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City-State of Tyr Additional Content

About this Document documents. If no explanation is given for the content it was not included in the final This document is based on digital documents document. Editing for basic grammar and provided by Walter. M Baas. Posted with spelling was applied to some sections. For permission from Walter Baas and Gary more about the City-State of Tyr, Walter Baas, Watkins. Compiled by Robert Adducci and Gary Watkins listen to Episode 13 of the ([email protected]). Bone, Stone, & Obsidian podcast featuring The following content is content that was Gary Watkins. cut or has differences from the original http://misdirectedmark.com/2019/07/0 turnover documents for the City-State of Tyr 2/bone-stone-and-obsidian-episode-13-city- accessory as written by Walter M. Baas and state-of-tyr-walter-bass-memorial-featuring- Gary Watkins. Some were from the turnover gary-s-watkins/ document while others were in secondary

describes notable personages (currently Introduction Story Cuts: living and recently deceased), intriguing locations, and adventure hooks for those Cut after the paragraph that starts with “A wishing to explore the city's intrigues. silver and two ceramics…” Additional tips are included for DMs “He smiled then like a zhackal and said, "Yes, yes. interested in setting up a campaign in or These things and more shall I show you; the around the city-state of Tyr. Remember to splendor of the ziggurat, the luxury of the noble watch your back or your "mantle of freedom" quarters, and the mysteries of the city below if you may soon become a funeral shroud. dare. But first we go to the stadium."” Chapter 2: Environs of Tyr The following was the last paragraph. “I shook my head in disbelief as he turned and The 3rd paragraph in the chapter was altered. walked down the thronged street before me. A The following is the original text: market in the stadium? What other bizarre things The area west of Tyr is largely unsettled. did this trip hold in store for me? A beggar pawed Locals call it "the poison land". A defensive at me, rousing me from my thoughts. I cuffed him hedge of deadly a'nor plants and smokebrush on the side of the head and strode on to learn of this encircles the perimeter of the lower node of strange, unusual city: Tyr” the walled city (that area that houses the About this supplement: templars' quarters and king's gardens). The toxic hedge, known as "the barrier", wards the The following was cut from the middle of the area near the grand gate, through which paragraph: valuable iron shipments pass from the mine. “Look closely herein at the way Tyrian's live - A buffer of azure burrgrass extends 20 feet -- and die. Explore the dark corners in the city, between the barrier and the road approaching journey to UnderTyr, and travel the hidden the grand gate. Azure burrgrass, golden ways of the hills and plains that surround it. smokebrush, and the deadly A'nor plant were Examine the powers that be who, with a natural choices for the barrier because of their dagger thrust or a mumbled word, determine malevolent qualities. (See the Monstrous the path Tyr follows. This supplement Compendium [tm] entry for Plants,

City-State of Tyr Additional Content 1 Poisonous in the appendix for descriptions of half of the house where his pets are kept when these plants and their defensive properties.) not working. The living area is contained Under Kalak the barrier served two purposes: wholly on the second floor and is divided into first, to hinder anyone from entering the city a bedroom and a modest cooking/dining on foot except at the three major gates; area. secondly, to give Kalak a tremendous source of power to fuel his defiling magics. Korl Marlik

Native Farming Plants Of The Tyr Region, Male Dwarf Thief, Chaotic Neutral “Wheat” was cut, but cotton was still AC 5 (leather + Dex) Str 16 included. Movement 9 Dex 17 Level 5 Con 16 Hit Points 29 Int 14 THAC0 18 Wis 15 Chapter 3: The City of Tyr No.of Attacks 1 Cha 13 Dmg: by weapon Korl's Exterminating Service Proficiencies: club, short sword, sling, animal Just inside the stadium gate on the west side handling (14), animal training: baazrag (15), of the thoroughfare, a two story adobe set snares (16). building can be seen with a large dead lizard Thief Skills: PP 60%, OL 65%, F/RT 55%, MS painted next to the doorway. This is the home 50%, HIS 50%, DN 15%, CW 50%, RL 0%. of Korl's Exterminating Service. Korl, a semi- Psionic Summary: PSPs 35; Wild Talent --- retired dwarven thief, lives here with his Animate Shadow (PS Wis -3; Cost- pets/servants, twelve baazrags (see --7+3/round) Monstrous Compendium [tm] description at end of this book). The stout little lizards are Korl is a quiet fellow who always thinks specially trained to hunt and kill household before speaking, even about trivial matters, pests such as insects or gecko lizards. which creates awkward pauses in dialogue. Korl charges from 2 ceramic pieces to 3 He continuously mutters to himself and his silvers depending on the size of the job. His pets as he works, giving the impression of a services are most often sought by nobles and dullard. In truth, he is quite clever and uses merchants to rid their residences or others' perceptions of him to advantage. businesses of vermin. As a sideline, Korl also Because of his seemingly inoffensive nature, will buy untamed baazrags for 1 sp, which he Korl is often left alone or ignored while he then trains and sells for as much as 5 sp. If works, enabling him to pocket small items someone already has a pet baazrag and without being noticed. He does not steal simply wants it trained, the fee is generally 2 frequently, nor does he take especially to 3 sp. The dwarf no longer practices valuable or distinctive items and up till now thieving as a profession, but will occasionally has been able to avoid discovery. He has no help himself to a trinket or two from an interest in adventuring. Apart from his employer's premises if the opportunity business and an occasional brew at the happy presents itself. dwarf, Korl leads an otherwise unremarkable The building that he lives in and works out existence. of consists of a small office with a bone chair and table as its only furnishings, a hall with a The Weeping Wyvern stairway ascending to the top floor, and a large common room that takes up the rear Under Shadow Square There is an establishment called “The Weeping Widow”,

