Explore Part 16 of Dark and Darker, covering characters like Empress Rohaja, Prince Blasius, and Rakorium Muntagonis, plus game mechanics like Adventure Points.
Geography:
- The slopes bordering the County of Ferdok and the province of Almada extend into the Northmarks. The highest peaks are subject to storms and eternal snow. Dark valleys feature smokestacks from smelting works and the sounds of Dwarven smiths. Notable mountains include Overtop (4,000 paces high), the Old Father, Trolltooth, and Mount Drakensang. Below Mount Drakensang's peak is the Hammer Cave of Malmarzrom, emanating a rhythmic booming sound believed to be Malmar, the heavenly smithy hammer of Angrosh.
- The Great River (Dwarfish: Grolomthûr) is Aventuria's longest river, formed by the confluence of the Ange and Breite north of Angbar. It flows past Ferdok, Albenhus, Elenvina, and Kyndoch, emptying into the Sea of the Seven Winds near Havena, over 1,000 miles west. It is navigable up to Ferdok, where goods are unloaded for land transport.
Key Characters:
- Empress Rohaja: Empress of the New Empire and Queen of Kosh since 1029 BF. She carved her name into the plaque at the Place of Fire in Angbar to confirm the Eternal Alliance with the Dwarves.
- Prince Blasius of Boarstock: Born 968 BF, he is a jovial and benevolent local lord of Kosh, known for his love of good meals and recounting his exploits from the Orc Wars. His government style is popular throughout Kosh and the Empire. He is considered one of the last of the old guard of provincial lords, valued for his loyalty and morals.
- Ardo of Boarstock: Born 975 BF, a seasoned adventurer from the Boarstock noble line of Kosh. He is the Burgrave of Oxblood, a title he inherited from his father, Hlûthar of Boarstock, in 1011. As Burgrave, Ardo is a member of the Cedar Cabinet. He is a famous horseman, fighter, curmudgeon, and veteran, preferring a knife to a fork and a bastard sword to a rapier. He learned to write with great effort but considers bathing more than once a month foolish. He was badly wounded at the Battle of Gareth and was long believed dead while recovering.
- Count Growin: First Chamberlain of Middlerealm. He enjoys Ferdok’s Pale Ale and prefers traveling by coach. He abhors unnecessary expenses despite full treasure chests and spends more time at his anvil than his desk. The county faces increasing difficulty and danger, leading to speculation about his successor, though his popularity with the people remains unbroken, with many knights still supporting him.
- Arombolosh, King of Murolosh: Son of Agam, Mountain King of Wood Watch, and ruler of the Anvil Dwarves. He is considered the wisest Dwarf among his people and was once favored for the High King position before relinquishing it to his brother Albrax. He is also the High Priest of the Anvil Dwarves, titled “Weapon Master of Angrosh,” an excellent blacksmith, and bearer of the red Simia Flame of the Fire.
- Rakorium Muntagonis: An arch mage and former Dean of the Hall of Quicksilver in Festum. He is a brilliant master of transformational magic, a keeper of the Codex Sauris, and owner of the Compendium Drakomagia. He knows many ancient languages and lizard dialects. He led an expedition to Maraskan, tracking Skrechu hatcheries, and is now convinced of a lizard conspiracy. He is currently on an expedition through Kosh to research communication with spirits in carbuncle stones of dragon-like origin.
Game Mechanics:
- Adventure Points (AP): Reflect the accumulated experience of a hero, awarded for defeating opponents and completing quests. Characters receive AP after successfully completing assignments, including Quests, successful Talent Tests during conversations, or killing opponents. Sufficient AP allows a character to advance a Level, increasing the maximum value of their Talents and Spells. A character can have a maximum of 24,000 AP, corresponding to Level 20.
- Experience Points (EP): These are usable Adventure Points. EP are spent to increase character values, attributes, talents, spells, or learn new abilities. For every Adventure Point earned, a character also receives one Experience Point to spend as they wish. EP can be used to raise Attributes, Talents, Spells, Vitality, and Astral Energy. The higher these values are, the more expensive it becomes to raise them further.
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