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Unofficial Game Accessory

The Free City of Oceansend

Table of Contents

Referee’s Handbook Introduction ...... 2 History as the Immortals Know It...... 3 Geography...... 10 Society in the North ...... 16 Oceansend ...... 19 Stormhaven ...... 22 Saffir, Lighthall, and the Islands ...... 24 Foresthome Elves...... 26 Personalities ...... 27 New Monsters and Treasures ...... 30 Adventures ...... 31 Map of Oceansend ...... 36

Player’s Handbook Creating Characters for Oceansend ...... 1 Special Rules for Oceansend...... 2 Military Terms...... 8 Mercenary Company Worksheet ...... Inside Back Cover

Credits: DUNGEONS & DRAGONS and D&D are registered Design: JTR trademarks owned by , a subsidiary of Hasbro, Inc. Editing: JTR, Geoff Gander Content Contributors: JTR, Geoff Gander, This book is a work of fan contributions and does not possess Traianus Decius Aureus, Cthulhudrew, official recognition by Wizards of the Coast. The editor and James Mishler, Havard, Zendrolion, contributors make no representations to imply otherwise.

LoZompatore, the Mystaran Almanac This work may not be sold commercially in the United States Team, the Italian MMB of America or abroad. It may be electronically replicated Cover Illustrator: JTR (“downloaded”) in its entirety for personal use. Interior Artist: Rafael “Fox” Ramos The contributors retain copyright to their individual Cartography: JTR, Geoff Gander contributions with a fair-use understanding of citation in Typography: JTR subsequent works. The artists and cartographers retain all rights to their works as typically construed for art. © 2007 JTR The editor/designer retains all rights to the product “The Free City of Oceansend.”

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INTRODUCTION Foreword has its own charm and appeal. Scattered a lesser extent the druid, are a little more Welcome to The Free City of about from the islands in the east and the awkward but are still possible. Oceansend, the ninth entry in the popular mountains to the west are relics and ruins Half of all Oceansenders are foreign- fan-made line of gazetteers describing the of more ancient times, just waiting to be born, so characters can hail from world of – the only game world discovered – and survived. anywhere. Humans are joined by their designed for the classic box-set series of demihuman counterparts in the city’s Dungeons & Dragons™ by TSR/Wizards The Final Goal of the hiring halls. One or two even admit of the Coast™. Campaign humanoids. In addition to the native Norwolders, the larger region is also The Free City of Oceansend continues Oceansend makes for an excellent home to the Kildorkak dwarves of the the Norwold-cycle of gazetteers, which home base between gaming sessions. Ironroot and several secretive clans of highlight the geopolitics between Beyond its safe walls, humanoids, Foresthome elves. established powers (the Thyatian and dragons, and other wonders are within a True “half-elves” are generally absent Alphatian Empires) and newcomers (the few days ride. The setting readily from Mystara – mixed progeny are either Heldannic Order, Ericall). supports a traditional dungeon crawling or human, although appearances may In addition to the standard features of and complex looting campaign. be deceptive. If your personal campaign the Gazetteers, this product provides The tensions between and permits half-elves, then such characters optional information for the operation Alphatia, plus newcomer entities such as are acceptable, but rare and are sired and upkeep of mercenary units that are King Ericall’s Alpha and the Heldannic almost invariably by Known World elves. compatible with the rules for dominion Order, conspire to make Oceansend one rulership. This includes a glossary of of the most strategically important common terms from military history and locations in the world. All sides are Kudos and Corrections an overview of negotiating a contract. looking for good agents and dominion The City of Oceansend and King I hope you enjoy reading The Free City rulers to further their interests. Yarrvik were first introduced in the of Oceansend and using it in your own Oceansend also offers a chance to enter module CM1 Test of the Warlords by campaigns. the international conflicts from a , as were the dwarves of radically different perspective: that of the Stormhaven. Lighthall and the devilfish- Oceansend and the mercenary. Characters can enlist in infested Lake Ashtagon originate from Norwold Strand existing units or build their own. A M4 Five Coins for a Kingdom (), while the village of Dawn The walled-city of Oceansend stands variety of combat scenarios, from all-out Rising was presented, but not sited, in alone upon the Norwold shores, far to the to special missions, are available. As M2 Vengeance of Alphaks (Skip north of the Known World. It was once they chase the gold coin, however, they Williams). an outpost of the Thyatian Empire, but will always have to guard against the AC10 Bestiary of Dragons and Giants for nearly four decades it has maintained employer double-cross. (Deborah Christian, editor) contributed its independence amidst the growing The Tranquil Coast is also a good the town of Saffir (“Krasniy the Red,” presence and claims of Thyatis’s rival, venue for a campaign that delves into the Gary Thomas) and the Ironroot Alphatia. Its closest ally is the dwarven history and cosmology of the Mystaran Mountains (“The Pestiferous Castle of nation of Stormhaven, located in the gameworld. The ruins of the region date Bodor Sordstone,” Scott Bennie). Ironroot Mountains well over a hundred from within forty years to over 4,000 The Foresthomes of Whispering Grove miles inland. years. Many of the events that figure in and Elfswood are taken from Stephen J. King Yarrvik the Just is a good and the mythology of the various northern Smith’s adventure “The Bane of wise ruler, but his pride prevents him races played out for real during the Elfswood” (Dungeon #21). The titular from yielding to the demands to join region’s prehistory. town of “The Wererats of Relfren” Alphatia’s new Kingdom of Norwold. Of course, Oceansend can be merely a (Grant Boucher and William K. Wenz, The loyalty of the people is to stop on the road for your characters Dungeon #14) has been adapted for use Oceansend, but sympathy for the before they head onwards to other in the region. The story of Rogahn the Thyatians – and Yarrvik’s refusals – endeavors. All roads may lead to Thyatis Fearless and Zelligar the Unknown (B1 cannot be tolerated indefinitely. City, but they pass through Oceansend. , Mike Carr) As an obstinably neutral party to the was also adapted to the Strand’s history. imperial conflicts, the city has Who Should Play The characters Akra, Quesa, Frota, and transformed into a massive hiring hall for Every standard race and class is Mara were created for the novel Rogues mercenary companies. Other, private represented in Oceansend. They varied to Riches (J. Robert King). Finally, interests in the region also drop their gold opportunities mean that no character type additional characters have been adapted in Oceansend to obtain muscle and is under-utilized, even in a mercenary from AC1 Shady Dragon Inn by Carl leverage against their rivals. campaign. Name level fighter paths Smith. Finally, the central region of the coast (paladins, avengers, and knights), and to

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HISTORY AS THE IMMORTALS KNOW IT

