Monday 19 June 2023

Liches of the Known World

art by Dave Trampier from
1st Ed AD&D Monster Manual
From a game point of view liches are not part of the Moldvay/Cook B/X rules but they are introduced later on, first in Frank Mentzer's Masters Rules and then also in the Rules Cyclopedia. Liches were formerly magic users of levels 21-36, and so are powerful and share many aspects with living NPC mages. Personally I am not keen on the idea of liches being just one more random monster rolled as a wandering monster in a dungeon - I see them as powerful NPCs, with personalities, backgrounds and connections to other NPCs. They could be major villains, perhaps playing an ongoing role within a campaign and their influence may be felt far from their lairs. 

Liches are above all intelligent and should behave so. A lich is loathed to tackle adventurers who have a real chance to destroy it - the lich will pick fights that it is sure it can win. A lich will use all the resources available to it - allies, undead minions, living servants both human and monstrous, mechanical traps and of course magic - lots of magic. A lich will have accumulated a range of spells and magic items, perhaps some of which are unique. A lich that is caught unawares by adventurers is more likely to be annoyed with itself than with the adventurers, though it will do what it can to neutralise the threat, probably by killing the adventurers first, before considering where it went wrong. 

Although the phylactery described in the AD&D rules is not mentioned in the Masters rules, the DM may well rule that liches of Mystara have similar phylacteries that house their souls. If their bodies are destroyed but not the phylactery, the lich will reform within a week. Thus any adventurers intent on destroying a lich will need to find and destroy the phylactery either before or within days of slaying the lich's body. As one might expect, liches can be very cunning about both the form and the hiding place of their phylacteries. 

In Mystara most liches come from nations and cultures with a strong tradition of magic and wizardry. These places are most likely to produce the powerful mages who then take the step into lichdom. Alphatia and Glantri are known to have been the home of several liches. But liches are by no means restricted to these places. Here are a selection of notable liches in my version of Mystara.

Notable Liches of the Known World

Rahotep of the Shadows (30th level MU): Rahotep is found in the lower levels of the ruins of Allaktos in Ylaruam. As his name suggests, he was originally a Nithian sorcerer, and a skilled one at that, leading a circle of likeminded sorcerers at Allaktos and having several apprentices under his command. During the fall of ancient Nithia he took the transformation into undeath. He is not the only lich in Allaktos but he is both one of the most powerful and also more sane liches - while some threw themselves into sanity-draining soul magic, Rahotep only dabbled with it. He currently leads a faction  of undead within Allaktos that seeks to take control of the dungeon complex. What they then plan to do is unknown but Rahotep has nothing but contempt for living mortals, so once he starts looking out beyond Allaktos, the consequences of his actions could be terrible for the inhabitants of Ylaruam. His two weaknesses are firstly he is not entirely sane - he is egotistical and megalomanic, believing that he is unbeatable and destined to reconquer all of Nithia. Secondly he has not been keeping up with the outside world - he has been so focused on what has been going on in Allaktos with fellow undead he is not aware of the rise of Al-Kalim and the Eternal Truth in Ylaruam or even the rise of the Thyatian Empire. Any world events since the fall of Nithia seem to have passed him by. 

Meltherrion (28th level MU): Meltherrion is found underneath Corunglain in northern Darokin. He transformed into a lich only a hundred years ago. He is in many ways chaotic, selfish and ambitious, but he bears no ill will towards his country or the inhabitants of Cornuglain. However, he hates and despises orcs and goblins who slew his brother, nephew and nieces when he was still a mage's apprentice. he has therefore become an unexpected ally of Darokin against the encroaching hordes from the Broken Lands. Meltherrion's lair is deep below the sewers of Cornuglain, guarded by various constructs and summoned things including living statues, golems and earth elementals. The humans in the city above are generally not aware of him so leave him alone but the humanoids, particularly goblins and kobolds, have started tunnelling under the city, and occasionally into his lair. When this happens he unleashes his fury on them, and then uses magic (Rock to Mud, Stoneshape and Wall of Stone) to reseal the intruders' tunnels. Only a handful of living humans are aware of Meltherrion, including Desmona Starstriker, the resident archmage of Cornuglain. Although uneasy about having a lich lair directly underneath the city, she has accepted Meltherrion is the lesser of two evils. Maggie Tremontaine, a prominent cleric within Cornuglain, is less tolerant and believes that Meltherrion will eventually become a greater threat than the humanoids of the Broken Lands. 

