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Session 1: Torches in the Frost Night

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Chapter 1: Torches in the Frost Night

The adventure begins in Thir, the ancient dwarven city nestled among snow-covered peaks and smoking forges. The PCs arrive independently at a grand peace celebration, the first of its kind in hundreds of years, only to be drawn together by a cryptic prophecy delivered by a mysterious woman. As they investigate three leads within the city, they uncover handouts hinting at an ancient evil named Malcath, and the chapter ends with four trails pointing toward their destiny.


A1. The Great Hall

Stone pillars rise like ancient sentinels around the Great Hall of Thir, each one draped with banners bearing the sigils of every nation. The air is warm with the scent of roasted meat, spiced mead, and forge-smoke. Hundreds of voices fill the vaulted chamber, dwarves, humans, elves, and others, all gathered beneath one roof for the first time in living memory. Near the central fire pit, a bard plucks a quiet melody on a lute, the notes threading through the crowd like a whispered secret. You find yourselves drawn to the same circle of warmth. You do not know one another, and yet something stirs at the edge of recognition, like a half-remembered dream. The bard's melody pulls at something deep inside each of you, something you cannot name.
DM Guidance: Allow each player to describe their character and explain why they are at the celebration. Encourage brief introductions in character. The shared sense of familiarity is the first hint of the prophetic connection that binds the party, do not explain it yet, but let the players feel its weight. If a player asks about the strange feeling, have them make a DC 13 Wisdom (Insight) check. On a success, they sense that this feeling is not magical compulsion but something deeper, a resonance, as if their very souls have crossed paths before.

Event: The Mysterious Woman (Den mystiska kvinnan)

While the PCs are still getting acquainted, the following event interrupts the celebration.

The great doors of the hall groan open, and a sudden draft snuffs a dozen candles. An older woman steps through the threshold, silver hair streaked with a single ribbon of fiery red, a dark blue cloak pooling at her feet, and a lute strapped across her back. The crowd parts before her without knowing why. She walks directly toward your circle, and her pale eyes move over each of you in turn, lingering as though she is reading something written on your very bones.

"Peace should be celebrated," she says, her voice carrying without effort, "but memories still swim in the water." She pauses, letting the weight of her words settle. "It is always so. When people turn their gaze toward the future, they forget what lies behind them. Peace lives in your hearts, but the struggle must not leave your souls."

She extends a scroll of parchment bound with pale red thread. "Shadows awaken in the north. Names are written in the ruins at Morningstar's well. But only certain hands can touch them without the world beginning to tremble."

She places the scroll on the table before you, turns without another word, and walks back into the crowd. When any of you try to follow, she is simply gone, as though the crowd itself swallowed her whole.

The Mysterious Woman (Den mystiska kvinnan)

Race/Type: Unknown (appears human or half-elf, elderly) | Role: Messenger / Catalyst

Personality: Speaks in riddles with the gravity of one who carries ancient knowledge. Serious and unhurried.

Ideal: "The truth must reach the right hands, and only those hands."

Bond: Unknown connection to the prophecy. She appears to know more than she reveals.

Useful Information: None directly. She delivers the parchment and vanishes. Any attempt to locate her (magical or otherwise) fails. She cannot be found again in this chapter.

DM Guidance: If the PCs attempt to follow the woman, have them make a DC 20 Wisdom (Perception) check. On a failure, they lose her in the crowd immediately. On a success, they catch a glimpse of her cloak rounding a pillar, but when they reach it, she is gone, and the air smells faintly of woodsmoke and old parchment. Spells such as detect magic reveal a fading trace of divination magic where she stood.

The Sealed Parchment (Pergamentet med sigillet)

The scroll is sealed with a wax stamp bearing an ancient, broken signet ring. The wax glows faintly with residual magic (detect magic reveals abjuration).

Important: All PCs recognize this symbol instantly. Each has experienced the same recurring dream: cold water, fire beneath the surface, diamond eyes staring into their souls. The stories they were told as children were not mere myth. When this recognition dawns, have each player describe a brief flash of their recurring dream. This is the moment the party realizes they are connected.

Handout: The Prophecy (Profetian)

"Where peace was born, the lie rests.
Where earth and greenery became ash, a name sleeps in the fire.
In the shadow of the tree, beneath the three rootless leaves,
grows something that should never have taken root.

One of the fallen still speaks.
The living carry its voice.

You have met in dreams.
You have felt the cold in your bones,
and the warmth that leads both life and destruction.

Travel before the full moon sinks.
Seek wisdom beneath the frozen wall.
There you will understand why it is you.

Fate already knows your names."
DM Reference: This prophecy connects to the broader prophetic tradition in the setting. See The Prophecy of the Return and The Prophecy of the Silent Age for the larger context. The reference to "the tree" points toward The Great Tree of Morningstar, while "the fallen" alludes to Malcath.