The Free City of Oceansend has only both along coasts and up rivers, Skuld’s been in existence for a century – and an tribe harried the other human cultures independent kingdom for less than half of throughout the north. They even sacked that – but the Norwold Strand itself has a the city of Mohacs, one of many events history stretching back nearly to the dawn that contributed to the collapse of the of man. Norwolders are largely ignorant second Thonian Republic. of this; only echoes and oblique Gold and money were not the only references persist within their mythology things with which the reavers returned to and oral traditions. Yet it is this history their homes. During their expeditions, which has placed the twin paths of glory they also absorbed elements of Thonian and ruin before the great empires, culture and religion, and the generally Oceansend, and, of course, the characters. unpious men of the north slowly replaced Survivors of the Old North the figure of Verthandi with that of centuries, the northern pole relocated The Ancient World Vodius (Odin). By this time, Verthandi’s from the Adri Varma Plateau to its present position north of the island of Long before the appearance of concerns over the newcomers were Frosthaven. humanity and the other mortal races, the stayed, and he took no action to end Man, beast, and ice undertook planet of Mystara had entered into an Vodian rites. Instead, he disappeared laborious treks to find new homes. One Immortal-accelerated deep Ice Age, and a into the great multiplanar void to of the first human groups to reclaim the large portion of the world’s water was discover the origin of this figure. Oceansend region was the Valharians. It locked up in the expansive northern polar Four centuries later, the descendants of was they who found the preserved dead icecap. Oceansend sat upon the Arctic Skuld, called Skandaharians, troubled the of and burned the bodies. Circle, and sub-arctic pines and firs emergent kingdom of Blackmoor. The Word of their grim duties filtered out to competed with one another along the turmoil would last for many more neighboring tribes and societies, and they coast to the Great Bay and points beyond. centuries until Blackmoor assumed became known as the Choosers of the The first men to touch the virgin shores leadership of the newly christened Holy Dead. During their occupation of the of Norwold belonged to the northern Thonian Empire and imposed the Pax Strand, the Valharians also struggled with tribes of the Neathar Man group. Technologica over Mystara. numerous monstrous beasts unleashed by Numbered among this host were the Like all great Empires, Blackmoor’s the Rain, but they finally were undone by ancestors of the Skandaharians – a sea- stumbled against internal rebellions and the arrival of the Valoin people. reaving people who would attain infamy external pressures (e.g. the Evergrun Whereas the Valharians were closely before and during the Blackmoor Era. elves). The Concordance of Mohacs related to the same root stock of the These humans were vague followers of ended global hostilities and curtailed the extinct Skandaharians, the connection of Verthandi, Volka (Valerias), and Rani scope of Blackmoor’s reach. Despite the the Oltec or Oltec-Neathar Valoin was (Protius), but perhaps it would be more political setback, the Blackmoorians much more removed. The Valoin accurate to say these Immortals were technical prowess continued to grow to inhabited the region’s rocky shoreline vague followers of the tribesmen. The unimagined heights. It semed that there (which at this time included the islands Immortals inserted themselves into the was no end to what they could achieve. east of Oceansend) where they slowly mythology of the people and prevailed against the Valharians. The appropriated crudely developed The Great Rain of Fire Valoin assimilated many of their defeated personages to gauge and guide the No one, not even the Immortals, truly opponents – principally the women – and tribesmen as they grew. knows how it happened, but around 4,000 appropriated cultural elements. New Immortal powers had appeared to years ago a horrific explosion destroyed Rather than face the Valoin, the the humans in distant Skothar, and the central Blackmoor, and poisonous debris Valharians’ sister tribes clung to the Guardian Immortals grew fearful. By and energy washed over the northern glacial edge. As the ice moved inland, subtle measure, Verthandi was hemisphere in a matter of moments. The so, too, did the people. The disturbed top responsible for the great migration along Rain killed all life from Blackmoor to the soil provided enough sustenance to Norwold’s coast that would eventually Oceansend region. Those settlements support the tribesmen and attract herds of result in the clash between the Raiders of near Oceansend perhaps had the worst of tundra reindeer and later woodland the East and West and the Thonians and it, as theirs was a lingering, wasting death caribou. Blackmoorians. in a world gone mad.

By 4400 BC, the reaver culture was Overnight, humanity had been plunged fully ingrained among the tribes of the into a new stone age. Information and Inland Ocean (the Alphatian Sea). Chief knowledge were quickly lost as survivors among them were the warriors of Skuld. tried to live off an unyielding land. The Skuld’s forces swept out of the north in Rain also had the effect of wobbling the the sleek hulls of longships. Travelling planet’s axis of rotation. In a span of few

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HISTORY AS THE IMMORTALS KNOW IT The Antalian Age Lokar his blood brother and adopted him In the shadow of the Ironroot into his clan. Mountains, one small Neathar clan The two were instrumental in defeating rediscovered the process of forging the giants, and Lokar even tricked several bronze. With a technological edge in giants into constructing various bridges weapons, these (True) Antalians quickly and fortifications – including the gem- cast down the established order of the paved Rainbow Bridge and the great region. Fellow Neathar were conquered gates at Heimwahl. The giants were and absorbed, and the Valoin were ultimately dispersed into several groups. scattered to the north and south to The war was not without loss however, eventually develop into the Littonians and Lokar eventually betrayed his blood- and Lietuvans, respectively (see Gaz F6). brother. The Trickster disappeared with The Antalians presed outward and the Jotun into the west, leaving a dour displaced other cultures. By 2400 BC, Donar to ruminate over this treachery. they could be seen as far south as the Following the retreat of the giants, the Helskan Landbridge. Additionally, a few Antalian nation held nearly uncontested Antalians trekked through the inland dominion from the Altenwald of Heldann The Full Carnage of Rag-Loark mountain valleys and glaciers to reach (under the Vanitar clans) to the frigid the Denagothian Plateau, where they mountains below the mouth of the Great Rag-Loark forged their own identity (see Gaz F2). Bay (under the Aesinar), as well as much After eight centuries of regional of Helskir. The Aesinar maintained the control, Antalia come to a brutal end. In martial mind-set that had won the 1725 BC, modern humanoids – Antalians victory for centuries, and descendants of the ancient beastmen – favored Wodus and Donar. The southern gathered under the banner of King Loark. Vanitar, in contrast, developed and His Great Horde marched from the maintained a heavy emphasis on magic continental interior to the cold shores of and fertility rituals, many of which were Norwold. The Antalian culture was borrowed from neighboring, but taken unawares in 1722, and in two short unrelated, tribes. The Vanitar – among years the Aesinar-led Antalians were whose numbers Frey and Freyja would be ravaged beyond recovery. The depravity Antalia (BC 2400) counted – would go on to influence the of was without equal, and their histories of both Heldann and Wendar deeds are exemplified by the genesis of (see Gaz F7 and F1). The Aesinar, Jotunhymers, what later became known as the Cultural divisions continued for several Northman Lay of Heimdall. and Vanitar centuries. The strain finally plunged the Known interchangeably as Heimdall, The Helskan Antalians soon Antalian nation into a protracted civil the White, and Ram-Head, the mythic encountered true giants in the vicinity of war, although the bloody engagements figure was based upon a young shepherd Lirovka’s Alps. The giants were on their were generally confined to the region boy who spotted the Horde as it spilled own migration and expansion northward, near modern Landfall in the south. The forth from the mountains. He raced with and it was inevitable that the two groups Treaty of Kasavir finally ended the war his flock to the horn at Heimwahl and the would clash. The Antalian-Giant War and reunited the Antalian peoples. This Rainbow Bridge that led to Aesingard. raged for many decades. During its facilitated cross-over migrations between His alarm was sufficient to send word to course, heroes such as Donar and the the two groups as their cultures slowly the lords of the east, but he was slain by sorcerous trickster Lokar made their reconnected. the pursing humanoids, which then names. Around the same time as the treaty, trampled the great bridge before Donar was the red-bearded leader of the Norwold’s coast and many other areas destroying the forces of Aesingard. Aesinar Clan. He had been born at around the globe were affected by The body of the unnamed boy who sunrise upon the shores of Frigsun Island temperature drops and tremors following gave the warriors a fighting chance was (regarded later as the adopted Son of the explosion of the Kikianu Caldera far mutilated by the victorious marauders. It Frigg). Donar was a powerful, youthful to the south in the Known World. The was bled white, and his head replaced warrior with a reputation for brash unshakeable cold snap would last for with that of one of his sheep. This boasting. Lokar was a sorcerer of almost two centuries (though with lifeless form was paraded before the unknown origin (perhaps Valoin) who sporadic warm years). Horde for many leagues south. When it was later regarded as a half-breed giant. was finally discarded, nine Antalian After numerous adventures, Donar made women snuck through the carnage to reclaim the body and grant it a decent