Ellaria the Studious (36th level MU): Ellaria is from Alphatia and throughout her life, even as a child, she was fascinated by the study and research of arcane magic. Shortly before she became a lich, she jumped onboard the flying city of Aalthir where she still resides, albeit in a secluded tower. She became a lich mainly because she wanted more time to study and research - she has so much work to do and so many topics to investigate and a human lifetime is simply not long enough. If engaged in conversation about magic, especially research and new spells or new magic items, she becomes both friendly and talkative. If however, she is interrupted in a way that she does not care for, she will react with extreme annoyance, which generally means the swift destruction of whoever is disturbing her. Ellaria has a number of living apprentices (mages of levels 10-20) who act as her agents and emissaries, bringing research materials, dealing with city authorities and keeping prying eyes away. Interestingly enough Ellaria can tolerate these apprentices as long as the topic being taught interests her. They in return have a powerful and very knowledgeable tutor and patron (matron?). She occasionally wanders the flying city at night, using both practical and magical disguises. The city authorities suspect that Ellaria is not entirely normal but can prove nothing and until she does something that warrants intervention, the city council has decided to leave her and her apprentices alone. 

Zaggratch the Damned (30th level MU): Zaggratch dwells deep under Derothgar the Fortress of the Damned. She is the arcane advisor to Baelforg Soulripper and some in the cults of Chaos say she is the true power behind that throne.  Zaggratch took a shortcut to lichhood by asking the powers of Chaos for assistance. She is now fully committed to the philosophy of Chaos and seeks ascension to become a Chaos Princess. She has visited other worlds to find resources she could exploit in her quest for more power - one of these was Oerth, the World of Greyhawk, where she learned about Vecna. Vecna has now become a sort of role model for Zaggratch - she wants to establish a realm of undeath and terror across Mystara and eventually perhaps ascend to the ranks of the immortals. Derothgar is not much of a dominon from her point of view but she considers it a start, a base from which to expand across the Known World. 

Anashfet (26th level cleric): Anashfet is described in detail here. Unusually, he has chaotic clerical powers rather than magic-user spells. 


art by Jeff Easley from D&D Masters Rules

Monday 12 June 2023

Logos Location #4: Kamroth's Cairn

Introduction

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. 

This is a quick dungeon adventure aimed at a party of 3-6 characters of levels 4-5 using the B/X D&D rules with a few of my own creations. 

Kamroth was a vicious and notorious worshipper of Chaos and a raider and reiver on the borderlands in the north of Karameikos. For more than 20 years from 922AC to 943 AC he caused terror and misery among the Traldar humans (of which he was once a member) and the Callarii elves, launching raids south from his base to the north of Karameikos. In battle he wielded a terrible blood red sword called Widowmaker while one of his lieutenants would bear the Screaming Standard, a cursed banner that would utter encouragement of vile deeds, praise to dark powers of Chaos and blood curdling shrieks.  He was slain by a champion of Law in an ambush set in an apparently defenseless village called Threshold. His warband was dismayed and fell back, retrieving his body for burial befitting his status in their eyes. They constructed a mighty underground tomb complex. Many of his original followers then wandered off or died, but some still remember his brutal exploits. 

Now a new up and coming Chaos Warrior, Lord Tergian, has decided to take up Kamroth's mantle, and Kamroth's Cairn has once again become a base of evil and aggression. The final straw that has prompted the civilized authorities to action was raiders slaughtering several farmsteads only a few miles from Threshold. Although orcs and goblins might have done similar, the few survivors reported that these raiders bore the Screaming Standard into the fray. This incursion of Chaos must be stopped now and the Screaming Standard and those who stand with it must be destroyed. 

Cartography by Dyson Logos, source
Note about the dungeon: Most of the areas here are lit by torches and lanterns because the chaotic human inhabitants cannot see in the dark. 
Repeatedly encountered monsters with the same stat blocks are given stats further down. Although default hit points are given, feel free as DM to roll hit points yourself if you prefer. 

