Threshold 17 Western Brun
Threshold 17 Western Brun
Threshold 17 Western Brun
com
WESTERN BRUN
thepiazza.org.uk
pandius.com
THRESHOLD - The Mystara Magazine
Issue #17
Editorial.......................................................................................3
This Issue s Contributors............................................................4
Call for Contributors...................................................................5
The Great Map of Brun................................................................8
Western Brun in 8 miles per hex..............................................17
The Great Timeline of Western Brun........................................22
Creatures of Western Brun........................................................62
The Southwestern Arm of the Immortals...............................144
Engdyr’s Game 1 - Journey North...........................................154
To the Mistmyr Falls................................................................184
Artwork Sources and Credits..................................................201
Next Issue................................................................................207
Threshold: The Mystara Magazine is unofficial Fan Content permitted under the Fan
Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.
Threshold: The Mystara Magazine is a non-commercial, fan-produced magazine. There is
no intention to infringe on anyone’s rights, and in particular not on those of Wizards of the
Coast, which holds all rights to the original material on which the magazine is based.
All issues of Threshold are available for FREE download from the Vaults of Pandius website
Editorial Credits
Threshold Editorial Team: Editor-in-Chief, Issue 17:
Francesco Defferrari (Sturm)
Allan Palmer (AllanP)
Giampaolo Agosta (Agathokles) Layout:
John Calvin (Chimpman) Allan Palmer (AllanP)
Francesco Defferrari (Sturm)
Art:
Giampaolo Agosta
Editors Emeriti Leandro Abrahão
Andrew Theisen (Cthulhudrew) Robin D.
Ashtagon William McAusland
Angel Tarragon (The Angelic Dragon)
Geoff Gander (Seer of Y'hog) Cartography:
Håvard Thorfinn Tait, Thibault Sarlat,
Jesper Andersen (Spellweaver) Christian Constantin, Andrea Francolini,
Joseph Setorius (Julius Cleaver) DJ Hartel, Robin D., Roberto Roma,
Leland (Argentmantle) John Calvin, Matthew Fleet, Mindszenty,
LoZompatore Francesco Defferrari (Sturm),
Micky Ignacio Ramos
Robert Nuttman (RobJN)
Simone Neri (Zendrolion)
Thorfinn Tait (Thorf) Additional Reviewers & Proofreaders:
Troy Terrell (CmdrCorsiken) Allan Palmer (AllanP), Andrew Theisen,
Brian O'Carroll, Caroline Regina,
David Insley, Harri Maki (hihama),
Robin, Rob Koper, Shawn Stanley
Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.
The West is an iconic theme not only for We will indeed begin by examining the maps
Americans but also for the rest of the world, of Brun produced over the years, and then
thanks to the influence that the Western we will look at the timeline of the great
movies and their epic had all over the globe. continent and at the people and creatures
Mystara has its own mysterious and savage who inhabit it.
West: part of it was developed in the “Voyage
of the Princess Ark” series by Bruce Heard, Special focus of this issue is on the Arm of
and then gathered in the Savage Coast and the Immortals, with Ignacio Ramos’ maps
Red Steel boxed sets. The Mystaran West and Atila Pires dos Santos’ original nations
imagined by Bruce was indeed partially and cultures.
inspired by the American West, Northern and
Southern, with pistols, cowboys and To complete the issue two adventures which
gauchos. In a typical Mystaran style the continue from issue #16: the second parts of
picture was completed by a mashup of the BC 2300 adventure path and of the
cultures inspired by other regions of the real Loktal’s Vault megadungeon.
world, from French-like rakasta to English-
like lupins, ancient Gauls, Australian natives As the material submitted by contributors
and much else. was too much to fit into just one issue, our
voyage in Western Brun will continue in
Later the active and imaginative Mystara fan issue #18 with the Savage Coast.
community added a lot more to the West of
the continent of Brun. As canon Mystaran Enjoy your voyage to the savage lands and
products placed in Brun people inspired by remember that Here Be Dragons!
cultures from all the real world continents,
fans created more nations inspired by Persia,
Russia, Siberian people, Native Americans or
Japan, and added also more fantastic cultures
and people. Francesco Defferrari (Sturm)
Issue #17 Editor-in-Chief
This issue of Threshold should be considered
a starting point in a great voyage to the West
of Brun, with the help of the maps and the
reports sent by previous explorers.
Andrea Ciceri is a RPG and Videogame Geek to read fantasy, science fiction and true
that also happen to have a PhD in Philosophy science and is a fan of Star Wars, Lord of the
of Religion. Married, father of one son, he RingsR, Star Trek, and Terry Pratchett.
loves to cook for his family and friends. He is
John Calvin is fascinated by the depth of
the proud owner of his family bookshop.
Mystaran history, and has always wanted to
Giampaolo Agosta (a.k.a. Agathokles) share that more fully with players. To that
agrees with Schiller that “man is only end he has been developing sub-settings like
completely a man when he plays”. Therefore, The Hollow Moon and Mystara 2300 BC.
he makes a point of taking gaming seriously,
Even though Sturm (a.k.a. Francesco
and real life casually. Besides Mystara, his
Defferrari) loves any alternate world, he
gaming interests include (among others)
believes Mystara is incomparably the best for
Dark Sun, Planescape, Ravenloft, Birthright,
its vibrant community endlessly delving into
Call of Cthulhu, Star Wars and Witchcraft RPG.
ethnography, linguistics and history just to
Despite not being the first setting played by make a little sense of it. Something like the
Átila Pires dos Santos (a.k.a. Wilhelm), real world, but with dragons.
Mystara is one of his favorites. He feels that
Robin (at The Piazza, Robin D elsewhere)
Mystara is one of the most democratic
Female from 1962, she began playing D&D
settings ever, not only because of how much
since its earliest days as far back as 1978,
its fan base can change its destiny, but also
soon after becoming “addicted”. Ultimately,
because of those many RW cultures that have
she was intimately bound to the world of
their Mystaran version.
Mystara, because of its complex diversity. A
Ramelin (Ignacio Ramos) hails from current compiler of massive materials
Guadalajara (that is in Mexico). His affair with available on Vaults of Pandius & her
Mystara started 32 years ago, and has an “Breath of Mystara” blog; and former
ongoing campaign that has lasted as long. Teacher of Biology, Ecology, Chemistry,
The affair with Mystaran cartography has Physics, once travelling all over Europe as a
lasted pretty much as long, but his true stage dancer including house parties. Once
calling came with the Gazetteers, when he called “The Fletcher” at UK GenCon by
decided that the whole planet should be Bruce Heard for her extensive compilation
mapped at this scale. This project is about in “Revenge of the Little Ones”.
one quarter complete, with most of Brun,
parts of Davania and even inroads into
Skothar. Ramelin has one wife, one son and
one daughter, acquired in that order. He like
ecologies, etc.; and Illustrations: portraits, minimum. For most NPCs, it is sufficient to
maps, heraldry, illustrations, etc. mention class, level, and alignment. For
important NPCs, a one or two line stat block
The Threshold editorial team strives for may be included.
edition neutrality, but edition specific articles
(e.g., conversions) are also accepted.
statistics for new monsters and NPCs may be
included in articles (e.g., adventure modules,
new monsters or NPCs) in any version of
Dungeons & Dragons. The editorial team
also offers help in providing conversions to
some specific rules set. including BECMI/RC,
2nd Edition, 3rd edition/Pathfinder.
However, this material should be limited to a
From the
Mystara
Forum at
Previous Issues
Previous issues of THRESHOLD - the Mystara Also available at the same location are higher
Magazine, are available for download from the resolution versions of the maps that were
Vaults of Pandius website. included in the issue’s PDF, allowing greater
detail to be viewed.
#1 - “Karameikos”
#2 - “Vaults of Pandius”
#4 - “Return to Dread”
#5 - “Exploring Davania”
#6 - “The Northlands”
#7 - “Exploring Norwold”
#8 - “Warlordsof Norwold”
#9 - “Hollow World”
#15 - “Mystaraspace”
7
THRESHOLD: The Mystara Magazine Issue #11
: The Mystara Magazine Issue #17
The Great Map of Brun
The purpose of this article is to introduce the It all started with Thibault Sarlat and
great broad-scale maps of Brun which have Christian Constantin, the first fans to try to
been made over the years by the Mystaran map the continent of Brun at 24 miles per
fan community, as no complete canon map hex back in 1999:
existed of the western or northern parts of
the continent. As we will see, there is not - Thibault Sarlat’s maps of Brun in the Tome
always consistency or consensus on the of Mystara (available at The Vaults)
shape and position of some geographic - Christian Constantin’s Map of the Great
features of the continent. This aspect could Hule and the Midlands AC 1000 current as of
be incorporated into a campaign itself and be 10 May 1999 (available at The Vaults)
funny and interesting in a game set in the - Christian Constantin’s Map of Borea,
wilderlands of Brun, as the players may have current as of 1999 (available at The Vaults)
to use available maps, to discover that they - Map of Western Brun, AC 1000 at 24 mph
are unreliable or incorrect. by Christian Constantin, current as of 1999
(available at The Vaults)
This article will use the
names of the people who
created these maps as
they appear in the Vaults
of Pandius and, if
available, the nicknames
they use on The Piazza
forum. The DM could
choose to use these
names in game as actual
explorers of Brun or just
attribute them to fictional
figures or to unknown
adventurers.
With these maps, filled with name tags More recently, taking into consideration
inspired by Central Asian cultures and other fan works, in particular details of the
including the Yezchamenid and Zuyevo Midlands2 by James Mishler and the new
Empires created by Adrian Mattias, Thibault maps of the area by Carillion3, Christian
and Christian (who also wrote extensively Constantin also made a new map of Hule
about Hule and its history1) created the first and the Yalu sea, moving the latter more to
geographic representation of Central and the west:
Western Brun.
Map of Central Brun, 1000 AC from The
Piazza posted 29 October 2014 (available at
The Vaults)
2 S e e “ T h e M id la n d s” in The Va ul ts
1 S e e Chris tia n Co ns ta ntin’ s wo rk s s to re d in 3 S e e l a te r a b o ut his m a ps a nd c he c k his
the Va ul ts o f Pa nd ius a rtic l e in the ne xt is s ue (#1 8 ) o f T h r e sh o ld .
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Editor’s Note:
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Editor’s Note:
Continuing the theme of the
previous article about the
continuing efforts by the fan
community to map the whole
of Brun, cartographer Ignacio
Ramos submitted his new
map of the Arm of the
Immortals and Western Brun
at 8 miles per hex scale to
THRESHOLD Magazine. Here,
in his own words, is Ignacio’s
description of the map:
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exist. In this version, the Sea of Yalu (The complete and congruent map which, I hope,
Cradle) and Health's Spring are elongated creates a seamless whole at 8 mile per hex
and further south. In the other version the scale.
lands near the Yalu River are dominated by As always: my eternal thanks and recognition
the Lawful Brotherhood, Chaotic Sisterhood to all the mapmakers and contributors to the
and Neutral Alliance. The Sea of Yalu and wonderful world of Mystara!”
Health's Spring are shaped more like the
Master Rules Map and are positioned further Editor’s Note (2):
north. Moreover, there is no clear position As magazine restricts the ability to see the
for the Arm of The Immortals in relation to details of these wonderful 8 miles per hex
the Orc's Head Peninsula. maps we provide some enlarged extracts ,
I have tried to reach a compromise between on the following pages showing some of
both versions and the Master Rules Map. In the detail. To appreciate them fully, we
my interpretation the Master Rules Map is a suggest you visit to the Vaults of Pandius
typical medieval map with both truths and website to view and download them.
errors in the position and shape of the (See links at end of article)
geographical features. The final result is a
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A history of Brun
beyond the Known World
Introduction
This article uses all existing canon and fan later compiled in the boxed sets “Champions
created information to develop a timeline of of Mystara”, “Red Steel” and “Savage
Brun, the continent of the Known World, Baronies”. The rest of the land received only
focusing on its western regions which are not brief mentions in canon sources, such as the
traditionally part of the canon Known World. Master set map and some adventures. The
I have added a small amount of my own vibrant Mystara fan community, however, has
creation to the available information. In added a lot to the development of Western
canon sources, Western Brun is a mysterious Brun, adding much material to the scarce
land, of which only the southern part, The canon information about the continent.
Savage Coast and the Arm of the Immortals,
have been developed in the “Voyage of the To list all these sources in this article would
Princess Ark” series by Bruce Heard, require a huge amount of notes; I will
originally published in Dragon Magazine and instead list at the end of this article all the fan
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sources I have used, asking for forgiveness in Gazetteer produced) is in the background of
advance if I have forgotten or omitted this timeline, and therefore only the most
someone. important events are mentioned. The history
The first canon source to depict the whole of Alphatia and the Isle of Dawn are also
world of Mystara, (which at that time had not only briefly mentioned unless it directly
been named as such), was the map in the affects Central and Western Brun.
D&D Master Rules set by Frank Mentzer. On
the map Brun was largely occupied by the Besides gnomes, I also see Central and
“Empire of Dorfin IV”. Later canon, in Western Brun as inhabited by many other
particular the first installment of the “Voyage races, from the most ancient, such as
of the Princess Ark” by Bruce Heard, dragons, giants, rockmen and geonids,
assumed this map could have been a chameleon men, lizardkin, neanderthals,
compilation of unreliable sources, but it gave sasquatches, centaurs and fairy folks, lupins,
me an idea. As the name Dorfin appears later rakastas, tortles, neshezu, phanatons,
in relation to gnomes (for example in AC11: gyerians, to the human races who came
“The Book of Wondrous Inventions”, before the time of Blackmoor, such as Oltecs,
compiled by Bruce Heard), the guideline of Azcans and the ancestors of the people of
my personal history of Western Brun is that Robrenn and Ethengar, to the humanoids
gnomes are the secret movers and shakers of and the elves who came after the Great Rain
the continent, and they really had a great of Fire.
empire spanning it, an empire they are ready
to re-form. This idea was also partially The variety of people, cultures and themes
inspired by the vapourware product creates a diverse and interesting setting, with
“Hackwurld of Mystaros”1 by James Mishler, plenty of adventures waiting for bold
where he planned to place the Hackmaster’s explorers!
gnome titans in Western Brun.
1 S e e a l s o “ Co m p ile d Q &A o n t h e
Ha c k W u r ld o f M y st a r o s” in the Va ul t o f
Pa nd ius
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Blackmoor era and the first expanded Blackmoor trade in Brun (F4) The
kingdom of Dorfin wizards of Blackmoor win against the
dragons and gives them the Dragonlord
3,500 BC: armour to ensure peace (C).
Blackmoorian humans from Skothar begin
their travels and colonisation, reaching 3,200 - 3,000 BC:
southern Brun, where they will eventually The growing Blackmoorian power in
found the colony of New Blackmoor in the southeastern Brun pushes many Neathar and
present day Known World. (F3, M) The Oltec people north and west. The powerful
Azcans secede from the Oltec empire (C) cleric Djaea protects the Neathar of central
Sandfolks are brought to New Blackmoor Brun from Blackmoor colonisation. Cretia is
from Skothar (F6). the leader of the Etesh people at this time,
protecting them from Blackmoor’s attacks
3,400 BC: and eventually helping them after the Great
Blackmoor becomes ever more powerful Rain of Fire, thus attaining immortality. (F3,
while the Dragon Empire of Brun loses F4, M) Rathanos saves the Oltec empire from
ground. Gnomes and dwarves, very Azcan conquest (M) Yazak is overrun by
interested in Blackmoor technomagic, beastmen pushed west by the Blackmoorian
cooperate with the humans. Blackmoor crusades (F6). Many beastmen settle in
promotes crusades against beastmen and Hyborea while the beastmen/Neathar
lupins, Rakasta and other humanoid races hybrids, the Dena, seek refuge in the
are often persecuted too. (C, F2,3, M) Icereach range (F6).
Utnapishtim leads an Oltec colonisation to
south western Brun (F4). Imlec2 in Borea is
founded by the gnome Dorfin to trade with The Dark Age and Dorfin II
Blackmoorians (M).
3,000 BC:
3,300 BC: The Great Rain of Fire destroys Blackmoor
Oltec nomads settle the Yazak steppes, also on Skothar and shifts the position of the
inhabited by beastmen. Yazak becomes an continents, making western Brun much
open trading city (F6). warmer. (C) The cataclysm also leads to the
spreading of the Wasting, a disease due to
3,200 BC: technomagic poisoning, which causes the
Garal Glitterlode leads the gnomes to create death of many original survivors during the
an independent nation in the cold region of next centuries. (F5) Gnomes are one of the
the Yalu sea and builds the first Earthshaker. few races immune to the Wasting, and they
(F4, M) The mortal Cymorrak3 becomes the rise to power quickly in central Brun.
immortal Asterius after having greatly Understanding the peril of technomagic
items for other races, gnomes soon begin a
2 This gno m is h c ity wa s c re a te d b y m e a nd campaign of destruction of such creations.
is b rie fl y d e s c rib e d in “ Im le c , t h e c e n t r e o f
t h e wo r ld ” a t the Va ul ts o f Pa nd ius . The gnomish city of Imlec in Borea, however,
3 S e e a l s o no te 1 0 b e l o w a b o ut Cym o rra k ’ s is heavily damaged by the cataclysm (F5, M).
po s s ib l e id e ntity.
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2,990 BC:
Wallara and Aranea become dominant in
Western Brun following the Great Rain of
Fire (C). (F6). Oltecs of the east disappear, destroyed
by the consequence of the cataclysm (C, M).
2,950 BC: Imlec is now rebuilt and the gnomes create
The gyerian Cochere leads many of her the second kingdom of Dorfin, which aids
people from Skothar to Brun and gains the cause of the Law against the dominant
immortality. Faenare and gyerians spread in chaos of the time after the cataclysm (M).
Brun. Djaea saves many Neathar human from
extinction after the Great Rain of Fire, 2,749 BC:
founding the druidic orders (C, F4). The fey Dwarves of northern Brun have reached the
of Genalleth (modern Wendar) help the local region of Norwold by now (F5).
elves survive the Great Rain of Fire (F6).
2,700 BC:
2,900-2,500 BC: Pushed out of Norwold by rakasta, the Dena
Rathanos helps several cultures of Oltecs and settle in Denagoth (F6).
Azcan descendants in Sind, Atruaghin lands
and the Savage Coast survive the difficult 2,600 BC:
times after the Great Rain of Fire, and Fiend-worshipping city of Dravya becomes a
becomes an Immortal (C, F4, M). power in the Yazak, dominating Oltec and
Blackmoorian colonists, dwarves, gnomes Neathar nomads, lupins and rakasta up to
and Neathar of northern Hyborea survive by Billeot and Plaktur (F6). Northern Brunian
creating the Qauriks4 domed cities and dwarves and gnomes reach the region of the
turning to the worship of Zugzul (C, F4). modern Northern Reaches and Rockhome,
where some other dwarves have survived.
2,800 BC: More dwarves arrive from Skothar in the
Yazak manage to thrive with Blackmoorian following decades (C, F5, M). Carnuilh, fair-
technomagic, controlling the steppes to skinned Neolithic humans settle on the Adri
Dravya and Billeot, and the rakasta of Plaktur Varma Plateau. The humans keep to the
northern parts while the Sandfolk dominate
4 S e e a l s o the e ntry a b o ut the m in the the south (F6).
“ Cr e a t u r e s o f W e st e r n B r u n ” a rtic l e b y R o b in
in this is s ue o f T h r e sh o ld M a ga z ine . .
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begin in Urzud. (C) Orcus is a feared in eastern Brun. (C, F4). Beastmen tribes
warleader in the service of Thanatos at the expand in northern and Central Brun (C,
dusk of the Taymoran civilization (F4). F6). Akkila Khan’s forces sweep through the
Citadel of the Law and Midlands threatened eastern parts of the Adri Varma Plateau on
by humanoid attacks (F6). their way to Glantri. Humanoids mix blood
with the Carnuilh forming the Oghriz (F6).
1,763 BC: Enoreth unites the Genalleth, Geffronell and
Frost giants, led by Ulf One-Eye conquer the
the recently settled Lothenar forest to resist
lands of the Litoniesu and Lietuvans, the
the humanoid invasion (F9). Saamari and
Valoin of northern Norwold, creating the
Vaarana flee eastwards from the horde (F9).
realm of Nordenheim (F9).
The gnomes of Dorfin are attacked too, Imlec
is partially sacked and the nation is in chaos
for decades (M).
1,722 BC:
Akkila Khan’s hobgoblins are repelled from
Genalleth by the Korrigan and attack
Ethengar and the elves of the Highlands,
united by Atziann in the Kingdom of
Aengmor (C, F4, M).
1,720 BC:
Verdier elves join the Meditor in Alfeisle (C).