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HISTORY AS THE IMMORTALS KNOW IT funeral rite. From these women was the ultimately destroyed by the Immortals, and finding the Treasures of Retebius. Lay born. various monstrosities escaped into the Retebius was an Alphatian cleric who Though it would take a few more years, valleys and mountains to make their own had sided with the Thyatian rebels and the fate of the southern Antalian clans lairs. perished in conflict. He was remarkable was no less certain. As the last vestiges for fighting from the back of a white of the old Antalian culture faded into The Alphatian Age dragon, and his example inspired the obscurity, legends spread in whispers With the Nithian counterbalance Retebius Air Fleet and the Order of among the people who huddled away in removed, the Alphatians rapidly White Drakes. fear. The true legends mixed with tales expanded their authority. In 345 BC, In his youth, Retebius had sojourned both invented and foreign. Alphatians even sailed into Norwold’s through the wilderness of Norwold, It was poetic framing then, when the Great Bay north of Oceansend. These drawn inexplicably by his faith. During Helskan Landbridge (then a mere pioneers established a realm under Prince his adventures, he aquired his loyal isthmus) finally succumbed to the briny Alinor. The Kingdom of Alinor had only mount, uncovered ruins of Alinor, and waters of the ocean, and an oppressive marginal involvement with Oceansend- supposedly discovered older, greater dark age settled upon the north. area humans during its brief existence, secrets. Rumors of the Treasures of more so with the Giants of Snorri. Retebius flooded Thyatis’s early imperial The Dark Times The Kingdom was destroyed after an court, but they petered out after As the centuries rolled on, the local errant attempt to magically raise a Alphatian-paid reavers destroyed the Antalian survivors remained a primitive mountain chain, but it was not the only remote outposts and the subsequent and scattered people that came to call casualty of the event. Snorri also reforms of Thyatian Empress Valentia. themselves Norwolders. They had little collapsed, and tremors broke apart historical purpose during this era save as glaciers across the sub-continent. The The Second Alphatian Era a backdrop for other actors – giants, volcanoes of the Ironroot and Velkka Alphatia slowly recovered from its humanoids, and foreign humans. erupted frequently. In an instant, all that losses during the Thyatian Revolt, and in Absent the Antalian might, true giants – remained were ruins waiting to be picked time it initiated new colonies. Alphatian now distinguishable in their various over. activity inadvertently caused reaving to modern races – returned from the Aside from the volcanism that signaled take hold in the culture of the Northern mountains in small numbers. The giants the death-throes of Alinor, coastal Reaches and, to a lesser extent, Qeodhar. held two major territories centered on the Norwolders remained ignorant of Bay- Norwolders were a prime target as these Peaks of Snorri and Lirovka’s Alps, Area affairs. A more tangible threat had actors went a-viking. respectively. Between these two powers come from the sea in the guise of With so many ships bearing trouble, lay a humanoid nation that swayed Thyatian pirates. Piracy plagued the Seas few noticed the arrival of Alphatian between civilization and barbarity. A of Dawn and Alphatia, and this provoked refugees. These individuals bore two of final, sea-raiding humanoid culture clung the Alphatian Empire to conquer the the rarest strains of lycanthropy that had to the vanishing shores of the Helskan Thyatian barbarians and their been created in Alphatia: dog and deer. Bridge. neighboring tribes in the Known World. Internal divisions caused by the were- Around 1000 BC, the Alphatians forms proved too strong to hold the magically arrived on the island continent The Treaty of Edairo refugee community together. Weredogs to the east. The event was prophetically After two centuries of occupation, stayed on the Isle of Dogs, while interpreted by the pyramid-building Thyatis rebelled against its Alphatian weredeer took to the forests of the Nithians of the Known World, and their overlords. This revolt cascaded mainland. Unlike other strains of empire grabbed at southern Norwold. throughout Alphatia’s holdings and the lycanthropy, weredogs and deer never The Nithians imported stone giants to Empire was nearly undone. The Treaty posed an epidemic risk and quietly remove the last the true giants in the of Edairo ended hostilities, and the persisted since their introduction. south. Empire of Thyatis was born in its In 450 AC, the Alphatian Emperor, They also laid a formal claim against aftermath. Volospin III, ordered up plans for the Oceansend region and the rest of An important Treaty provision was that Norwold colonies that were answerable Norwold, but this had little practical Norwold was to be neutral territory, but directly to the imperial throne. The effect in the north. The Nithians made Thyatis soon violated this agreement. A colonies were sited near the mouth and few attempts to settle or actively control series of trade posts were set up on the along the shore of the Great Bay, and the region. The greatest impact of Norwold coast from the Lighthall region within a few short years, the colonies Nithian involvement was that southern to Cape Alpha in the Great Bay. These found themselves in conflict with tribesmen continually sought refuge in posts served three purposes: simple Norwold’s indigenous population. the north. The nonhuman cultures of entreprenuerism for fur and game traders; The Alphatians slowly expanded their Norwold ebbed and flowed through the watchposts for Alphatian encroachments; control of the region, and the human centuries, and when Nithia was barbarians drew deeper into the wilds.

