Of Mice and Men
(Featuring a cast of rats (both human and animal), giant rats, ratlings, and wererats)

The Great Families and Current Events

Spinning the Web of Intrigue

The Jaddurdoser Family
     A wealthy trading family operating out of the fair city of Hardur's Hill. It has old roots, largely forgotten, and is now known mostly for its large wine and cloth trading concerns. It was founded almost 200 years ago by the greatly honored kingsman Taratun Jaddurdoser. He was a guard captain and saved King Bramahew's life from an assassin's arrow, for which he was granted the hand of the niece to the king, Lady Eowen, and made a lesser noble. Unfortunately the fortunes of the Jaddurdosers fell with Bramahew's and they fled after a coup by the Council of Lords displaced him. They retreated to a small patch of land in the west, suitable only for vineyards, and sold most of their finery for the means of life. After three generations they were almost totally forgotten, being far removed from court, and bankrupt. However, the great-grandson of Taratun began to cultivate the land and sell the wine he produced. With careful wit he became a well-to-do trader and with his profits his son eventually was able to buy herds of the local long-haired goats. These goat pelts he sold, along with wine, for greater fortune and was eventually able to buy guild status as a merchant. His son, Talthus, chose to move the family away from the ancestral home in the Hage Downs and closer to the heart of trade in the west, the growing city of Hardur's Hill. The last two generations have added by small steps to the family fortune and expanded the trade routes. Talthus II, current head of the family and with no male heirs, has bought interest in sea ventures and owns three trading gallons with eyes to further expansion. The family fortunes are strong, but he is a dreamer and would like to see the family rise in prominence again. But with no son to carry the family name his only hope would be through an advantageous marriage of some noble to his daughter, Mellien. Their current family crest is a quartered white field with deep purple grapes on the upper left and a sheaf of bright yellow cloth in the lower right. Their original crest was a blue field with a white helm, shield, and eye in an inverted triangle on the center.

The Vidolen Family
    The Vidolen are a politically powerful and old family, but their fortunes are on the wane. Poor investments and lost military campaigns have drained their treasury and left them weakened. They are true nobles, tracing their ancestry back to the founding of the First Empire and they were among the chief instigators of the formation of the Council of Lords which overthrew King Bramahew almost 180 years back. However, Hayius Vidolen the Fifth (head at that time) was unable to seize the throne as he planned during the ensuing chaos. Since then, his family has participated in the machinations for more power in the Council of Lords (which has replaced the king as the governing body), but no significant change of power or fortunes has occurred since the last king's death. Now, with the death of Council Head Jaraspur Belehe and the growing senility of the Frathmor patriarch (Andiras Frathmor), the current Vidolen head (Gragius the Third) sees a time to rise to Council Head and perhaps to renew the institution of Kingship in himself. But he needs a powerful, and above all rich, ally in order to purchase mercenaries and bribe the proper parties. And the easiest way to gain the needed funds is through the large dowry he would gain by marrying his son, Vedric V, to the daughter of a rich minor noble or guildsman. Gragius III will not chance failure by making a bid for power without the support of a strong alliance or a large militia. Their crest is a black field with a four fleur-de-lies.

The Haridas Family
     The Haridas is one of the newer noble Families. They were one of the few neutrals during the rise of the Council of Lords and have maintained political neutrality for the majority of conflicts since then. This has been an abiding policy with them, and most of the patriarchs of this Family see as a choice of survival or possible defeat. As such, they have not grown in power or influence, but remained a minor power. They are moderately wealthy and involved in spice trade from the Dry Sea. The current head of the Family is Sarento Haridas. He is an older man who carefully considers his moves and deals. He has a young daughter name Jaraquen who is of marriageable age and Sarento is looking for a suitable match to strengthen his Family. Their crest is a green field with a white tree