1,717 BC:
Second Cataclysm and first More humanoids from Urzud invade the
humanoid invasion Midlands, Black Mountains and the Great
Valley, then to the Yazak steppes (F6, 7).
1,750 BC:
Volcanic eruptions in south eastern Brun 1,707 BC:
destroy what remains of Taymora and Inti The rakasta city of Plaktur is sacked and
lands and affect Sindh and the Serpent occupied by humanoids, then most of the
Peninsula. (C) Dravish cities are ruined as Dravish and Yazak cities are sacked as well
well in the Yazak steppes and the civilization (F6, 7). This and the following earthquake
begin to decline (F6). scatters many rakasta in the southern Savage
Coast and to Sind (F2). The Kzinti rakasta
1,725 BC: nation is formed from refugees of Plaktur
King Loark’s great horde sweeps over eastern (F7, 10).
Brun. In the remote north, Ilmarinen saves
his people from the humanoids and will 1,700 BC:
eventually attain Immortality. The Glantrian catastrophe and King Loark’s
humanoids destroy the Antalian golden age death, possibly caused by the elf king Atziann
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1,088 BC:
The great Yalu Empire of Emperor Dorfin
conquers Dravya, pushing south the Hattis
(Oltec people) and the Dars (Neathar-Oltec)
(F6,7).
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1,050 BC:
Ranivorus promotes a great gnoll invasion
from the Known World to Hule (F4). Talmav
nomads escape the Yalu Empire and go to
the west (F6,7).
1,048 BC:
War in Hyborea between arctic dwarves and
frost giants when an ancient Blackmoor
device is discovered (F6).
1,047 BC:
Karsanite kingdom founded on the Western
Gulf of Hule (F6).
1,034 BC:
Following the disappearance of Emperor
Dorfin, the Yalu River Empire ceases its
crusade against Hule and lose some Nithian power and colonization
territories (F6). The gnomes of Dorfin III still
maintain control of large territories of Brun
for centuries to come, and manipulate local
kingdoms and tribes to support the Way of 1,000 BC:
the Law (M). Alphatian Landfall and first contacts with
Nithia. Gnolls invade Traladara and are
1,031 BC7: repelled by heroes Halav, Petra and Zirchev,
Nithian explorers reach the area of modern who later will become immortals. Hutaakans
northern Zuyevo, then inhabited by Valoin hide in the Lost Valley or disperse toward the
people and called Azidhaka and create a new west. Orcs enslave the Hin. (C). Darsagades
nation called Neskayt east of the Talmav founded by settling Dars nomads (F6,7).
lands. The Talmav are defeated and become Antalians settle in the Genalleth valley (F6).
vassals (F6,7). Warming climate bring many lynxman and
snow pardasta rakasta tribes to Hyborea.
Other rakasta mix with the humans of Sind
7 This d a te c o ul d b e l a te r, in 9 0 0 B C, (F2).
a c c o rd ing to ’ s “ Hist o r y o f t h e V isn e sk a y a n
p e o p le ” b y G iul io Ca ro l e tti
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795 BC:
Atruaghin raises the plateau and becomes an
Immortal (C).
779 BC:
Death of the last heir of the southern Dorfin
dynasty creates a long power struggle in
Sardjikjian (F6,7).
750 BC:
The Dars of the northern Arm of the
Immortals create an unified kingdom (F6).
Kepher/Noumena is one of the last Nithian
pharaohs not corrupted by Entropy (F4).
728 BC:
746 BC: Nithians destroy the Hulean colony of
Manipulated by Hule, Urduk tribes attack Korgut, end of the Nithian-Hulean war (F7).
Nithian colonies on the coast of the Great
Waste, start of the Nithian-Hulean war (F7). 725 BC:
Answering the Karsanites Kingdom’s
745 BC: demands for help in their conflict with Hule,
Hin begin a rebellion against the orcs Nithia invades the Hulean territories of the
occupying their lands (C). The Kingdom of western Gulf coast (F6).
Galannor and the Seven Duchies of the
Midlands form the Council of Order with five 724 BC:
human tribes of the Midlands, while others The hordes of Vaprak take the Citadel of Law
remain neutral and others join the horde of in the Midlands but the hordes soon dissolve
the humanoid chief Vaprak (F7). This event and are abandoned by their human allies,
will lead to the creation of the Neutral allowing Galannor to rebuild (F7).
Alliance by human and rakasta tribes who do
not want to be involved in the struggle 710 BC:
between Law and Chaos (M). Bargda created, supposedly from minotaurs
that betrayed the enduks in Nimmur8 (F4).
736 BC:
The New Citadel of Law built in Galannor
8 M a rc o D a l m o nte ’ s “ Co d e x Im m o r t a lis” s e ts
this d a te a s M ino id e s ’ b e tra ya l o f G il d e s h
(F7). a nd the c re a tio n o f c o m m o n m o d e rn
m ino ta urs , b ut o the r fa n wo rk s , inc l ud ing m y
“ Hist o r y o f Da v a n ia ” (T h r e sh o ld is s ue #5 ),
pre fe r to s e t the this e ve nt b e fo re 2 0 0 0 B C.
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292 BC:
Armies of Thalion and Nimbeth wage several
reprisals against humans in the Northern
Wildlands (F9).
277 BC:
Lemminkainen breaches Lovaara’s citadel,
the Vaarana reclaim their ancient Borean
lands but have to constantly fight humanoids,
while the Saamari migrate east to Northern
Norwold (F9).
272 BC:
The Kanastenid Empire collapses under
hivebrood attacks (F6).
260 BC:
After less than a century of existence, the
Alphatian Kingdom of Alinor in Norwold is
314 BC: destroyed by Wyrmsteeth dragons (C, F9).
Hivebroods arrive in the Arm of the
Immortals and attack the Kanastenid Empire 251 BC:
(F6,7). The gnome Glimreen Gemeye finds a
Blackmoor Artifact and begins to build an
302 BC: aerial city (C).
Overking Çem disappears in Hule and the
Hagiarchy returns to power (F6). 250 BC:
Thyatian pirates plague southeastern Brun.
300 BC: Mealiden becomes an Immortal and creates
Following a time of chaos, Enoreth II of the Egg of the Phoenix (C).
Geffronell unifies Genalleth and Geffronell,
starting a period of peace and prosperity 239 BC:
(F6). First tanagogre, descendants of ogres Tanagogre from Skothar founds Gombar and
and Tanagoro humans from Skothar, arrive Suma’a in the Arm of the Immortals (C, F6).
in the Arm of the Immortals (C, F6,11).
Woraf Empire created by the Tanagoro 200 BC:
humans of the south western Arm of the Orcs dominate most of the Streel Plains,
Immortals (F11). Troglodytes create the Ethengar, the Southern Highlands and the
Realm of Stygia in the Endworld line (F6,7). Broken Lands. The elves of Alfheim help the
humans of the Eastwind clan in the southern
Streel Plain to resist orc power. The tritons
arrive in the Sunlit Sea (C).
42
43
10 AC: 88 AC:
Lupin tribes unite in the central Savage Coast Orcs, defeated by Corwyn Attleson in
to resist Yazak humanoids (C). Thyatian Darokin, invade Nagpuri (C).
explorers spread a pestilence in the nation of
Sidsteland, Hyborea, which is eventually 100 AC:
contained (F6,7). Humanoids invade the Savage Coast,
destroying the tortle city of Zul and pushing
12 AC: lupins and rakasta toward Herath, who sends
Thyatians establish Cape Alpha (C). the gurrash gatormen against them. The
gurrash then escape from Herathian control
15 AC: (C). Humanoids attack the Konumtali
Alphatian raid destroys Cape Alpha (C). savannah but are driven away by the unified
human tribes (C, F7).
21 AC:
Kingdom of Darokin founded (C). 110 AC:
Denagothians and orcs sack Nimbeth (F9).
25-38 AC:
Rebellions in Bulzan and Antasyn are 120-158 AC:
violently crushed by Hule (F6). Hulean expansion beyond the Black
Mountain is eventually repelled by the Urduk
39 AC: tribes (F7).
Flying city of Serraine launches (C). The
dominion of Dorfin IV is rebuilt in Borea and
many tribes and territories of central Brun
slowly fall under its direct or indirect control
(M).
42 AC:
Orc leader Telkan founds a new kingdom
enslaving the Visi. The Neskayans are unable
to take back their former territory (F6, M).
62 AC:
Hule’s colonisation attempt in the Savage
Coast fails due to the fierce resistance of the
Lawful Brotherhood (F6,7).
44
45
313 AC:
Hattian rebellion defeated in Thyatis (C).
11 S e e “ A T r a v e lle r ’ s Gu id e t o No r wo ld ” b y
S im o ne N e ri in T h r e sh o ld is s ue #7
46
440 AC:
401 AC: Carnuilh people settle the Central Savage
Lycanthropy epidemic starts in Alphatian Coast in the area of modern Bellayne,
lands and spreads (C). Eusdria and Robrenn (C, F2).
47
496 AC:
In Visneskaya the Visi rebel with the help of
Zuyevo. During the civil war a group of
Visneskayan led by Lord Brasv goes west and
founds the Kingdom of Brasov on the
western coast of Brun, obtaining lands from
local centaurs, fairy folks and elves, with
whom the humans establish peaceful
relations (F6,7).
454 AC:
Traldar migrants create the nation of Olgar 497 AC:
southwest of Hule (F6). Dragons destroy the Alphatian colony in
Norwold. The Dragonlord kills the red
474 AC: dragon Kardyer in Darmouk. Dragons attack
Three centuries of elven and human the Highlands (C).
campaigns in northern Wendar end with
humanoids, giants and other enemies 498 AC:
repelled to the north, but the northern Armies of the Overlord attack Alphatia,
wildlands are lost and borders drawn that Dengar, Ethengar and the Highlands after
remain to the present day (F9). appearing in the Adri Varma region and
Wendarian range. The Dragonking promotes
475 AC: an alliance of Known World nations against
Following a civil war, the Yezchamenid the Overlord and finally defeats him during a
Empire of the Dars is born, replacing the battle in the Northern Wildlands north of
Hattasin (F6). Wendar. The Dragonking becomes the
Immortal dragon Diamond (C).
478 AC:
Kingdom of Ostland founded (C). 500 AC:
Thyatis and Alphatia fight in Alaysian lands
(C). The creature Harrow is active in the
48
49
640 AC:
A coalition of Littonians, Kaarjalans, Vaarana,
and Sarkan Goblins turn back humanoid
hordes and Cruji (human and humanoid
former followers of Pojaara) from the west
(F9).
650 AC:
The Alphatian general Bemarris wins several
battles against dragons in Norwold, gaining
12 In “ T h e Gr e a t No r t h wa y La n d s” a rtic l e in
the ne xt is s ue (#1 8 ) o f T h r e sh o ld M a ga z ine ,
M a tthe w F l e e t (Ca ril l io n) s e e s this d a te a s
the b irth o f the o rga niz a tio n, whil e I pre fe r
to ha ve it a s m o re a nc ie nt.
50
51
52
850 AC:
Etienne d’Amberville becomes the Immortal
Rad (C). Master’s Fist is built guarding the
Great Pass between the Black Mountains and
Hule (F7).
852 AC:
Minrothaddan explorers reach Tanakumba in
Yavdlom (C).
858 AC:
Principalities of Glantri are born and nobility
reserved for wizards (C). Some Glantrian
exiles escape to the Adri Varma. Princess
53
889-915 AC:
Hule attacks the north but is defeated by
Dvinzina and Sardjikjian (F6). 13 The e xa c t d a te o f the F a l l o f Es s uria a nd
the ris e o f the S ha d o wl o rd is no t give n in
c a no n a nd d e b a te d in fa n s o urc e s . D iffe re nt
896 AC: d a te s c a n b e fo und in the Va ul ts (We nd a r
Chateau d’Ambreville disappears (C). a rtic l e s , D e na go th a rtic l e s , a nd N o rthe rn
B run a rtic l e s ), a s we l l a s the G a z F s e rie s b y
J TR , a nd in is s ue #7 o f T h r e sh o ld m a ga z ine .
54
919 AC:
New Alphatian colonisation efforts in
Norwold (C).
920-937 AC:
Agents of the Master of Hule take control of
most of the Urduk and humanoid tribes of
the Great Waste (F7).
927 AC:
The Great Merger forms the Republic of
Darokin (C).
930 AC:
The Shadowlord leads Denagoth to destroy
the elves of Lothenar and attacks Geffronell,
but is repelled by Gylharen and Bensarian in
Wendar (F6,9). Some Lothenar elves escape
to Ghyr. Dead cities reported in the Borean
valley, first descriptions of the Kingdom of
the Dead (F9). Hulean plots and humanoid
attacks have greatly weakened the dominion
902 AC: of Dorfin IV in Brun. Intertribal warfare rises
Ispans found the Barony of Narvaez, starting in Borea (M).
a century long creation and disappearance of
new baronies (C). 931 AC:
Cinnabryl re-discovered in the Savage Coast
903 AC: (C).
Thyatis sends military aid and colonists to the
remote Essurian colony of Ghyr (F9) First 934 AC:
official contact between Bellayne and Baron Rotrich of Gulluvia tries to rebuild the
Myoshima (F2). region in the Adri Varma Plateau (F6,7).
55
56
57
1009 AC:
Othwa goblins come to dominate all the
humanoid tribes of Upper Urzud (F6).
1010 AC:
Elves from Alfheim free the Sylvan Realm
from the forces of Moorkroft IV with the help
of local fairy folk14. (C) The gnomes of Imlec
have now secretly built several Earthshakers
and are ready to march to the conquest of
Borea and recreate the dominion of Dorfin V
(M).
1010-1013 AC:
Events of the “Poor Wizard’s Almanacs I, II
and III” and “Joshuan’s Almanac”.
1000 AC: Heldannic knights attack Norwold and
Duke of Noapte and Western Alliance ally to conquer Landfall. Humanoids attack in the
contrast the Kingdom of the Dead in the Savage Coast. Hule conquers Nova Svoga. (C)
Borean Valley (F7). Nouvelle Renardy founded by exiled
Renardian followers of Pflarr near the reptile
1003 AC: kingdoms. Zuyevo promotes a rebellion in
Zuyevan Talmav starts to colonize the Bylot Olgar and Sardjikjian attacks against Hule
hills, having finally defeated the local (F8).
humanoid tribes (F8).
1014 AC:
1004-1009 AC: Events of the Fan Almanacs. Tension in
Events of the “Wrath of the Immortals” Wendar between humans and Alfheim
boxed set, Hule attempts an invasion of the immigrants. Hulean humanoids attack
Known World and occupies Sind. War among Graakhalia. Eusdria menaced by Huptai
the Savage Baronies in 1005. Hule attacks the hobgoblins and goblins. Hostilities between
Savage Baronies in 1006 but is repelled in Eusdria and Renardy, Vilaverde and Bellayne
1007 AC. Don Esteban ousted in Almarron and among the city states of the Gulf of Hule.
and Yazak goblinoids attack the coast in 1007 Olgar rebellion quenched by Hule (F8).
and 1008. Chandra ul Nervi reinstated in
1009 AC as puppet of Hule. Yazak goblinoids 1015 AC:
sack the capital of Herath during the Week Elven army from Wendar invades Denagoth
without Magic (C). Zuyevo builds fortresses and conquers Drax Tallen. Persecution of the
in the northern Yazak to connect the empire
to the Bylot hills (F8). 14 Eve nts o f m o d ul e CM 7 : “ T h e T r e e o f
Lif e ” , whic h c a n b e s e t in a ny ye a r fro m 9 1 0
AC (a s pro po s e d b y R o b e rto R o m a in his
G a z e tte e r) to 1 0 1 9 AC a s the D M pre fe rs .
58
Afflicted in the Savage Baronies. Gold rush in eventually free Bensarian by the end of the
Gombar and Suma’a. Yavdlom defeats year. Civil war in Bellayne continues. Narvaez
Hulean pirates. New barony of Entroza continues its attack on Saragon but is
founded north of Saragon and new gnollish eventually repelled and a truce is established.
Barony of the Grande Carrascal. The wizard A Thyatian expedition to the west establish
Bensarian is kidnapped in Wendar and an outpost in Tyjaret and Kladanovic,
replaced with an impersonator by the northern Serpent Peninsula, then travels to
Church of Idris (F8). Yavdlom, Slagovich and Hule. Clashes
between Gournzee and Klagorst (F8).
1016 AC:
Zuyevo conquers Richland. Rumor of the 1018 AC:
death of the Master brings provincial Heldannic civil war. Hule maneuvers
rebellions and an invasion from the north to Texeiran and Vilaverdan to attack Zuyevan
Hule, but the Master re-appears and defeats and Renardois ships in the Yalu bay.
the invaders, also beginning colonisation of Douzbakjian King killed by the White Orcs.
the Bylot hills, where gold is found. Sind and The 24 year old Shah-an-Shah Zhoher of the
Nova Svoga freed from Hulean control. Yezchamenid Empire assassinated. Zuyevan
Humanoids of the Great Migration from the Tzar unmasks an Hulean conspiracy.
Broken Lands reach Graakhalia. Afflicted Extremely cold winter in Central and
granted lands in the northern part of Northern Brun. Gurrash raids on Nouvelle
Torreon. Narvaez invades Gargoña. Slagovich Renardie. Bensarian is again in control in
battles Hoja. Ratlings settle in Dunwick. Wendar and trying to repair the damages
Cimarron and Carrascal repel a goblin done by the Church of Idris, which promotes
invasion. Lupin followers of Pflarr settle in attacks by monsters and giants. (F8).
Carrascal among gnolls and hutaakans. Civil
war in Bellayne. Robrenn repels orc attacks. 1019 AC:
King Gylharen killed in Wendar: Alfheim Earth elementals attack Gunjab and Nagpuri
refugees are blamed and imprisoned by in Sind. Hule secretly uses Texeiran pirates
regent Bensarian, secretly an impersonator to loot Kladanovic but stipulates a
sent by the Church of Idris (F8). commercial alliance with the Thyatian
expedition to the west. The expedition then
1017 AC: travels to the Savage Baronies, Robrenn,
Hule retreats from Sind but Gunjab, Kadesh, Eusdria and Dunswick. Don Marco (formerly
and Peshmir declare their independence. Esteban of Almarron) becomes ruler of
Hule promotes humanoid and demonic Gargona. King of Bellayne escapes
attacks against Zuyevo. Provincial rebellions assassination attempt (F8).
in Hule are defeated. Zuyevan invasion of
Douzbakjian repelled with the death of the 1020 AC:
tzar’s son Dmitri. Denagoth defeats the elven Moorkroft V in the Endworld line tries to
invaders and secretly influences Wendar reorganise his forces and contact the clerics
government by controlling Bensarian, but of Hel of Niflheim (F7, M).
some elves try to strike back at Idris and
59
60
F6 -
A lot of resources in the section Brun in The
Vault of Pandius, especially “The Dravish
Civilisation”, “Central Brun” by
LoZompatore, “History of the Visneskayan
people” and “Religion and Immortals in
Klagorst” by Giulio Caroletti , “History of
Great Hule” and “The Midlands” by James
Mishler, “Hulean Timeline” by Christian
Constantin , Adrian Mattias, “Adri Varma
Plateau timeline” and “The Riesengard
Ogres” by Håvard and , “Savage Coast
Traladaran Timeline” by Átila Pires dos
Santos, “Hyborean Timeline” by Steven
Wilson, “What the Players Shouldn’t Know About
Nastoreth” by Geoff Gander , “Sirlioin” by Joseph
Setorius, “World in Flames: The Prelude” By
Bruce Heard
F7 -
The Italian fan Gazetteers of Brun
developed by Omnibius, which cover all
Brun by using material from the Vaults and
updating it. The covers can be seen at his
website and the content (in Italian) can be
can be downloaded from this page (if you
register on the site, also in Italian).
F8 -
The Mystaran Fan Almanacs
F9 -
The Gazetteers F1-10 by Old Dawg/JTR et al
F10 -
“The Great Northways Lands” article by
Carillion to be published in the next issue
(#18) of Threshold Magazine.
F11 -
“The Southwestern Arm of the Immortals” article
by Atila Pires dos Santos in this issue of
Threshold magazine.