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HISTORY AS THE IMMORTALS KNOW IT

Peace – or merely respite – fell upon the wyrms was cemented when he aided in were established, but goodwill for the region for a time, but the barbarians stopping the Onyx Ring plot in far-off Alphatians was hard to come by. ultimately returned with a vengeance. Denagoth. At the dawning of the Tenth Century, The Empire sent a military commander Although Thyatis would not have a rival Thyatis was poised for expansion to bolster the colonies, but a financial presence in Norwold during Giovanni’s under authority of Gabrionus IV. Among scandal in Alphatia left the General bereft lifetime, the seeds of good-will that he its numerous efforts was the Oceansend of proper reinforcements. He gradually had sown would prove fruitful in colony. Aline Sigbertsdatter led that lost ground during the onslaught, but it subsequent centuries as Thyatis made a settlement as well as several smaller cost the barbarians dearly. When the play for the region. The Strand itself satellite communities around the Alphatian Council of Wizards finally would see only a few more decades of Oceansend Bay. authorized aid, the relief force was general peace before conflicts of magic The direct colonization of Norwold’s inexplicably destroyed while at sea by and steel became de rigueur. coast enraged Alphatia, though not dragons. The General held out for a few without hypocrisy. Gabrionus IV hit more years, but he, his command, and the Season of the Witch upon a masterstroke to bollux Alphatian colonies finally fell to the hordes. In one of the countless small tribes of counter-measures: a peace conference. A quiet normalcy descended upon the west lived a priestess by the name of While delegates wrangled endlessly at Norwold following the Alphatians’ Akra. Akra was a practitioner of dark the Dawn city of Newkirk, Thyatis ouster. The Ironroot dwarves diligently arts, and she was exiled from her tribe reinforced Oceansend and sent military worked their way westward and settled after ensorcelling its chief. The woman contingents even further west to secure several posts, and barbarians from the likely would have perished from Ghyr. By the time the conference broke interior spilled onto the coast every few Norwold’s dangers, but she stumbled down, the Thyatians were well positioned decades. These barbarians, later upon an ancient ruin that provided to rebuff Alphatian attacks. identified with the Vanatics, ravaged sanctuary. Those heady days of Thyatian isolated farmsteads and small villages. Concealed within the debris and clutter, imperialism slipped into history when the The brutality of the attacks grew each lay magical secrets to control the land emperor passed on. His son and generation – recent rumors speak of and weather. Akra mastered them, and as successor, Gabrionus V, was uninterested cannibalism – but the Vanatics never her power grew, she attracted others to in military and foreign affairs. He claimed territory and withdrew into the her banner. Hags, crones, and outcast permitted colonies to languish without valleys as quickly as they came. priestesses, they came and formed the adequate support or to become self- Sisterhood of the Ice Witches. Akra also reliant. recruited a white dragon, Quesa, strange Meanwhile, Alphatia was ready to for her preoccupation with human affairs. undertake its own colonies north of The Ice Witches spread their grip Oceansend and in the Great Bay. Most across middle Norwold, enslaving those of these territories failed within their first in their path. Regional temperatures few years of existence, and sporadic plunged tens of degrees as their power conflict with the Thyatians claimed grew. Resistance mounted to their others. oppressive rule: coastal Norwolders, Aline’s stunning defense of Oceansend mountain giants, dwarves, inland during the war had become the subject of barbarians, and even humanoids and the military historians, and despite declining odd dragon and trollish Immortal banded imperial support, Aline Sigbertsdatter Destruction of the Fleet together against Akra and her coven. kept Oceansend strong and viable during

In the end, the Ice Queen was undone the post-war era. So it came as a surprise Giovanni Augustus by her own sisters who betrayed her to when she abdicated in favor of her son Giovanni Augustus was a Thyatian the resistance. The surviving witches soon after being named Duchess. Aline military officer and adventurer on the Isle vanished into the wilderness in retired from public life and supposedly of Dawn during the second half of the permanent disarray. died soon thereafter. In truth, she had Eigth Century AC. The future emperor begun her quest for Immortality and adventured through central Norwold Oceansend’s Century adopted the identity of Liena. In this where he won the friendship of many guise, she bore a son, Thrainkell, who Minrothad traders and Qeodhan sailors coastal Norwolders through his exploits would go on to become emperor of passed along word of the region’s against the Vanatics. Thyatis. travails, and Alphatia was first to Giovanni followed the barbarians into In 959 AC, Alphatia took advantage of respond. Emmisaries of the imperial the recesses of the wilderness, and there Thyatis’s dilapidated condition and rolled throne visited the residents of the he made common cause with certain its forces. The Alphatian Spike northern coast. Several small tradeposts draconic factions. His alliance with the culminated with the conquest of Thyatis