City-State of Tyr Additional Content 2 the turnover document says, “The Weeping shunned outside of work. Dauthur's business Wyvern”. The map on page 94 still has “The is the dead and he fell no compunction Weeping Wyvern” on #25. towards helping individuals along their way. He frequently provides sleeping poisons for Cutters' Chance the infirm or terminally ill. He also makes charms to ward off spirits or the disgruntled This shop caters to the gamblers of the city. dead. Strongly scented perfumes to douse the Cutter, the proprietor, creates and designs newly dead are always in stock. Occasionally items for games of chance. It is said that she Potion Fruit of Flesh to Stone are available. A personally designed and built all of the large kiln is available those who cleanse their gambling devices and tables within the dead by fire and a plot of land is available renown Crystal Spider Gambling Hall. Her outside the city for those who wish their dead favorite creations are stunning wheels of to be placed in the ground. In a society that chance, elaborately adorned that spin almost cares little for the dead, Dauthur caters to effortlessly. Her craft gained city wide nobles, visiting merchants, the religious and attention when she created a huge multi- the superstitious. Rumors persists that he colored spinning wheel for the arena. has, on occasion, provided a fresh or two Commissioned by a famous jazst gladiator, to the "Hungry, Hungry " although the wheel was only used once before being he vehemently denies these rumors. banned. The bloody incident was enough for When dead bodies are found in the city a Cutter to achieve infamous notoriety for her brief search of their bodies are made and the art. body is stripped. A petition must be made at Cutter will never willing create a the High Bureaus to reclaim the dead's unbalance or illegal gambling tool. For a small possessions. If not claimed they become fee she will instruct an individual in the art of property of the state. Locals are questioned cheating. She considers this training as to the identity of the corpse. If someone important to gamblers to recognize when recognizes the corpse, it is turned over to the they are being cheated. identifying individual for disposal. Sport darts (1 cp each), balanced z'tal Otherwise, templars or city guard will throwing knives (4 bits each), multi-sided deposits the corpse in the a'nor fields outside dice (1/4 bit per side) and stiff pulp gambling the city walls. cards (5cp to one silver depending on the art work) can all be found in Cutter's shop. The The Running Z'tals female mul takes great pride in her craft, and Ten to fifteen youths of various races make up is always looking for new games of chance. the running z'tals. The z'tals hire themselves She will pay to learn new games of chance, out as runners, couriers, and heralds. but will always bet the informant a bit that Commonly, messages can be delivered to any she already knows the game, and she usually location in the city, except the Warrens and wins! UnderTyr, for two bits. Packages or retrieval

of goods tends to run five bits to a ceramic The Dead piece depending on the size and weight of the This mortuary/crematorium known as "The item in question. The z'tals only work the Dead" caters to those with dead and dying. daylight hours and will not enter the Warrens Dauthur, the proprietor, guards his identity or the undercity. Furthermore, they limit donning a full face leather mask while their services to the city proper and can not be working. This old practice is to prevent being induced to leave Tyr for any reason.

City-State of Tyr Additional Content 3 Chapter 4: The Golden City and others that found a quick death at the end of a trading guard's steel sword. The Inner Circle Night Traders Ways A high, stout wall surrounds the inner circle, Night Traders way has been used in the past separating it from the outer circle where the by tradespersons to exchange gray and black templars' quarters, high bureaus, and outer market goods and as a secret hiding place for gardens lie. Among the buildings of the inner slaves when Kalak was confiscating workers circle is a great hall from which the king may for the ziggurat. Some merchants still enjoy the gladiatorial games or entertain large maintain storage areas for raw materials here, groups of nobles, merchants, templars, and but such caches are almost always trapped or others of import. The king's personal stables heavily guarded. and carriage house fill two more of the structures, and a separate building houses the The Vault of Auh royal hunting cats, administered by the royal reaver. Deep in the bowels of UnderTyr, deeper than The two buildings clockwise from the the ancient city's ruins, lies the Vault of Auh. barbican hold the king's bath and Ancient kings ruled Athas long before the springhouse, respectively. The springhouse coming of the sorcerer-kings. When these contains a freshwater spring that bubbles up kings died they were buried with great into a small, tiled pool. reverence. Opulent final resting places, Moving inward, another wall bounds the resembling traditional sepulchers or minor king's inner garden which itself surrounds the palaces were quarried deep within Athasian central tower. The lush carpet of verdant stone. Precious metals, jewelry, and objects of grasses and stately faro trees that fill the art were entombed with the ancient kings. garden seems oddly out of place in Tyr's arid These kings and queens took great pride in landscape. The abundant foliage fills the area and held a reverent sense of duty to protect right up to the walls of the golden tower. their lands and their people. Hence the spirits of these protector kings and queens did not pass on "into the gray" after death. The spirit Chapter 5: Under Tyr remains in the body to watch and protect the realm. These spirits are called meorties. Merchants Maze Although no grand-elf can ever remember seeing an ancient king's spirit (much less an Originally, the Merchants Maze was a walled ancient king), it is said that one such vault of garden, with a hedge maze and topiary. In the ancients exists somewhere beneath UnderTyr, the garden that once was a place of UnderTyr. The lost resting place is called the leisure has become a den of conspiracy and Vault of Auh. No one knows the validity of clandestine activities. The Maze is rumored to such rumors, but many have set out in search contain a series of secret trade passages of the great wealth that is rumored to rest between the warehouses of opposing trader there. Few have returned, though, and none houses. The underground entrances to the successfully. warehouses are said to be heavily guarded. Tales of secret meetings, double-dealing and subterfuge abound. These tales include stories of those who became instantly wealthy