Development. Once the PCs read the parchment and share their recognition of the symbol, they are bound together. The celebration continues around them, but they now stand apart from it, marked by something they do not yet understand. From this point forward, the PCs can investigate three leads within Thir, described below.


A2. The Investigation

Three leads can be pursued within Thir. The PCs can follow them in any order. Each provides a clue and a handout item. All three can be completed in a single evening of in-game time.

DM Guidance: Let the party split up or stay together, either works. If they split up, cut between scenes to keep all players engaged. A DC 12 Intelligence (Investigation) or Charisma (Persuasion) check at each location helps extract the full information, but the NPCs are willing to share even on a failure, they are simply less detailed in their answers.

Lead 1: Count Liora's Housekeeper (Greve Lioras hushållare)

Asking around the Great Hall about the sigil (DC 10 Intelligence [Investigation] or Charisma [Persuasion]) leads the PCs to a housekeeper in the service of Count Liora, who can be found in the servants' quarters adjacent to the hall.

Count Liora's Housekeeper (Greve Lioras hushållare)

Race/Type: Human, middle-aged | Role: Informant

Location: Thir, servants' quarters adjacent to the Great Hall

Personality: Helpful but nervous. Speaks in hushed tones and glances over her shoulder frequently.

Ideal: "Some secrets are too dangerous to keep, they eat you from the inside."

Bond: Loyal to Count Liora, but deeply troubled by what she has seen in the count's study.

Useful Information: She produces an engraved coin bearing the same sigil as the parchment. She tells the party of a courier heading southeast who carried a similar symbol. "He was afraid. He said the ground was singing."

Treasure: Engraved Coin with Sigil (Ristat mynt med sigill). A heavy coin of unknown metal, bearing the same broken signet ring as the parchment's wax seal. It feels warm to the touch and faintly hums when held near the parchment. A PC who succeeds on a DC 15 Intelligence (Arcana) check recognizes the metal as pre-Ascension alloy, something that should not exist in modern forges.

Development. The housekeeper's mention of a courier heading southeast and "singing ground" foreshadows events in later chapters. This thread connects to the broader mystery of the sigil's origin.


Lead 2: The Felled Stag Inn (Värdshuset Den fällda hjorten)

Any PC who asks about old places of power or the sigil in the market district is directed to The Felled Stag, a well-worn inn near the lower gates. The innkeeper is a retired scout who has traveled the region for decades.

The Innkeeper of the Felled Stag (Värdshusets ägare)

Race/Type: Human, elderly | Role: Retired Scout

Location: The Felled Stag inn, lower gates of Thir

Personality: Gruff but friendly. Speaks slowly and deliberately, choosing each word with care.

Ideal: "The land tells its own stories, if you have the patience to listen."

Bond: Has traveled the region for decades and respects the old places, the ones most folk have forgotten.

Useful Information: He produces a worn leather map and points to a location marked with the sigil. "The ground sang there. I have never heard anything like it. My bones hummed for three days after." He marks the route through Amber's Call toward The Great Tree of Morningstar.

Treasure: Map to Morningstar (Karta till Morningstar). A worn leather map showing routes through Amber's Call toward The Great Tree of Morningstar, with the sigil location clearly marked. The map is old but accurate, the innkeeper kept it in good condition out of a scout's respect for reliable cartography.

Development. The map provides a concrete destination and confirms that the parchment's references to "Morningstar's well" are not merely poetic. The innkeeper's description of singing ground echoes the housekeeper's account of the courier's words, a pattern the PCs may begin to notice.


Lead 3: The Library at Mithrandrir's Watch

A scholar at the celebration mentions that the library at Mithrandrir's Watch may hold a book called "Roots of Sorrow" (Sorgens Rötter) that references the sigil and its origin. However, Mithrandrir's Watch is not in Thir, this lead cannot be resolved here.

DM Guidance: This is an intentional hook for Chapter 2. If the PCs fixate on reaching the library immediately, reassure them that all roads point in the same direction. The library at Mithrandrir's Watch lies along the route to Morningstar, they will reach it naturally. See Session 2: The Road to Castle Black for the continuation.
Key Item (not yet acquired): Book: Roots of Sorrow (Bok: Sorgens Rötter). This book is held at the library of Mithrandrir's Watch and contains historical references to the sigil's origin. The PCs will have the opportunity to find it in a later chapter.

Development. This thread leads directly to Chapter 2 and becomes the party's primary motivation for traveling to Mithrandrir's Watch.


A3. The Handouts

The following items are found during the investigation or given directly by NPCs. Distribute them among the party. Each is a physical prop the PCs can study between sessions.


Handout 1: Letter, "My Beloved, My Last Breath" (Brev, "Min Älskade, min sista andning")

This grief-stricken letter is found among the housekeeper's belongings, offered freely. It was written by someone named Elaen to a fallen soldier.

Player Handout

"I don't know why I write. There is no mail coach that carries grief where you have gone. No crow flies to the fields of the fallen. But my hands cannot stop seeking you, so they write... to keep from screaming.