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HISTORY AS THE IMMORTALS KNOW IT City and the execution of most of the was something of a surprise when they Oceansend Timeline imperial family, but the gains of Alphatia rescued Melissa the Fair, a young maiden were suddenly reversed by a counter- from Oceansend. Melissa was a BC 5000: Oceansend sat on the Arctic strike led by Thrainkell and his fellow civilizing influence on them, and she Circle. Northern tribes of Neathar gladiators. Thrainkell hastily married a accepted to be Rogahn’s bride. migrated along the Norwold coast. surviving daughter of Gabrionus and The wedding was indefinitely became Emperor Thincol Torion I. postponed by the reappearance of the BC 4400: The reaver culture was The action around Oceansend was no Vanatic raiders. The Vanatics were ingrained in Norwold’s Neathar less fierce. Despite being reinforced with tearing through the Finsterwald, and tribes. Skuld sacked Mohacs. cashiered legionnaries from the Ghyrian Zelligar and Rogahn came to the aid of provinces, the city nearly faltered before nearby villagers. The barbarians were ca. BC 4000: Rise to prominence of Aline’s grandson, Yarrvik, trapped the rebuffed, and they retreated into the Blackmoor. The figure Vodius Alphatian field commanders. Yarrvik northwest. slowly supplanted Verthandi in the declared Oceansend a kingdom Odd relics carried by the strange reaver culture. independent of the Empires, while other invaders intrigued the two men, and they Thyatian positions were destroyed, quickly launched an expedition into the 3620-3330 BC: Holy Thonian Empire conquered, or, left forgotten in the wilds. interior. No one ever returned from the and the Pax Technologica. With no forces within striking distance expedition, and Melissa was left forlorn of Oceansend, many of the city’s battle- and alone. BC 3150 – 3135: Dragon War. Dragons tested warriors hired out as mercenaries disappeared from the coastline. for the continuing conflicts on the Isle of Oceansend Today Dawn. Alphatia was in no position to Yarrvik the Just still governs his BC 3000: The Great Rain of Fire shifted retake Oceansend, but a truce of independent city, and the hiring halls the planetary axis and devastated neutrality offered the possibility of continue to bustle, but trouble is soon to northern settlements. The coast was keeping the Thyatians out as well. come to the Strand. Eight years ago, left vacant. As the years went on, Oceansend grew Alphatian Empress Eriadna granted her in stature as an independent hiring hall son, Ericall, dominion over all of BC 2800: The Valharian Neathar reached for mercenary forces. Both Alphatia and Norwold and Helskir. Oceansend was the Tranquil Coast. Small families of Thyatis used the city’s services. part of that fief, and the dispensation of beastmen and poisoned dwarves Oceansend also became a clandestine the Kingdom is seen as a test of the scurried south. refuge for the Order of White Drakes. young royal. Thincol had ordered the extermination of Ericall has already failed in several BC 2700: The Valoin partially absorbed the famed unit because of their refusal to regards – one brother killed, another the Valharians. Other Neathar lived recognize his title – and their role in the kidnapped, plus Helskan independence. near the glacial edge. rescue of another Gabrionid heir. That Even his control in the south is marred by heir was secreted away to Oceansend, far Landfall’s criminal mis-management. BC 2600: Glaciers withdrew from the beyond the Emperor’s reach. Only the growing fief of Lighthall and coast. The Neathar spread inland. the allegiance of the nearby mountain- Quasqueton towns sit on the positive side of the BC 2550: Bronze-Age, True Antalians Oceansend attracted an assortment of ledger. appeared near the Ironroot. soldiers-for-hire and adventurers willing Ericall is expected to make payments to tackle the western wilds. One pair was to the imperial treasury soon. Rumors BC 2500: Antalians pushed the Valoin Zelligar the Unknown and Rogahn the now fly that the king is going to open up out of the Oceansend region. Fearless. The two men left the walls of Norwold for feudal lordship, and all Oceansend to establish their own holding manner of saints and scoundrels have BC 2400: Antalians flourished from the somewhere in the hills southwest of the made their way to get a piece of the Helskan Bridge to the Great Bay. Ironroot. landrush. Coastal Antalians encountered true Their holding was known as Oceansend and the Strand are prime giants near Lirovka’s Alps. Some Quasqueton. It was hewn out of natural real estate for would-be lords, and clans traveled west through the caverns by large numbers of slaves taken conflicts and pressures will surely follow. mountain valleys to Denagoth. from the humanoid populations. No one unconnected with the men knew the BC 2300: Antalian-Giant War. The precise location of the stronghold. giants were dispersed. Despite the high regard for their skills, Zelligar and Rogahn were thought BC 2200: Antalians held dominion from unsavory even by other mercenaries. It the Altenwald of Heldann to the

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HISTORY AS THE IMMORTALS KNOW IT

mouth of the Great Bay, as well as BC 900: Nithians imported stone giants AC 200-500: Dwarven explorations in much of Helskir. On the eastern to remove the southern giants. Select Norwold. fringes, the remaining Valoin explorers journeyed inland. developed into the Lietuvans. Humanoids pulled back into the AC 400: Ostland raiders threatened the mountains. Norwold Coast. Dwarven colonists BC 2100-2000: Intra-Antalian War. were shipwrecked near Oceansend. BC 800: The Ironroot was mostly free of They established Stormhaven. BC 2000: The Treaty of Kasavir. The ice. Shiye elves planted a Tree of Vanitar expanded further southward. Life on Walrus Island. AC 447: Carriers of dog and deer The giant population swelled west of lycanthropy settled in the Tranquil the Ironroot. The region was hit by BC 500: Obliteration of Nithia. Coast. temperature drops and tremors. Humanoid and Thyatian raiders plagued the Strand. Shiye elves AC 450: Alphatian Emperor Volospin III BC 1800: Giants under Ulf One-Eye left joined the Alphatian Empire. commissioned Norwold colonies. the Ironroot for the north. Rising water levels isolated the large BC 400: Nithian-created monstrosities AC 465: First of several small Alphatian landmasses east of Oceansend. survived in the southwest. colonies north of Oceansend and elsewhere. BC 1722-20: Rag-Loark. The Great BC 345-260: Alphatians created the Horde of King Loark destroyed the Kingdom of Alinor in the Great Bay. AC 468: Alphatian colonies conflicted Antalian culture. Many humanoids with native Norwolders. remained along the Strand. BC 260: The raising of a mountian chain destroyed Alinor. The energy from AC 473: Alphatian forces expanded the BC 1711: The last redoubts of Antalian the resulting tremors broke apart Empire’s holdings in Norwold. civilization were extinguished in the many of Norwold’s glaciers. The south. Kingdom of Snorri collapsed. AC 484: Emperor Volospin III was caught in a financial scandal. BC 1600: Glaciers covered the BC 192-190: Piracy provoked Alphatia Finsterwald. The islands were fully into conquering Thyatis. AC 486: Barbarians renewed their attack cut off from land. Giant power grew on Alphatian outposts. at Lirovka and Snorri. BC 41: Retebius, an Alphatian cleric, explored Norwold and befriended a AC 491: A new Alphatian General BC 1500: Glaciers encased the Ironroot. white dragon. arrived to oversee colonial defenses. Oceansend humans grew more numerous while Lietuvans clung to BC 2: Thyatis and other Alphatian AC 493: Requests for aid were held up the Isle of Dogs. Humanoids filled satellite nations rebelled. Hostilities by the Council of Wizards. the mountains. ended by the Treaty of Edairo. ca. AC 495-500: Dragons destroyed and BC 1400-1000: Humanoid sea reavers AC 0: Crowning of the first Thyatian terrorized many settlements. The also became an occasional threat. Emperor. Foresthome elves led by destroyed the Alphatian relief fleet. Lornasen settled first at Walrus Island BC 1362: Frost giants returned to and then near Snorri. AC 507: Fall of the General. Elimination Oceansend. of Alphatian outposts soon followed. AC 0-300: Lornasen’s journey to the BC 1200: Rising sea waters finally Sylvan Realm. AC 563: Dwarves settled the Icereach claimed the Helskan Landbridge. Mountains. Interior glaciers strengthened. A AC 5-14: Thyatis established several humanoid nation at Saffir separated trading posts along the Tranquil Coast 600 AC: Dwarven émigrés settle in the the Nordurlanders and Norwolders. and Cape Alpha. Northlands.