61
by Robin
This article describes several creatures that ● Nomads travel alongside the Great Herd,
are new to Mystara, as well as expanding and they are remnants of old cultures
some that exist in canon Mystara splintered, obliterated or even forgotten.
publications. These creatures are as follows:
● Pilgrims can be found all over Mystara as
● Barbarians live in Central Brun, and are they have a holy goal to reach some
a nomadic race of humans. They travel legendary location. Many of these can be
together with the Great Herd. found on the western coast, as a religious
cult/sect/faith has taken root there
● Qauriks live with the Firelords in an sending the pilgrims far south almost to
enclosed valley to the far north . the Savage Coast. The exact location
should be determined by the DM, but
● Stalwarts are found in the Northern several options are available: old Oltec
section of Brun. They follow the Great ruins, humanoid temples, or cloisters
Herd until they reach mid-Brun, then (like those mentioned in module X9: “The
travel slowly towards the Great Herd’s Savage Coast”).
normal spring destination, to follow them
up north again. ● Giganthopithecus are actually extinct,
but their remains can be found all over
● Commoners can be found all over the western coast of Brun. Their
Mystara, these are normal humans, living offspring, yeti and sasquatch, have often
and thriving. taken their place. However, there are
many rumours of Giganthopithecus being
● Natives live in the jungles far south near seen in the mountainous forests on the
the Arm of the Immortals. Some of them west coast. A DM could use this creature
live on islands and are tribal or even in such locations. There are rumours of a
cannibals. mage giant desiring to strengthen its gene
pool anew by transporting
Giganthopithecus from the far past.
62
● The aurumvorax (both versions) live in In both locations, they encounter and are
the temperate hills of west Brun, and hunted by the local humans and humanoids.
some follow the Great Herd. In summer these lush lands provide enough
food for the whole season, but eventually
● Deep within several caves and dungeons food becomes scarce due to overfeeding, and
underneath the mountains and coastal the herd then moves onto better grounds. By
hills of the west coast, the humanoids this time newborns will have grown big
have created such filth, that something enough to be able to follow the herd. It is
evolved within this region that even they not a single, gigantic herd that moves across
fear: the oytugh, and more recently a the continent, but a combination of several
neo-otyugh. large herds, following the same routes. All
these herds invariably follow the same routes
● The crowrse is one of the weirder that have been used by previous generations.
animals following the Great Herd. As such, the herds will move in spring along
63
the lines shown in pink on the continental edges to the south, and a western group,
map. The western horde moves to the goes along the western mountains. During
northeast just north of Hule, passing over the this autumn trek, the males mostly fight for
Midlands, entering the Borean Valley and dominance and mates as per normal
moving around the forests to the northwest, behavioral patterns. They follow a path
where they find their greatest barrier (the curving eastward until they meet the great
Borean River) to onward progress. Even river southwest, which forces them to pass
though generations of herds have passed this the forest until they reach the fertile lands of
way before, this hurdle is still a major barrier. the Zuveyo Empire. Here, they eventually
Not all animals will survive, as not only the succeed in finding a passage over the river to
water, but many predators await their reach the Shazak Steppes, where the new
passing (crocodiles, dragons, great cats, mating season takes place. Both the western
wolves and dire wolves, lupin hunters, and central herds follow the same spring
humanoid hunters). When they pass the route north of Hule towards the Borean
river, they move further north and slowly Valley and turn west, just south of the Dead
break up into smaller herds spreading out Lands, towards the summer grazing
over the lush lands there. The eastern herd grounds.The annual circle is thus completed.
moves in a similar fashion. Restricted by the The eastern herds move over the Seeping
Swamp of the Beast, they cross over the Hills and the Roangungal Hills (a.k.a. the
Borean River, through the small passage of Staircase) until they reach the Flatlands of
the Western Forest, to reach the western the Kingdom of Many Colors. Here, the
edge of the Kingdom of Many Colors. males fight for dominance and females.They
Following roughly the western lookout trail slowly move southwest until they eventually
north, they eventually reach their summer reach the Borean River again and then spread
lands of the tundra. out onto the Great Plain where the young
will be born. The annual circle is thus
The summer lands have a much slower completed.
migrational pattern, roughly leading west for
the western herds, and east for the eastern The numbers for the herds are based on the
herds. When the season ends, most western average per season.
herds have moved to the south of the
summer region, or the southwest. The Western herds:
eastern herds have moved onto the
Horseplains by midsummer and spread out Winter 1.760.000 animals, orange on map
there in smaller herds. Eventually, they will Spring 1.750.000 animals, pink on map,
regroup into larger herds moving west same line as central herds
towards the hills. Summer 1.740.000 animals, blue on map,
same as central herds
In autumn, the cold and the overgrazing Autumn 1.725.000 animals, purple(left) on
forces the animals south, where the western map
herds are now following two major routes. A The western herd consists of; 50% bison,
central group follows the river and forest 20% deer/elk, 15% horse, 15% other.
64
Central herds: The eastern herd consists of; 20% bison, 45%
horse, 25% elk/deer, 10% other. The horses
Winter 1.680.000 animals, orange on map of the eastern herd belong to the best wild
Spring 1.660.000 animals, pink on map same horse breeds existing.
line as western herds
Summer 1.645.000 animals, blue on map, Other creatures in the herds are; mastodon,
same as western herds crowrse, elk, all kinds of deer/gazelle and
Autumn 1.630.000 animals. purple (right) goat, boar.
on map
The central herd consists of; 40% bison, 30% Following behind and alongside all the
deer/elk, 20% horse, 10% other. The central Herds are migrating wolves, dogs, great cats,
herd has many caribou deer from the far north. birds of prey, phororhacos, or the dominant
predators (roc, dragon, etc). These predators
have their reproduction period just before
Eastern herds: the herd comes, to ensure the young have
sufficient food. Settled humans and
Winter 490.000 animals, orange on map humanoids rely more or less on these herds,
Spring 485.000 animals, pink on map and some have their whole dependence
Summer 475.000 animals, blue on map relying upon the Great Herd. These are
Autumn 455.000 animals, purple on map barbarian tribes, following the herd, and
65
some other races and tribes awaiting them THE HUMAN RACES OF
each year. Either way the Great Herd brings
food and other products in the form of meat,
WESTERN BRUN
pelts, bones, marrow, hair/wool, young
animals, manure, and spell- and material
components. A note to all the following tables: the
colour orange if given in the tables is used
It is suicidal to try to pass through a herd. to depict the most commonly encountered
The best way to do this is on horseback, example of this type of creature.
slowly ingratiating oneself into the herd and
travelling within the herd slowly to the Barbarian
destination side, before they disengage. This
takes at least a single day. Going around a Barbarians are a
herd might take several weeks. Waiting for p r i m i t i v e ,
openings to pass rapidly through might take nomadic people
a week. As such, the Great Herd is a very who inhabit cold,
hard barrier to surmount. Waiting for the northern plains
Herd to fully pass takes one and a half months. and tundra where
Similar herds exist on the Outer World they live by
continents Davania (mostly wildebeest/gnu, hunting and
giraffe, elephant, rhinoceros, camel, etc) and foraging. From
Skothar (mostly caribou, oxen, deer/elk, the outskirts of
dromedary, horse, llama, aurochs, civilization, these
baluchitherium, mammoth). The main warriors live in their own uncivilized tribes.
continent in the Hollow World has its own The civilized people call them berserkers and
herd versions (two dinosaur herds on the blame them for the mayhem and destruction
northern continent, and one huge many of their kind have been known to
pleistocene animal; the southern continental bring. The barbarians do not feel any kinship
herd has mainly dinosaur herds with some towards other barbarians, unless of course,
pleistocene intermingling). they belonged to the same tribe at one time
or another. They can only breed within their
For statistics on these animals see my own race.
“Mystara Monster Manual” compilation
chapter Animals pages 14-79
Classes
66
Alignment
Faith
67
68
69
They differ, however, in that they have never Barbarians are nomadic humanoids. They
developed civilization—or, if they did so, it prefer to follow the large herds of animals
collapsed long ago. Most barbarians are following their own migratory routes along
primitive people, tribal and nomadic, making the seasons. They follow bison, caribou,
only small, temporary settlements, often in horse and even sheep. Some small tribes may
remote places. Their technology will often be maintain the same locations where they
70
Qauriks1
71
72
73
Given the decadence of the Firelords and Sometimes a white dragon or remorhaz
their mountainous kingdom, their origins passes by, but they refuse any interaction
likely lay in the Duchy of the Peaks. At some with the local flora and fauna except by
point, the Afridh2i took over the Duchy of the eating them. The extremely rare quarik that
Peaks and instilled some of their ways among succeeds in escaping the valley always falls
the decadent rulers and citizens of that prey to the surrounding environment and
realm. The Afridhi worship of Zugzul was creatures living there.
based in fire and ice as well, and was
introduced amongst them. After the Great When the Firelords finally die out, the
Rain of Fire (3000 BC), their descendants qauriks will be freed from their genetic bond
ended up lording over a group of Yanifey, of servility and obedience; no other could fill
only to find their valley cut off by glaciers and this void, as they are not genetically equal to
themselves locked away from the rest of the these Firelords.
world for millennia. Many of them have died,
and their number is reduced to only eight,
six males and two females. They cannot
breed with one another, as they are all Year Stealing spell
family, and they are unable to produce Necromantic spell
offspring now that the genetic stock has Range: special
completely depleted. They are currently 500 Duration: special
to 2000 years of age, and desperate to Effect: special
survive. They do so by stealing life regularly Save: halves
from the qauriks which they also feed upon. Component:
Some explorers coming upon them have Blood from victim + caster, a special
discovered that once inside the valley, no prepared glass screen, water, a Unicorn
transportation or communication spell works horn, a black and a white candle
(Fly, Levitate, Teleport, Dimension Door,
Gate, Contact Outer Plane, Commune, With this spell a Necromancer can steal
Crystal Ball, and similar). It is rumored that years from a victim’s life and add them to
this was a magical area protected from the his or her own life. But draining of a life
outer world by some unknown (Immortal) force demands special preparations; it is
and now forgotten influence. What these an arcane art, lost for hundreds of years
sages do not know is that this is indeed the except for the Firelords. This spell is the
truth. The valley was a safe haven for fairies reality behind the old wives’ tales that a
and unicorns living inside its lush forests. demon or evil mage could steal a man’s
Now everything is frozen and dead except for life.
some polar bears, foxes, hares or
sasquatches, the qaurik and Firelords. Before attempting to steal years, the
caster must gather blood (about a pint)
2 Afrid hi a ppe a re d a s o ppo ne nts o f the from the intended victim, which is mixed
ris ing Kingd o m o f B l a c k m o o r in the D A with the caster’s own and water, then the
s e rie s o f a d ve nture s , s e t in the pa s t o f liquid is placed in a special glass screen
M ys ta ra
74
made for this purpose. The glass screen outside the valley by several ways: 1 -
must be at least waist high, formed of two escaped qauriks with the components
panels with a thin channel between, and (collecting them for the Firelords)
a hole bored through the center. An unlit perished outside the valley. Mages
black candle is placed on the victim’s side found/studied ancient hints and
of the glass pane and a white candle is lit descriptions and recombined the spell, 2
on the caster’s side. This is reversed if the - old scrolls/books from the Blackmoor
spell is reversed (then life is drained from Era, 3 - visitors from about 1000AC
the caster and added to the victim). returning through time (Comeback Inn)
with the spell, or 4 - an Immortal or
A unicorn horn (the Firelords have several demon (they know the spell too) shared
- as the valley originally was a haven for the basic knowledge. The mages (like the
unicorns, prior to the disaster) is stuck Glantrian Aendyr) did the rest, 5 - the
through the glass pane in the hole left for Yanifey sold the spell to the early
this purpose, and this acts as a conduit for Alphatians.
the magic. When the the spell is cast, the
glass screen glows with the light of the
candle and the light builds in intensity
until a flash of light envelopes all
components, including the people. When
the light recedes, the white candle has
blackened and is blown out, while the
unlit candle is now streaked with gray and
burns with a blue flame. The caster
becomes 2d12 years younger, and the
victim the same amount older. The
unicorn horn has a 25% cumulative
chance per use to turn to dust, becoming
useless. All other equipment can be
reused. When this spell is expended it
drains double the amount of magic from
the victim. This spell can’t be made
permanent, not even by a Wish. Note; this
spell is normally of 8th level of casting, but
the Firelords use it as a 4th level spell. The
use of this spell is a chaotic act and costs
10 piety points to followers of non-
entropic Immortals1.
The spell could have found its way
1 S e e the Autho r’ s b l o g “ B r e a t h o f
M y st a r a ” fo r m o re id e a s o n Pie ty
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Stalwart3
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Normal commoners
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SAILOR
Slavers are usually found in control of a band Strong commoners are mostly those who use
of captive slaves; if no slaves are present, the their muscles more than their brain, and this
slavers may be mistaken for mercenaries or reflects in their hit points. They mostly
brigands. The slavers’ leader might be a thief, belong to hard-working classes like the;
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Nomad
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Pilgrim
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Police/Constabulary
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Giganthopithecus
The dominant view is that it walked on all to be within the jaw, allowing the skull to sit
fours like modern gorillas and chimpanzees; squarely upon a fully-erect spine like modern
however, a minority opinion favour bipedal humans, rather than roughly in front of it,
locomotion, but this assumption is based like the other great apes.
only on the very few jawbone remains found,
all of which are U-shaped and widen towards The majority view is that the weight of such
the rear. This allows room for the windpipe a large, heavy animal would put enormous
strain on the creature's legs, ankles and feet
5 S e e the “ Gia n t Ev o lu t io n a r y T im e lin e ” fo r if it walked bipedally; while if it walked on all
m o re info rm a tio n
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It seems that the yetis are quite fierce and exactly the same manner. The most
aggressive in their disposition, but among experienced of fighting men seem to have
their own kind they are said to be quite some resistance to this power.
congenial. Should they happen to encounter
any other beast or being, they respond Any opponent surprised by a yeti must save
fiercely, to ward away the threat before they vs. paralysation or go rigid with fright for
attack. They beat on their chests, hurl stones, three rounds, indicating that he has looked
strut about, flail their arms, and hoot loudly into the icy blue depths of the yeti’s eyes. Any
in a manner which echoes for great opponent that is paralysed in this way can be
distances. If the intruders do not leave, they automatically hit by both claws and
are soon surrounded and attacked. If they do squeezed. This effect does not take place
leave, they are stalked and attacked soon against creatures which are normally
enough. Any meeting with these creatures is immune to fear of any sort, including
bound to end in conflict. cavaliers, most undead, and generally
mindless creatures. It is believed that the
Snow/Ice invisibility unusual crystalline colouring, together with
a strange and faint pulsating of light within
The yeti is a fierce hunter of the Polar the creature’s eyes, is responsible for this
Regions. It stalks its prey and lays an ambush, effect. Such pulsating dies when the yeti
attempting to gain surprise. A favorite trick is does, thus ending any more fear striking
to get ahead of its prey and lie in a gazes from the creature.
depression in the snow, or dig a shallow pit
and cover itself with snow. Such works can Bite
be detected only by natives of the arctic
regions, and then only 25% of the time. Although the yeti does have fangs (1d4
Against the snow, the yeti is invisible due to points of damage), it does not usually attack
its coloration until its prey is 10 yards away. with them, preferring to use its formidable
It is completely invisible under a thin layer of claws. It will only bite on a victim that is dead
snow.. or prone (it tries to eat it) or one that it is
currently hugging.
Fright
Hugging
They have a special talent for inducing great
fright in their opponents. More than a few If any hit with claws is made with a natural 8
who have survived yeti encounters have or more than needed to hit, the victim is
testified to an unnatural sense of horror pulled in for a chilling squeeze. The
upon gazing into the pale eyes of a creature’s fur actually absorbs heat, making
snowman. The majority agree to the it extraordinarily cold if contacted (2d8
description of it as a mind-chilling sensation, points of damage if squeezed).
leaving the blood as water and the skeleton
as jelly, though not everyone is affected in
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Since the yeti is a cold-blooded, cold- Yetis absorb heat from their surroundings. If
dwelling creature, heat would not please grabbed by a yeti, a victim suffers hugging
one. The human body temperature is fairly and cold damage. After a yeti has caused chill
high, and when sick it can be just a little too damage equal to its own hit-point total, it
high and the human will perish in a specific begins to feel weak, suffering -1 on ‘to hit’
time. But though the yeti’s internal rolls and an additional -1 for each additional
temperature is much lower, it can still get a 8 hp chill damage caused. This chill damage
fever. A yeti seems to radiate cold around is actually causing the yeti to warm up
him. That ugly thing feels colder than Hells’ internally, disrupting its metabolism. When
eighth plane. But a creature cannot actually this ‘to hit’ penalty reaches -6, the yeti passes
radiate cold. Cold is not really a presence of out, becoming feverish and remaining
something, it is an absence of something: unconscious for 2d6 turns. At -9, the yeti dies
heat, actually energy of a sort. Nothing can from severe overheating. Generally, it takes
radiate a lack of something, cold is not about three turns for a yeti to recover from
radiated. Still, because of its low body each -1 of ‘to hit’ loss suffered, providing the
temperature, if a yeti were to find itself in creature is still alive.
surroundings where the temperature was
higher than its own, it would pick up some Fire vulnerability
of the heat. Heat energy travels from areas of
greater concentration - warm areas - to areas The yeti is particularly vulnerable to fire, as it
of lesser concentration - cool areas - like any sustains 150% damage from any such attacks.
other diffusing action. This means that the The heat-absorbing property of the yeti’s fur
yeti does not radiate cold, but that, by way of can work against it. This also applies to any
a kinetic vacuum of sorts, it absorbs the heat. other form of heat-based attacks. Yetis are
The temperature of its surroundings drops, not particularly bright nor fearful, but usually
losing energy, while that same energy is stay away from fire and other obvious
absorbed by the yeti, whose internal sources of heat, for they realise this weakness
temperature rises slightly. Not necessarily and take pains to avoid it.
body heat; the heat energy can come from
virtually anywhere. How well are your homes This heat absorption condition may also be
heated? Not all that well, really. The yeti inflicted by absorbing heat from sources
would dare not get close to a really warm area. other than people. Greater sources of such
Maybe a heated metal fence would help heat contribute more than the hp drained
guard the rest of the town better than a big from humans, just as relatively cooler
wooden fence. If you are very careful about sources contribute less. Heat or fire attacks
its design and construction, that is. Most contribute half their unadjusted (prior to the
metals are wonderful conductors of heat. But addition of the extra 50%) damage value in
keep in mind, a heated wall will not be addition to the 150% damage taken. This
foolproof by any means. It is more of a cold radiation fades away gradually after a
general deterrent. You will still have to keep yeti dies. The internal biological and
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chemical functions which maintain such an They’re hard to spot in the snow-covered
extremely low body temperature eventually plains due to their white fur. They also seem
cease within a dead yeti, and the body then to be smart enough to learn to use this to
begins to approach the temperature of its their advantage, and so gain surprise when
surroundings, thus decreasing the effect of they hunt. And they like shallow caves.
the radiation of cold. In terms of hit points, Yetis live in ice caves in hills and mountains.
the damage inflicted is typically reduced by Sometimes these are natural; sometimes they
10% for every two turns that the yeti has are excavated by the yeti or enlarged to
been dead (this may be adjusted up or down accommodate the family. Most yeti treasure
in unusually warm or cool air temperatures). consists of items recovered from the bodies
Consequently, two turns after death, cold of explorers.
damage from a yeti will be multiplied by 0.9,
by 0.8 after four turns, 0.7 after six, etc. After Life is harsh in the arctic, and friends and
20 turns, the yeti’s internal temperature will food are hard to find, making survival and
be close enough to the surroundings, the reproduction the yeti’s only goals. The yeti
cold damage will be nil, and the body may be will associate only with its immediate family,
safely investigated. the young leaving to fend for themselves as
soon as they mature. A family usually consists
Weapons of an adult male with one to three females
and a 50% chance of 1-6 young if females are
The only weapons a yeti will use are hurled present. In an attacking group, the largest
rocks, which gain bonuses to damage from yeti is the male; the next largest ones are his
this great strength. A hurled rock does a base mates. Any others are small males or females
of 2d4+2 hp damage, has a maximum range that are due to leave the family soon.
of 120 yards, and is about 6” in diameter,
weighing about 10-12 lbs. The yeti hurls Young
them with one hand like shot-puts.