City-State of Tyr Additional Content 4 Chapter 6: Psionics and Magic precognition Devotions: combat mind, know location, spirit sense. in Tyr Mandalis is supported by entrants who perform their work with passionless The Order efficiency. One of the more active operatives T'Sk'Kux'Kt is a thri-kreen: T'Sk'Kux'Kt. Like all thri-kreen, T'Sk'Kux'Kt feels the Male Thri-Kreen Psionicist, Neutral instinct to hunt most keenly. This has AC 1 (Natural + Dex) Str 14 influenced his psionic development, guiding Movement 18 Dex 19 him toward more predatory and combat Level 22 Con 17 oriented devotions and sciences. When not Hit Points 69 Int 15 serving The Order, the mantis master often THAC0 10 Wis 20 journeys out into the desert for long periods No.of Attacks 5 or 2 Cha 12 of time. Sometimes these journeys have Dmg: 1d4(x4)/1d4+1+paralysis or 1d6+3 (+3 specific objectives such as hunting or staff spear) + 1d4+1+paralysis travelling to another city on a personal Proficiencies: Spear, chatkcha, dagger, light errand. Other times he wanders simply to crossbow, scimitar, club, throwing axe, speak maintain a keen edge on his skills. common (16), harness subconscious (19), T'Sk'Kux'Kt firmly believes that the mind is meditative focus (21), rejuvenation (19), clearest and most accessible during the psionic detection (16), tracking (20), water catharsis of physical deprivation or pain. find (15). These treks, therefore, serve to reinvigorate his spirit and prevent him from becoming soft Psionic Summary: PSPs 347; Defense Modes and lazy. --- intellect fortress, mental barrier, mind T'Sk'Kux'Kt is a deadly foe in combat, blank, thought shield, tower of iron will. possessing an arsenal of psionic and physical Telepathy --- Sciences: domination, mass attacks which he often combines through the domination, mindlink, psionic blast use of his split personality science. If using Devotions: contact, ego whip, false sensory claws and bite, he gets five attacks per round. input, id insinuation, identity penetration, With the spear he uses his natural jumping invincible foes, psychic messenger, truthear. ability for the initial attack, doubling the Psychokinetic --- Sciences: detonate, spear's damage on a successful strike. disintegrate, telekinesis Devotions: Subsequent attacks usually involve a concentrate water, control body, control spear/bite combination. His psionics allow flames, control wind, inertial barrier, him to hold his own against larger numbers, molecular agitation, soften. Psychometabolic to attack at range, or to surprise enemies from --- Sciences: energy containment, life draining concealment. If things go badly for the mantis Devotions: body control, chameleon power, man, his psychoportive talents enable him to double pain, strength of the land. escape without a problem. Besides his Metapsionic --- Sciences: psychic surgery, magical staff-spear, T'Sk'Kux'Kt possesses an split personality Devotions: convergence, amulet vs. undead (8th level of use) and a psychic drain, stasis field, wrench. wand of negation (21 c.). Psychoportation --- Sciences: teleport, teleport other Devotions: dimensional door, dimension walk, teleport object, time/space anchor. Clairsentient --- Sciences:

City-State of Tyr Additional Content 5 Chapter 7: Personalities Gaanon and Rikus were too much alike to be friends in the arena so they became rivals. Gaanon They faced each other three times. Rikus won twice, the second time seriously wounding Half-Giant Male Gladiator Gaanon. The third time they faced one 12th‑Level another Gaanon was denied his revenge, Neutral when Rikus attacked Kalak instead of him. Str 23 Int 08 Gaanon joined with Rikus following the Dex 13 Wis 10 revolt and helped lead the attack against the Con 19 Cha 12 armies of Urik. He was an inspiring sight, hp: 185 simultaneously fighting three opponents. AC: 5 Gaanon was a victim of the wars and never #AT: 3/2 or 5/2 with specialization returned to his favorite city to enjoy the THAC0: 9 wondrous life he so desired. Dmg: by weapon + strength Appearance: Gaanon's a beast, especially Weapon Proficiencies: All, Specialized with with his hairy body and long unbound hair. Battle Axe, Weighted Pike, Cahulaks, Datchi With a height twice that of a human and Club, Two-handed sword, Weighted weighing over 1500 pounds Gaanon should Throwing Net, Gouge. be considered a "giant" among half-giants. Non-weapon proficiencies: Armor Role‑playing: Strong and fair. Gaanon's Optimization, Blind Fighting, Endurance, training as a templar guard and as a gladiator Heat Protection, Weapon Improvisation. has provided him with powerful tools for Equipment: Leather armor, obsidian battle survival. He understands that bureaucracy is axe, net of giant hair. necessary for a city to exist, but does not understand bureaucracy itself. He is a fine Background: Gaanon was raised and trustworthy companion in a fight. somewhere along the Estuary of the Forked Tongue near Grak's pool. He travelled extensively with his father when he was Ktandeo young and was duly impressed during his Editors Note: Ktandeo was mistakenly called first visit to Tyr. The city fascinated him --- so a halfling in the Psionic Artifacts of Athas much to see, so much to do, unlike home. book, that mistake might have been avoided When he was old enough to travel alone, if this stat block had been published Gaanon returned to Tyr to seek employment. He found work as a templar's bodyguard and Human Male Preserver Mage was very happy with his lot. Things changed 13th Level one night when a friend and co-worker of Neutral Good Gaanon's was slain by the templar. In a fit of Str 12 Int 17 rage, Gaanon attacked the bureaucrat, Dex 13 Wis 15 seeking to avenge his friend's death. He Con 10 Cha 11 failed. The templar, in an unusual show of hp: 31 mercy, did not slay him outright, but instead AC: 10 sold him into gladiatorial slavery. Gaanon #AT: 1 used his superior strength and fighting skills THAC0: 16 to good effect in the arena and made quite a Dmg: by weapon or by spell. name for himself. Weapon Proficiencies: Dagger, darts, staff.