BC 1000: Alphatian Landfall. There was AC 15: Alphatian-backed reavers AC 700: The dwarven settlements of a great expansion of the giant destroyed Cape Alpha and other Whitemount and Stonehill were kingdom of Snorri. Southern Thyatian posts. Reaving came to established. refugees fled Nithian encroachment. dominate Northman culture. Island Lietuvans and the humanoid AC 785: Giovanni Augustus and the nation were hard pressed. Onyx Ring Adventure. The holy

8

HISTORY AS THE IMMORTALS KNOW IT

woman De’Rah secreted away the AC 920: Aline was awarded the title of AC 968: Sea raiders pillaged the coast. Death Stone. duchess but retired in favor of her son. AC 970-971: Oceansend mercenaries AC 827: Takkres dwarves near were hired to aid Heldann rebels. Oceansend migrated to Lake Gunaald. AC 930: Strengthening of the trade route to Ghyr. AC 972: Surviving members of the Order AC 846: Akra, an expelled barbarian of the White Drakes took up priestess, stumbled upon Alphatian AC 935: Minrothad took over Landfall. residence outside of Oceansend. ruins. AC 936: Recall of the Legions from AC 974: Minrothad and Thyatian AC 854: Akra formed the Sisterhood of Ghyr. merchants reached Littonia. the Ice Witches. The Ice Witches threatened Bay Area and Strand AC 938: Liena gave birth to Thrainkell AC 977: Rescue of Melissa the Fair. residents. Torsen in Oceansend. AC 978: Alphatian and Helskan gold AC 859: Akra allied with the dragon AC 944: Many cashiered legionnaires poured into mercenary coffers. Quesa. left Oceansend for Landfall. AC 979: Vanatic invasion repulsed after AC 860-874: Age of the Witch-Queen of AC 950: The Heldannic Order invaded the destruction of several villages. Norwold. Severe regional cooling as the Freeholds. Alphatia invited Akra spread her control. Resistance demihumans to settle Stoutfellow. AC 980: Disappearance of Rogahn and mounted. Zelligar. AC 958: The Great Redstone Famine. AC 874: Akra was betrayed and killed AC 985: Alphatia resettled Cape Alpha. during the war. Quesa was bound to AC 959: The Alphatian Spike. Alphatia the Ice Cavern, while the remaining overran the Isle of Dawn. Oceansend AC 990: Alphatia demanded reparations witches and allies scattered. scattered Alphatian holdings on the for the Heldannic Order’s thwarted Strand. raid against Halvard in the AC 895-900: Alphatia made overtures to Skaufskogr. chieftains around the mouth of the AC 960: Thincol the Brave (Thrainkell Great Bay. Torsen) led the counter-attack to AC 992: Empress Eriadna granted her expelled Alphatia from Thyatis City. son Ericall dominion over Norwold, AC 900: Gabrionus IV ushered in an era He married the princess and crowned including - theoretically - Oceansend. of aggressive Thyatian colonization. himself emperor. Thyatis’s Norwold Aline Sigbertsdatter headed up positions were overrun. AC 993: Dragons destroyed many Oceansend. Rampage of the mountain communities. Ericall Nightwalker in the Ironroot. AC 963: Yarrvik defeated the Alphatian established the League of forces and declared Oceansend a Extraordinary Adventurers. AC 900-904: The Conference of neutral kingdom. Several forces Newkirk exaserbated tensions and hired to fight on the Isle of Dawn. AC 994: Oceansend's minimal trade grievances between the empires. missions to Ghyr stopped. AC 964: Empress Eriadna of Alphatia AC 902-903: Legionnaires marched agreed to Oceansend’s treaty of AC 995: Eruul Zaar declared Helskan from Oceansend to Ghyr. neutrality and cease-fire. independence.

AC 904: Oceansend defeated Alphatian 965 AC: Diplomatic problems arose AC 997: Theobold Redbeard granted attacks. between Alphatia and the Heldannic dominion over Lighthall. Order. AC 914: Gabrionus V let the Thyatian AC 1000: Time of the Gazetteers. military decline. AC 965-975: Rogahn the Fearless and Pirates become increasingly Zelligar the Unknown established aggressive. Ericall sends survey AC 919: Alphatia awarded small Quasqueton. teams into the Norwold interior. fiefdoms around the mouth of the Saffir allies with Ericall. Great Bay and the northern Tranquil Coast. They quickly faltered.

9

GEOGRAPHY

The Land South Only: sphinx, cow, pig Forests Oceansend is a coastal city located near The Finsterwald is a trackless forest the center of the Norwold Coastal Plain. Coastal Only: pirate, troll (rare), sea south of the Ironroot Mountains filled This plain stretches from the Kasverian hag, wereshark, wereseal with swamps, bogs, and ferocious Peninsula in the south to the mouth of the animals. Swaths of poplar, elm and birch Great Bay in the north, and the lowlands Velkka Only: fire giant, firedrake slowly yield to the red firs and black form a 100-mile wide barrier between the spruces. At one time, the Finsterwald Alphatian Sea and the mountains of the Inland Water Only: freshwater was contiguous with the woods of the Final Range. The mean altitude of the termite, giant freshwater slug, giant bass Wolkenberg, but a combination of region is 215 feet. The Plain – or Strand and sturgeon, devilfish (Lake Ashtagon calamities (including fire, flooding, and a as it is locally termed – is only lightly only), nixie, drowned maiden and skrimsl fungal parasite) split the regions. The populated outside of Oceansend. (Gaz F7, the latter summer only) denizens here are similar to the The coastal soil is fairly fertile with a Wolkenbergers and other Norwolders, thick, glacially-deposited layer of loam at Marshes of Oceansend but they have born the brunt of attacks by the surface. Storms are a frequent the barbarian Vanatic tribes. The Marshes litter the coast east of occurrence, and a perpetual dampness The Norwolders consider the eastern Oceansend. The entire region is at an grips the land. A short, native form of continuation of the Finsterwald as more altitude no more than 50 feet above sea corn it is used for everything from meal of the same, but they avoid going deeply level. Most of the marshlands are to drink. The early winter limits the into its folds. Rumors and old wives’ connected via a system of rivers and overall productivity of agricultural tales speak of kidnappings and horrible streams, but some are isolated amid activities, however, and most families monsters. Unbeknownst to them, it is otherwise normal terrain. live off of available animal resources. home to several related clans of Salt pans are a potentially important The Tranquil Coast is that subsection of Foresthome elves who call the woods resource for those seeking dominions. the Plain from Velkka through the simply Eloth (“The Place of Others”). On the negative side, the brackish zone Marshes. Though it is a matter of For more on Eloth, see the section on continues to expand further inland each perspective, this area suffers less from Foresthome elves. year, and many areas are no longer storms and winds that blow directly off suitable for agriculture. Monstrous the Alphatian Sea. The islands act as a wildlife stays in the south, and some Eloth and Finsterwald: termite, buffer and disrupt many, but not all, ocean-going creatures use the estuaries as carrion crawler, slime worm, rhagodessa, systems that come ashore. The most hatching pools. Methane plumes and grizzly bear, bobcat, lynx, fallow deer, tangible effect for the coastal fishermen high sulfur content keep the northern end elk, wolf, eagle, falcon, owl, bat, giant is that the so-called Inner Waters have a relatively free of monsters. ferret, gargantuan carrion crawler, black calmer surface. hag, crone of chaos, , shadow, white and green dragon (small), wyvern, Marshes: tanystropheus, giant ant, Strand: giant ant, carrion crawler, giant nixie, pixie, sprite, elf, odic, strangle vine termite, swamp termite, salt water locust (summer), robber fly, tiger beetle, (rare), archer bush (very rare) termite, carrion crawler, robber fly, tiger bull, fallow and were-deer, goat, sheep, beetle, green slime, caecilia, giant crab, dog, war dog, wolf, eagle, falcon, snow Eloth Only: giant elk, robber fly, green giant leech, weed eel, insect swarm, goose, raven/crow, , earthquake beetle slime, giant racer, sand spider, giant owl, domesticated sheep, wolf, swan, giant (near foothills), lesser banshee, giant porcupine, Hsiao, werefox, gold bass, giant catfish, rat, lesser banshee, gargantuan (all types), black hag, crone dragon (small, large), pegataur, wyrd devilfish (night only), gargantuan (most of chaos, werewolf, wererat, lesser variants), black hag, sea hag, crone of phantom, shadow, white and red dragon, giant ant, carrion chaos, wereshark, wereseal, lesser Finsterwald Only: amber dragon (small), man-, wood-, and phantom, lesser sea serpent, shadow, crawler, giant centipede, crab spider and colddrake, brownie, pixie, sprite, hill white, black, and green dragon (small), black widow, dire wolf, stirge, rat, giant (near Finsterwald, the Peaks), dragon turtle, dragonfly, wyvern, lizard gargantuan troll, sphinx (transient), large ghostly horde, goblin (Valhier), man, shark-kin, nixie, ghostly horde, wyvern, metamorph, goblin and bugbear, (Valhier, Blinz), brigand, trader, bandit, kobold, hobgoblin (west), troll, brigand, brigand, ghost, vampire, annis ghost, poltergeist, possession, revenant, buccaneer/pirate, odic, vampire, ghoul, vampire, ghoul, wight, apparition, shade vapor ghoul, wraith, apparition, vision, Hills and Mountains (central), vision, skeleton, zombie, mek skeleton, zombie, bone golem, kal-maru, The regional mountains are the central (extremely rare, buried), spectral hound annis, boggart (willowisp, buckaw), stretch of the legendary Final Range. In