Yetis are actually biological relatives of both
Habitat/Society the lower primates and the giants. They are
most closely
Although the yeti is of average intelligence, it related to the
has no civilization. They can use simple tools, mountain
including man-made weapons, but will not gorilla, to
make any themselves. Of course, yeti dwell which many of
only in very cold climes, it being much more the yeti’s
comfortable since their normal body typical habits
temperatures are much lower than most and instincts
blooded living creatures. Their peculiar might be
internal biological processes require cold compared.
atmosphere to maintain life, and in turn Yeti mate and
produce an even colder one. They’ll live in bear young
plains, hills, or other areas of extreme cold. much as do
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Combat Habitat/Society
A sasquatch’s appearance will scare most Sasquatch are big lovable creatures, and will
people who have never seen one. (Save vs. interact with all who are willing to try to
Fear to negate.) understand them (mostly elves, gnomes, and
halflings), but other races just see them as a
Although not aggressive, it will defend itself beast of burden (like orcs and goblins).
and its cavern lair ferociously (morale 11), Because of their gentleness, any young will
attacking with club like fists. In combat, it not be harmed by them no matter the race.
can also throw boulders up to a 50' range All Sasquatch look to protect others in any
(damage 2d8 points). Also, if both hands hit way they can so they go more to the good
one victim, the sasquatch hugs for an side and they hate living by laws of the
additional 4d6 points of damage. Sasquatch, humans so they tend to be chaotic. Sasquatch
or bigfoot, act almost animal like with their can be found in thick, dense forests of the
fur covered bodies and animal sounding most temperate climate where they can hide
language. Sasquatches are the most their villages with ease. Their love for nature
misunderstood race of all. Those who get to always draws them to these areas where they
know them call them a gentle beast because live their lives with fewer worries.
they only wish to play with the young ones of
any race. Sasquatch rarely attack another Language
person unless threatened, whereby they then
conform to their basic animal instincts. No Sasquatch speaks Sasquatch. This language is
one has been known to beat a Sasquatch in based on barks, humming, whistles, growls,
either a wrestling match or a fist fight. (WR and groans as the dialect. Sasquatches can
+12) only speak Sasquatch because their vocal
chords can only make animal sounds and
Name confusions they lack the ability to speak other languages;
however they have a basic understanding of
Common names for sasquatch include the local tongue spoken near their
“Bigfoot” (the woodland variety) and “Yeti” territories, and know about 50% of all words
or “Abominable Snowman” (the mountain spoken in the local languages. They can’t,
folk). Most people make no difference however, repeat these words, but when a
between the two species, but sages know Sasquatch learns another language, they can
they may be related but are different races, read and write it. Sasquatch have their own
and no longer genetically compatible. Snow alphabet. Sasquatch names are complicated
apes (q.v.) are also often called by the latter to say in Sasquatch to a person from another
two names, while these creatures are of a race so most sasquatch give themselves
completely different race, belonging to the nicknames to be called by befriended
apes instead of the humanoids. members of other races.
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Ettins8
8 Ettin a re a d j us te d to B ECM I
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(Grolanthor) was responsible for creating the An ettin at first appears to be a hill giant with
ubue. Since 300 AC, these creatures two heads. On closer inspection, however,
diminished in number due to encroaching the creature’s vast differences from the
humans and their killing adventurers. It is relatively civilized hill giant become readily
rumored that some unknown immortal apparent. An ettin has pink to brownish skin,
placed some of these individuals on an island though it appears to be covered in a dark
in the Hollow World. brown hide. This is because an ettin never
bathes if it can help it, and is therefore
Ettins can detect and identify living creatures usually encrusted with a thick layer of dirt
by scent alone at a range of 30 feet. The most and grime. Its skin is thick, giving the ettin its
commonly accepted reason for the low armor class. An ettin’s hair is long,
“ettinization” in hill giant offspring today is stringy, and unkempt; its teeth are large,
an imbalance of nutrients and exposure to yellowing, and often rotten. The ettin’s facial
radiation effects (wild magic zones, etc.) features may strongly resemble those of an
given to the child during gestation, but some orc - large watery eyes, turned-up piggish
maintain it is caused by a peculiar sickness or snout, and large mouth, but often it seems
avariciousness of one or both parents. reasonably humanlike.
One out of 1000 births yields an ettinized The race is a two-headed hill giant and
child. Healthy, separate twins are unheard of. possibly due to their origin, is more evil and
The physiology of the ettin does not always chaotic than even the hill giant they originate
align properly during development, and half from, but ettins, on average, are substantially
of all ettin babies die within the first month taller and thinner than hill giants. They are
of life. Another 25% perish by their teenage not able to rise in levels like other giants, and
years from compromised health. Those can’t learn nor understand any form of
which survive are always sent away, and often magic, technology, culture, tribal knowledge,
conglomerate with others of their mutated hygiene, family, or anything else. Their
kin. Sometimes these babies are dropped by Intelligence is rolled on a 2d4 instead of that
the hill giant mother near an ettin enclave; of a normal hill giant. Furthermore, they
they are never killed or eaten (in opposition seem to resemble a common hill giant, in
of the ettin who do this). The remaining behaviour. They have many miscarriages -
ettins are capable of surviving into their due to the two heads, but mate a lot with the
adulthood, though they are afflicted with females who do survive. Young are not
disabilities. Ettins stand two feet shorter than brought up, they are reared until they can
their peers, and suffer -2 adjustments in walk (8 months) and then they must learn all
dexterity, wisdom, and constitution. Each this themselves.
head has its own intelligence, charisma and
personality. Wisdom is “joint” in the sense An ettin’s right head is always the dominant
that the body-mind intuition must work one, and the right arm and leg will likely
together to do anything. appear slightly more muscular and well-
developed than the left. An ettin wears only
rough, untreated skins, which are dirty and
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unwashed. Obviously, ettins smell very bad, Capable of dealing massive amounts of
due to their complete lack of grooming damage, the ettin delivers a healthy dose of
habits – good or bad. terror to the average adventurer. With two
clubs that can strike an average of 13 points
Combat per hit, the creature's full attack can reduce
even a raging barbarian to tears. As such,
An ettin is a nasty brute - murderous in a ettins make effective encounters on their
face-to-face fight if one is unlucky, injured, or own or good minions for tougher giants and
weighed down; but easy prey to a well-armed powerful warlords.
band of three or more who keep their wits
about them and meet the monster on The ettin have cave bears, orcs, goblins, and
grounds of their choice. rarely a green dragon as allies.
But even though its weak points can't be
Having two heads is definitely an advantage completely overcome, a tougher-than-normal
for the ettins, as one is always alert, watching ettin can still put a serious fright into its
for danger and potential food. This means opponents. Just keep in mind that its power
that an ettin is surprised only on the roll of a comes in short bursts - it doesn't have the
1 on 1d10. An ettin also has infravision up to staying power for a long-term fight, but if it
90 feet, which enables it to hunt and fight can survive for even a couple rounds of
effectively in the dark. Though ettins have melee, it has done its job. Thus, enhancing
low intelligence, they are cunning fighters. its short-term effectiveness is often the best
They prefer to ambush their victims rather bet for keeping it potent.
than charge into a straight fight, but once the
battle has started, ettins usually fight Ettins, commonly known as the ‘two-headed
furiously until all enemies are dead, or the giants’, are brutish, aggressive carnivores
battle turns against them. Ettins do not who dwell in caverns, disused mines, and the
retreat easily, only doing so if victory is like, emerging to raid the upper world only
impossible. by night. They hunt prey well in darkness
and subsist on raw flesh of all sorts; however,
In combat, an ettin has two attacks. Because only rarely do they fight among themselves,
each of its two heads control an arm, an ettin and an ettin will only eat the meat of its own
does not suffer an attack roll penalty for kind if it is badly wounded or sorely in need
attacking with both arms. An ettin always of nourishment, and no other food supply is
attacks with two large clubs, often covered readily available. As befits their crude and
with spikes. Using these weapons, the ettin cruel behaviour, ettins will typically hammer
causes 2d8 points of damage with its left their food to a pulp, either with a weapon or
arm, and 3d6 points of damage with its right. by flailing the carcass against rocks, before
If the ettin is disarmed or unable to use a eating it.
weapon, it attacks empty-handed, inflicting
1d10 points of damage with its left fist and
2d6 points with its right.
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self-preservation instinct; they inhabit affected head will hang limp and useless; it
darkened, hidden places because of their will not drop anything it is holding, but it
solitary nature. They greatly prefer to hunt at can’t consciously use or wield such an object
night so as to take full advantage of their and could (under the right circumstances) be
keen senses, and to reduce the chances that easily disarmed or disengaged from the
they themselves will be set upon by object by the application of some force (a list
adventurers or other adversaries. or weapon blow, for instance) against either
the arm or the object.
Two Heads
Note that mass charm, psionic domination,
One fact known by everyone, of course, is and other ‘group-effect’ magics and powers
that ettins have two heads. This strange will affect both heads of an ettin upon a
property affords them some obvious benefits single application; if a saving throw is
in combat situations; unfortunately, allowed in such a case, the creature is only
however, their low intelligence prevents entitled to one. If the ettin’s dominant head
them from taking full advantage of this is destroyed or severely damaged in a fight,
‘blessing’. The head on the right-hand side of the creature will be confused for 1d6 rounds,
an ettin’s body is always dominant; and after which time the single functioning head
despite folktales and ballads to the contrary, will gain control of the ‘opposite’ arm, but
an ettin never argues with itself. that arm will only be capable of wild (empty-
handed) flailing until the ettin learns to
The ettin derives some unusual protection control both arms with its single head. This
from its dual brains. Spells of mental control, process takes 1 to 2 months to run its full
such as Sleep, Fear, and any Charms or Hold course, after which time control is perfect
spells, will not completely affect an ettin and both arms can attack normally.
unless two spells of the same type are cast
upon it, either simultaneously or one after Damage figures for both arms will not
the other so that both spells are in effect at change, regardless of which head is
the same time. Of course, both spells must controlling both of them. Because of its low
succeed; for magics of this sort against which intelligence, an ettin saves against all types of
a saving throw is allowed, each head is illusions at -1. but each head is entitled to a
entitled to a save against one of the spells. If saving throw, and if one or both of them are
one but not both spells succeed, the unaffected by the illusion, the ettin will be
unaffected head will assume control of the enraged at such a trick, not bewildered at its
body without pause or internal struggle, and occurrence, and will angrily seek out its
the affected head will be held powerless until perpetrator.
it regains its normal state (at the expiration
of the spell’s duration). If the affected head Also contrary to certain legends, an ettin
is the dominant (right-hand) one, it will cannot regrow a lost head; however, a one-
immediately resume ‘control’ after returning headed ettin is well able to survive its loss
to normal. During this time of and carry on a normal life, albeit without the
powerlessness, the arm closest to the aforementioned combat advantages and most
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probably without receiving any trust or member of the group. It will grow to 7 HD in
respect from its fellow creatures, which will two more years and finally reaches 9th HD
look upon the one-headed ettin as deformed. after about another four years; it is truly
The former disadvantage is minimal in most adult at 10th HD after another four years.
cases, since even a one-headed ettin is a Female ettins are always longhaired, and
formidable foe in physical combat. The latter generally more full-bodied than the males,
disadvantage is not considered important whose frames are relatively gaunt and wiry
either, because such creatures generally do except for the exceptionally broad shoulders
not solicit or value the trust of their fellows which are (for two obvious reasons) a
in any event. hallmark of the species. Neither the male nor
the female takes any care of personal
Ecology appearance, but females like to wear jewelry
as a status symbol, perhaps to display their
Because ettin society is so primitive, they hunting prowess and thereby prove
produce little of any value to civilized themselves attractive to a prospective mate.
creatures. Ettins tolerate the presence of Females may gain their finery from prey they
other creatures, like orcs, in the area of their vanquish, or as gifts from male ettins during
lair if they can be useful in some way. the crude courtship ritual they practice. Aside
Otherwise, ettins tend to be violently from the uses described above, ettins keep
isolationist, crushing trespassers without treasure to bargain with and to purchase the
question. services of others for specific tasks, such as
hiring a band of orcs to build a wall or a trap
Ettins collect treasure only because it can buy near an ettin lair.
them the services of goblins or orcs. These
creatures sometimes serve ettins by building An ettin has pink to brownish flesh, with
traps around their lairs, or helping to fight calloused hands and feet that carry a
off a powerful opponent. Ettins have also yellowish tinge. Its complexion often looks
been known to occasionally keep 1-2 cave darker than it actually is, because the
bears in the area of their lairs. creatures are habitually covered with dirt and
filth. The clothing of an ettin, if such a term
A female ettin will bear a single offspring can be used, comprises of nothing more than
seven months after mating, and such young scraggly, filthy animal-skins. The creatures
typically grow to full size in little more than care nothing for the appearance or odor of
a year. The offspring of a pair of ettins has no such garb, and wear it only for the warmth
combat ability until it attains six months of and comfort it affords them when sleeping
age. From that time until it reaches one year on cold, rough stone. Such garments never
old, the young ettin is size M (5’ tall) with 3 have sleeves or other accessory parts, for
HD and does roughly half damage on an ettins don’t want to be hampered in a chase
attack with either arm. In the period of one or a battle by mere sleeping-furs. The skins
year, an ettin grows to 5 HD, is quite worn by an ettin are uncured and rotting,
independent and will either be abandoned and typically carry parasitic diseases. Ettins
by its parents or simply treated as another are not immune to these diseases but ignore
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it totally. They will, however, never suffer or the last survivor of a dwarf-giant battle) or
damage from it or die by it. as part of a group. With two mouths to utter
his raging howls, he makes quite a racket
Ettins have no finesse, or the desire to have during a fight. To stage a particularly
any, when it comes to physical combat. They terrifying combat, add a couple more just
fight with crushing and battering weapons like him and watch the blood fly.
such as spiked clubs and iron bars. They have
been known to throw rocks if no other Grush:
weapon is immediately at hand, and they will Male ettin, Large giant;
not hesitate to rip apart furniture or uproot HD 10d8+20 plus 2d12+4; hp 82;
small trees to fight with. Their outlook on MV 120’/40’ AC 3,
combat is as crude as their tactics; Ettins THAC0 7,
know nothing of honor, fairness, or truces. Att; large club right; 1d6 x3 or 1d6 x2 left; or
Boulders or rocks thrown by an ettin cause javelin 1d8 x3 right or 1d8 x2 left,
2d6 points of damage per hit, with range SA Berserk rage 1/day; infravision,
figures of minimum 3 feet to maximum 120 AL CE;
feet; each arm can throw one rock per SV Str 20, Int L/R 6, Wis 10,
round. Note that this is not an ettin’s Dex 8, Con 15, , Cha L; 11 R; 9.
preferred attack mode, and the monster will Skills:
always use some sort of hand-held weapon if Hide in shadows DX Hear Noise IN, Find
one is available. Traps IN, Alertness.
Possessions: +1 breastplate, two large clubs,
But the Ettins are not imprudent, and will four javelins, potion of cure serious wounds,
not take on obviously superior foes if escape 600 gp.
is possible. They will bargain with all
intelligent prey if they think more food will
be gained by doing so, but if the bargaining GROLANTHOR, THE CRIMSON ETTIN
gets unpleasant or frustrating, they may
abruptly decide that a snack in the hand is Ettins worship an Immortal-like being that is
worth a feast in the bush. At any rate, Ettins similar, or identical, to the one the hill giants
do not feel bound by agreements reached by know as Grolanthor, though they usually do
bargaining. They seek only to get what they not call the Immortal by this name. He is
want, and as much of it as possible, while usually known by a slightly different name,
incurring the least risk to themselves. such as ‘Grolettinor’ or ‘Grelinor’, among the
ettins that revere or worship this figure. They
Well known Ettin view their Immortal as a gigantic ettin of
great intelligence and wisdom (as well as
GRUSH: THE ETTIN BARBARIAN superior fighting prowess) whose two heads
enable him to maintain an eternal vigilance
Grush is a run-of-the-mill ettin barbarian. He against all who would seek to subjugate or
works equally well as a lone opponent destroy the ettins. The similarity of their
(perhaps a hunter cast out from his colony, immortals suggests the link ettins and hill
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giants have, but the two species have no respectively) in addition to his martial
affinity for each other nowadays. Very few development. He has the capabilities of a 27th
ettins rise in service to their Immortal to level magic-user and Cleric. The giant gets
become 3rd level shamans. In order to cast his spell from an unknown Entropic
spells, a Shaman must have a Wisdom of 9 or Immortal (Hell is assumed). He is thus
better. influenced by its dark Immortal so that it
Children of the Kingdom of Many Colors seems as though he is the one mortal able to
have long been scared by the tale of give spells to its few followers. In effect, the
Grolanthor, the Crimson Ettin, a fearsome Immortal gets its due, but uses Grolanthor
creature of unbridled hunger and cruel for its own purposes. The giant now awaits
intellect. Unfortunately, the nightmare is his release and return to the Dale. The Prison
true. Realm of the Crimson Ettin is filled with two-
headed beasts. Each head bears four horns.
The Crimson Ettin is unique: a three-headed These animals charge trespassers, but those
giant who was so ravenous he ate through who can show no fear (treat as a cause fear
his mother’s womb. The creature bred with spell) will go unmolested.
several ettin and thus became responsible for
the creation of the race of Ubue, of which he In melee, the Crimson Ettin attacks with a
was the progenitor. The beast was finally large club in either hand. This is coordinated
subdued by other giants and somehow by his central head. From a distance, his left
trapped within a fairy-built prison plane. and right head cast appropriate spells. The
Crimson Ettin has learned how to intertwine
Grolanthor: his hand motions to cast spells
AC-3, AV by armor (max 4), -4AC for 4 attacks simultaneously.
each round, Deflect two attacks each round
if SV DR success. His prized possession is his silver wand. This
HD 26****, Hp 152, wand can put victims into suspended
MV 150’/50’ animation, turn them to stone, or
THAC0 Primary target +8, disintegrate them.
Secondary Target +6,
AT 2 giant clubs Grand Master P; (1d6+6)x2 Only a prismatic stone (the Yellow Diamond
S; (1d4+6)x2, Or two spells (By spell MU or of Release), left at a particular hill-lock in the
CL), Flatlands on the night of the full moon, will
Morale 11, break the seal on the ettin’s realm. From that
AL CE, ST 20, IN 16, WI 16, point forward, he will be able to freely merge
DX 13, CO15, CH 8, his fairy realm with Mystara on nights of the
XP 20,000 full moon.
The Crimson Ettin quickly conquered his The Crimson Ettin enjoys playing games with
new home (the Prison realm) and remade it his food, and he might engage in riddling
in his image. He learned arcane and clerical before devouring someone.
abilities (his right and left heads,
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Geonid
9
105
106
107
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extremely rare. Mages are always earth themselves inflict double damage to air
elementalists10, without the debilitating side elemental based creatures. They dislike
effects and mostly live a single life. Geonid water-based creatures, Implying a –4 to
thief classes (scout, bard, thief, and rake) reaction rolls (-8 if also of opposing
can’t climb walls but have learned to roll in alignments).
such a way that they can roll any angle
upward, but no higher than 10% of their Habitat/Society
movement rolling. A successful dexterity
check on 2d20 can be used to stop somehow Geonids live underground in tunnel
(if possible - i.e. grabbing a ledge, or a complexes and in natural caves. Their lairs
branch). are normally filled with rocks, stalactites, and
stalagmites.
Spellcasters can only cast spells of a spell
level lower or equal to their limit. But when These social creatures usually live in clans of
they achieve this level, they may instantly 30-80 individuals mostly. However, some
pray for all spells normally available to them. locales, often near their birthing or death
This means that a 6th level geonid mage grounds, harbour thousands of geonids,
(normally capable of two 1st, two 2nd, and rockmen, and even stone giants and the rare
three 3rd level spells), could cast no spell at galeb duhr. Three of these locations are
all, but as soon as it reaches 7th level it could known to exist; one within the Plains of
cast three 1st level spells (normally three 1st , Denagoth, one in the Black Mountains in the
two 2nd, two 3rd, one 4th), and when it Great Pass between Sind and Hule, and one
reaches 8th level it could instantly cast three in the Elven Kingdom Mountains on the
1st, and three 2nd level spells (normally three western shore of the continent of Brun.
1st, three 2nd, two 3rd, two 4th), and when it Three others are not yet located by other
reaches 9th level it could instantly cast three species (Arm of the Immortals, and two in
1st, three 2nd, three 3rd level spells (normally the western mountains of Brun). They have
three 1st, three 2nd, three 3rd , two 4th, one not yet been found on other continents, but
5th), etc. It is clear that spells of higher levels they would be as rare as on Brun. Skothar
only become available when the specific level only has 4 of these areas, Davania has 6 (of
is reached. This also counts for clerics. which 4 are in Vulcania - which could easily
Clerics can only be clerics, no other clerical become a main rock nation), Alphatia has 1,
classes are available. Bellisaria has 1, and there are no more. Up to
1000 AC, only the stone giant and ghaleb
Mages can only be earth elementalists, even duhr have spread further over the world. The
without entering the secret craft of Glantri11. few outsiders who have stumbled upon a
They will suffer double damage from fire geonid lair/village are often surprised by
elementals or elemental fire magic, and will their numbers and organisation, since most
adventurers encounter them in hunting
10 a s the S e c re t Cra ft o f Ea rth El e m e nta l is m parties of 2-12 individuals. They could (and
o f G l a ntri.