City-State of Tyr Additional Content 6 Non-weapon proficiencies: Ancient History, of the rear booths of the shop. He prefers this Ancient Languages, Direction Sense, Local location due to a secret entrance to UnderTyr, History, Modern Languages: Elvish, Halfling, hidden beneath one of the stone benches. Psionic Detection, Reading/Writing, Religion, Somatic Concealment, Spellcraft, Sacha and Wyan Weather Sense. Equipment: Rod of Absorption (appears Former Champions of Raajat as a cane with a pommel of polished obsidian, Chaotic Evil 3 levels stored, can absorb 21 more). Stats: N/A Background: Born to a poor merchant AC: 10 family, Ktandeo spent most of his early years #AT: 1 (bite) working for his father trying to earn enough THAC0: 20 money to feed the family. Ktandeo exhibited Dmg: 1d2 (bite) or by psionics a strong affinity for magic at an early age, and his father discreetly contacted the Veiled Psionic Summary: Level of psionic powers Alliance to gain information how he should unknown. proceed. Ktandeo studied hard and quickly rose in the ranks of the preserver mages. Background: Sacha of Arala, Curse of the Previous to Kalak's death, Ktandeo was Kobolds and Lord Wyan Bodach, Pixie Blight allied with Sadira, and aided in her and Agis's were former chieftains who took part in escape when they were pursued by templars. Raajat's bloody of cleansing to rid the He took them to UnderTyr and the Crimson world of the nonhuman races. Sacha and Shrine, where he had hoped they would find Wyan later allied with Kalak in conquering safety. Alas, Agis was unable to enter the Tyr. Sacha the Beastly is the progenitor of the shrine and Ktandeo died in the battle against noble Mericles line, of which Tithian is the templars. His final words were to warn descended. Sadira against her attraction to defiler magic. At the onset of the great war, Raajat Appearance: Tall and robust, Ktandeo has assembled his champions at the Steeple of proud features, a hook nose, and a long mane Crystals high within the Pristine Tower. Here of white hair. His dark brown eyes display Raajat empowered his champions to carry out ancient wisdom, as they peer out from his will. The champions, infused with Raajat's beneath his white brow. Ktandeo is never power, were invincible. Nearing the end of without his obsidian pommeled cane, that is the conflict, Raajat decided that he alone the focus for his spells. would be the only sorcerer-king at the war's Role playing: A veteran of Shadow Square, end. The others would have to relinquish the Ktandeo moves freely between the best and powers given them. Many of the champions worst parts of town. He is awkward around denied Raajat, rebelling instead. Using their noble personages, because of his personal terrible powers they forced him to create the disdain for conspicuous consumption. He Dragon. Sacha and Wyan opposed the revolt possesses an excellent memory, which has and were beheaded as punishment. aided him in mentally mapping many parts of Appearance: The two living, disembodied UnderTyr. He is an invaluable ally in heads create a gruesome image on first sight. contacting the Veiled Alliance, as well as a The skin of their missing neck is gathered and terrible adversary if crossed. stitched under the jawline. Both have long Ktandeo's base of operation is the Drunken coarse hair tied in a topknot. Though Giant wineshop, off of Shadow Square. If weathered with age, both still feel as warm as contacted there, Ktandeo will be found in one the living to the touch. Both have a fondness

City-State of Tyr Additional Content 7 for warm blood which is their sole form of Equipment: Steel scimitar, hand crossbow, nutrition. quiver of 20 bolts. Wyan has piercing gray eyes, sallow skin Psionic Summary: PSPs 56; Wild Talent --- and sunken features. Its lips are leathery and Sensitivity to Psychic Impressions (PS Wis-4; peel back revealing a sinister grin. Wyan has Cost --- 12+2/round) broken, yellowed teeth and smells of the Background: "Land and Blood" is the dead. credo of the Minthur family. The mid-level Sacha's face is grotesquely bloated. The noble house is very ambitiously attempting to cheeks and facial features are distorted and seize the surrounding lands and plantations. puffy. Sacha's gray eyes appear as little more Land is food, food is money, money is power. than dark narrow slits. It's broken teeth match The Minthur estate is neither the largest nor the color of its eyes. the most important of the Tyrian plantations, Role-playing: Whoa all that trust the but you would not think that when speaking former champions. The only allegiance Sacha with Trevalis Minthur. Trevalis still demands and Wyan possess is to self preservation. The to be called "Senator" even though the senate two will quickly side with the more powerful was disbanded to make way for the Council force in a conflict. They have no regard for of Advisors. Trevalis maintains that the noble morality and will betray associates and foes landowners should control Tyr. For without alike. the land owners, the city would starve. The two possess caustic personalities and Trevalis is a man of little patience. Trevalis openly speak their wicked thoughts. Quick to believes strict punishment is necessary for a anger or accuse they are glib to the point of strong family. He has followed in his father's self destruction. Which may be their demise footsteps and has not spared the rod on any as they were last seen in possession of Borys of his children. Rumors abound that Trevalis the Dragon. beating slaves to death for disobeying him. Trevalis' rage is not a topic for open Senator Trevalis Minthur discussion with the Minthur family. Appearance: With a stern countenance Human Male Noble and wiry frame, Trevalis Minthur possesses 10th‑Level all the warmth and charm of a silk wyrm. He Neutral Evil dresses ostentatiously, flaunting his wealth Str 10 Int 17 and position whenever possible. He walks Dex 12 Wis 16 with a slight limp, which he hates to be Con 14 Cha 09 reminded of. It is said he acquired the hp: 30 disability when a supporting strap for a AC: 10 howdah he was riding in broke and he fell #AT: 1 from the vehicle, badly twisting his leg. It is THAC0: 16 also said that he had the inix he rode on killed Dmg: by weapon and the artisan who built the howdah Proficiencies: Bard's friend, widow's knife, assassinated after the incident. scimitar, hand crossbow. Role‑playing: Senator Minthur can be a Non-weapon proficiencies: Agriculture, deadly adversary should the PCs cross his Animal Handling, Appraising, Bargain, path. His arrogant and evil nature make him Bureaucracy, Etiquette, Heat Protection, a wonderful focal point for any conflict. He Heraldry, Land-based Riding (Crodlu), Local will go to any end to realize his dark History, Reading/Writing. ambitions and cares nothing for anyone