The Corlak Family
     The Corlak rose as Knights Errant during the end of the First Empire and their loyalties were transferred readily to the new Emperor as soon as it became clear that the old Emperor was no longer on the winning side. The Corlak are characterized by their loyalty to the strongest party in power (whoever that may be), and have forged and broken many alliances in their history. Having received official recognition as men-at-arms near the end of the First Empire, they have maintained an inordinately large personal militia even during times of peace. They have been shown to be strong allies and grave enemies; and they have been both to nearly all of the current Great Families. Thus they are regarded with wariness and suspicion even while being courted for their might. They were instrumental in providing the soldiers necessary to defeat King Bramahew's Royal Guard and personal militia during the rise of the Council of Lords, and we strongly allied with both the Vidolen and Garagan Families at the time, though they have not maintained an alliance with either to the present day. It is thought that under the current Duke, Dariad Corlak, they have begun to change their position from one of supporting the strongest to asserting leadership themselves. Dariad, a young man of 33 (rumored to have killed his father, the previous patriarch) and a constant schemer with his aide-de-camp and chief assassin the Viscount Carnot, has set a greedy eye upon the position of the Council Head and is expected to use his military might (since he has been unable to raise support for his bid for power with his family's history of double-cross) to try to assert control by destroying whichever family is first to gain the upper hand for the desired position. But he cannot face down the combined armies of the Council of Lords if they all stand against him (an unlikely occurrence since they all plot against each other) so he wants some insurance. He is also determined not to make a wrong move by showing his cards too early, so he is pretending to play a waiting game even as he moves behind the scenes. Their crest is a golden wolfhound rearing on a red shield, with crossed sword and axe above it.

Names of Other Important Families

The Backstory
     The Head of the Council of Lords, Jaraspur Belehe, has died mysteriously and left a power vacuum. The heads of the Vidolen and Corlak Families see the opportunity to rise to the position of Council Head (other Families are conspiring in the wings, but are less powerful or focused) if they can act quickly. Vidolen needs money to raise a force against challengers to their claim. To this end, Gragius III has arranged to quietly marry his son Vedric V to the daughter (Mellien) of Talthus Jaddurdoser II, the head of a rich merchant Family . But he cannot allow his son to marry a commoner, so he must have proof that these Jaddurdosers are of the original noble Jaddurdoser Family line and are thereby a viable bloodline. To insure this, he has demanded to see the original Jaddurdoser family crest and signet ring by the night before the wedding is to take place (five days hence). If the Jaddurdosers cannot produce the items by then, the wedding is off and a less profitable but more proper marriage will take place to the daughter (Jaraquen) of the Haridas Family. Therefore the Jadderdosers are anxious to see the marriage go through (which will allow them to reclaim their status as a noble family) and the Haridas are desperate to see it fail (in order that they may benefit from an alliance with the Vidolen Family). The Haridas have had servants watching what the Jadderdosers do and who they contact. Additionally, Corlak knows that once Vidolen has the necessary funds for a mercenary company, he will present the most influential and problematic claimant to the Council Head position. Without the claim of Gragius III, the other Great Families have only weak offerings and Corlak can easily grab power by destroying the first claimant foolish enough to expose themselves by trying to take the position. Therefore, it is also in the interest of Dariad Corlak to keep the Vidolen and Jaddurdoser families from allying (he doesn't consider an alliance of Vidolen and Haridas to pose as significant a problem). To this end he has dispatched Viscount Carnot to prevent the recovery of the Jaddurdoser crest without raising too much suspicion. Carnot, a wererat (unknown to Dariad), has employed his Ratling minions to spy on the Jadderdosers and to burrow into the Jaddurdoser crypt and recover the crest and ring (he doesn't have the crypt key and wants the disturbance to remain undetected if possible).

The Missive
     When the characters are staying at an inn in Hardur's Hill they are, separately or jointly, sent a missive from the Merchant Jaddurdoser requesting their aid in a task of great importance. He requests they discretely arrive at his residence on Whitestone Lane after sunset that evening if they are willing to listen to his proposal. If the characters try to find out about the Jaddurdoser Family they will be told they are a rich merchant family well placed in the guild and trading mostly wine and fine cloth. Further research (through contacts, carousing, bribery, etc..) may reveal in turn: (a) that there is no male heir, only a daughter; (b) rumor has it that the Jaddurdoser daughter will be quietly married to the eldest son of the Vidolen Family; (c) the Jaddurdosers have some claim to the old throne and that together the two families will be strengthened for a bid for it or for the position of Council Head.