Key to the map: 

  1. Upper guard post: 1 ogre + 1 chaos guard (F3). These two are on guard duty and will attack any intruders. There is a small table and 3 stools. There are tankards of ale on the table. 
    1a) Latrine. The cupboard on the east wall is the latrine for the dungeon, with a big sturdy bench with a hole cut out over a very deep pit. The stench is horrible and anyone opening the door or entering the latrine must save vs poison or be nauseated (-2 to hit & saving throws for 1d6 turns). 
  2. 4 gnolls + Vestagar the chaos vicar (AC 2, Mv 60ft, HD C4 (16 hp) THAC0 16, Att 1 mace for 1d6+2, Save C4, Ml 10, Align C, XP 200, equipment: banded armour, shield +1, mace +1, dark robes, unholy symbol, 66gp, 20pp, spells: Cure Light Wounds, Rage, Hold Person)
  3. 2 ogres +1 ogre Leader Garroth (AC 4, Mv 90ft, HD 6+2 (28hp), THAC0 13, Att 1 oversized axe for 1d10+2, Save F6, Ml 11, Align C, XP 350, equipment: oversized chainmail, oversized axe). This room has 5 oversized mattresses and is the ogres' main room. Garroth has accumulated a lot of treasure, both from bribes and plunder, which he now keeps in a big leather sack under a flagstone (containing 2300gp, 12,000sp and 500pp), which is not well-hidden (anyone looking around this room will notice the flagstone looks wonky). 
  4. Lower guard post: 1 troll (AC 4, Mv 120ft, HD 6+3 (33hp), THAC0 13, Att 2 claws/1 bite for 1d6/1d6/1d10, Save F6, Ml 10, Align C, XP 650, renegerate 3hp/round except from fire & acid) stands guard here. He has only a small bandolier with 3 pouches, first one has a collection of rat skulls (just the troll's hobby, nothing magical), second has 3 amber gems worth 200gp each, and third one has a silver and jade necklace of elven design worth 1000gp. 
  5. This grand chamber has a central lower section with huge square pillars along its length. To either side are balconies 10ft up with low (2ft) metal railings running along the edges and a high ceiling (20ft above the balconies, 30ft above the lower centre). 
    a) Grand chamber north: 3 ogres in lower centre, 4 gnoll archers (stats as gnolls but also carrying longbows and 10 arrows each) up on the west balcony. The ogres will charge straight into melee while the gnolls have a bit more tactical sense and will use their bows to attack spellcasters and the like
    5b) Manticore nest: Here is a manticore (AC4, Mv 120ft/fly 180ft, HD 6+1 (hp 34), Att 2 claws/1 bite for 1d4/1d4/2d4 or 6 tail spikes for 1d6 each (180ft range), Save F6, Ml 9 Align C, XP 650). It has had its treasure confiscated after it ate an ally (an ogre) though it has managed to hold onto one item, a perfect opal gem worth 2000gp. The manticore will use the layout of the room, its flying and its shooting spikes to its advantage, flying from one side of the chamber to the other to avoid stronger intruders and attack weaker ones. 
    5c) Grand Chamber south: 2 monstrous statues that are actually 2 gargoyles (AC5, Mv 90ft/fly 150ft), HD 4, hp 18, 19, THAC0 16, Att 2 claws/1bite/1 horn for 1d3/1d3/1d6/1d4, Save F8, Ml 11, align C, XP 125 each, immune to non-magical attacks) that will attack if touched. Also up on the balconies are 2 cupboards. One (the west) is empty but the other (east) is trapped with a pair of crossbows (2 bolts, THAC0 14, Dam 2d4 each).
  6. Guard barracks: 2 chaos guards are resting here. This room has 3 bunk beds that 6 of the chaos guards use. 
  7. Gnoll chief Regthak (AC 5, Mv 90ft, HD 3 (hp 16), THAC0 17, Att 1 battleaxe for 1d8+2, Save F3, Ml 10, Align C, XP 35, equipment: chainmail, battleaxe +1, dagger, key to treasure chest) + 3 gnolls.  This room has various straw mattresses littered around and it has become the gnolls' informal headquarters. Regthak has a locked chest (the key is around his neck). Inside are 1000gp, 3 zircon gems worth 100gp each, 2 potions of extra healing (heals 3d6+3 damage) and a potion of flying
  8. Kamroth's tomb. The door to this chamber has a notice scrawled in common tongue: "Show respect or face Kamroth's wrath!". This chamber is dominated by a stone sarcophagus in the centre. If disturbed, Kamroth's spirit rises and attacks as a wraith (AC 3, Mv 120ft/fly 240ft, HD 4 (hp 21),  THAC0 16, Att 1 touch for 1d6 + level drain, Save F4, Ml 12, Align C, XP 175, wraiths are immune to non-magical weapons, silver weapons do half damage, immune to poison, sleep and charm. The touch of a wraith drains 1 energy level per hit). There is no treasure here - inside the sarcophagus are the mouldering skeletal remains of Kamroth himself. 