City-State of Tyr Additional Content 8 outside of the Minthur clan, and little enough mysterious fire broke out in which his uncle for those within it other than himself. perished. The death was ruled an "accident" and Turax began his agrarian empire. Senator Turax Appearance: Turax has been referred to as a "meorty" by his former fellow senators. Human Male Noble While it is true that his physical appearance 14th‑Level does resemble the ancient undead, Turax is Lawful Evil still alive and kicking. His face and body seem Str 08 Int 18 to be corrupted and twisted by the same evil Dex 07 Wis 15 that racks his mind. The iron in his voice and Con 09 Cha 05 grip convey the power and determination hp: 41 inherent in this man. AC: 10 Role‑playing: Turax is driven by two #AT: 1 overriding factors: 1) An abiding lust for THAC0: 14 power and control and 2) a devout hatred for Dmg: by weapon the Veiled Alliance, whom he still holds Proficiencies: Widow's Knife, Short Sword, responsible for the deaths of his parents. He Hand Crossbow, Dagger, Club. wields tremendous influence in the council Non-weapon proficiencies: Agriculture, and in the wheat trade in Tyr. Any Veiled Animal Handling, Appraising, Bargaining, Alliance PCs that attract his attention will find Brewing, Cooking, Heraldry, Herbalism, him to be a persistent, far-reaching enemy. By Land-based Riding (Crodlu), Local History, the same token, imaginative PCs may be able Reading/Writing, Weather Sense. to use Turax's hatred of and spite for the Equipment: Ring of Mind Shielding, steel alliance to their advantage, receiving funds short sword, hand crossbow, quiver of 20 and aid from the old tyrant for alleged bolts, obsidian dagger. information on the activities of the despised Background: Senator Turax is one of the alliance. In doing so, however, they may come few Tyrians who thought of Kalak as a friend, under the scrutiny of the real Veiled Alliance, in the Athasian definition. In years of dealings a group that takes a narrow view of those who Turax could always trust Kalak to say or take bring trouble to its members. exactly what was good for the sorcerer-king and Tyr. There might be political intrigue or subterfuge involved, but that was neatly Verrasi of Minthur buried below the surface. Although Kalak Human Male Trader barely knew Turax existed, Turax thought 5th‑Level fondly of his king every day. Chaotic Evil Turax never knew his parents. They were Str 13 Int 15 killed in a violent exchange between templars Dex 17 Wis 12 and Veiled Alliance members when he was Con 15 Cha 06 three. A drunken uncle took up residence and hp: 25 managed the estate in his family's absence. AC: 08 (breastplate) The uncle's drunken raves terrorified him. #AT: 1 When Turax turned fifteen and could inherit THAC0: 18 the family lands he bought his uncle a cask of Dmg: by weapon his favorite fermented beverage. Sometime Proficiencies: Scimitar, Hand Crossbow. that night, after his uncle had succumbed to Non-weapon proficiencies: Appraising, the intoxicating effects of the alcohol, a Bargain, Bureaucracy, Gaming, Land-based

City-State of Tyr Additional Content 9 Riding (crodlu), Local History, Str 11 Int 13 Reading/Writing. Dex 09 Wis 14 Equipment: Steel scimitar, hand crossbow, Con 09 Cha 17 quiver with 20 bolts. hp: 24 Background: For all the good that wealth AC: 05 can produce, it can also produce evil. The #AT: 1 family Minthur is the latter. Verrasi is the THAC0: 17 product of an angry father who taught his son Dmg: 1d8 (metal sword) that money is love and vise versa. As a child Weapon Proficiencies: Dagger, Long Sword, Verrasi saw little of his parents but on Widow's Knife, Light Crossbow. occasion received lavish gifts from his father. Non-weapon proficiencies: Agriculture, This was the Senator's way of reassuring Ancient History, Bargaining, Etiquette, Heat Verrasi that he was still family. Verrasi Protection, Local History, Reading/Writing, accepted this as the way of the world. Weaving. Now an adult, Verrasi disdains all but the Equipment: Cloak of Smoke and Fire, steel most opulent and expensive things money long sword, light crossbow, quiver with 20 can buy. He is literally incapable of bolts. compassion, love, or any other positive Psionic Summary: PSPs 57; Wild Talent --- emotion. The only time he becomes emotional Combat Mind (PS Int-4; Cost --- 5+4/round) is when he sees that his personal coffers are Background: A successful senator and running low, then a low panic sets in as his landowner, Vildeen's world was turned obsession for wealth overrides his ability to upside down during the slave revolt. His reason. Verrasi is most dangerous when house and senatorial career were dealt a encountered in this state of mind. major blow from which he is still recovering. Appearance: Verrasi possesses a very Vildeen feels that this is a temporary setback, athletic physique. He stands just over five feet and is in the process of rebuilding his contacts in height and his long braided auburn hair is and alliances. frequently tied in a neat topknot. In Following the "liberation" of Tyr, Vildeen appearance Verrasi is considered a handsome fought for the senate to take control of the young nobleman. That is until he opens his city. He led a group of senators who believed mouth, for he has inherited a tongue as sharp that they were meant to rule because they as a sword. His every word is as vile as jankz were better bred, better educated, and richer poison. that the general populace. Vildeen claimed Role‑playing: Verrasi has all of the charm that the amount of land and personal of a sand storm. He is always abrasive and accumulated wealth owned by an individual verbally examines the faults of the people he should dictate one's position in the new deals with in addition to the faults of his government. His proposals were soundly pathetic surroundings. Verrasi only operates defeated. Vildeen refused to be a part of the from a position of advantage. Players' dissolution of the senate to make way for a patience will be tested sorely in any new council. He left the chambers vowing encounters with Verrasi of Minthur. that one day the masses would come begging the nobility to return and run the Senator Vildeen Tyranthi government. Appearance: Senator Vildeen, an older Human Male Noble man with a shaven head, carries himself like 10th‑Level a man filled with confidence and power.His Lawful Neutral dress is refined, but not ostentatious. He

