite many roughencounters (as pirates and as Captain pirate andRajah – once Garius was even imprisoned inRimon, but managed to escape) they respect andhonour each other, someway.

GUIDION ALLIERTÉ, Master Innkeeper,Ringlord

"Laughing" Guidon Allierté is the proprietor ofsix taverns in cities on the west coast of Allansia,including two in Rimon, three in Halak and theinfamous Black Lobster Tavern itself in Port

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Blacksand, which is run by his nephew Halron.Apart from the Black Pearl, in High Town Rimon,that is frequented by people in very high position,all other Allierté taverns are run by his relativesand widely frequented by known pirates andoutlaws but are rarely troubled by the Militiaunless an exceptionally violent brawl breaks out,raising the common belief that the cities'authorities are complicit in their seedy activities -or, sometimes, even active participants!They are invariably useful places for adventurersto visit, however, since there is always anopportunity to make money in such places,whether by gambling, finding work, or paying thebarmen for information about the richestmerchants expected to arrive in the harbour…Guidon is a secret member of a network of spiesthat works behind the scenes for the ladies ofroyal blood, which he wholeheartedly respects fortheir selfless services for Rimon. For this reasonhis inns are dislocated in critical areas forgathering information useful for the town.Guidon runs personally the Black Pearl Inn, inHigh Town Rimon and, in his heart, he preferspirates and outlaws rather than diplomats andnoblemen, as in his experience pirates are morereliable, honourable and less dangerous!

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JERRAN FARR, Archeologist

SKILL 7STAMINA 12LUCK 10Talents: Learned, Light SleperSpecial Skills: Swords, Orienteering, Archeology(4), Ancient Languages (3), Knowledge ofArantis, Knowledge of the Desert of Skulls,Knowledge of the Djaratian civilization,Mapmaking

Jerran Farr is an archeologist (considered mad bymany) with a passion for the Djaratiancivilization, now buried deep below the dangerousDesert of Skull.He can be sometimes found in the seediest inns ofRimon, trying to raise funds or hire adventurersfor his escavation campaigns in the desert. He can

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provide lots of knowledge about the Djaratiancivilization and perhaps, if the right price isoffered, even some interesting artifact.

JULIUS LECARTE, Traveller and Adventurer

SKILL 9STAMINA 15LUCK 9Talents: Armour Trained, Survivor, AnimalfriendSpecial Skills: Swords (2), Blowpipe (2), Bows(2), Poison Lore, Mapmaking, InterrogationTechniques, Knowledge of Arantis, Knowledge ofThe Snakelands, Sneaking

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Julius Lecarte is an adventurer and trader famousfor roaming all Southern Allansia in search of hisexplorer father Tadeus, together with Snag, his petsaber-tooth tigress. He is a personal enemy of allLizardmen, as they captured and enslaved his lostfather. Julius can be a great surce of informationand news from Southern Allansia.

ROSSNAGA, aka SNAG, Princess of Rimon,Priestess of Magir

SKILL 8STAMINA 10PROVIDENCE 9MAGIC 6Talent: Blessed, StatusSpecial Skills: Priesty Magic (Magir), ReligionLore (3), Throws (2), Awareness, Acrobatics,Orienteering, Knowledge of Arantis, Knowledgeof The Snakelands, SneakingPriestly Powers: Magir Signature Power (tigerkinship), Shape Change, Commune, Heal

Princess of Rimon and Priestess of Magir, usuallyencountered in the shape of a sabre-tooth tigress atthe side of her husband, Julius Lecarte, as in latestyears she doesn't like to stay in human form.

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While questing with her husband, she also collectssome intelligence for her hometown.

CRANNO THE GREAT, Legendary Thespian

Cranno is a short figure who dresses in plain greyrobes and wears a mask with grotesquelyexaggerated features. The middle-aged, balding,grey-haired man is a former super-famous actor,who has retired in search of solitude, protected byhis (alleged) pet Sabre-toothed Tigress, Cleonima.He will use his acting ability to scare whoeverdisturbs him, but he's actually not a dangerousman.