  9.  Training room & armoury. There are 3 gnolls + 2 chaos guards sparring with each other. Against the wall are several wooden dummies, two archery targets and racks with mundane weapons (spears, swords, battleaxes, gnollish longbows) and a barrel with 100 arrows, plus a rack with 4 sets of human-sized scale mail, 3 sets of human-sized chainmail and 3 sets of gnoll-sized scale mail (a bit big for humans). 
  10. Chaos sergeant Bruffun (AC 2, Mv 60ft, HD F5 (30hp), THAC0 14, Att 1 halberd for 1d10+1, Save F5, Ml 10, Align C, XP 225, equipment: Plate Mail +1, halberd , dagger, 65gp, 22pp)  + Magnata the chaos curate (AC 2, Mv 60ft, HD C5 (hp 20), THAC0 16, Att 1 warhammer for 1d6+1 or spell, Save C5, Ml 10, Align C, XP 225, equipment: plate mail, shield, warhammer +1, unholy symbol, dark robes, 40gp, 42pp, spells: Cause Light Wounds, Darkness, Aura of Shadows, Hold Person).
    Magnata is the leader of the chaotic clerics in the cairn and Bruffun is Lord Tergian's right-hand man, mainly responsible for the chaos guards but also keeping the peace between the gnolls and the ogres. They live together here. 
  11. a) Long hall north: 2 Chaos Priests (AC 3, Mv 90ft, HD C3 (hp 10 & 9), THAC0 19, Att 1 mace for 1d6 or spell, Save C3, Ml 10, Align C, XP 50 each, equipment: banded armour, shield, mace, unholy symbol, dark robes, 20gp each, spells: Rage, Cure Light Wounds). They have been tasked to help guard the Screaming Banner. 
    11b) Long hall centre: The Screaming Standard. This grim icon is an ivory white banner with a monstrous face painted on with some sort of dried blood, mounted vertically on a bronze pole. It is enchanted in several ways. Firstly on command when held by a chaotic character it will utter exhortations to chaotic troops and yelling praise to the powers of Chaos - this is similar to a Bless spell, giving friendly chaotic creatures within 120ft +1 to hit rolls, damage and morale checks. Secondly if a lawful character approaches within 10ft while it is unattended it will behave as if a Shrieker, screaming for attention (alerting the chaos priests at 11a and chaos guards at 11c and any other creatures within 60ft). Thirdly on command by a chaotic character of 5th level or more it will roar, causing any unfriendly creatures to save vs spells or be affected by a Fear spell. All the chaotic creatures in this dungeon revere it as an unholy artifact, a gift from the dark powers of Chaos. The banner is in its own alcove between two monstrous looking statues. Unlike area 5c these really are just statues. 
    11c) Long hall south: 4 chaos guards who will respond if the Screaming Banner is disturbed. 
  12. Chamber of Serpents: This room contains a pool in which there are 3 rock pythons (AC 6,  Mv 90ft, HD 5 (hp 21, 24, 18), THAC0 15, Att 1 bite for 1d4 or 1 squeeze for 2d4, Save F3, Ml 8, Align N, XP 300, If bite attack is successful the python will wrap itself around target and squeeze for automatic 2d4 damage per round (no need to roll to hit)) which attack anyone who comes near. 
  13. Lord Tergian the Chaos Warrior (AC 1, Mv 90ft, HD F7 (hp 40), THAC0 10, Att 1 sword for 1d10+3, Save F7, Ml 12, Align C, XP 950, equipment: Plate Mail +2, Widowmaker (two-handed sword +2, Chaotic alignment, Int 8, Ego 8, spec powers Bleeding Wounds: anyone hit by widowmaker suffers damage as normal and also loses 1d4hp per round for 2d4 rounds or until healing magic is used), dagger, 2 x potion of extra-healing (3d6+3 hp healed). This is Lord Tergian's quarters, including his bed, chest of personal belongings and some rather sick trophies. Both Lord Tergian's armour and Widowmaker are suitably gothic and ornate, both being made out of Hellforged Iron
  14. empty
  15. 1 Rhinoman (AC 3, Mv 90ft, HD 7+7 (35hp), THAC0 12, Att 1 weapon/1 horn for 1d8+2/1d4+2, Save F7, Ml 11, Align C, XP  450, Charge:20ft or more charge distance gives +2 to hit with both attacks & double damage)+ treasure. This rhinoman is utterly loyal to Tergian who saved it from the sadistic wizard that created it. In return the rhinoman guards Tergian's treasure hoard, 2 chests, the first contains 25,000sp and 4000gp, the other contains 2400gp, 480pp, a scroll with the MU spells Sleep, Magic Missile and Ventriloquism, a wand of Web spells (6 charges left), a silver and ivory helmet of dwarven design with intricate engravings of dwarven heroes worth 600gp and 6 gems worth 300gp each (2 tourmalines, 2 spinels and 2 beryls)
  16. empty
  17. Storage chamber: this is guarded by 2 gnolls + 1 chaos guard.  It contains the provisions used by the residents, including lots of bread, salted meat, potatoes, barrels of beer and wine, and less savoury items for the more ravenous monsters.  
    17a) Stairs down. At the DM's discretion this could be a simple dead end, or it could lead on to deeper and darker dungeons. 