1 1 S e e G AZ 3 : “ T h e P r in c ip a lit ie s o f Gla n t r i” sometimes do) live in Norwold, but they
pa ge 7 2 o r “ Gla n t r i - K in g d o m o f M a g ic ” dislike the cold, snow and ice (water).
pa ge 1 1 0 - 1 1 2
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The most holy grounds of the geonids are months of life. For several months thereafter,
their birth-burial grounds of the mineral the child stays with the mother, clinging to
corborundurum. This - the most holy to the the safe parental shell, often hiding beneath
rock-based creatures - mineral is the basic it when threatened.
layer where rubies, emeralds, and diamonds
can be found. The mineral itself has no value They enjoy using distractions like the lair of
to most creatures even when it still holds an underground monster or piercers. Once
many tiny gems. However, its hardness and the piercers have attacked the outsiders, the
the unstable consistency of the surrounding rolling boulders and geonids overrun the
stone, limits miners to mine only at the victims. If the creatures have mangled the
surface level. Even then, they still find the outsiders, the geonids finish off any
largest of gems. The costs and dangers never remaining monster or outsider. They
outweigh the income from their finds, even sometimes use a variation of this tactic in
if digging deeper than a few feet. It also hunting. They attack both the fallen piercers
absorbs the dead geonids, without a trace and the prey.
after three full months. Here the ovarious
females lay their eggs to hatch in the ground. They also hunt giant worms (purple worm,
The grounds are most magical when exposed burrowers, etc), by tapping with several
to the sun, and a geonid hatched and grown geonids together in special rhythms which
there is adept to become either a cleric or a can lure a worm. For each tapper more than
mage. Natural magical wells often reveal a four they can attract a worm a mile away (at
layer of corborundurum beneath, just like the normal speed this can still take hours,
the Moon well in the Great Pass. and a tapping hunt rarely lasts more than 8
hours). These large and dangerous creatures
When living together with other rock-based are attacked en masse. ome geonids even
creatures, they also have above ground allow themselves to be swallowed
homes of either brick or stone. They use whole,whereby they proceed to damage the
plates of curved metal through which water creature as long as they can resist its stomach
is led, to make solar heated warm water, acid (this damage is modified by the geonid’s
waterwheels, and mechanical energy. Many Armor Value). Geonids favour the different
contraptions are attached to these wheels to glands of these worms, but also feast upon
create an environment where most creatures its sandy meat. Their cooks can prepare it in
like to live in or near. such a way that even humans will find it
Geonids are monogamous and form small palatable, yet sandy. Multiply each hit point
coherent family groups. Young geonids hatch of such a beast by its HDx3 to find how many
from 2d3 eggs in the corborundurum layers standard day rations13 it yields (a 90 hp 15HD
or within a mother’s shell if no such layer is worm would be 90x15x3=405 standard day
near (these geonids are the weakest of their rations). These rations remain fresh for, 8
kind), and ripens out12 for the first few
it gro ws .
12 R ipe ning o ut fo r a ge o nid c hil d is s im il a r 1 3 A s ta nd a rd d a y ra tio n is a l l the fo o d a
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14 S e e “ Im m o r t a ls o f M y st a r a ” pa ge 7 8 - 7 9 .
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Galeb Duhr15
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ponderous steady gait, the digits of its Magical fires, which have such intense heat,
appendages gripping the ground steadily. A are more dangerous to these beings. Galeb
galeb duhr can’t walk while holding duhr easily shrug off electrical attack, being
something in its “hands,” though the digits nonconductive, and they are completely
are capable of fairly delicate manipulation. A immune to any and all poisons. However, all
galeb duhr that is dormant or wishes to stonemasons know that there is nothing like
remain hidden can merely close its eyes and cold to bring out cracks or faults in stone.
mouth, draw its appendages close to its Intense cold does considerable damage to
body, and sit still; in such a state, it can’t be galeb duhr, and they are often dormant
distinguished from a normal boulder. during wintertime, but this may not be the
case in areas of strong earth power (like
Combat corborundurum fields, gates to or from Plane
of Earth, or other natural energy fields).
These creatures are fairly solitary, preferring Galeb duhr are very sluggish after more than
to live with a few of their kind or with related three days of sub-freezing temperatures.
creatures like geonids and rockmen. Even They are hard to rouse in such times and act
earth-elementals are shunned. When as though under the influence of a slow spell
approached, a galeb duhr is liable to avoid when active at all. Those who are resistant to
the encounter by sitting down, closing their cold may move and act normally. (Caverns at
eyes and withdrawing their appendages, least afford protection from the winter’s
sometimes even rapidly digging themselves chill.) Galeb duhr suffer double damage from
partially into the ground. If chased or cold and water based spells (not acid) and
otherwise irritated, however, they don’t save at +4 vs. these attacks.
hesitate to fight the intruder. They are not
harmed by lightning or normal fire, save at Spells effects
+4 vs. magical fire with normal damage.
Wizards knowledgeable in elemental matters
Animate Rocks have discovered that certain spells affecting
rock will also harm a galeb duhr, though
They can animate 1 or 2 boulders of 5-10’ details on these effects are not clearly known.
high within 60 yards, like a treant controls The following effects of wizard and priest
trees. The game statistics for these animated spells should be noted when such spells are
rocks are: AC 0, AV11, MV 30’/10’ HD 9, Hp used against galeb duhr:
9d8, THAC0 11, Dm 4d6. In fact, the stones
are temporarily possessed by the spirit of Animate rock, if it can affect a stone the size
fallen earth elementals of the galeb duhr, it effectively charms the
galeb duhr (who receives no saving throw)
Resistances/Weaknesses and causes it to obey the caster’s every
command; however, the galeb duhr greatly
Galeb duhr are naturally resistant to certain resents such treatment and always attacks the
extremes. Fire does little harm to them, for it spell-caster after the spells duration ceases.
takes a great deal of heat to harm stone. Dig, Move Earth, Passwall, Dissolve/Harden,
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Stone Shape, and Transmute Rock to Mud objects as finely statuettes, or other
(Lava) have no effect if cast upon on galeb sculptures. SFPs 0. The galeb duhr can cast
duhr. this at will once a day - one world rotation =
Earthquake, if cast directly at the galeb duhr, Mystara; 24 Hours. This spell is sometimes
causes death and shattering if a saving throw used at 12th HD to create a pair of arms for
vs. death magic fails, or 3d10 hp damage themselves. This can’t be done earlier as the
otherwise. link is too weak to enable usable arms.
Stone to Flesh causes the galeb duhr’s body
to become fleshy (AC 8) if it fails a saving Rock Door
throw vs. spells; a condition that distresses it Evocation
greatly and causes it to lose all of its spell-like Range: caster only
powers and immunities; Flesh to Stone Duration: 10 Turns
reverses this effect. Always consider the galeb Effect: Opens a path through
duhr’s 20% magic resistance when figuring packed rocks.
spell effects. Saving Throw: None
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The most that can be transmuted is a cube of and stouts (and planks if the material is
400’ on a side. The depth of the mud can loose) at every distance equal to the safe
never exceed one-half its length and breadth distance dug. (SFPs -20).
(the rest will flow to the side, until the above
circumstances are met). Once cast, the This spell will not work in solid materials
resulting mud acts like normal mud in all (like rock, or stone), nor in liquid or low
situations. SFPs +50 The galeb duhr can cast viscous materials (like magma, lava, or
this once a day - one world rotation = quicksand) since these materials are either
Mystara; 24 Hours. too hard to dig through or would collapse
immediately. The excavated material is
Dig placed directly next to the hole and will slide
Evocation spell back in if the amount becomes higher than 5
Range: 30’ feet. To prevent this from happening, the
Duration: 1 Hour per level of the caster material has to be moved away, either
Effect: A hole of 100ft³ will be created, magically (another Dig or Move Earth) or
by magically digging material out. manually, or the material has to be blocked
Saving Throw: None from sliding back by walls or rocks. A being
running toward the caster while the Dig spell
is directed in front of it must make a saving
throw vs. spells or fall in. Immediately a
collapse check has to be made by the caster.
If the pit indeed does collapse, then anybody
in the hole must make a saving throw vs.
Death Ray or be buried alive and suffocate in
1/3 of the victims Constitution in rounds. If
the victim does make a save, however, he will
still be partially imbedded in the material.
This spell can also be used against earth
elementals, but galeb duhr doesn’t know or
refuses to use this effect. SFPs +50 The galeb
When this spell is cast, it will start digging in duhr can cast this once a day - one world
the earth and excavating the material out of rotation = Mystara; 24 Hours.
the hole. The caster can direct the
dimensions of the hole as he wants. There is Move Earth
a chance that the pit collapses, as per table. Alteration spell
These percentages will rise by 5% for every 5 Range: 240’
feet depth beyond the safe depth. These Duration; 6 Turns
chances will be doubled if a large amount of Effect: Moves soil
water mixes with the material. If this spell is Saving Throw: None
used to make tunnels, the safe depth will be Reading /Casting Time;6
halved. The collapse chances are reduced to
normal if the tunnel is supported with beams
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This spell causes soil (but not rock) to move. Duration; Special
The caster can use the spell to move earth Area of Effect: 1000 cubic feet of stone
horizontally, or vertically, to open a large Saving Throw: None
hole (one up to 240’ deep, unless it reaches
solid rock). The spell moves the soil up to This spell creates a vertical stone wall exactly
60’ per turn, and at the end of the duration, 2’ thick. Any dimensions and shape may be
the moved soil remains where it is put. This chosen by the caster, but the total size must
spell is helpful for constructing castles. be 500 square feet or less (10’x50’, 20’x25’,
Remember, however, that the soil put down etc.), and the entire wall must be within 60’
always responds to gravity, especially during of the caster. The wall must be created so as
rain, or heavy wind. Any earthquakes or to rest on the ground or similar support, and
tremors will also slope down the can’t be cast in a space wholly or partially
accumulated earthen hill. Any hill with a occupied by another object (it can’t be cast
slope of lower than 45 degrees will remain in through a room and so encasing the table in
existence “permanently”. SFPs +50 The galeb the middle of the room). It lasts until
duhr can cast this once a day - one world dispelled or physical broken, whereupon the
rotation = Mystara; 24 Hours. created material will disappear into
nothingness. SFPs +50. The galeb duhr can
Pass-Wall cast this once a day - one world rotation =
Alteration spell Mystara; 24 Hours.
Range: 120’
Duration; 3 turns Habitat/Society
Area of Effect: Creates a hole 10’ deep.
Saving Throw: None Planetary Link
This spell causes a hole 5’ in diameter and10’ These creatures seem to be earth elementals
deep to appear in solid rock or stone only. or at least related, but they are pure Prime
The stone will reappear at the end of the Plane material, infused with (remnants of)
duration, and anything still in the hole will life energy from the planet’s World Shield.
be disintegrated and becomes part of the This energy can escape only in mountainous
wall. No resurrection in any form will be areas where they came into existence.
possible on the victim (if more than 1 pound
of flesh stuck out of the wall, the victim A galeb duhr lives out its life in a
could be Cloned though). The hole may be mountainous environment; they are almost
directed horizontally, vertically or diagonally never encountered elsewhere, for good
as the caster wishes at the moment of casting. reason: loss of contact with the natural
SFPs +0. The galeb duhr can cast this once a mountainous environment progressively
day - one world rotation = Mystara; 24 Hours. weakens a galeb duhr, and it will die if kept
from areas of stone for too long a time, much
Wall of Stone as a plant will die without sunlight. If a galeb
Conjuration spell duhr is removed by any means from its
Range: 60’ natural surroundings, its physical condition
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will slowly begin to deteriorate, as the life- simply a measure of a place’s “connection” to
giving connection to the elemental Plane of the plane of Earth; places of strong earth
Earth slowly fades. In areas where they are power include mountain ranges, deep
not totally cut off from their mountain caverns, or rocky lands prone to severe
origins, such as plains or farmland, this earthquakes. Galeb duhr greatly prefer such
deterioration will be slow: the galeb duhr places, for away from them their endurance
will lose 1 hp every day it is away from and powers wane.
mountain regions. Such loss is permanent
until it returns to an area that is All mountains contain the “earth power” to
predominantly rock and stone, at which time some extent, though some less so than
it recovers the lost hit points at a similar rate. others. Generally, the younger and less
In an area totally removed from its normal eroded by air or water the rocky
habitat, such as a desert or an ocean, a galeb surroundings are, the stronger the elemental
duhr will lose 2-5 hp per day, but will regain link possessed by that place. In very new
them at the above rate if returned to its mountains or places where the natural
home. When a galeb duhr falls below 20 hp elemental link has been heightened, such as
due to loss of contact with its natural habitat, by magical alteration, a galeb duhr’s power is
it loses its powers to control stone. Such said to become greater still. Tales tell of
powers return at once upon renewed contact whole colonies of stone men dwelling there,
with a rocky or mountainous environment. and only the foolish would contest their
Should a galeb duhr fall to zero hit points power. A galeb duhr’s powers over the rocky
due to environmental deprivation, the environment of its home are similar in form
connection with the elemental Plane of Earth to known earth- and stone-affecting spells;
is considered to have vanished completely, such powers may be activated with but a
and it becomes nothing more than a normal moment’s thought (a warning to wily mages
boulder. A full Wish is required to revive a who might think to best these creatures at
galeb duhr from this state. their own game!). The very old galeb duhr or
those dwelling in highly magical areas are
Earth Power stronger than ordinary galeb duhr, and may
command additional powers.
Galeb duhr are often found in underground
caverns as well, though they are rarely
recognized there in the jumble of rock. Galeb
duhr rival treants for slowness of speech. The
galeb duhr are very strongly connected to the
elemental Plane of Earth. This link is
unconscious for the most part, and it exists
in each of them. Since they are so well
attuned to that plane, they are able to
consume the rocks themselves and magically
control stones without the use of spell-
casting, as we understand it. Earth power is
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For every 100 years that a galeb duhr has to mud was one of these. A galeb duhr will
lived in its own territory, it gains one of the typically watch invaders for some time,
following advantages (see benefits table). determining if they are of violent intent or
This reflects the galeb duhr’s ever- not. Peaceful travellers are allowed to pass
strengthening connection with its territorial unmolested. Should the intruders be
surroundings and the Plane of Earth. In areas deemed hostile, the galeb duhr will attack
where the natural elemental influence has from hiding, using its powers to harry and
been heightened, galeb duhr may obtain waylay the intruders (note that “hiding” to a
these additional powers more quickly (DM’s galeb duhr often means simply closing its
decision). If duplicate powers are obtained eyes and mouth and sitting still).
on rolls of 13-20, roll again.
If a galeb duhr can’t persuade invaders to
Galeb duhr are very territorial creatures. leave its territory in this way, it attacks
Once they have settled into an area, it is openly, usually in a steep or narrow area so
nearly impossible to move them. A galeb its foes can’t retaliate easily. In combat, a
duhr usually spends much of its time either galeb duhr animates normal boulders and
sitting in one place, watching and thinking, rocks around it and commands them to
or slowly patrolling its environs for signs of attack; this action is similar to the way a
disturbance. A galeb duhr’s territory usually treant animates trees. Earth-affecting powers
encompasses an area of about 1-4 square will be used in the most effective way
miles. It is invariably protective of its possible: walls of stone may be raised and
mountain home, vigorously defending it as collapsed on intruders; earthen
its own against uninvited or hostile embankments may be moved to hinder
intruders. It will often ally itself with those of movement or cause an avalanche, and so
like mind against potential despoilers; in forth. If any foes come within striking
wooded mountain ranges, galeb duhr and distance, the galeb duhr will attack physically
treants often work together, and alliances with a crushing bite or a smashing blow from
between galeb duhr and bands of geonids one of its appendages.
are not unheard of.
Galeb duhr social structure is practically
A galeb duhr is intimately familiar with the nonexistent. They have no castes or classes,
layout of the land in its territory and will leaders or followers. They are, for the most
usually have traps set in various areas of part, solitary creatures, each of whom will
access (paths, natural ascents, etc.). Such stake out and watch over its own mountain
traps are usually features of the landscape, territory. Occasionally, a number of galeb
either natural or created by the galeb duhr, duhr will dwell in the same area, as do those
which can be triggered by one of the galeb at Truman’s Pass, but this is unusual.
durh’s earth-affecting powers; an
outcropping at Truman’s Pass17 that changed
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be more accurate to say that they draw Fragments retain this magic-boosting
sustenance from rocks, for a galeb duhr does property for one month after their creation,
not eat, at least not as we understand eating. after which they become like normal stone in
They also neither sleep nor breathe. Galeb all respects. Fragments used in spell-casting
duhr have no need for oxygen or any other will always be consumed, even if the spell
inhaled gas for survival; accordingly, they does not ordinarily destroy the material
suffer no damage from harmful gases (poison components. There is no way to prevent this
gas, Cloudkill, green dragon breath, etc.) or consumption or to cause a fragment to retain
immersion in any liquid except acid. Instead, its enhancing power for more than one
they gain nourishment simply from continual month.
contact with their stony surroundings. Galeb
duhr take their sustenance from the earth in Death
much the same way a plant grows in the
sunlight; the more sunlight, the stronger and When a galeb duhr is struck dead by a mighty
healthier the plant. In the same manner, a blow and breaks apart like a rock struck by a
galeb duhr is strongest and healthiest in sledgehammer, then the fragments are
areas that are predominantly stony in nature. almost indistinguishable from the ordinary
In some strange way, they feel responsible scree of the area. Galeb duhr have no interior
for the smaller rocks and boulders around organs at all, being literally solid stone
them - in much the same way a treant feels throughout. Their tie to the planet itself
responsible for “his” forest section. A allows animating elemental forces to flow
traveller who disturbs the area near galeb directly into them.
duhr does so at their own risk.
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21 We re ra ve n a re a d j us te d to B ECM I D &D
a nd e xpa nd e d fro m AD &D 2 e s o urc e s
(” Co m p le t e e M o n st r o u s M a n u a l” ). U s e the s e
s o urc e s fo r m o re info rm a tio n.
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When in human form, a wereraven retains its Wereravens may Speak with the Dead once a
natural immunities to certain weapons, but day and hear the spirit of a recently (no more
has no real attack of its own. If forced to fight than 24 hours) dead body.
unarmed, it inflicts a mere 1-2 points of
damage. For this reason, wereravens in The Growth
human form often employ weapons, causing
damage appropriate to the arms they wield. This ability is gained at 7th level. Wereraven
In raven form, the wereraven attacks as if it can use its power to grow to triple size with
were a common example of that creature. increased Armor Value (AV3). This growth
Thus, it inflicts only 1-2 points of damage but increases THAC0 by +6, and saves by +3,
has a 1 in 10 chance of scoring an eye peck doubles damages, and lasts no longer than 1
with each successful attack. Any eye peck will turn (10 minutes = 60 rounds) at most. The
cause the target to lose the use of one eye raven may choose to shrink at will. Its hit
until a heal or regeneration spell can be cast points will be doubled temporarily, and any
on the victim. Half-blinded persons (those damages will be taken from the extra hit
who have lost 1 eye) suffer a -2 on all attack points first. Each day, a wereraven can grow
rolls. A second eye peck results in total three times, needing 8 hours of sleep at
blindness until the above cure can be affected. minimum or 24 hours of not using the ability
In hybrid form, the wereraven’s arms have to recharge. In this giant shape, they cannot
grown into wings, making them almost fly.
useless in combat. However, the muscles in
their mouths/beaks strengthen, giving them The Ravenman
a savage bite. Each attack made with the
creature’s beak inflicts 2d6 points of damage. At 9th level (1.300.000 xp), a wereraven gains
Wereravens are strong flyers and often use the ability to transform into a ravenman. This
this ability to their advantage in combat. A beastman form looks like an upright giant bat
Wereraven can duplicate any sound or voice with very flexible, usable wings. A
that they hear. ravenman’s hands are claw-like fingers
extended from the top edge of his wings (in
Wereravens can detect gold and other the same location the thumb of bats is
treasure at will, and are often attracted to it. found). They have clawed feet. A ravenman
Their lairs are often decorated with has all the capabilities and handicaps that
glistening polished treasure. come when mastering the beastman form. A
ravenman’s lycanthrope statistics are
A wereraven is able to discover a deep, dark dominant. Don’t mix human and
secret of someone else. When it does, it lycanthropic statistics as with other
strikes the head of the target with its feathers. Lycanthropes as in PC4 Nighthowlers, unless
The target must roll 2d20, if they fail their mentioned otherwise as per statistic.
127
Habitat/Society
Wereravens are not opposed to helping for a
good cause, but they do so reluctantly. This
is not because they do not wish to do good,
but because they fear the wrath of the Dark
Powers. It is said that the wereravens have
come to the aid of endangered elven clans in
Western Brun on several occasions and that
close ties exist between the ravens and these
elven clans, but neither will admit this openly.
Ecology
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planar barriers and opens a temporary gate. people are unaware that these structures are
In all effects, this resembles a Summon (not gyerian.