City-State of Tyr Additional Content 10 never goes into public without his favorite fill their ranks. It is for these recruits that this black and red cloak (cloak of smoke and fire). kit is intended. Role‑playing: Vildeen is mildly paranoid, Role: The role of a templar is that of a civil especially when it concerns rebels, servant, mediator, or administrator. They revolutionaries, and freed ex-slaves. He feels oversee Tyr's most important civic functions: that anyone not directly aligned with him iron mining, water distribution, food must be a member of an unnamed group production, etc. A templar owes allegiance to plotting conspiracy against him. He demands his immediate supervisors (usually higher to be called "Senator" although the senate is ranking templars), the Council of Advisors, defunct. and King Tithian. Additionally, templars often sell their influence and favors to interested nobles or tradesmen. See the Chapter 8: Campaigning in Templars section in Chapter 1 for more information. Tyr Secondary Skills: Any. Weapon Proficiencies: Any allowed for Kits: the character's primary class. One note worth mentioning is that the Nonweapon Proficiencies: Bonuses: turnover document says “Dragoman”. The Bureaucracy, Reading/Writing Common. print version has them as “Draqoman”. Suggested: Etiquette, Heraldry, Information Gathering*, Intimidation*, Local History. * - denotes proficiencies from The Tyrian Templar Kit Complete Thief's Handbook [tm]. Skill Progression: Skills that allow a Editor’s Note: Compare vs a Tyrian Templar templar to extort, blackmail, or otherwise Kit in the Netbook in the 90’s! manipulate others to further himself are http://www.twinmooncircus.net/Dark_Sun always sought after. Similarly, skills related _Netbook.pdf to a templar's particular bureau classification are very helpful. Description: Templars are the civil Equipment: Any. authorities of a city-state. They administer Special Benefits: Characters with this kit the will of the sorcerer-king and/or Council gain the special abilities for templars noted on and enforce the laws of the city. Standard p.34 of the Dark Sun [tm] Rules Book. The templars also have spellcasting abilities character's level in his main class is used in granted through their affiliation with a place of templar level. sorcerer-king. Tyrian templars have Special Hindrances: A templar belongs to irrevocably lost that ability with the passing a rigidly hierarchical organization and must of Kalak, however, they still possess their obey the commands of any templar that other class related abilities and perks outranks him. Many Tyrians still despise and excepting dominion over slaves. Tyr no fear templars and may attack a vulnerable longer permits slavery. Since the death of character without provocation. The Kalak, many templars have left to serve other underhanded corruption that rules a sorcerer-kings (or died trying), while others templar's daily life gains him many enemies, have been killed by enemies or ambitious both within and outside of the organization. underlings. The Tyrian templars have begun A templar must always watch his back. recruiting others from within the city-state to Races: Human, Dwarf, Elf, Half-elf.

City-State of Tyr Additional Content 11 Cross-Worlds Campaign Characters in turn! She then called him to her, wrapped a glowing rope about him, and vanished in a Some DM enjoys "crossing over" between sulphurous blast of fire and smoke, never to worlds with player. Remember to keep game be seen again. balance in mind when this occurs. Prohibit Many now hunt the monsters, some to rid large amounts of iron or other precious the city of the creatures, others to capture material from entering the world of Athas. them for the arena. Will you be among them? The DM has final ruling on a player desiring For the DM: These appearances have to play a character class that does exist occurred because someone, maybe Thanik, is naturally on Athas. If the character is allowed, using the summon extraplanar monster restrict absurdities. A swashbuckler or psionic science, (followed by a hasty teleport). paladin could wind up on Athas, but most Using retrospection or interrogation of one of would think they were mad or crazed from the invading monsters, if one can be caught, the desert heat. Few would believe their will reveal the appearance of the culprit to the stories and fewer would trade or associate characters. It is then up to them to find the with them. Some character race no longer evildoer and bring him to justice. The exist on Athas. Unless listed in a future Council, merchants, and nobles will be most supplement they are restricted from play in grateful to whomever ends the terror. It is up Tyr. to the DM as to what form the characters'

reward may take. Adventures Editor’s Note: In the complete turnover copy There were only 5 adventures included in the there are different adventures so the ones original turnover document. There was also a included seem like they were added later. separate file that had other adventure ideas Here are a few that were separate. included below. Stranger Things/Monsters Among us Arena Training Strange creatures, alien to Athas, have A warrior in need of training will certainly appeared in Tyr on several occasions in the find it here. A character who flaunts his last few weeks. No one seems to know from money or steel weapons may find themselves whence they came or how they got to Tyr. privy to a private tutoring session, during One such creature appeared as a floating which they might be beaten within an inch of sphere with a large central eye and several their life. An unscrupulous gladiator may smaller eyes thrust out from the body on then demand a weapon or a substantial stalks or appendages of some sort. Its seems amount of money to spare the life of the to cast spells through its eyes. The creature training character. floated through the city wreaking havoc on The players may be hired to go to the any who crossed its path. It even turned a training area by a noble or wealthy merchant templar to stone! The monster left the city in for any of the following reasons: 1) the the direction of the badlands and the Ringing merchant may have heard that a gladiator Mountains. Another night, a winged woman plans to throw his next match, and has asked appeared at the elven bridge. When a group the PCs to substantiate the rumor; 2) the of men from the market attempted to attack merchant may have bet a substantial amount the fiend, she fixed her gaze upon one of their of money on a gladiator, and they are worried number, a half-giant, and ordered him to about foul play before the match; 3) the defend her. To the surprise of everyone, the merchant may wish a gladiator to throw a half-giant turned on his fellows and slew each match, and has sent the PCs to bribe or

City-State of Tyr Additional Content 12 otherwise convince the gladiator to do so; 4) a Monsters series of "accidents" could have befallen some up and coming gladiators, and the players are Originally included but cut the Raaig and sent to investigate. Meorty which were included in the Terrors Beyond Tyr (which Walter was not credited, Ziggurat of Death or did Gary write them?) and 3 new plant Mutilated corpses have recently appeared in types, Plants, Poisonous: A'nor Plant, Azure Tyr. These corpses were first attributed to the Burrgrass, Golden Smokebrush. possibility of a band of renegade or The Raaig’s and Meorty and included here as a thri-kreen dinner-raiding party. More they’re significantly different from the recently, evidence of a clan of Belgoi has published material. surfaced. The Belgoi were used as slaves by Kalak during the building of the pyramid. It is possible that as many as a dozen were accidently released with the other slaves following Kalak's death. Their presence represents a real and present threat to the citizens of Tyr. Their insatiable desire to feast on living creatures makes them second only to defilers in the destruction they may cause.