Stats for commonly encountered monsters

Chaos Guard: AC 4, Mv 90ft. HD F3 (14hp each), THAC0 16, Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment: chainmail, sword, shield, dagger, 2d6gp

Gnoll: AC 5, Mv 90ft, HD 2 (9hp each), THAC0 18, Att 1 weapon for 2d4, Save F2, Ml 8, Align C, XP 20, equipment: scale mail, shield, spiked club or gnoll-axe, 4d6sp

Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, 2d6gp

Destroying the Screaming Standard and Widowmaker 

The Screaming Standard (from area 11b) and the intelligent sword Widowmaker are both useful magic items in themselves and also revered symbols of the power of Chaos. Whoever wields them commands respect from many chaotic humans and other creatures, as Kamroth once did and as Lord Tergian does now. Destroying them would remove two rallying points for the forces of chaos and thus be a good thing for the forces of Law and civilization. Although these two chaotic magic items could be considered by the DM to be just as breakable as non-magic equivalents (i.e. the banner could just be burned and the sword broken with a sledgehammer to the flat of the blade), I prefer the idea that such vile magics are not so easily undone.  

Destroying Widowmaker can only be done in a place where magical weapons are forged. It is suggested that there is an abandoned dwarven Forge of Power lost somewhere in the southwest of Rockhome, but nobody knows who or what lurks therein these days. The Screaming Standard is more problematic as magic (such as Silence 15' radius) is needed just to shut it up and stop it attracting attention. But it can be destroyed by having a high level (12th or higher) lawful cleric casting Dispel Magic and then Dispel Evil on it (the Dispel Evil drives out the lesser demon actually bound to the standard). This will temporarily render the banner inactive and vulnerable, but then it must be washed in a fountain of holy water within an hour or else the demonic spirit will return and reanimate the Screaming Standard. 



Sunday 4 June 2023

The Order of the Amethyst Rose

Image by chavi-dragon, source

History of the Order

This order of knights and clerics was founded in Thyatis City in 630AC after a series of crimes and scandals involving chaotic cultists rocked Thyatian society, including incidents of demons being summoned. The Order of the Amethyst Rose was established to protect the Empire of Thyatis from the forces of Chaos, especially Chaos Cultists and demons. The order started out small and with good intentions. There were notable successes including the apprehension of an Imperial advisor in a shrine of Chaos in Hattias as well as the destruction of a nest of doppelgangers that had taken over an inn. The knights and clerics had purple vestments, surcoats and shields with a white flower symbol. 

In the early days of the order there were some remarkable heroes including Saint Julus Vespasius, a heroic cleric who tracked down and destroyed a vampire and its undead minions almost single handedly, and Lord Appodocius, the knight who wielded the great sword Havoc-bane. At other times the order would work with more secular authorities such as town watch and law courts to bring the followers of chaos to justice. Good and decent people liked and respected the order while Thyatian authorities viewed them as a useful ally against subversive cults. 