Conjure) Elemental spell23. The elemental, if
treated friendly will help the gyerian for no Town square
more than 8 hours or one task, whichever
passes first. The gyerian towns (geyers) are mostly a
grassy knoll with a number of singular rail
Habitat/Society: fences circling a high post at the centre,
where the town square is. The post has signs
Although flightless (at least in the attached to it: Nester, Hole in Ground,
beginning), gyerians are migratory beings Seedlands, Hawkshead, Old Stony, Big Birds,
that travel in flocks, moving from the Earl, Nasty Hootface, Our Sister’s House, and
mountains into the grasslands every spring similar designations. These are mostly
and returning in the autumn. related to local spots of importance (where it
is dangerous, where there is food, where to
The homes gyerians build quickly each year, nest, local ruins, caves or similar), or where
are intended to last only until migration. important gyer or other individual creatures
These huts sometimes exist much longer reside. (Local birds of prey - like hawk or roc
than a year, and are often used as a - with which the gyerian have reasonably
temporary resting place for travellers. Most good relations), etc. Most bird creatures of
importance will be noted also, making the
23 The d iffe re nc e b e twe e n a Su m m o n pole a plethora of routes and directions.
Ele m e n t a l a nd Co n j u r e Ele m e n t a l l ie s in the
fa c t tha t a Co n j u r e Ele m e n t a l o pe ns a tiny Many gyerian towns also have a pond (for
ga te thro ugh whic h the e s s e nc e o f a n
e l e m e nta l is s uc k e d into the Prim e Pl a ne
fresh water). Many of these are decorated
d e s tro ying its o rigina l s ha pe , b ut e na b l ing it with water lilies and a path skirting it. Most
to re c re a te a ne w s ha pe if s uffic ie nt are inhabited with talking fish, (they spray
e l e m e nta l m a tte r o f its s o rt is o n l o c a tio n; a with water if teased) which are also truly
Su m m o n Ele m e n t a l o pe ns a l a rge r ga te fro m liked by the gyerians. When the gyerian or
the El e m e nta l Pl a ne , a nd re que s ts a n
El e m e nta l to he l p (o fte n b y c a l l ing its na m e
the fish are under threat, they take the fish
whil e the ga te wil l a ppe a r ne xt to it). The elsewhere. They do not feed upon them,
El e m e nta l wil l k e e p its o wn s ha pe , a nd thus unless they are already dead by other causes.
m a y b e l a rge r (m o re HD ) the ne xt tim e The huts are mostly dishevelled, or rickety.
s um m o ne d . Su m m o n Ele m e n t a l is thus Some are in use; many are remnants of past
frie nd l y with re s pe c t to the c re a ture (l a wful
s o to s a y), Co nj ure El e m e nta l is e go is tic
years. Each hut has a sign next to its door
witho ut re s pe c t (Cha o tic s o to s a y). A noting the names (or professions) of the
S um m o ne d El e m e nta l c a n’ t b e a ffe c te d b y a inhabitants (these names/professions can
D is pe l M a gic / Evil , a Co nj ure d o ne wil l b e also be found on the posts).
fo rc ib l y re pe l l e d into its o wn Pl a ne whe re it
a c quire s a ne w b o d y a c c o rd ing the m a trix o f
the Co nj ure s pe l l , whic h m a y b e l o we r tha n
There is always a huge basin of water and
it o rigina l l y ha d b e fo re b e ing c o nj ure d . . . this fountain, with 4 white pillars nearby, of
is the re a s o n the y b e c o m e a ngry if no t chewed wood plaster and twigs (resembling
c o ntro l l e d .
131
132
133
Combat
134
Offspring
135
an option in the wild. It is not unknown for gold. It can be woken easily at any point
the mother to eat its own young when gold during its hibernation, reacting fiercely and
is scarce. angrily to any disturbance.
136
either hide or garment receives a +4 bonus streaks. As a result, they only fetch 7,500–
on saving throws vs. normal fires and a +2 10,000 gp, about half that of a regular
bonus on saving throws vs. magical fire. aurumvorax hide. Cormanthor aurumvorax
The hide can also be made into a bed fur or claws are usually bright green or purple, and
a cape for a dwarven wedding. can fetch up to 100 gold pieces and 1,000
gold pieces, respectively.
The aurumvorax’s teeth and claws, due to
their combination of bone and metal, are Like the regular aurumvorax hides,
also prized for decoration or jewelry, and can cormanthor aurumvorax hides can be turned
bring up to 1 gp each on the open market. into armor, although the Armor Value
granted varies depending on the diet of the
An aurumvorax's saliva is highly corrosive to aurumvorax.
metal. It also has an extremely high tolerance
to heat, able to survive all but the largest of As a strange side-effect from the cormanthor
fires, which makes it a worthy spell aurumvorax's non-native surroundings,
component.. about one in five suffer from allergies during
the spring, causing them to sneeze, expelling
their highly corrosive saliva up to 10'. Metals
must roll a save vs. disintegration (either by
DM or a Player) which is; 17 or higher for
Spotted Aurumvorax Weapons & Armor, 15 or higher for jewellry,
10 or higher for coins/ores, add magical +/-
to the roll, if failed it is damaged after a
The Cormanthor aurumvorax can be found week, (-1 point of AV or damage, or loses
in the forests of Davania. It was introduced value by 10%), unless thoroughly cleaned.
to the forest in 500 BC by a group of treasure Roll once per item, and not per NPC/PC.
hunters from Alphatia in an attempt to Ascomoids seem to be attracted to this saliva
discover gold in the area. Although the and can be found nearby.
aurumvorax found gold, they became very
protective over it, and devoured their All Aurumvorax have Medium Senses (see
masters when they tried to get to the gold. table under Crowrse).
Statistics equal to common aurumvorax, but
the creature is not an endangered species.
Although the aurumvorax thrived in the
plains near the rivers making many holes in
the ground in that area, the gold on which
their diet was based was gone within a
decade, and they were forced to adapt to a
different diet. It adapted its digestive system
to allow it to eat iron ore, onyx and other
minerals. Its hide also changed as a result,
becoming mottled with dull red and blue
137
138
139
Every gulguthra is bisexual (hermaphrodite). month, with one offspring produced. It takes
Most gulguthra live alone, however, during the newborn four months to mature
mating season once every seven winters, they (immature gulguthra have 3-5 HD, damage 1-
produce a jellylike “eggmas” and travel 6 / 1-6 / 1-2, and a Strength of 16 is required
underground (in a slow and patient manner) to break free of their grasp). Otyughs are so
by instinct and memory until they reach disgusting that no alchemist or wizard would
others of their kind. Then they regurgitate want to touch their components, so the
the jelly-like “eggmas” from a secondary corpses of the gulguthra have no known use
stomach and wanders off. In some manner, or value. The statistics for Neo-otyugh young
not yet understood, another gulguthra can are equal to the normal otyugh and the
fertilise any “eggmas” (except its own) by young together. They gain 1 HD each month,
taking it briefly in its mouth, or perhaps until adulthood.They can live up to 24 years,
exposing it to some (as yet) unknown often dying just after their 4th mating period.
internal organ, and expelling it again. An Otyugh have Low senses (see table under
“eggmas” that is fertilised, if left Crowrse).
undisrupted, will develop in one week’s time
into a miniature version of the parent that
produced the “eggmas”. Otyugh and neo- Crowrse
otyugh can’t breed interspecies, so “eggmas”
will always spawn its parents race. This
newborn creature is driven by an instinctual
urge to find warmth and food, and will One of the most typical herd animals of the
wander off to seek its own fortune, returning western herd are the crowrse; a crossbreed
to its birthplace several years later. They (magically created in the era of Blackmoor)
often follow the offal tracks of one of their between a crow and a griffon. The crowrse
parents in the beginning, but soon track off are large predators living in wilderness areas
in another direction (often after they have and are only found on the continent of Brun.
found enough food - then they seem to Male crowrse are distinguished by their
forget their parents). The legend is that they larger size and a distinctive mane of hairs and
mate in mass gatherings with others of their feathers around their neck and chest; females
kind, who have made the same journey, in do not. A crowrse is mainly a griffon-like lion
giant bone pits under the earth where the (without wings) with a large crow head and
remains of thousands of ancient creatures lie. beak. They have strong claws in front which
This false rumour was undoubtedly created are about a foot wide. Males tend to be 6-8’
after a misinterpretation of several otyugh tall, and 12-15’ long; females are 5-6’ and 8-
attracted to such a pit, feasting on it and then 12’ long. Their colours are mostly black or
moving away. dark brown, but blueish black and white also
exist, and are the most beautiful.27 In total,
Otyughs and neo-otyughs live underground
in heaps of offal and refuse. They hate bright 27 M inia ture s o f Wa rha m m e r s e e m the b e s t
sunlight, preferring the comfortable darkness s o urc e fo r a pic ture o f the s e c re a ture s , b ut
of dungeons. They mate each year for one the c o l o urs wil l b e m o s tl y b l a c k , s e e this
il l us tra tio n o r this o ne fo r e xa m pl e
140
Combat
141
hits with both forepaws, it can rake with its terms, a critical hit28 on a bite attack means
rear claws doing 2-7 points damage each. All that the animal has gotten a chokehold on
crowrse have a Move Silent of 75%, a Hiding the victim’s neck, inflicting automatic
of 50%, a Hear Noise bonus of 35%, and maximum bite damage each round the
Infravision of 90’, and Darkvision. Their chokehold is maintained. This tactic can’t be
senses are High. used against characters with full helms, plate
mail, plate armor; or similar protections, as
Biting bonus: Many animals have a claw/ the neck is too well protected.
claw/bite attack routine. Roll the claw attacks
first. If both are successful, the bite attack
gains a +2 to hit with its other attack forms.
In real life, claw attacks serve to give a secure Habitat
grip for the bite.
Crowrse generally live in temperate climates
Leaping/Dropping: Many predators attack and thrive in savannah and brush lands near
their prey from ambush, closing the distance hills. Crowrse prefer temperate climates,
by dropping on the prey from above or thriving along forest edges, grasslands and
leaping. The impact of a heavy animal on an swamps. They live and hunt in prides, and
upright animal or human frame is great. If are extremely territorial. A pride usually
the animal hits with both claws or makes a consists of 1-3 males and 1-10 females.
critical hit, the victim is knocked prone and Crowrse frequently kill animals the size of
must save vs. paralyzation or be stunned for bison, buffallo, or even mastodont. Crowrse
1d3 rounds.
28 A c ritic a l hit a c c o rd ing the Arm o r Va l ue
Strangling: Many predatory mammals do rul e s (pre s e nte d in TS R 1 0 3 7 “ Da wn o f t h e
not kill by mauling their prey to death. Em p e r o r s” B o xe d S e t) a re 1 8 (m a xim um
ro l l e d d a m a ge re d uc e d b y AV), 1 9 ,
Instead, they instinctively try to get a choking (m a xim um ro l l e d d a m a ge no t re d uc e d b y
hold on the victim’s neck, shutting down the AV), 2 0 (d o ub l e ro l l e d m a xim um no t re d uc e d
air, blood, and nerve pathways. In game b y AV). Ad j us tm e nts o f S tre ngth m a gic a re
a d d e d to the s e re s ul ts .
142
will cooperate when hunting, driving their meat and other parts of their bodies, and
prey into an ambush. They have been known lose 25% of their number yearly to humanoid
to attack domestic livestock, and do attack hunters. Their intelligence is better than that
humanoids, but will almost never attack men. of a common dog, but they are very
Crowrse never go deeply into caves and stubborn. The only thing they can be trained
usually remember a quick escape route to to do, if domesticated by humanoids, is
the outdoors, but they may nest in pulling carts and wagons. Humanoid
overhanging caves or old excavations. Being merchants of Central Brun rarely use any
oviparous, they nest in the south until their other draft animal than a crowrse.
eggs hatch. They nest for 2 weeks, hatch
2+1d3 eggs each year, and live The name crowrse is actually a humanoid
approximately 40 years. There is a 25% name, and seems to be a mixture of “crow”
chance that any crowrse's lair (often an area and “horse”, but in fact means “crying
in or under a tree) will contain 1d10 cubs worse’, after the lament these animals do
which are 30%-60% grown. Cubs are unable when losing a mate.
to fight, and are grown to adult size in 3
years. Crowrse will fiercely defend their lairs Main Predator: Dragon. Main Prey: Animal
(+2 to morale) or young (+4 to morale) Herd
against intruders.
143
This brief article presents some of the lasting influence of the Lawful Brotherhood
southern neighbors of Gombar and Suma'a, in this land. Noxor has the most powerful
kingdoms and peoples native to the army in the area, but still fear their Zulbe and
southwestern part of the Arm of the Dutse neighbors and their religion, the
Immortals. Asman faith.
THE KINGDOMS:
144
Once a powerful empire, the Kingdom of ● Ruler: Each has its own Sarki (king) or
Woraf was reduced to its current state almost Sarauniya (queen)
a millennium ago, when it lost control over ● Important Cities: Kobir, Garia, Datsiram,
the Zulbe and Dutse lands. The Woraf still Raura, Bano (each capital of kingdom
dream of unifying the faithful of the Asman with the same name)
under its banner, but its main concern ● Races: Majority of Tanagoro humans
remains the Kisal orcs. Many times the Woraf (Dutse ethnic group), some tanagogres,
reclaimed the sacred ruins of Kisal, and many some Tanagoro half-elves
times the orcs took it back from their hands ● Languages: Harshen (related to Abe'ez
and threatened their strongholds of Workur and Churan/Mebrir/Yivj from
and Mbikele. Yezchamenid)
● Religion: Asman Faith
Now, the Woraf might have to deal with ● Coinage: Kudi (gold coin), Tsabar (silver
more than just orcs: Verdan sailors are coin)
curious about their ruins, which they call
Guissau. They might claim them in the future The Zulbe and the
as one feitoria (outpost), unaware of Woraf Dutse people might
intentions. Will the Woraf be willing to share be divided into eight
Kisal/Guissau with the Verdans? small kingdoms, but
they are unified in
one single goal:
spread the Asman
Zulbe Kingdoms: faith. Usually they do
this through words
● Ruler: Shehu (elder) Diallo Sangari of and examples, but
Zuta Kosoto; Lamido (leader) Sow Buhari they are not against
of Zuta Mooro; Lamido (leader) Wane spreading it through
Nolloh of Zuta Nollon war as well.
● Important Cities: Kosoto (capital of Zuta
Both are famed for their warriors. For now,
Kosoto), Mooro (capital of Zuta Mooro)
as they are divided, this means mercenaries
and Nollon (capital of Zuta Nollon)
for the Sawabar Coast, Izonda and
● Races: Majority of Tanagoro humans
Yezchamenid; should they ever unite, they
(Zulbe ethnic group), many tanagogres
would be a force to be reckoned with, and
● Languages: Zular (related to Woraf and
Noxor's worst nightmare.
Keler)
145
146
147
148
149
c. 300 AC:
150
c. 700 AC:
151
Asman Faith:
152
but would fight the unjust. Also, the Enduks It is interesting to note that, outside the
and Shedu were angels of Ixion, and should Zulbe and Dutse regions, the Asman faith
be helped in their return to Nimmur. The gained a polytheistic bent, much like
faithful should pray five times a day, Zaranasterism. It's not rare to find priests of
according to the position of the sun in the Karimci face or the Jayaya face at the Sawabar
sky, and these prayers should be made Coast or Izonda. In the latter case, Ekara
towards Eshu (actually, towards Ganiya na N'iombo, the current ruler, is actually a priest
Rana, “the Peak of the Sun”, south of Eshu). of Karimci. Almost always Karimci is another
name for Valerias; Jayaya, on the other hand,
The Zulbe enjoyed this simplified version of can be used by different Immortals in
Zaranasterism, and were interested in different regions, but usually Vanya or Hel
conquering and dominating Raura (under (and neither in Izonda, each having its own
the guise of returning Asman to his original independent church there).
home). They were successful in doing this,
and unifying, briefly, the Zulbe and the It is unknown what happened to Asman,
Dutse. The union didn't last, but the new except that he vanished some time after the
faith spread among those peoples. Even if brief unification of the Dutse and Zulbe. The
the firist (priests) of the Asman faith couldn't faithful claim he went to Eshu and met
avoid the fragmentation of the empire, at Gildesh. Asman then rode on Gildesh and
least they were successful in reminding were taken to Ixion.
followers of the importance of Jayaya (strife),
and bring the faith outside the region,
beginning with the Sawabar Coast and the
Woraf Kingdom.
153
Adventure Path
by John Calvin
INTRODUCTION
setting in general, and to the Shimmering
The Engdyr’s Game Adventure Path will take Lands and its inhabitants specifically. Players
PCs on a journey through the Shimmering will start on the plains of the northern
Lands and introduce them to the bizarre and province of Kargthyne, but from there they
fantastic technomagical world of the will be sent across the Shimmering Lands.
Moadreg dwarves, last inheritors of ancient During their journeys the PCs will be
Blackmoor. They will contend with the mad introduced to all facets of life in the
dwarven elder, Engdyr Heldfyst, and his plot Shimmering Lands, from the fiery forges of
to silence all living things within his domain. the Yardrak dwarves in Himmevand to the
However, even as Engdyr attempts to remove gnomish controlled hills of Qivar. As their
the hateful living creatures around him, a careers advance, PCs may have the
new form of life may be stirring… one opportunity to gain dominions of their own
created by accident by the mad dwarf himself. within the dwarven lands, meeting the
movers and shakers of the Elder Conclave
This adventure path is intended to introduce and even possibly determining the fate of the
DMs and Players to the Mystara 2300 BC dwarven nation on Brun.
154
The newly liberated ruins of Layhash may From Kairhyeld, the PCs will once again
lead PCs to new and exciting discoveries, journey into the wilds, this time to explore
revealing ancient weapon caches and the mysterious ruins of Lahash.
unthought of magical equipment. Once
cleared the estate may be used as a base of
operations by the PCs and may eventually
be an available dominion.
At its heart, this is a wilderness exploration
1 A “ ga the rho l d ” is a c o m m unity in the
adventure, where the PCs can have some S him m e ring L a nd s , us ua l l y fo rtifie d , whe re
real skin in the game, and a real m o re tha n o ne d wa rve n fa m il y o r c l a n ha s
opportunity to break into the political c o m e to ge the r fo r m utua l d e fe ns e . The
arena of the Shimmering Lands. l a rge s t ga the rho l d s in the S him m e ring L a nd s
ha ve gro wn into wha t m o s t wo ul d c a l l ful l
fl e d ge d c itie s .
155
156
escape their problems and start their lives be found in the north, and many enterprising
over. If the PCs have a vendetta against dwarves are determined to prove them true.
anyone, it is possible that they fled to Some say that a lightning bridge lies in the
Karghthyne (and perhaps even beyond) in depths of Hrokyrdran, or that one of the lost
order to avoid the PC’s wrath. Perhaps they earthshakers4 is hidden just under the
stole something that the PCs need or desire. permafrost of the northern plains. Though
Perhaps the PCs are on the trail of someone none of these rumors have proven to be true,
who hurt their family or friends. the PCs may want to conduct their own
investigations.
Discovering their Heritage
157
Economy
This is the trail from Demhyeld through the Placating the Forest
Imyrluran Forest to the Ford of Meghdul.
Also known as the Lost Forest, or Forgotten Should the PCs choose to follow traditions
Woods, Imyrluran has a reputation for being and placate the forest before beginning their
a place from which no one returns. A few journey, their encounters within it will be
trails do exist through the forest, and greatly reduced. Subtract 1 for each 5 gp
tradition holds that travellers can buy their sacrificed by the party (in total) from all
lives from the woods in return for throwing random encounter rolls. Any number 0 or
in some item of value. below indicates that there is no encounter
for that day.
The rough, and sometimes overgrown trail
makes it a 3 day trek through the forest to No Sacrifices
the Ford of Meghdul, but the party’s journey
will depend upon whether or not they Should the PCs choose to ignore traditions
choose to follow traditions and placate the (or should they make a sacrifice after their
forest. first day of travel), the encounters they face
in the forest will be much greater. Roll on
the random encounter table normally. In
this case, the Haunt Encounter will happen
on the last night of their journey before
leaving the forest (even if they have
encountered haunts before with a random
fo r pre y. It firs t a ppe a re d in Dr a g o n
M a ga z ine #2 , a nd the A D&D M o n st e r
roll).
M a n u a l, a nd l a te r a ppe a re d in “ Gla n t r i:
K in g d o m o f M a g ic ” pa ge 2 1 . F o r m o re
info rm a tio n s e e the D 2 0 S R D o r AD &D 2 .