     Barring any shenanigans, the characters will be received quietly at the iron gate of the Jaddurdoser's fine mansion that evening (they will be turned away if they arrive at any time before sunset by the footman). Any characters actively looking for prying eyes or people shadowing them may (with a successful Ale Test required for each) notice: (a) a slightly hunched figure muffled in a dark grey cloak watching the front of the Jaddurdoser's mansion from an alleyway across the street (This is a Ratling spy and thief named Garnash, in the employ of Viscount Carnot); or (b) a dark-haired man in a finely made but plain green tunic and white hose who seems to be following them from a short distance (a servant of the Haridas family by the name of Figgs). If pursued or assaulted: Garnash (a) disappears down the alleyway and into the sewer entrance in the alley depths and is lost; Figgs (b) claims to have no idea what his assailants are talking about, claims to be on business for his master (although refuses to give his master's name - Sarento Haridas - unless physically coerced), and demands they leave him alone before hurrying away.

The Task
     Talthus II receives the characters in a cozy chamber on the first floor (his library) and offers them some mulled wine to ward off the nights chill. He then introduces himself, seats himself, and explains about his request.

     "You may be unaware, but the Jaddurdoser family has roots that extend further back then simply Hardur's Hill and the Merchant Guild. We originally hale from the Hage Downs, where we were more noble and less rich. But I am a bit of a sentimentalist and a historian and would like to see the old family history preserved. About a days ride south of here is the town of Maref. East of the town is a region known as the Grave Lands, wear the local families bury their dead. Any local should be able to direct you there. In the Southeast corner of the Grave Lands, near an earth and shale cliff is where my families old crypt is said to be. I have never visited it and have no idea what shape it is in, but I believe it is still standing. Now, as it hasn't been kept up in more than 70 years it is most likely a dank haven for rats and utterly unfit for a gentlemen to walk in. Unfortunately, there is something within it that I need retrieved. You see, the ancestor for which I was named and who was responsible for moving the family from the Hage Downs to Hardur's Hill thought it would be proper to leave the past behind. So before he left he put the old family crest to lie with the remains of the Family Founder, Taratun Jaddurdoser. I, however, have more concern for history than my namesake and I require someone to recover both the crest and the signet ring which the corpse of Taratun still wears. Furthermore, as the items in question are the subject of a...shall we say a bet; I need it within the next four days. It should be a simple matter, and I have heard from other sources that you are experienced at such things and more reliable than most. I will reward each of you with two talents of gold when you return the crest and the ring to me. But only within the next four days. Now, here is the key you will need to open the crypt door (he holds out a large iron key which is a duplicate of the original key). Do you have any questions?"

     Talthus may be willing to provide the characters with some funds (50 marks or less) for supplies, but as it is only a short trip and he is suspicious, he will be reticent about supplying them with horses (unless they play on his fears of the characters not returning in time). After any last negotiations are completed, he will stand, go to his desk for something, and turn around. Then, before the characters leave, Talthus will say,

     "Oh, and two other small matters. First, you should know you are not the first to be sent for this item. I sent another fellow named Uncer, a local tough and roustabout of little consequence, to look for the items five days ago. I thought he was trustworthy, but it seems he chose to disappear with the funds I gave him. If you should happen to encounter him, feel free to recover the 50 marks of silver I gave him in any way you choose (he smiles a bit at this) - but don't let this delay you. Secondly, I know that your type are often concerned with tales old women spread about ghastly walking corpses seeking vengeance for stolen grave goods. Gods know, Uncer was. So I am giving you what I gave him (he holds out a scroll). Read it once you reach the Offering Room, you'll know it by the large round stone table set in the floor. It should prevent any retribution falling on your heads from my ancestor's spirits. I believe that is all. You are dismissed."