City-State of Tyr Additional Content 13 Meorty CLIMATE/TERRAIN: Any/Crypts Meorties acquire the psychoportative FREQUENCY: Very Rare powers above as well as the psionic defenses ORGANIZATION: Solitary noted even if they were not psionic in life. If ACTIVITY CYCLE: Constant a meorty had psionics originally, take the DIET: Nil higher PSP total of the two. Any living INTELLIGENCE: As in life psionic talents are useable in its undead TREASURE: H ALIGNMENT: Lawful Neutral status. Meorties are immune to any psionic NO. APPEARING: 1 powers requiring contact. ARMOR CLASS: 0 Combat: Meorties attack as they did in MOVEMENT: 12 life. They are tireless and can run and fight HIT DICE: As in life indefinitely. A meorty will attack anyone THAC0: As in life who enters its crypt, thinking them to be NO. OF ATTACKS: As in life thieves. Any character who successfully DAMAGE/ATTACK: As in life steals from a meorty will be tracked down by SPECIAL ATTACKS: As in life the spirit and killed. The meorty does this SPECIAL DEFENSES: As in life with its special dream travel ability. This MAGIC RESISTANCE: 25% SIZE: As in life power enables the meorty to concentrate on MORALE: Fearless (20) the image of anyone or anything that it has LEVEL/XP VALUE: Variable seen (this includes intruders or objects of its PSIONIC SUMMARY: treasure) and scry their location. It then Level Dis/Sci/Dev Attack/Defense Score PSPs teleports to that spot and attempts to slay its 1 1/1/3 -/MB,TW =Int 100 adversary and take back its treasure, if Psychoportation Sciences: teleport; Devotions: applicable. dimensional door, dream travel (unique - see Habitat/Society: Each meorty is driven by below), time/space anchor. a compulsion to enforce the ancient laws of its kingdom. These laws may not make sense to Meorties are ancient kings charged in afterlife contemporary individuals and, thus, may be to enforce the laws of their ancient kingdoms. violated unintentionally. Many local customs They reside in the secret crypts containing have arisen from these forgotten laws and huge amounts of treasure and venture forth should be observed to avoid arousing a only to avenge violations of the ancient laws meorty. The meorty itself neither knows of or governing their long- forgotten kingdoms. cares about modern laws and customs. They are outfitted as in life and maintain Ecology: Meorties are thousands of years all abilities, skills, and knowledge that they old and may be human, elf, dwarf, giant, or possessed when alive. Meorties appear as halfling in origin. They can speak and are they did in life save that their skin has a grey great sources of historical information, but cast to it. They can only be hit by weapons of rarely converse unless it is to advise its victim +1 or greater enchantment. of his crime just before it brings its weapon down on the unfortunate's head.

City-State of Tyr Additional Content 14 Raaig CLIMATE/TERRAIN: Any/ Holy Places no longer exist. What's more, their powerful FREQUENCY: Very Rare faith strengthens and fortifies their place of ORGANIZATION: Group worship so that it suffers the effects of age ACTIVITY CYCLE: Constant only slowly and is protected by the raaigs DIET: Nil own energy containment field. Individuals INTELLIGENCE: As in life granted admission into the raaig's sanctuary TREASURE: B,C ALIGNMENT: Any are also granted the same protection. NO. APPEARING: 1-20 Combat: Raaigs only attack in defense and ARMOR CLASS: 0 then only until their opponent leaves the MOVEMENT: 12 sacred area they guard. These spirits often HIT DICE: As in life possess powerfully enchanted weapons and THAC0: As in life NO. OF ATTACKS: As in life armor, and can call upon any of the skills or DAMAGE/ATTACK: As in life special abilities they possessed in life. Raaigs SPECIAL ATTACKS: As in life can only be hit by +1 magic weapons or better. SPECIAL DEFENSES: As in life The psionic powers listed above are gained MAGIC RESISTANCE: 50% in addition to any the raaig possessed in life. SIZE: As in life Previous psionic powers are still useable by MORALE: Fearless (20) the raaig. Due to their single-minded LEVEL/XP VALUE: Variable devotion, raaigs are immune to any psionic PSIONIC SUMMARY: powers that require contact. Level Dis/Sci/Dev Attack/Defense Score PSPs Habitat/Society: Eternal guardians, raaigs 5 2/3/10 -/MB,MBr,TW =Int 200 Psychometabolic: Sciences: complete healing, will only allow creatures to enter their holy energy containment (always on, no cost); sanctums if the creature's moral character is Devotions: body equilibrium, cell adjustment, in keeping with the teachings and beliefs of double pain, heightened senses, their long-lost deity. Others are turned away. immovability (always on, no cost). They seldom speak, and then only to those who meet their moral standards and Clairsentience: Sciences: aura sight (always somehow prove themselves to be on, no cost); Devotions: all round vision, exceptionally worthy. Very rarely a raaig will combat mind (always on, no cost), danger use its cell adjustment power to aid such sense, spirit sense. individuals. Ecology: Raaigs are thousands of years old, even older than Meorties, and may be human, Raaigs, also called crimson knights in Tyr, are elf, dwarf, giant, or halfling in origin. Their the oldest of undead. Appearing as faith sustains them through unlife. A candle incorporeal spirits with glowing red eyes, burns in each raaig's holy place. The candle they guard their ancient holy places: shrines, is linked to the raaig's existence and faith and sacred groves and grottos, etc. They often cannot be extinguished by any means short of wear ancient armor although their armor the raaig's death. Most raaigs were high level class remains constant regardless of armor fighters or priests in life. Priest raaigs no worn. Raaigs are sustained by their longer possess their spells. unwavering faith in their ancient gods which

City-State of Tyr Additional Content 15 Plants, Poisonous

A'nor Azure Golden Plant Burrgrass Smokebrush CLIMATE/TERRAIN: Tablelands Tablelands Tablelands FREQUENCY: Rare Rare Rare ORGANIZATION: Solitary Solitary Solitary ACTIVITY CYCLE: Day Day Day DIET: Carnivore Carnivore Carnivore INTELLIGENCE: Non (0) Non (0) Non (0) TREASURE: Nil Nil Nil ALIGNMENT: Neutral Neutral Neutral NO. APPEARING: 1 1 1 ARMOR CLASS: 10 9 8 MOVEMENT: Nil Nil Nil HIT DICE: 1 1 2 THAC0: Nil Nil Nil NO. OF ATTACKS: 1 0 0 DAMAGE/ATTACK: Nil Nil Nil SPECIAL ATTACKS: Poison See Below See Below SPECIAL DEFENSES: Nil Nil Nil MAGIC RESISTANCE: Nil Nil Nil SIZE: S (2' area) S (2' area) S (2' area) MORALE: Nil Nil Nil LEVEL/XP VALUE: 150 Nil Nil