158
Leaving the Trail On the first day along the trail a small band
of 1d3 imps leap out of the forest and
It is rumored that once off the established disrupts the campsite. The imps rush in and
pathways, no amount of bargaining can grab one item of value before attempting to
prevent one’s disappearance into the forest. flee back into the forest. The PCs have 2
The PCs may be able to avoid this fate even if rounds to stop them before they are gone
they leave the trails, however dangers off of forever. Should PCs decide to try and track
established pathways increase greatly, and the imps, see the section “Leaving the Trail”
the forest itself seems reluctant for them to above.
leave. Add 5 to each random encounter roll
in the forest. In addition, each morning the 1d3 Imps HD 1, AC 5, hp 3
PCs must perform a successful Survival
Check or be lost in the forest for an
additional 1d3 days before finding their way I2 - Fiendish Screams
back to the path. (See Table 1 for effect of
weather conditions on travel time). Sounds in the forest have never been
pleasant. It is almost as if there were a
constant stream of screams ringing out in
Encounters the distance… sometimes barely
perceptible before drifting closer and then
Roll 2d20 on Table 2 for each day that the back away again. As you listen, you notice
party travels through the forest6. that the screams are steadily becoming
louder. Suddenly they surround you,
In addition to the random encounters listed disembodied and blood curdling cries that
above, the following events will happen at buffet the wind around your campsite.
some point along the trail.
Fiendish screaming interrupts the camp in
I1 - Impish Theft the middle of the night, waking up all PCs
and disrupting their sleep for the day. All
The trail through this portion of the forest those who hear the screaming must save vs
is dense and thick with overgrowth, Paralysis or suffer from severe paranoia for
allowing little light to seep in from the the next 1d4 days. Those suffering from the
canopy above. As you contemplate the paranoia will be unable to get any rest and
oppressive atmosphere surrounding you, will suffer all ill effects from that state
the bushes on one side of the trail begin to (fatigued7 and unable to regain spells).
rustle. Leaves part and branches crack, as
three growling and misshapen forms rush
out from the forest toward you. 7 A fa tigue d c ha ra c te r c a n ne ithe r run no r
c ha rge a nd ta k e s a - 2 pe na l ty to S tre ngth
a nd D e xte rity. D o ing a nything tha t wo ul d
no rm a l l y c a us e fa tigue c a us e s the fa tigue d
6 M o ns te rs ge ne ra te d fo r this , a nd o the r c ha ra c te r to b e c o m e e xha us te d . Afte r 8
ta b l e s c a n b e fo und in the D &D M o ns te r ho urs o f c o m pl e te re s t, fa tigue d c ha ra c te rs
F ind e r o nl ine to o l . a re no l o nge r fa tigue d . (F ro m the 3 E SR D )
159
160
161
disposition, but will only open the gates Several bands of undead attack the outpost,
during daylight hours. however the overall outcome of the battle
should be based on the accomplishments of
Unbeknownst to the PCs a dark threat is the PCs. If the PCs are successful with their
marshalling from the forest near the Battle of encounter, the ferry station has been
Meghdul8. Restless undead from the successfully defended, however if the PCs
unhallowed battleground have plagued the loose their confrontation then the station is
area for decades, but a recent arrival has overrun.
begun marshalling them into a cohesive
force. For several months the undead have While the guards and other travelers rush to
been gathering, and are now preparing to meet the onslaught, a single band moves
overrun the ferry station. Each night that the towards the PC’s position. The brigand band
PCs stay at the station, there is a 5% consists of one dwarven ghoul and three
cumulative chance that the undead band will dwarven skeletons, all with translucent
attack. spiders attached to their backs or throughout
their innards. Once slain, the spidery
M1 - Undead Brigands remains decompose quickly into green goo
and semi-corporeal cobwebs that disperse in
Several weeks ago aetherial spiders9 found the night breeze.
the battleground of Meghdul and began
animating some of the more intact corpses. Dwarven Ghoul HD 2, AC 6, hp 10
They have built up enough strength to begin
foraging beyond the battleground graveyard. Dwarven Skeletons (3) HD 1, AC 7, hp 4
You can see dark forms shambling across Once the undead are defeated, the PCs have
the open field and toward the Ferry Station time for a short rest before a single giant
compound. As corpses and skeletons long form comes lumbering forward. It is the
deceased stumble and stagger along, you corpse of a recently slain giantkin10 with
can see a faint glow eminating from within another of the translucent spiders attached
their carcesses. Their movements appear to its head.
to be controlled by large ghostly spiders
attached along their spinal columns and Giantkin Zombie HD 3, AC 8, hp 17
limbs.
10 G ia ntk in (a l s o s o m e tim e s k no wn a s ha l f-
gia nts ) a re the re s ul t o f b re e d ing e xpe rim e nts
b y the S him m e ring L a nd s d wa rve s b e twe e n
8 The M e ghd ul c ho s e to purs ue the ir b l o o d gia nts a nd va rio us o the r (s m a l l e r) s e ntie nt
fe ud a ga ins t the J a rd uhl ra the r tha n s uppo rt c re a ture s . The y we re us e d m o s tl y a s s ho c k
D ra nwyr whe n the na tio n wa s a tta c k e d b y tro o ps a ga ins t the true gia nts e a rl y in the
gia nts in B C 2 4 7 3 . Afte r the gia nts we re his to ry o f the S him m e ring L a nd s , b ut m a ny
d e fe a te d , D ra nwyrf turne d his a rm ie s a ga ins t s til l s e rve a s s l a ve s to e vil d wa rve s . In ga m e
the M e ghd ul , d e s tro ying the m utte rl y a nd s ta ts the y a re e quiva l e nt to o gre s , a l tho ugh
c urs ing the ir re m a ins . true o gre s wo n’ t e m e rge o n M ys ta ra fo r a t
9 S e e e ntry b e l o w fo r Ae the ria l S pid e rs . l e a s t 3 0 0 m o re ye a rs .
162
Once the battle is over the PCs may find the Spider Sword
following treasure amongst the corpses.
A short sword with an arachnid motif, the
2d20 + 20 cp, 2d10 + 10 sp, and 1d20 gp Spider Sword is made of strong but nearly
translucent metal, possibly of
1d4 gems, each worth between 5 gp to 10 gp Blackmoorian design. Its hilt and
pommel are crafted in the form of a
An ancient silver necklace worth 75 gp spider with its bottom legs entwining the
pommel, its center legs forming the
The Spider Sword (See Sidebar) guard, and its two front legs merging into
the blade itself.
Ferry Journey Time The Spider Sword functions as a +1 (+2
verses spiders) Ghost Touch sword, and
The ferryman is a disagreeable dwarf by the may have additional powers that are yet to
name of Merigk Dhul. His family has resided be discovered.
in the Meghdul region since before that
gatherhold was razed. Rumors abound that Damage: 1d6 +1 (+2 verses spiders)
the Dhul’s once ruled here, though Merigk Ghost Touch: The sword may be
only ever guffaws at such suggestions. He is handled by incorporeal beings (including
a dour, grizzled old dwarf who’s only shades) as if they were corporeal. In
concern is getting the ferry to Kairhyeld and addition, when wielded it can harm all
back on schedule. incorporeal beings as if they were
corporeal.
Merigk Dhul (NE M Dwarf Fighter 5)
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Perrin’s starting attitude is indifferent, unless “I heard many stories of the riches of
there is a shade among the PCs in which case Hrokyrdran before I was forced to leave my
it changes to friendly. It requires a moderate gatherhold by those miscreants there. It is a
effort to change her attitude (see Table 3). If magical place of great power… some say
made friendly, Perrin will share the following from a bygone age. If there are secrets
information: hidden there, I’m going to be the one to find
them… and then I’ll be able to go home.”
“There is something about being near to
Hrokyrdran that grants shades like me
corporeality. I suppose that’s why a large Malla Khydwun (N F Soulbound Cleric 2)
community of my kind has been drawn
there. In Hrokyrdran I can live a fairly A newly inducted member of the cult of
normal life… well… at the very least I’ll be Kagyar, Malla is willing to share her faith with
able to feel the touch of another. anyone who shows interest. She believes
that the folk of the Shimmering Lands are
“I’m not sure what kind of power in currently set on the path of destruction and
Hrokyrdran allows this, but I suspect it is that the Way of Stone is the only philosophy
related to the radiance. There are only two that can save them.
places in the world where I’ve heard that
shades gain substance - in Hrokyrdran and Malla’s starting reaction is friendly, unless
at the Gates of Light… though there we there is a cleric of an opposing faith11 among
have solidity only while the Gates are open.” the PCs, in which case her attitude becomes
indifferent. It requires little effort to change
her attitude (see Table 5). If made friendly,
Thgel Ghedda (LE M Dwarf Wizard 1) Malla will share the following information:
Thgel left the gatherhold of Kohlgor after a “I’ve been ‘called’ to the north… I’m not
dispute with his clan leader that left half a really sure how to explain it, but I am
dozen other Yardrak dwarves dead or dying. positive that Kagyar wants me there for
Now he is looking to make his fortune as a some great purpose. Our people are
prospector near Hrokyrdran, hoping to sick… they have been for a long time, but
stumble upon some treasure spewed forth we have the chance to cure them, to free
from the mysterious mountain. While not them from Blackmoor’s curse.”
overly paranoid, he does fear reprisals from
his clan and is weary of anyone who tries to 11 The fa ith o f Ka gya r/ Wa y o f the S to ne is in
gain his confidence. its infa nc y d uring this e ra in the S him m e ring
L a nd s . The m o s t pro m ine nt fa iths in the s e
Thgel’s starting attitude is unfriendly. It re gio ns pa y ho m a ge to Z ugz ul , S k ul d ,
requires a great effort to change his attitude. Kho ro nus , S l iz z a rk , a nd S to d o s (a m o ng a fe w
o the rs ). F o r m o re info rm a tio n o n the fa iths
If made friendly (see Table 4), Thgel will o f the S him m e ring L a nd s , s e e Ga z B C 1 , T h e
share the following information: Sh im m e r in g La n d s DM ' s Gu id e a nd Ga z B C
1 , T h e Sh im m e r in g La n d s P la y e r ' s Gu id e fo r
m o re info rm a tio n.
164
165
There are two legs in the ferry caravan route. It takes 4 - 6 days for the ferry to be towed
The first leg starts from within the Forest of from the Kairdal Fork to Kairhyeld. All
Meghdul and continues downstream until it passengers are expected to travel by foot (or
reaches the Kairdal Fork. The second leg using their own mounts) alongside the riding
starts from the fork, where the ferry must be mastiffs towing the ferry on this leg of the
attached to teams of riding mastiffs and journey. [On the return trip, with the ferry
pulled upstream along the Kairdal River (a floating downstream, the journey takes 2 - 3
tributary to the Khyrnde) until reaching days.]
Kairhyeld. On the return journey the ferry
floats downstream to the fork, and must be [This entire portion of the journey is through
towed back to the Forest of Meghdul. the plains]
Leg 1
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Roll 1d20 on each day that the party travels For the past several nights you have had
along the river through the plains. the feeling that someone, or something,
has been stalking you. Rustling through
the brush… slinking through the grass…
whatever it is has kept its distance and
remained hidden, but now the pit in your
stomach drops. You can feel its eyes on
you as the hair on the back of your neck
Roll Monster CR Resource pricks up.
1 Carcass Eater - <1 LMo
Animal
2-3 Crawling Claw - <1 MF A small felldrake12 has been stalking the
Construct caravan for several days and has finally grown
4-6 Dire Rat, Fiendish - <1 SRD hungry enough to attack. It will rush
Animal through the underbrush and grapple with
7-9 Mongrelfolk - <1 FF whoever is farthest from their camp.
Humanoid
Felldrake HD 2, AC 6, hp 12
10-13 Clockroach - 1 MM4
Construct
F2 - Escaped Slaves
14-15 Death Dog - 2 FF
Magical Beast
As you round the bend in the river your
16-17 Iron Cobra - 2 FF view opens up to a small ravine in the
Construct hillside. Two large figures hunch over a
18-19 Demonet Swarm - 2 MM4 smoldering fire, both leaping to their feet
Outsider as you approach. The giantkin are bruised
>=20 Wrackspawn - 3 MM4 and filthy, with broken chains dangling
Outsider from their necks and arms.
In addition to the random encounters listed These two giantkin have only recently
above, the following events will happen at escaped their slavers, and were seeking some
some point along the caravan’s path. shelter when the caravan stumbled upon
their resting place. They fear and hate
dwarves, and will not allow themselves to be
recaptured. Their starting attitude is hostile,
but fast thinking PCs may be able to calm
12 A fe l l d ra k e is a b e a s t with d ra c o nic b l o o d
fro m the M o ns te r M a nua l 2 (3 E), b ut it c a n
b e re pl a c e d b y a ny s ta l k ing re ptil ia n
m o ns te r.
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Kairhyeld
Regardless of the PC’s actions, the figure How the PCs choose to deal with these issues
does not speak, and will crest over the hill will have a lasting impact on the area, and
disappearing on the far side if approached. may ultimately determine the fate of this
The lone Sentinel will not engage for any region.
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Locations
Kairhyeld Vassals
Drynneg 8% Heldfyst 16% (See map on following page)
Lumegk 12% Thaghdyt 13%
Other Estates 51% 1. Outer Docks
Karghthyne troops are led by General Ryndis
Both sides of the Kairdal River sport docks
Heldfyst. The younger sister of Engdyr,
along their shores, with the larger being on
Ryndis has survived repeated assassination
the southern shore. There stands a small
attempts from her brother. Her strong and
guard post and resupply station for the
robust outward appearance belies the fact
ferry workers and the mules that pull the
that Ryndis is kept alive only by a magically
barges from Meghdul to here, while on the
beating obsidian heart implanted deep within
far shore s small trail leads from the north
her chest.
dock to the gates of the gatherhold proper.
Kairhyeld troops whisper that when Ryndis As you approach the southern dock,
lost her original heart, she lost all compassion several dwarves scramble from a
toward living souls. For her the world is black ramshackle hut to greet you. One of them
and white, containing only allies and enemies calls out a challenge to old Merigk, but
– foremost amongst that list her own hated once the response is given he saunters
brother. back into his shack.
1st Company (Shadow Eyes):
50 expert (S5) shade scouts and (G4) gnome
rangers armed with crossbows and rapiers
Most barges and ferries arriving at Kairhyeld
are required to first dock on the southern
2nd Company (Flame Drakes): shore where they undergo a brief inspection
300 elite (D4) dwarven artillerists armed with before being allowed to cross to the river’s
dragonbelchers and short swords; plus 12 northern side. Dranvid Barlegk (Dwarf Level
Lieutenants (D7), 2 captains (D10), and a major 2) was put in charge of the southern docks
(D12) after getting into a dispute with his
3rd Company (War Hounds): commanding officer. He is bitter about his
250 elite (D2) dwarven cavalry armed with posting, and eager to redeem himself in the
crossbows and halberds, riding war mastiffs; eyes of Kairhyeld’s hierarchy. This leads to
plus 10 sergeants (D4), 5 Lieutenants (D6) and overzealous searching for contraband and
a captain (D8) antagonizing of strangers.
5th Company (Stone Feet):
Merigk and his crew will rest here for 1d4
500 expert (D2) dwarven footmen armed with
days before resupplying and heading back
axes and daggers; plus 10 sergeants (D4), 5
down the river to Meghdul Station. If
Lieutenants (D6), and a captain (D8)
tensions between Dranvid and the PC’s
escalate, Dranvid may “find” contraband
amongst their belongings. Unless the PCs
are able to bribe him sufficiently, Dranvid
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will send them before the gatherhold The merchants here live and do business
commander to face charges. If this happens from their respective shacks. Many have
the PCs will most likely face time in factors that ship them merchandise at least
Kairhyeld’s dungeon and thereafter be infrequently using the Meghdul Ferry.
banned from entering the stronghold. Others trade with locals across the
countryside for items that can’t be found in
2. Merchant Shacks the Shimmering Lands’ interior. PCs should
be able to find any item of value here worth
A handful of wooden shacks line the less than 100 gps, though the merchants may
northern shore of Kairdal east of the docks be able to acquire anything less than 500 gps
and the gatherhold trail. Dwarves and given advanced notice.
gnomes spend all manner of hours
shouting and haggling from one booth to
another, with a frenzied pitch shortly after
he arrival of the Meghdul Ferry.
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The tops of heads bobbing around and the A constant clamber emanates from three
occasional uplifted arm and hand can be small circular camps that fill the field west
seen raising from a deep pit dug into the of the gatherhold trial. Armored dwarves
ground just behind the merchant shacks. and gnomes trudge back and forth through
As you approach a hill giant peers over the muddy fields with several sergeants
edge of the pit, meeting your gaze for half shouting commands across the cool crisp
a moment before dropping back down into air to their various troops. Their
the darkness. Nearby, several sweaty and mesmerizing movement is infrequently
soot stained dwarves toil over a forge and interrupted by a fireball exploding in the
bellows, crafting large chains of bronze. western field, kicking up stones and dirt,
and occasionally tossing one of the drilling
Several hill giants are being kept in this pit, soldiers into the air.
each destined to be shipped to some Elder’s
estate across the Shimmering Lands. A small Soldiers on this field have been brought
band of Enthrallers13 joined together and together from all of the major estates in the
have been scouring the northern plains and province of Kargthyne. Here they run drills
hills for lone giants to capture and bring back and training exercises in order to learn how
to Kairhyeld, and the pit is tended at all times to work together to defend the gatherhold.
by at least one of them. Once they have In theory, once soldiers are sent to the
captured enough stock their plan is to take gatherhold they give up allegiances to their
the Meghdul Ferry and journey back to former Estates, however in practice this is
Demhyeld. They plan to auction off the rarely the case. Many of the dwarves and
giants to the highest bidder in Demhyeld’s gnomes training on this field have long
slave market. seated grudges with one another and are just
looking for an opportune chance to exact
The giants are desperate to escape, already revenge on hated rivals.
having made three separate failed attempts.
One of them is more than she seems. The Should the PCs venture onto the field for any
youngest female is in fact a polymorphed reason they will find themselves in the
frost giant, daughter of Jarl Varhad of middle of just such a feud. Tyruld, a soldier
Grondheim. After an argument with her from Lumegk Estate has been waiting for an
parents she fled into the hills and was caught opportunity to rig his commanding officer’s
unawares by the Enthrallers. She has enough riding gear with a fireball belcher potion, set
gems and jewelry hidden on her to offer a to trigger when the dwarf saddles his mount.
hefty sum to any who might be willing to Once officer Ghorgid dismounts his war
help her escape. mastiff to confront PCs, Tyruld will move
into action. Observant PCs may see him plan
13 Enthrallers are dwarves with unique mental
something on his commanding officer’s
abilities who often employ their powers to
torment and dominate others. See the saddle before slowly backing up to find cover
Organization Appendix at the end of this behind his fellow soldiers. If the PCs can
article for more information.
171
prevent Ghorgid from triggering the trap, The gatehouse head is said to be the likeness
they may have earned an ally within the of Engdyr Heldfyst himself, back in his youth,
gatherhold. Otherwise Ghorgid will be killed and is one of the first structures built after
in the blast, and the PCs may become prime the gathering of the clans in BC 2473 (nearly
suspects in the case. 200 years ago). On sacred days the
gatehouse is given over to followers of
5. Fortress Walls and Towers Zugzul, who decorate it with bonfires and
burning effigies that can be seen from miles
Twenty foot walls of stone and timber away in the dark of night.
surround the entire gatherhold, stretching
from the center gatehouse to each of the 7. Kennels/Stables
bastions surrounding the keep in the back.
Dwarves patrol the walls in groups of two Kairhyeld’s stables are built along the inside
or three, pausing along their course only of the southern wall, east of the gatehouse.
long enough to pull out a farseer and scan A warm fog and foul smell constantly
along the horizon. shrouds the muddy terrain surrounding the
kennels, and strained barks and growls can
Patrols along the walls of Kairhyeld are be heard from the darkness within. One
tasked mainly with keeping a vigilant lookout dwarf holds a war mastiff by its reins, giving
for potential encroaching enemies. On the it commands to “sit” and “stay”, while
planes of Kargethyne this mainly constitutes another rides his mount from the kennels
roving bands of humanoids from Urzud, or out to the center courtyard of the
small squads of hill giants raiding from gatherhold.
Grondheim. These patrols rarely concern
themselves with activities going on just There is room in the kennels for 100 war
outside the keep, but they will investigate mastiffs, though rarely more than 75 can be
any disturbances inside the walls of Kairhyeld found here at any given time. Though the
itself. gatherhold boasts a mounted force of over
250 war mastiffs, less than half that number
6. Gatehouse is ever stationed inside the fortress.
Mounted patrols roam the countryside,
Made entirely of dark basalt stones, hewn performing training exercises and remaining
from the earth, the gatehouse rises to an vigilant against the possibility of foreign
impressive 35 feet in the sky. The dark invaders. Smaller groups are broken up
stones, unlike any found in the surrounding within the gatherhold itself, with some being
region, are arranged into the shape of a stationed at the training grounds, and small
massive dwarven head, with the gate itself groups staying inside the barracks themselves.
shaped to be the mouth. A lone dwarf peers
down from the top of the head to question Narlygk is the kennel master, and has a cruel
all petitioners before granting them sense of humor. He takes bets on weekly
entrance. dog fights, where he pits some of the older
animals against one another (or sometimes a
172
weaponless slave or prisoner). Though effect (but not the scar caused by the
against regulations, Narlygk may be branding). Those unwilling to receive the
persuaded to part with one of his older dogs Brand of Fire may be set upon by the mob.
for the right price.