poisonous frog, Chimera of Doom, bog the Oceansend area, there are three frost giant, amber golem, North Only: imp, People of the Mist principal subdivisions to the formation: bone golem, iron , pegataur the Ironroot, the Peaks of Snorri, and the

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GEOGRAPHY untermed southern massif. The abrupt The Southern Range and the several deadly creatures here, but the area rise of the mountains up from the Coastal Peaks of Snorri: black pudding, gray is also part of the dominion of Norwold’s Plain gives every impression of an ooze, boneless, ice horror, fyrsnaca, red druids, and many of them take an active impregnable wall. The accompanying worm, rhagodessa, cave bear, lynx, approach towards weeding out interlopers foothills are virtually non-existent, and in mountain goat, wolf, eagle, falcon, owl, (See Foresthomes). Among the rarities most locations, they precede the giant eagle, earthquake beetle, beholder, of the Valley are feathered lizard men of mountains by a mere 12 miles. black hag, crone of chaos, hook horror, unknown origin. The Ironroot Mountains are the most owl bear, white, red, and crystal dragon, immediately accessible to those in frost, fire and mountain giant, kobold, Hidden Valley: giant ant, carrion Oceansend. Local control is split troll, skeleton, frost zombie crawler, giant centipede, giant locust, oil between the mountain giants in the north beetle, red worm, black widow, and the Kildorkak dwarves in the south. The Southern Range Only: carrion rhagodessa, cave bear, dire wolf, giant Among the more devout Norwolders, the crawler, robber fly, oil beetle, gelatinous eagle, giant owl, stirge, giant bat, rat, Ironroot is also the site of Ymir’s Beard, cube, shrieker and blast spore, rock unicorn, earthquake beetle, gargantuan a giant glacial mass that extends to the python and rattler, grizzly bear, mountain (all but cobra), druid, black hag, crone of lowlands and is thought to hold the lion, dire wolf, stirge, giant gecko, snow chaos, hook horror, owlbear, rust eponymous frost giant’s body. For ape, cave/rock toad, gargantuan (ghoul, monster, shadow, sphinx (transient), additional information on the Ironroot, carrion crawler, gargoyle, and troll), white and red dragon, dragonfly, wyvern consult the section on Stormhaven. hypnosnake, rust monster, shadow, black, (normal and large), lizard man, brownie, The southern massif to the southwest is blue, green and gold dragon, large hill and mountain giant, goblin, troll, a complex series of peaks and mini- wyvern, manscorpion, minotaur (very human, wild man, barbarian, odic, golem ranges. Many areas of the range exceed rare), hill, stone, and cloud giant, goblin, (bone, giant bone, wood) 15,000 feet, with a few peaks topping orc, hobgoblin, bugbear, mummy, 18,000. Lirovka’s Alps – just southwest zombie, zombie minotaur, skeletal beast, The Alphatian Sea Isles of Saffir – shield access to the Ransarn undead chimera, undead dragon, drolem, Valley. [Correction to Gaz F8: the Due east of Oceansend are four sizeable gargoyle, bronze golem, mek, deep islands and numerous smaller islets and singular Alp stands at 14,103 feet, not glaurant, sphinx 4,103 feet – Ed.] bars. Historically, these islands were connected to the mainland – and are The northeastern Peaks of Snorri have The Peaks of Snorri: green slime been the domain of giants for as long as geologically part of the Coastal Plain – (Snorri), goat (except Final), yowler in but they became increasingly isolated as anyone can remember. Frost and Snorri), giant owl and small roc (Snorri), mountain giants are native to the range, global sea levels rose as a consequence of bat (except Final), white ape (snow ape in the Great Rain of Fire. but fire giants have begun to encroach. Final), white fang (except Final); undead In addition to giants, the Peaks also Walrus Island is the largest and beholder (Snorri), pegataur (Snorri), easternmost of the main Sea Isles. It was support a large collection of eagles, owls, amber, bone, and giant bone golem and white rocs. a distinct landmass within a few hundred Between the different ranges are gaping years after the Rain. Its rocky shoreline river valleys which lead to the Hidden Wolkenberg: giant elk, robber fly, is a mixture of limestone, granite, and Valley and, beyond that, the Wyrmsteeth. tiger beetle, rock rattler, black bear, basalt. Several smaller satellite islands Neither pass is used by the natives, for mountain lion, herd animals, normal and ring Walrus, and there are plenty of rocky legend and history tell of terrible things dire wolf, normal bat, rat, and skunk, formations below the surface to doom a that wander out of them. carrion crawler, crone of chaos, wererat, wayward vessel. For anything larger The Wolkenberg Hills are an upland werebear, werebat, werewolf, owlbear, than a longship, the only safe harbor is region of red firs and the rare maple or blue and green dragon (small), red dragon the small bay on the island’s eastern birch. Where the canopy is broken, (small, large), mountain, cloud, and stone shore at Whitehall (Ersenbal). A small blackberry, raspberry, and juniper bushes giant, goblin, orc, brigand, bandit, string of hills offers Whitehall isolation take hold. Many small streams and barbarian, berserker, ghost, poltergeist, from the rest of Walrus Island. The creeks connect a series of crystal-clear possession, spectre, skeleton, zombie island is lightly wooded in the interior, lakes nestled amongst the outcropings and hidden away is the Ygg Tree, a Tree and hills. Between two and five thousand The Hidden Valley of Life that was planted by Shiye elves 1800 years ago. A small Foresthome people live in the Wolkenberg or the On the other side of the Ironroot is a long clan – little more than a single family – nearby lowlands. They live in sod homes valley nestled between the Final Range tends to the Ygg Tree. that blend into the forest. and parts of the Wyrmsteeth. Little is As the name suggests, the island is known of the area from first hand home to several colonies of walruses, as accounts, but legend says that a horrible well as seals. These animals are preyed fate awaits any who trespasses. There are