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CLEONIMA, Princess of Rimon, Priestess ofMagir

SKILL 9STAMINA 8PROVIDENCE 9MAGIC 5Talent: Blessed, Status, Fleet FootedSpecial Skills: Priesty Magic (Magir), Awareness(3), Acrobatics, Knowledge of Arantis, MagicLore, Religion Lore (3)Priestly Powers: Magir Signature Power (tigerkinship), Shape Change, Commune, Heal

Cleonima is actually Cranno's wife, but sheusually prefer staying in tiger shape (she is in factanother Princess of Rimon and Priestess of Magir,that allows her shapechanging), and never leaveshis side. She is enjoying her retirement as well,after many years of adventure and intrigue, butshe's also aware that Cranno can't really take careof himself in dangerous situations.Lady Cleonima is an old friend of Lady Marianna,that she introduced to Dosankan many years ago.

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DON HUAN FERNANDEZ, Knight of Vastille

SKILL 7STAMINA 7LUCK 3

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Don Huan Fernandez is a poor, mad knight thatscouts he area north and north east of Rimon (asfar as the Desert of Skulls, in fact) hunting, withhis over-rusty sword and his starving steed, forimaginary and less imaginary evil enemies, suchas demons and giants. His lunacy is evident, buthe behaves honourably, as a noble knight.He's followed by a fat and coward squire calledGordo. Don Huan Fernandez and Gordo can be a funnybreak during a gritty campaign and may provideuseful information, although confused by DonHuan's peculiar vision of reality.

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READY MADE HEROES!For your convenience here are provided a fewready made heroes, so you can start youradventures in Rimon immediately, if you want.

HERO NAME: Bivotar

RACE: HumanDESCRIPTION: PirateAGE: 17M/F: Male

SKILL 7STAMINA 14LUCK 11MAGIC 0MAGIC POINTS 0

Bivotar grew up with his hyperprotective auntybetween the ports of Rimon and Halak.His parents were pirates (or corsairs) for all theirlives and they haven't shown for a long while, soprobably they are dead. Bivotar's aunty just passedaway as well and the landlord didn't take muchtime before kicking him out of home, so Bivotardecided to follow his parents' "career".

TALENTS Swashbuckler

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SPECIAL SKILLS Sea Lore, Rimon Lore,Religion Lore, Swim, Swords (2), Climb (2)WEAPON SabreARMOURSPELLSEQUIPMENT Backpack, Rope, Hook, Potion ofStaminaGOLD 5PROVISIONS 2NOTES

HERO NAME: Juranda

RACE: HumanDESCRIPTION: AdventurerAGE: 22M/F: Female

SKILL 7STAMINA 16LUCK 10MAGIC 0MAGIC POINTS 0

Juranda grew up in Silverton and then moved toPort Blacksand when she decided to become anadventurer instead of inheriting her parents' shop.

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She showed a lot of ability and determination,holding her ground firm in Port Blacksand, but indoing so she killed a Troll guard and therefore hadto move again, this time to Rimon, to avoidfurther trouble with Lord Azzur's city guards.

TALENTS Armour TrainingSPECIAL SKILLS Old Allansia Lore, SilvertonLore, Religion Lore, Swords (2), Armour, Con (2)WEAPON SwordARMOUR Leather Cuirass, Small ShieldSPELLSEQUIPMENT Backpack, Potion of Stamina,Lantern & OilGOLD 3PROVISIONS 1NOTES

HERO NAME: Anaik

RACE: HumanDESCRIPTION: SavageAGE: 16M/F: Male

SKILL 7STAMINA 16

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LUCK10MAGIC 0MAGIC POINTS 0

Anaik is a so-called "questing savage", a youngman that left his tribe, deep in the forest, in orderto wander around and prove himself "worthy".Anaik knows everything of forest survival: canfight with a swordleaf and find food even in theparts of the forest where everything appears to bepoisonous, but is very naive when it comes tohaving relations with other persons outside hisfamily. Maybe he doesn't speak much for thisreason.

TALENTS Survivor (Arantian Forests)SPECIAL SKILLS Forest Lore, Arantis Lore,Swords (2), Spears (2), Climb, SneakingWEAPON Swordleaf, Wooden SpearARMOURSPELLSEQUIPMENT Potion of StaminaGOLDPROVISIONS 2NOTES

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HERO NAME: Leareth

RACE: ElfDESCRIPTION: WizardAGE: 158M/F: Female

SKILL 5STAMINA 10LUCK 9MAGIC 6MAGIC POINTS 18

Leareth was one of the last Elves still inhabitingthe North-East Arantis village of Relmiriel, orGreenhome, as the Human shepherds that replacedthe Elves, as the forest progressively gave way tograssland, call it. All her relatives and friendsalready went either to deeper, quieter forests orwandering around the world, so eventually, shedecided to move as well, and chose to goadventuring.Leareth is well aware that adventures are full ofdanger and that, while she can perform someimpressive, flashy magic, she has to be verycareful to avoid enemy blades, but curiosityproved to be stronger than fear, insofar.