As the Order's fame grew and the forces of Chaos had to be countered in various towns and cities across the Thyatian Empire, the order established Chapter Houses in cities, small estates and large town houses where the knights could gather, find hospitality and plan their efforts against Chaos. To facilitate running the order, merchants and accountants were brought in. There were some wealthy patrons as well as a few bequests from nobles and merchants who had found their heirs had turned to chaos (or were just not deserving of their inheritance). 

By 900AC the Order of the Amethyst Rose had become rich and powerful and no longer the idealistic, zealous hunters of evil-doers it once was. The order's influence was strong and woe betide anyone who was criticised by or even worse investigated by the Order. But its focus had turned to managing its money, its estates and its political influence. The order had become increasingly self-serving. And it was starting to make enemies in Thyatis, few of whom had any allegience to the dark forces of Chaos. People became cynical and untrusting of what they saw as a holy facade covering a corporate and materialistic operation. The Order also made several blunders, arresting a Duke on suspicion of Chaos Worship only for it to be shown in court that the Duke had been set up by his envious brother. A so-called witch that one fanatical cleric of the order denounced was seized by a mob and hung from a tree, only for it to be revealed that she was just an ordinary magic-user. The Order expelled that cleric and tried to distance itself from the incident but the damage was done. And there were rumours among merchants that the order was using its position and reputation to gain better deals in the marketplaces. Although the Emperor and his household were never directly threatened by the order, the Imperial Court could see the wealth and power of the order increasing. 

The Fall

In 955AC there was an influx of recruits into the Order. A few of these were fighters hoping to become squires then knights. Others were clerical acolytes. One particular trio were scribes and clerks. They had some minor clerical abilities but were put to work in the order's treasury. And thus three Chaos Cultists infiltrated the Order. Exactly why they did this is still debated but there are several theories that are not mutually exclusive. Firstly the Order of the Amethyst Rose was still a threat to the cults of Chaos in Thyatis and neutralising it would have made Chaos worship somewhat safer. Secondly embezzelment is a very profitable crime if you can get away with it. Thirdly they may have been assisted and perhaps encouraged by other parties. They also managed to recruit some disillusioned and bitter members of the order, usually among the lay staff but at least two knights joined in this treachery as well. Resentment against the order was bolstered by bribes from embezzeled funds. The moles also upset those the order dealt with, sending out inappropriate demands for payment (both in tone and in accounting inaccuracy) and sending letters from the order to various Thyatian nobles  and merchants demanding favours and concessions. The Grand Master of the Order had no idea this was going on and if his lieutenants knew, they did not inform him. 

In 958 AC the Order of the Amethyst Rose came crashing down. Clerical divination by independant priests was not very thorough but the question "Are there chaos cultists in the Order of the Amethyst Rose?" was replied with a Yes. This was damning evidence for most folks including the Imperial court. The theory that the Order was like both fireman and arsonist, setting up Chaos cults and then publicly uncovering them and gaining wealth and glory as rewards circulated around Thyatis. 

At the time there were about 50 knights, 20 clerics and over 120 lay members of the order at the Amethyst Citadel, the headquarters in Thyatis. The Thyatian authorities and army first tried to enter the Amethyst Citadel armed but peacefully but the Order refused. The army then assaulted the Amethyst Citadel, with fatalities on both sides. The Grand Master and surviving members of his council were arrested on charges of worship of Chaos, as well as most of those captured alive in Thyatis. Many who resisted arrest were killed  by the army. The real chaos cultists had set up several shrines of Chaos within the Order headquarters, then fled the Citadel and then tipped off the authorities about the shrines, thus providing yet more evidence that the members of the order simply could not explain. 

Beyond the capital the Order fared little better, with chapter houses and other estates seized, and known members arrested. There were skirmishes between Thyatian authorities and the knights of the Order, such as a dozen soldiers and three knights dying in Port Lucinius when the Chapter House was stormed. Some nobles and court officials were not so hasty in their judgement and a number of members were released after being stripped of their titles and fined heavily (for the crime of being part of a banned organisation). Those who had friends outside the order willing to vouch for them were dealt with more leniently and some independent clerics realised the charges were unreasonable when multiple castings of Detect Chaos on arrested members gave no clear results. Nonetheless, the order as an organisation was finished and its members under a cloud of suspicion if not outright disgrace. 