     When characters leave, they get another chance to spot the lurking figure in the grey cloak (unless they already chased him off). Other than that, the GM should urge them to hurry to get on the road tonight or early next morning to make the deadline. The characters are on their own for transportation unless Talthus furnished them with horses (which will have to be returned). If they do not return within the four days, Talthus will still offer them 50 marks (and up to 100 marks or two gold talents) total for the items, but he will not pay each character that amount.

The Road to Maref
     The town of Maref lies South and slightly West of Hardur's Hill in hilly region with thin soil. It survives by growing wine and herding the local sheep and goats for trade. It is several leagues west from the main Southern Trade Road that runs between Hardur's Hill and Jagora. It is a day from Hardur's Hill on horse or carriage, and a day and a half by foot.

(Graphic File of Map Here)

     The trip along the Southern Trade Road should be largely uneventful for characters. It is a large road, well traveled and patrolled, and few bandits are brave enough to attack travelers on it. But once they turn off toward Maref, the road becomes little more than a dirt trail - narrow, overhung by trees and shrubbery, and winding. The surrounding lands become more hilly and less welcoming. Characters often can't see beyond the next hill and the wind is loud as it rushes through valleys and over hilltops. The rolling hills should leave them a little claustrophobic.

     When the characters are about halfway between the Southern Trade Road and Maref (about two hours from either place on foot) they are ambushed by Bandits. They attackers have chosen a good spot and waited carefully for the characters (they are in the employ of the Hardis Family, and there is two more bandits than characters). Unless characters have some sort of sixth sense or are actively watching out, they must Test against their Wits or be unable to act the first round of combat (as they are surprised).

     "You hear a shout of 'Get'em Lads!' and suddenly figures burst from the bushes on either side of the road, brandishing weapons and loosing battle cries."

(Graphic File of Ambush Site Here)

     The fight should be pretty easy (these bandits are not trained fighters, just toughs and highwaymen). If the characters are able to kill one or more and search their bodies, they will find that each has a purse with about 18-20 marks in it (more than then they should have if they are attacking travelers). If they capture one and get him to talk, he will claim that they looked like easy marks and that he needed the money. But with coercion or convincing he will confess that he and his friends were paid to attack the characters and kill them before they reached Maref. If asked who it was, he will say that it was some fancy bloke they met in the Red Rooster Tavern in Hardur's Hill who told them it was an easy job. He paid them 20 marks each and promised another 20 each if they brought back the character's scalps. If the characters really press, the bandit tells them that the bloke had a gold ring with a picture of a tree in it (he noticed it because he thought about stealing it when the bloke first sat down - the bandit doesn't know it is the crest of the Hardis Family).

     The rest of the trip to Maref is uneventful. If the characters left from Hardur's Hill in the early morning on horseback, they should reach the town about 3 hours before sunset. The town has a population of about 200, plus about 40 grape growers and goat herdsmen who live on the outskirts or surroundings. There is a local tavern which will put travelers up in a spare storeroom for the night; or they sleep in the blacksmiths stable. Practically any local can direct the characters to the Grave Lands, but none of them know where the Jaddurdoser crypt is. In addition, townsfolk will volunteer that fact that there was another dark haired fellow a few days back asking the same question. If players ask if there is anyone who might know, someone will suggest Tom the butcher's son, who likes to explore (against his father's wishes) the area. If they follow it up, the butcher says that his son guided the other man and he will let his son take the characters to the same place for 5 silver marks (he can be argued down to 2 with successful roleplaying or Bargaining Test). There is little else in Maref to catch the eye or offer interest.

At The Crypt Door
      The boy (a brown-haired child of 10 summers named Darres) leads the characters into the Grave Lands. It is a lonely place, with exposed hills of shale and earth and crumbling stone gravemarkers, mausoleums, and barrow mounds. It seems much to large to be used only by the town of Maref, but the boy only knows that the villagers use the Northern side near town (in actuality, the Grave Lands are very old, and include barrows of ancient kings and nobles). He cannot read, but with the description the characters have been given by Talthus, he is readily able to lead them to a weathered, rectangular building which seems to fit the description (it is in the Southeast corner of the Grave Lands near a steep cliff). At this point, the boy will just wait around to watch the characters unless they shoo him off (in which case he will retreat to a hiding place to watch until just before sunset).