A'nor Plant unaware they are infected until the onset of symptoms. The spores thrive on the victim's The deadly a'nor plant grows in the dry sandy rich supply of body moisture, growing and areas of the tablelands of Athas. A small spreading throughout the body cavity. flowering plant, the a'nor stem sprouts three Within a period of hours (2-5,1d4+1), the branches which themselves bear three violet victim's skin turns an ashen gray and he is leaves of a velvet appearance. Such branch racked with raging fever. As the spores groupings appear every 4-6" along the plant's spread, an infected individual loses one point 2' stem. The plants are typically cultivated by from each of his ability scores every hour. men for use as a barrier or deterrent to thieves When a score reaches zero, the victim may no and intruders. In such cases, beds of multiple longer use that ability. The a'nor plant plants will be encountered covering tens to saturates the victim within 24 hours and a hundreds of square feet. new bed of tiny a'nor plants sprouts from the The purple a'nor plant is highly poisonous carcass. Slow poison spells will reduce the to the touch. Thousands of slaves died during ability loss to one point per day. Neutralize the planting of the A'nor fields in Tyr. The poison and heal will negate the poison. An a'nor plant uses spores to reproduce. These individual must successfully save versus spores cover all parts of the plant. Anyone or poison each round they are in contact with the anything that comes into contact with the a'nor plant in order to avoid the effects of the plant picks up the spores. The microscopic plant's poisonous spores. The a'nor takes spores assail the victim via pores and damage from all attacks normally, but anyone breathing passages. Often the victim is coming into physical contact or standing

City-State of Tyr Additional Content 16 within 5' of a disturbed plant must save Golden Smokebrush against the a'nor's poison spores. Appearing as a small bush with a wrinkled

stem, the foliage of the smokebrush consists Azure Burrgrass not of leaves, per se, but golden feathery Azure burrgrass is a spiny, low spreading tendrils that wave in the slightest breeze and grass with tiny barbed thistles covering its create the appearance that gives the plant its blades. The thorny, thistled foliage can only name. Even when healthy, the plant appears be consumed by the hardiest creatures of Tyr. dry and withered. This unappetizing, dead Humanoids who ingest the dark blue thistle appearance is one of its natural defenses from must save versus poison or suffer the effects grazing animals. When the plant is burned, it of an I-class poison. The onset of the poison gives off toxic fumes. These fumes act as a L- occurs in two to twelve minutes, and the class poison if inhaled or brought into contact victim takes 30/15 points of damage, with the skin. Onset occurs in two to eight depending on whether or not a successful minutes, and the victim takes 10/0 points of save is made (see AD&D 2nd Ed. DMG p. 73). damage, depending on whether a save is Thri-kreen are unaffected by the poisonous made. The tough, stringy stem of a golden nature of the plant, but find the thorny burrs smokebrush makes it difficult to cut or difficult to digest. No experience is awarded uproot, but it has no special defenses against for the destruction of azure burrgrass as it attacks and, in fact, suffers a -4 penalty on easily can be avoided or destroyed through saves vs. fire or flame. No experience is any normal means and presents no threat awarded for destroying a golden unless ingested. smokebrush.

City-State of Tyr Additional Content 17 Information Sources Files 31. "Aztec", The Mexican National Exhibit, Denver Museum of Natural History One file is “Information Sources” and lists the 32. Everyday Life of Medieval Travellers, by usual DS and generic sources. One is of Marjorie Rowling, Dorset Press, England interest. “ 7. "Rock of Bral" Module “ Illustration Art Requests

Editor’s Note: Can anyone identify what this Illustration list: In Walt’s files there was an reference would be from? illustration list of 24 illustrations. A few of them were obviously not included based on their description and lack of associated art, Information Sources but are not interesting. One interesting note is 1. Dark Sun Rules Book as follows: 2. Dark Sun Wanderer's Journal 13.Daria's Plot (page 36) - Quarter page, 3. Dark Sun maps close up of map with dagger plunged into line 4. "A Little Knowledge" Introductory between Altaruk and Walis. The hand Adventure grasping the dagger bears a ring set with a 5. Dragon Magazine black stone oval. Two "eyes" (dots) look out 6. The Complete Psionics Handbook from the oval (symbol of House Tsalaxa). 7. "Rock of Bral" Spelljammer Module [Rough sketch provided by author.] 8. "Veiled Alliance" Supplement Also of note that the map in the image 9. "Dune Traders" Supplement says, “Altruck” instead of Altaruk 10. "Valley of Dust and Fire" Sourcebook There were poster map and map keys 11. Dragon Kings Hardcover included some locations that are not included, 12. Monstrous Compendiums (1, 2, but without a map to associate them with and Dark Sun they’re not of use. Additionally there were Appendices) keyed areas for an Under Tyr map. 13. Prism Pentad Novels (1st three) 14. "The Outcast" by Simon Hawke 15. The Complete Bard Handbook 16. The Complete Cleric Handbook 17. The Complete Fighter Handbook 18. The Complete Thief Handbook 19. The Complete Wizard Handbook 20. The 2nd Ed. AD&D Player's Handbook 21. The 2nd ED. AD&D DM's Guide 22. The Tome of Magic 23. "Freedom" Module 24. "Road to Urik" Module 25. "The Asticlean Gambit" Module 26. The Complete Gladiator Handbook 27. AD&D Trading Cards 28. The Illustrated Encyclopedia of Minerals ed. Dr. Alan Woolley, Gallery Books c. 1990 29. Troy Denning 30. Tim Brown

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