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Series
Series Code
 
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Year Published
2007
Primary Name
Das Land, das nicht sein darf
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ObjectID: 114720
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Pg. 1
Nick: 
First Printing
Publisher: 
Year: 2007
Soft Cover
ISBN-10: 3924714843
104 pages
Size: 8.27 x 11.02 inches
German
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Description Edit | History

From the back of the book:

Vampire müssen nicht länger die Macht der Sonne fürchten und gehen in Moravod - und bald überall? - am helllichten Tag auf die Jagd. Auf der Suche nach Hinweisen, wie man dieser Plage begegnen kann, müssen die Abenteurer das Rätsel des Sehenden Schlüssels lösen und sich ihm anvertrauen. Er führt sie von Geltin zu den Belogora, wo die ehemalige Hauptstadt Kuz Alhadur des Königreichs unter den Weißen Bergen verborgen liegt. Seit Jahrtausenden lebt hier keine Zwergenseele mehr, doch irgendwo soll es ein uraltes Archiv geben, in dem die Weisheit der Ahnen gesammelt ist. Doch so verwaist sind die Ruinen nicht, und die Gefährten sehen sich uralten Mächten gegenüber aus einer Zeit, als Elfen und Zwerge noch verbündet und die Götter der Menschen jung waren.

Von der Zwergenstadt führt der Weg die Abenteurer auf den Spuren eines Gottes und seines auserwählten Volkes in die Wildnis des fernen Nahuatlan, wo sie in der dreimal gebauten Stadt das Rätsel der Chalpeca lösen können. Dort erfahren sie vom Land, das nicht sein darf, in dem der Herr der Zeit mit den Schicksalen der Sterblichen spielt. Nur mit seiner Hilfe können sie ungeschehen machen, was einst die Vampire vom Fluch der Sonne befreite.

Das Land, das nicht sein darf gibt den Abenteurern Gelegenheit, die in Was Fürsten wollen sichtbar gewordenen Gefahren zu bannen und ganz Midgard vor der wachsenden Macht der Vampire zu retten. Im Laufe der Geschichte begegnen sie Wesen, die tief in der Vergangenheit Midgards verwurzelt sind: einem der ältesten Geschöpfe des Anarchen, einer der mächtigsten Kreaturen des Vampirgottes Camasotz, dem huatlantischen Windgott Ahuatl, einem Weißen und einem Dunklen Seemeister und dem letzten König von Nahuatlan.
Dieses Heft enthält ein Rollenspiel-Abenteuer für hochgradige Spielerfiguren, das die epische Geschichte um die Zerstörung des Sonnensteins zu einem glücklichen Ende bringt.

Translation:

Vampires no longer need to fear the power of the sun and go hunting in Moravod - and soon everywhere? - in broad daylight. Looking for clues on how to tackle this scourge, the adventurer must solve the mystery of the Seeing Key and trust in him. He takes them from the Geltin to the Belogora, where Kuz Alhadur the former capital of the Kingdom lies hidden under the White Mountains. For thousands of years no dwarven soul has lived here, but somewhere there should be an age-old library, where the wisdom of the ancestors has been collected. But the ruins are not that orphaned, and the companions stand against ancient powers from a time when elves and dwarves were still allied and the human gods were young.

From the dwarven city the path leads the adventurers on the footsteps of a God and his chosen people into the wilderness of the far Nahuatlan, where they can solve the riddle of Chalpeca in the thrice-built city. There they learn of the country that may not be in which the Lord of time plays with the fate of mortals. Only with his help they can undo what once freed the vampires from the curse of the sun.

The country that may not be gives the adventurers the opportunity to avert what has become visible in What princes wish and to rescue all of Midgard from the growing power of the vampires. Throughout the story they encounter beings who are deeply rooted in the past of Midgard: one of the oldest creatures of the anarch, one of the most powerful creatures of the Vampire God Camasotz, the huatlantian wind god Ahuatl, one white and one dark Seemeister and the last king of Nahuatlan.
This booklet contains a role-playing adventure for high-level player characters, which brings the epic story of the destruction of the sun stone to a happy end.

More Information Edit | History

Cover Artist: Jan Patrik Krásný

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