What is left now?

The surviving members went their different ways. About one in five completely lost their faith in the philosophy of Law and became renegades, mercenaries or bandits, angry, bitter and cynical. A few even went so far as to swing completely the other way and become followers of Chaos. The Bloodied Rose was a notorious mercenary company of former knights of the Amethyst Rose, known for its amoral and uncaring attitudes that wandered the north of Thyatis (Rebius, Kantrium and the Imperial Territories) for several decades after the destruction of the original order. They had the fighting skills they had learned in the order, but none of the morality or honour. 

Some simply changed jobs entirely, becoming carpenters, merchants, inn-keepers and the like, giving themselves new lives completely separate from their lives in the order. Most people encountering them would have no idea that they were disgraced fugitives from a outlawed organisation. 

Some gave up on the order but not on the principle of Law and what the order had originally stood for. In the year after the disolution of the order, various churches of Law around the Known World and Isle of Dawn had influxes of recruits from Thyatis. The Church of Law in Specularum was bolstered by ten clerics and twice as many fighters offering to be temple guards. Fifteen Thyatian knights joined the Order of the Griffon in Specularum. Another three clerics turned up looking for shelter and jobs at the Reclusium of Serenity. Having heard of the fate of the Order of the Amethyst Rose, these churches were often quite thorough in their vetting - they had no wish to accept chaos cultists that had infiltrated one organisation into their own. A few knights of the order became questing adventurers, not attached to any church, order or liege-lord but doing on their own what they believed was necessary to fight Chaos. 

The Order of the Shattered Rose is the unofficial successor to the original order. Founded in 988AC, it has tried to learn the lessons of the past, and focuses on both combatting Chaos (both cultists and monsters) and also internal security and discipline. The Order of the Shattered Rose can seem a little paranoid about who it trusts and who it lets join but given what happened to its predecessor, this is understandable. The Order of the Shattered Rose has its headquarters in Kerandas City. But it has no chapter houses and does not seek property or wealth - it has rules about discarding or donating away things that are not strictly necessary for combatting Chaos. It donates excess money to the Thyatian Church of Law.  The Thyatian authorities are aware of the Order of the Shattered Rose and tolerate it but view it with some suspicion - it was set up by former members of the Order of the Amethyst Rose. But some other Thyatians, especially those with doubts and reservations about the accusations leveled against the original order, think this new order could be a force for good.They remember that the Amethyst Rose had fought the good fight against the evil forces of Chaos, and Thyatis needs people willing to do that duty today. 

The property and estates of the Order of the Amethyst Rose were kept by whoever seized them during the order's downfall - the Imperial government got the Amethyst Citadel and other places around Thyatis City. Other nobles and civic authorities took estates and chapter houses further afield. The Order of the Shattered Rose has made no attempt to reclaim any of these, for to do so would officially link them to the disgraced old order, as well as raising the temptation of acquring properties for the sake of money and vanity. A clean, fresh start means a completely new home, and just one modest home, for the Shattered Rose. 

The fate of the wealth accumulated by the Amethyst Rose is a mystery. It did not stay in one big lump sum. Chaos cultists within the Order immediately before the downfall managed to steal quite a lot, financing the running and operations of chaos cults across the Known World. The imperial and noble forces that stormed the Amethyst Citadel and chapter houses seized whatever they could in the name of fines and reparations. But other deposits, especially those outside Thyatis City, are completely unaccounted for. Were they stolen by other parties? Are they still held in steel vaults deep beneath chapter houses? 

At least some merchants have suggested that a sizeable amount was invested in mercantile ventures - they say some former members, both knights and lay members, set themselves up as merchant traders using money from the order - the order in its latter days certainly gave them the connections, experience and skills to do this. Thus it is believed that some of the wealth-generating operations of the order are still going, despite the end of the militant side of the order. Although some of these merchants are entirely self-serving, keeping the profits for themselves, some others remember what they once stood for and channel some of the profits to good causes, such as churches of Law, noble orders of knights and charities. When the Order of the Shattered Rose acquired its headquarters in Kerandas, it was able to pay for the manor house thanks to a generous donation from an anonymous patron. The donation came in a chest that contained thousands of gold coins and a large amethyst geode that some say looked like a flower. 


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