They said you died bravely. That you fell with your sword raised and your heart open. But I wonder, were you afraid, my love? Did you think of me? Of her small hands?

Did you know that this... that this was the end of us?

Yours, in pain, in love, in eternity- Elaen"
DM Guidance: This letter humanizes the ancient conflict. Elaen's identity and the fallen soldier's name will become relevant in later chapters. For now, it is simply a heartbreaking artifact, a reminder that the events surrounding the sigil destroyed real lives.

Handout 2: Burnt Paper 1 (Sönderbränt papper 1)

A partially burned fragment, its edges blackened and crumbling. Damaged sections are illegible. The text references Malcath singing through crystal, a devotional passage from an unknown author.

Player Handout

"...stepped not..... ink.. we began k...before the light, but it lied and we smiled back. For when gods speak in sunlight, they whisper truths in darkness. I heard Malcath singing through the crys....and in every note was a question. Why do they fear the deep? Why do they shade themselves from what mirrors, but in... answers?

...lost your crown because you refused to bear it in blindness. They said you betrayed first, when they stopped asking. We who drown willingly, we remember. We sing beneath the surface, we watch in silence. And when the world stops breathing, your voice shall sound again. Not as storm, but as stillness."
DM Reference: This fragment is a devotional text written by a follower of Malcath. The reference to "Malcath singing" (Malcath sjunga) through crystal connects to the deeper lore about Malcath's relationship with the Sunken City. The burned gaps (.....) represent portions destroyed by fire. The imagery of drowning willingly and singing beneath the surface recurs throughout Malcath-related texts.

Handout 3: Burnt Paper 2 (Sönderbränt papper 2)

A heavily damaged devotional letter. Much of the text is lost to fire. This fragment praises Malcath as "our king" (vår kung) and mentions that Tohu feared him.

Player Handout

"I wr.......... The ink..... But I remember you so............ alive, burning ....... The others turned away when the river died. I fell to my knees. I understood. Not a betrayal, an offering. You gave our city to the emptiness, to reach what the gods had hidden. What is a city, compared to truth? What is death, compared to eternal will?

Malcath, I have ........ dreams. Your name was whispered.......... in.... forbidden script. And yo.......r.....not gone. ............waiting...

You are ....th.....m....refuses to die out. Tohu feared you, because you saw what she concealed. We others closed our eyes, but you, you opened your eye in the darkness. That is why I remember you not as a monster. I remember you as our king.

Our king, who wanted more than quiet glory and stagnant faith. When you return I shall......... Not with swords, not with....... But with truth and with k........

For it was not your power I followed, it was your .........understanding. And I am still hungry."
DM Reference: These burnt papers plant the seeds of the campaign's central mystery. Malcath is a name that will echo through the entire story. At this point, the PCs know almost nothing, a fallen king, a sacrifice, a goddess named Tohu who feared him. The relationship between Malcath and Tohu is further explored in Auren Vale and the Weave of Tohu and The Veil of Tohu. Do not explain anything yet. Let the players speculate. Their theories will make the eventual revelations far more powerful.

Chapter 1 Item Summary

The following table summarizes all key items introduced in this chapter for quick DM reference.

ItemSwedish NameSourceStatus
The Sealed ParchmentPergamentet med sigilletThe Mysterious WomanGiven to party
Engraved Coin with SigilRistat mynt med sigillCount Liora's HousekeeperGiven to party
Map to MorningstarKarta till MorningstarThe Felled Stag InnkeeperGiven to party
Book: Roots of SorrowBok: Sorgens RötterMithrandrir's Watch libraryNot yet found, Chapter 2 hook
Letter: My BelovedBrev: Min ÄlskadeHousekeeper (Handout 1)Player handout
Burnt Paper 1Sönderbränt papper 1Investigation (Handout 2)Player handout
Burnt Paper 2Sönderbränt papper 2Investigation (Handout 3)Player handout

What's Next

The party now holds four threads, each pulling them toward the same destination:

  1. The Courier's Trail. Count Liora's housekeeper mentioned a courier heading southeast, carrying the sigil and speaking of singing ground.
  2. The Map to Morningstar. The Felled Stag innkeeper's map charts a route through Amber's Call toward The Great Tree of Morningstar.
  3. The Library. The scholar's mention of "Roots of Sorrow" at Mithrandrir's Watch promises answers about the sigil's origin.
  4. The Parchment's Warning. "Travel before the full moon sinks", time is limited, though the PCs do not yet know why.

All roads converge on Mithrandrir's Watch, where Chapter 2 begins. The journey from Thir is uneventful, the true danger starts on the road beyond the Watch, heading toward Castle Black.

DM Guidance: Between sessions, encourage the players to study the handouts and discuss theories. The shared dream connection should feel unsettling, these strangers are bound together by something they do not yet understand. If players ask direct questions about Malcath, Tohu, or the sigil, remind them: "Your characters do not know. Not yet. But you will." Continue to Session 2: The Road to Castle Black.