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TALENTS AttunedSPECIAL SKILLS Magic – Wizardry (2), Magic– Minor, Forest Lore, Staves, Second Sight (2),DisguiseWEAPON StaffARMOURSPELLS Entertain, Spark, Flash! (1), Open (1),Counterspell (2), ESP (2), Invisibility (4)EQUIPMENT Backpack, Potion of MagicGOLD 10PROVISIONS 2NOTES Can see in the dark

HERO NAME: Dorfus Hilltopper

RACE: DwarfDESCRIPTION: MercenaryAGE: 69M/F: Male

SKILL 7STAMINA 18LUCK 9MAGIC 0MAGIC POINTS 0

Dorfus grew up in a mining settlement and later

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on decided to see the world outside and provehimself. He joined a distant relative that wasworking as a mercenary and he moved from job tojob for quite some time, but has been deployedperhaps too often just as a sentry.Dorfus is a strong and fearless warrior, butperhaps a bit too grumpy, sometimes.

TALENTS StrongarmSPECIAL SKILLS Underground Lore, SmithLore, Strength (2), Axes (2), Bows, ArmourWEAPON Battle Axe, CrossbowARMOUR Leather Cuirass, Small ShieldSPELLSEQUIPMENT Backpack, Lantern & Oil, Potionof StaminaGOLD 10PROVISIONS 2NOTES Can see in the dark

HERO NAME: Bleram

RACE: Rhino ManDESCRIPTION: BodyguardAGE: 25M/F: Male

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SKILL 8STAMINA 17LUCK 8MAGIC 0MAGIC POINTS 0

Bleram parents during all their lives werebodyguards for rich merchants of Rimon and hegrew up in the job. However, recently he's gettinga bit bored of it and may look around for a bitmore action.Short-tempered and unimmaginative, Bleram canbe a dangerous encounter, but, once the bond offriendship is tied, he can become a very preciousally.

TALENTS Thick Hide (Medium Armour), Horn(Medium Weapon), StrongarmSPECIAL SKILLS Polearms (2), Brawling,Awareness, Trap Knowledge, Rimon LoreWEAPON PikeARMOURSPELLSEQUIPMENT Backpack, Lantern & Oil, Potionof StaminaGOLD 10PROVISIONS 2NOTES

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HERO NAME: Doriana

RACE: HumanDESCRIPTION: PriestessAGE: 22M/F: Female

SKILL 5STAMINA 10LUCK 9MAGIC 6MAGIC POINTS 16

Doriana is a bizarre lady, with long, black hair andlong, black robes. She skulks the roads with herstaff, cats always following her, and superstitiouspeople seem to pay her a lot of respect, althoughsome whisper that she is a witch. She is instead aPriestess of Meehar, the Cat Goddess, and shelikes using subtle ways to control people.Doriana likes wandering around, with nopermanent house, and on the way she often findsways to benefit whoever helps her and punish whomisbehaves.

TALENTS FamiliarSPECIAL SKILLS Magic – Priestly (Meerar) (2),Magic – Minor, Staves, Religion Lore (2), Rimon

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Lore, Allansia LoreWEAPON Staff, KnifeARMOURSPELLS Attraction, Pied Piper, Meerar SignaturePower (cat kinship), Shape Change, Commune,HealEQUIPMENT Backpack, Potion of Magic,Lantern & OilGOLD 8PROVISIONS 3NOTES Doriana is always followed by her blackcat familiar

HERO NAME: Koorya

RACE: HumanDESCRIPTION: RogueAGE: 18M/F: Female

SKILL 7STAMINA 12LUCK 12MAGIC 0MAGIC POINTS 0

Kooriya grew up as an orphan in the rough

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harbour area, often alone and with no protection.Nevertheless, with strong determination, shefound a way to survive and now she can be a veryuseful addition to any party of adventurers.

TALENTS Light SleeperSPECIAL SKILLS Allansia Lore, Rimon Lore,Religion Lore, Knives, Sneaking (2), Sleigh ofHand (2)WEAPON KnifeARMOURSPELLSEQUIPMENT Backpack, Lantern & Oil, Potionof LuckGOLD 8PROVISIONS 2NOTES

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