9. Courtyard
8. Temple of Zugzul
A large circular courtyard of hardened dirt
Smoke and ash constantly billow from the lays in the middle of the keep. Bootprints
top of this dark structure, a double tower and scuff marks across the ground suggest
made of cracked stone and soot soaked that it is used often by the troops stationed
bricks. Few mill about the entrance, despite in the gatherhold. The faint stench of
the warmth that radiates from within, as decaying flesh wafts across the courtyard
two dour guards wearing the mask of from the keep, where a makeshift gallows
Zugzul stand unmoving before its gates. has been erected. Three stocky bodies hang
from ropes, dangling gently in the breeze.
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174
There are two barracks, each composed of Ryndis Heldfyst was appointed general of
three great bastions on either side of the Kairhyeld and of Karghthyne’s forces by the
main keep. Dwarves from estates across Karghthyne Conclave in BC 2342, despite
Karghthyne are stationed here, and trained vehement protests by her brother Engdyr.
to serve he gatherhold. A dwarf typically Since then she has survived several
serves a term of 3 - 5 years at the gatherhold assassination attempts (most engineered by
before being rotated out and allowed to her own brother), although the latest nearly
return to their respective master’s estate. succeeded. Now Ryndis is kept alive by the
beating of an obsidian heart and the only
Despite the size of the buildings, and the passion that flows through her veins is for
number of troops currently stationed at the revenge.
gatherhold, these buildings are never quite
full, and travelers may find lodging within LARLA VIVELL
them… as long as they have enough gold to Gnome 3, AC 7, hp 6
pay and are willing to sleep communally.
The gatherhold commanders try to create an Larla Vivell is short for a gnome, but makes
integrated force using soldiers from estates up for her lack of stature by always speaking
across Karghthyne, however feuds and loudly. She dresses in orange and red,
vendettas can not be dismissed easily. The trimmed in black, and almost always wears
dwarves stationed in the barracks spend a her badge of office, a bone white mask in
good amount of their free time plotting the design of a stern dwarven visage, when
against old enemies, both real and perceived. she ventures into the public view.
175
176
177
Let the PCs decide what actions they will Large Spider HD 2, AC 6, hp 10
take. The spider will continue to drag the
captured dwarf into the barracks, and down The spider fights to the death, doing its best
a side tunnel leading into the dungeons. to keep anyone from the dwarf within the
Should the PCs race to the soldiers rescue, or struggling cocoon. Once the PCs defeat it
if the choose to wait for additional soldiers to they will be able to approach the captured
react, read the following: dwarf. Cutting through the thick, sticky
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179
180
This is a gnome run thieves guild run out of Although this cult isn't mainstream in these
Gnen on the Bridge of Oost (it's detailed a bit parts, it is steadily gaining a following. The
more in the GazBC1 DM's guide IIRC). The worshipers of Kagyar espouse different
wouldn't have a strong presence in this philosophies than many of their
region of the Shimmering Lands, but the contemporaries, advocating that dwarves
individual they meet wants to "expand their work together for common goals (for the
operations westward." The guild accepts all betterment of their race) rather than strive
members, but only gnomish characters have for individual power and prowess.
the ability to make it to the top ranks of the
organization. The Way of the Stone is the dwarven future,
but for now they will help provide PCs with
This contact can provide PCs with a friendly face, healing, and other personal
information (both local and abroad) as well aid. Dranwyrf Korskill (aka Dengar), the First
as provide venues for buying and selling Elder of the Shimmering Lands, is also the
equipment and artifacts (perhaps bypassing head of this newly formed cult. In later
taxes and tariffs they might normally have to adventures, the PCs will have the
pay to the Elder Conclave). Any favors opportunity to meet and interact with him
performed would have to be repaid in turn directly.
(at some point).
Fiery Forge
Gleaming Company
Worshippers of the Fiery Forge venerate
An adventurer's guild (also detailed in Zugzul. In him they see the forge that will
GazBC1), this organization is more generally shape dwarven lands as well as the dwarven
distributed throughout the Shimmering spirit. Many of these sects also combine
Lands, and might offer support to potential worship of the Warrior with that of darker
members (up and coming PCs). Should they beings such as Demogorgon, Orcus, and
prove themselves worthy, their contact in sometimes even Slizzark. The worst kinds of
Kairhyeld may sponsor them to become full fanatical zealots are drawn to this religion,
fledged members. believing that it is the Moadreg's destiny to
rule over the lesser races in the world. The
The Gleaming Company can help to fund majority of these practitioners are dwarves,
PC's operations (with the expectation of a as few other races are tolerated.
percentage of their earnings). They could
provide additional support in the form of
181
182
Aetherial spiders are creatures native to the Aetheric Shift: Once per combat, an
Ethereal Plane. Discovered long ago by aetherial spider may sidestep a successful
Blackmoorian explorers the spiders were attack against it by partially shifting into the
harvested and bred to serve very specific Ethereal Plane.
183
INTRODUCTION
“To the Mistmyr Falls” is the second #16 of Threshold Magazine. In that
installment in the Loktal’s Vault series, adventure, a group of newbie heroes (most
which will explore the megadungeon under likely hin Yallaren) went on to search for the
the Five Shires. It is an introduction of sorts, missing sage, Jebediah Gallidox, who had
since the adventure itself takes place in the been kidnapped by a group of dwarves, the
Five Shires, and ends with the PCs Broken Shields. These dwarves aim at
discovering the entrance to the megadungeon. recovering the lost treasures and secrets of
Loktal Ironshield, ancient dwarven lord of
This adventure picks up the story after the the Glittering Kingdom. His vault is lost
events narrated in “The Disappearance of somewhere in the mountains of Highshire,
Jebediah Gallidox”, appeared in the issue and the Broken Shields picked up a trail near
184
the village of Longflask. However, while they adventure should award a total of 6000 to
explored the tomb of one of Loktal’s 7000 XP.
captains, they were overwhelmed by the
dwellers of that dungeon, and killed or Furthermore, in Aercruth and in the
forced to flee, leaving behind a petrified mountains it is always possible to add more
Jebediah. This allows the PCs to recover a encounters to ensure that the PCs collect the
map which may lead to Loktal’s Vault. necessary experience before delving into
Loktal’s Vault. We provide two possible side-
In this chapter, the PCs travel from Longflask trek suggestions from the pages of Dungeon
to the Mistmyr Falls, where the entrance of Magazine, but many other short adventures
the mines above Loktal’s Vault is located. may be used instead. If your party has
Unfortunately, the Broken Shields and their already a few hundred XPs under their belt,
agents are hot on the PCs’ heels, and will you can safely skip these side-treks.
cause them a number of problems.
The adventure is written for 1st level BECMI Overview of the overland
D&D PCs (who have completed only “The journey
Disappearance of Jebediah Gallidox” before
tackling this adventure), assuming a party The overland map (overleaf) shows the route
that is richer in Halfling characters than the from Longflask to the Mistmyr Falls.
usual. If a Magic User and/or Cleric are
present, it is likely that some encounters will From Longflask, it is possible to reach
be harder, and other easier, than expected. Waymeet in a few hours, crossing the Wardle
The DM may compensate by increasing the in the afternoon, if one leaves in the
number of low-level humanoid and undead morning, and stopping at an inn at some
opponents in one encounter per area. distance from the crossing. The trip to
Aergruth is long about 40 miles, including
It is intended that PCs reach level 2 before the crossing of river Wardle, and last an
entering Loktal’s Vault. To this end, the overall 2 days.
adventure provides about 1400 XP in
monsters, and the same amount in story and From there, the characters will need to
goal bonuses. On the other hand, it is explore the Cruth Mountains to find the
purposefully written with less treasure than entrance of Loktal’s Vault, and will likely visit
it is usual, in order to keep the PCs from the Mistmyr Falls and the site of the Battle of
being able to hire large numbers of helpers Blackflame. This part of the trip is around 8
for the dungeon delve. For a more traditional miles in wooded hills (which takes one day),
approach, multiply all treasure values by 20. followed by a search in an area around 16
Otherwise, keep the stated treasure value, miles across. It takes one more day to reach
but assign to the PCs 20 times as much the Battle of Blackflame site, and a further
experience as the gold pieces value of the two to reach the Mistmyr Falls.
recovered treasure. In both cases, the
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186
In total, the journey lasts a minimum of six point, and tackles the PCs from the front,
days, although the characters may be delayed stepping out of their hiding place when they
for several reasons, such as events and side pass near her. Nalum is positioned on the
quests, or simply the need to recover from other side of the road, behind a tree. He will
wounds or make purchases. Furthermore, try to attack the PCs from behind.
exploration of the area between the Battle of Meanwhile, Kona is positioned behind a
Blackflame site and the Mistmyr Falls boulder within close range for her heavy
requires one full day per 8-miles hex. crossbow.
Nalum Bombedwarf Baltorrad (D1, hp 4, A major storm builds up while the PCs cross
AC 7, Str +1, Dex -1): this tall dwarf is armed the Wardle, so they reach the Wayside Inn as
with a pole axe (dmg 1d10+1) and a silver the rain becomes intense. Combined with
dagger (dmg 1d4) and wears scale mail. the twilight, this should make further
progress all but impossible, and the
Kona Bombifwarf Gilkon (D1, hp 4, AC 6, welcoming light of the Wayside Inn all the
Str +1, Int +1, Wis -1): this dwarf woman more attractive. The Inn is as well appointed
wields a heavy crossbow (dmg 1d8) and a as one would expect from an establishment
mace (dmg 1d6+1) and wears scale mail. She managed by Hin. Ceilings are somewhat
also has a silver dagger with her. higher than in typical Hin buildings, to allow
humans and elves to fit - although with some
The three dwarves set their ambush taking difficulty for tall humans.
position behind rocks and trees. Gori takes
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The Guests
Lobdyalassa, daughter of Horlaltor
188
Lobagh, daughter of Ultho Bristlebur (H1, the other people present in the Inn. The
L): a young and attractive hin girl with an default option is for him to kill Lobbie, after
athletic physique (Cha 15, Str 13), Lobbie is luring her out of her room by claiming to
as adorable as she is dumb (Int 7, Wis 8). She have fallen in love with her. Otherwise, he
is quite a flirt, but a trusty soul bordering on might meet Horl as he performs some late
the naive. She believes all hin to be epitomes night task such as cleaning the saloon.
of virtue, and will easily fall into any trap. She Finally, if one of the PCs happens to be
is travelling to Aercruth to visit a cousin with around alone during the night, he might be
her friend Zara. the target instead.
Zaressa, daughter of Shanmyr Alehill (H1, However, something goes wrong. Either Zara
L): commonly called Zara, this young hin looks for her friend, or Maerly, Olthiir’s dog,
woman is rather attractive (Cha 13), with a sniffs Dymar’s presence and wakes everybody
thin and supple body (Str 7, Dex 13). She with his baying, or Horl sees the murder or
knows she is not very brilliant (Int 7) and has accidentally finds the body. Dymar makes his
learnt from past mistakes (Wis 14), so she is escape, however, and cannot be immediately
not extremely cautious. She is also identified, since he is in rat form.
surprisingly courageous for one with her
minute physique, and will jump to the From this point, it is up to the PCs to help
defense of people in danger, especially her Olthiir in the hunt for the murderer. They
friend Lobbie. may try to wait for the Krondar to arrive, in
which case Dymar will try to escape, trusting
the rain to cover his tracks. Or they may
The Assassin investigate, which may lead them to discover
Unfortunately, a Wererat1 (3* HD, C) hides that Bunsy and Lassa are not who they claim
among the guests. He claims to be to be (they have dwarven gold and some
Jenaldymar, son of Ogermyr Woodgrott, or coded messages in their room). Finally, while
Dymar to his friends. He is completely the investigation is ongoing, Bunsy and Lassa
unaware of the plots of Bunsy and Lassa, and may try to kill off one of the PCs, and let the
merely plans to make a quick snack out of blame fall on Dymar.
the other guests. He plans to use the bad
weather to cover his tracks after he makes his When the PCs leave the Inn, assess their
escape. During the night, Dymar kills one of success as follows:
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3. Two normal wolves (HD 2+2, hp 10, 11; agents, Bombin Korarwarf Norrest (D1,
50 XP) guard the entrance to the inner L; hp 6; Str 13, Dex 7) and Doror
caves. They scent the PCs in room 1, and Dorfurwarf Globuhr (D1, L; hp 4,
prepare to attack. Like all the animals in current hp 1; Str 13); the human is an
the caves, they are controlled by the Ylari mercenary sorcerer, Aziz bin Jibril
crone of chaos in area 3. They will not (MU 1, N; hp 2, current hp 1; Int 16, Wis
attack the male PC with the highest 6); and the halfling is a guide hired by the
charisma score. dwarves, Bellomyr, son of Horlalsar
Dustyboots (H1, N; hp 3; Wis 7). Each of
4. The entrance to this cavern is blocked by them can tell the PCs a different story to
a set of iron bars. A lever, when pulled, explain how they ended up in this cell:
lowers two of the bars, providing access
to the cavern. Inside, four humanoids are a The dwarves’ story; there is a witch in
tied to walls with iron chains. There are the cave, she captured them and
two dwarves, a human, and a halfling. charmed the magic user. The dwarves’
The two dwarves are Broken Shields
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If the PCs survive the encounter with the Besides Dirlin and Tekira, there are three
crone of chaos, award them a total of 100 XP. other gnomes (all Normal Monsters).
Furthermore, if they save the Broken Shields,
award them another 200 XP.
Battle of Blackflame
The Lodebottom Gnomes Eventually the characters will reach the site
This family of gnomes, led by the patriarch where the Battle of the Blackflame took
Dirlin (Gnome 4, L) are wandering tinkers. place. Although it has been a long time since
They travel in a small wagon drawn by a pair that event, the place seems desolate and
of ponies. They have a wide range of goods barren, in sharp contrast to the rich flora that
for sale, including thieves’ tools, and can distinguishes the Five Shires. The southern
repair weapons and armor. They also have a part of the area is the most pleasant one:
small range of special items. Interesting there are large green and grassy spaces,
objects for the adventurers include two dotted here and there by some leafy trees.
strange contraptions, vaguely tube-like and There is also a stream that provides fresh
about one yard in length. These items act as water to anyone (and also some tenches to
one-use missile weapons (same range as a feed any hungry angler). The northern part
heavy crossbow), can be used untrained, and of the area is the one most marked by the
inflict 2d4+1 hp if they hit (attack roll at +1, battle: the soil becomes bare and void of
blades and points are silver, so they can hit vegetation, the trees become bare, black and
lycanthropes). After being used, they cannot twisted. The more you go north, inside a
be reloaded. The gnomes ask 100 gp for each gorge that creeps into the mountains (where
of these items. the orcs were slain), the more it becomes
clear that in this place a large amount of
The gnomes have also met the Broken magic energy was used. For example, you
Shields. They are friendly towards dwarves, can find a shrub of wild roses whose
and will hardly believe any negative branches, leaves, and flowers are constantly
comment, attributing it to old disagreements consumed by an invisible fire, but then come
between hin and dwarves, which they believe back intact, as if time was rewound. This is
should be left behind. Thus, they will not clearly a residual effect of Blackflame but
reveal anything about the Broken Shields only the halflings, more aware of the
unless the PCs trick them, or provide mysteries of the clan, can recognise it.
overwhelming proof of the dwarves’
wrongdoings. In that case, the gnomes know In any case the PC can try to learn something
the same information as the Broken Shields more of this place:
agents at Waymeet.
● If any of the (non-halfling) PCs possess
Finally, Tekira, Dirlin’s daughter, is a the Local History skill, they can roll it and
priestess of Garal Glitterlode (Gnome with a successful test will be able to
3/Shaman 2, L). She will help the PCs with remember that this is the place where an
Cure Light Wounds spells, if they are friendly.
193
important battle between halfling and present himself and tell them something like
orcs was fought. this:
194
At this point, the characters may decide to The group has finally met Bleth Nar, the last
give a hand to O’Brann or to continue of Clan Nar commanders, who has returned
exploring the area on their own. from death as Lesser Haunt5. For 300 years
he has failed to find the well-deserved eternal
peace as he feels guilty of losing the clan
In search of the wounded halfling standard, one of the few memorabilia that
[Encounter: 9 Skeletons, XP 90] reminds of the existence and the actions of
the Clan Nar. Bleth Nar will try to persuade
If the characters head to the valley they will the characters to help him and, if they are
find a different atmosphere than the one they successful, he promises to reveal to them a
encountered if they had already visited the hidden compartment where orcs had packed
valley. This time they are immersed in a some war trophies. If the group asks about
twilight atmosphere, a rather dense fog has where the banner might be and his
dropped down on the area and lets them appearance, Bleth Nar is going to describe it
only glimpse the indistinct silhouettes of the (Three Talons of Brown on a White Field),
elements of the landscape. Every now and and he will say that it is probably with the orc
then, without warning, the noise of a battle that killed him, a big warchief without an eye
is heard: swords hitting shields, screams, and with a scar that crosses his face.
shooted arrows and shouted orders (which
the PCs can understand if they know the Orc
language). From time to time, out of the In search of the banner
corner of their eyes, they can see shadows To find the warchief, the group must head
that fight between themselves in the midst of towards the heart of the valley, where the
dark explosions. At some point out of this most bloody clashes between halflings and
fog, nine skeletons approach the group. greenskins took place. Along the way, before
Some are quite tall with fangs in place of the reaching their destination, the PCs will have
teeth. Others are little more than babies. to defeat two groups of skeletons: the first
They are obviously the remains of the one is composed by five skeletons of large
soldiers who fought in this place three orcs and bugbears. To represent this, use the
centuries ago. following modified stats:
As soon as the group has got rid of the Large Skeleton (5)
skeletons, they will hear in the distance a Armor Class: 6
weeping cry. If they follow the noise they will Hit Dice: 1+1 (hp: 9)
arrive at a large boulder (maybe a projectile Attacks: 1 (Bonus THAC0 +1)
of an orcish siege weapon) on which a Damage: Battle Axe (1d8+1)
translucent figure of an halfling is seated. Save As: F1 Bonus +1
Just as O'Brann had described it, this halfling XP Value: 20
is wearing a mail armor, probably of elven
origin; on the neck has a large wound,
probably caused by a heavy cutting weapon.
It looks incredibly sad and disconsolate. 5 S e e D M R 2 Cr e a t u r e Ca t a lo g p. 5 2 o r AC9
Cr e a t u r e Ca t a lo g u e p. 8 6 .
195
6 R u le s Cy c lo p e d ia , p. 2 4 1 .
196
● O'Brann will be extremely happy that the having to backtrack to a previous point. Use
nocturnal crying has finally ceased. He the Navigation skill for this purpose:
will give to the group a green gem (jade,
10 gp). He will also create (in one night) ● On a success, the PCs explore the hex
a pair of boots for one of them; they will without problems, but may still meet
be able to choose between Boots of random monsters (at the DM’s option, a
Levitation and Boots of Speed. Once the success on half score may avoid such
boots have been delivered, he will depart encounters).
from the characters with a mysterious
“We will meet again”. ● On a failure, the PCs lose a day trying to
get back on track, due to difficult terrain
which forces them to take a longer path
Mistmyr Falls and/or rest more frequently.
197
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drive the PCs away, but they will not attack REFERENCES
fleeing PCs. At least half of the fundamentals
disperse through the woods after forcing the
PCs away from the entrance, so they can be Jim Bambra, Phil Gallagher, Graeme Morris,
met as part of random encounters on the AC9: Creature Catalogue, TSR 1986.
mountains in groups of 1d4+2, replacing
hawks (entry 5 in the random encounter Ed Greenwood, GAZ8: The Five Shires,
table) until they are wiped out. The Gazetteer, TSR 1988.
remaining fundamentals will roost on the
ceiling of the entrance, like so many rocky bats. John Nephew, DRM2: Creature Catalog, TSR
1993
For surviving up to this point, and finding
the entrance to the mines, the PCs receive a Stephen J. Smith, The Witch of Windcrag,
story bonus of 125 XP each. Dungeon Magazine #51, volume IX, number
3, TSR Jan/Feb 1995.
The adventure will continue with the many
levels of Loktal’s Vault in future issues of Christopher Perkins, Redcap’s Rampage,
Threshold Magazine! Dungeon Magazine #54, volume IX, number
6, TSR Jul/Aug 1995.
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SAVAGE COAST
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