The Entrance The Antechamber The Offering Room The Staircase Room

The Offering Chambers
(1) The Entrance
      Three stone steps lead up to a pair of iron-bound oak doors. They are strangely constructed so that they may be barred from the outside (to keep something in?). The large iron locking mechanism on the door looks to be rusted but workable. The right door is ajar a few inches. From within, a slow steady draught of cool air blows, carrying the smell of dust.

(2) The Antechamber - (10' x 20')
      An unlit brazier stands in each corner of this room. On each side of the room is a low stone pedestal with cured torches on it (3 on the right table and 2 on the left). A pair of iron bound oak doors (hinged to open into this room). As before, they appear as if they could be barred from this side. The right door is almost fully open.

(3) Offering Room - (20' x 20')
      3 unlit braziers line both side walls. In the room, equally spaced are 4 small stone pedestals (offering tables) with small items on them (old dried cups of wine and moldy crumbs of bread). There is a central round stone dais w/ the original Jaddurdoser crest inscribed into it (helm, shield, and eye in an inverted triangle). A quick search (successful Ale +2 Test) will reveal an ancient moldering and chewed (by rats, characters shouldn't know that right away) tome covered with yellowing and cracked leather (it has fallen on the floor behind the dais). It is a simple record of births and deaths of the old Jaddurdoser family (characters may wonder why Talthus didn't request this item as well, if he is a historian). At the other side of the room is a single, iron bound oak door with a prodigious lock on it (it opens into this room) which is almost fully open (characters should by now wonder why all these precautions seem aimed to keep something from getting out).

(4) Staircase Room - (10' x 20')
      An unlit brazier stands in each corner of this room. A stone stair in the middle of the floor disappears down into darkness (leads to 1st level of mausoleum). A successful Tracking test or 1/2 Ale Test will reveal boot prints of a single person leading down (no returning prints can be seen).

The Mausoleum
(1) Mausoleum Hall - (70' x 20')
      3 square stone pillars divide the hall, unlit torches bracket each side of the pillars. Cracks and fallen masonry show the evidence of time on the stone walls of this crypt. 3 moldering coffins have been pulled from the wall niches and lie on the floor. They have been forced open and their contents torn apart (Ale +2 Test to notice large bite marks on the wood and on the incompletely devoured corpses). Piles of rock and rubble lie on the floor in the NW & SE corners of the hall (Ale +2 Test will reveal that there is fresh earth in the rubble with paw or claw marks in it, and a cramped 3' diameter tunnel extending into darkness behind it - a Tracking Test will reveal the print look like very large rat tracks). Near the SE rubble pile, a slightly torn boot lies on the ground (it is too new & low quality to be part of graveclothes - an 1/2 Ale or Tracking Test will reveal that the boot matches the prints on the stairs).

(2) Descending Staircase - (~5' x 15')
      A stone staircase with a low stone wall descends into darkness below.

(3) Giant Rat Nest - (~10' diameter)
      (Note: This area can only be discovered if characters investigate the empty crypt shelves here). A 3-4' diameter tunnel opens into an irregularly shaped nest strewn with bits of bone, gravecloth, dung, and earth. In the back of the nest is a rubble clogged tunnel leading NW (it has collapsed and has been blocked). There is a 50% chance of the Giant Rat who made this burrow being here. If it is not, it is in Area (4) and will attack the party soon after it exits the stairs into the Mausoleum Hall. The Giant Rat will automatically Ambush (one free successful attack) the first person to crawl through the tunnel.

(4) Small Burrow - (~7' diameter)
      If the Giant Rat is not in Area (3) then it is here. It will rush out an attack the party once they have moved beyond the stairs. A careful search of this burrow will reveal a gold wedding band and two silver marks.