11

GEOGRAPHY upon by Qeodhan hunters, killer whales, The Western Alphatian Sea is the large creates uneasy ripples that produce sharks, and even stray polar bears. body of water directly to the east. It runs massive swells at the surface. The To the south is the comparatively small north-south and separates the island- dominant current direction is clockwise. Frigsun Island. Originally called continent of Alphatia from Norwold. In addition to the large bodies of water, Friggashold by the Antalians, this was The open waters are turbulent and cold, three smaller bodies of water are the easternmost extent of the coast before and icebergs occasionally make their way important to the Oceansend environs. the rising waters cut off the island. this far south. Gale-strength storms are The Oceansend Bay also circulates Northman legend holds it to be the birth common, and the worst are the clockwise and further passes along the place of Forsetta and under the protection Nor’easters that gather tremendous power warm waters of the south. The of Thor during the sunrise. Modern over the empty sea. immediate area around the city of Norwolders have no settlements on the In the vicinity of the Alphatian Sea Oceansend is the Toral Sound. Across island, making it ideal for raiders and Isles, depth attains 2,000 feet, but further the shallows of Strimmen, one enters the pirates. out to sea it extends below 8,000 feet. Strimmensee. The sea is sheltered, and The other small island, Strimmen, was Over 300 miles east of the Isles is the its waters feed the tidal pools of the previously an isthmus connecting the Isle Mid-Alphatian Ridge and Trench. The Marshes. Finally, Bavvid Strait is a large of Dogs and Frigsun to the mainland. Ridge rises up to approximately 3,500 channel that separates Walrus Island from Prior to Rag-Loark, the way across the feet below the ocean surface. Sperm and the mainland. Crabs and other shellfish island was lit by a steady progression of humpback whales travel along this ridge are especially plentiful in this area. standing torches whose glare reflected off during seasonal migrations between the of the colored stones and gems that lined arctic waters and the warmer seas around Helskan Sea: tylosaurus, the path. This Rainbow Bridge was the Isle of Dawn. ichthyosaurus, masher, gaint crab, irrevocably shattered and stripped by the Even those with magical assistance are gargantua (fish), giant octopus, giant Great Horde. Today, a few dozen reluctant to cross the Alphatian Sea. squid, dolphin, great, killer, and sperm families live on the island. With no navigational fixtures or places to whale, narwhal, mako shark, devilfish, The Isle of Dogs is the southernmost of harbor, crews are at the mercy of the sea hag, wereshark, wereseal, sea serpent, the quartet. The island has been home to waters. The only listed sea lane, the white and dragon (small), sea dragon, sea Blackmoor era humans, Valharians and Blind Man’s Route, cuts between Frigsun giant, kna, buccaneer/pirate, wraith, kal- the Valoin, and Antalians and Lietuvans. Isle and Walrus Island before hitting the maru, bowlyn, skeleton, zombie This was the seat of authority in the open water. On the far side of the sea, Antalian world, yet throughout the era the route ends near Stoutfellow on the Eastern Sea of Dawn: and past Rag-Loark, Valoin-Lietuvans Alphatian continent. Navigational errors ichthyosaurus, masher, giant crab, existed at the margins of the island. can place ships as far north as Limn and gargantua (fish), giant octopus, giant Today the island is most famous for the as far south as Songodir. Some ships squid, dolphin, great, killer, and sperm large number of wild dogs that roam the attempting the Route now berth at whale, mako shark, sea hag, wereshark, uplands and swamps. Whitehall before undertaking the voyage. wereseal, lesser sea serpent, white, black, The lane running straight north along green and jade dragon (small), sea Islands: swamp termite, carrion the Sea is used exclusively by seal dragon, kna, buccaneer/pirate, wraith, crawler, giant crab, insect swarm, hunters, whalers and deep-sea fishermen. kal-maru, bowlyn raven/crow (normal/large), rat, wild dog These sailors use only the western (Isle of Dogs), killer whale, lesser portion of the Blind Man’s Route to Western Alphatian Sea: tylosaurus, banshee, black and sea hag, shark, seal, return to the safety of the islands. ichthyosaurus, marine leviathan, giant weredog, sea serpent (lesser/greater), The Eastern Sea of Dawn is generally crab, gargantua (fish), giant octopus, shadow, white dragon (small), sea warm. The storm fronts that roll in from giant squid, kraken, great, killer, and dragon, nixie, ghostly horde, troll, elf this body of water typically strike the Isle sperm whale, narwhal, aquatic beholder, (Walrus), buccaneer/pirate, dark-hood, of Dogs or parts south of Velkka, but devilfish, sea hag, wereshark, wereseal, gray philosopher, ghost, wraith, vision, once every five to ten years, a fierce sea serpent (lesser and greater), sea kal-maru, spectral hound, People of the hurricane-strength storm bypasses the dragon, buccaneer/pirate, mesmer, Mist (Isle of Dogs) Isle of Dawn and crashes into Oceansend. wraith, spectre, kal-maru, hydrax, As the warm waters of the Eastern Sea bowlyn, ice crab of Dawn carry north, they mix with the The Six Seas of Oceansend waters from its western counterpart and Inner Waters: ichthyosaurus (except The ocean and sea waters play a very the cold currents of the Alphatian Sea. important role in the daily life of Bavvid), masher, giant oyster, saltwater The zone of mixing is known as the termite (Strimmensee), giant crab, insect Oceasenders and for others along the Helskan Sea. The waters do not actually coast. Fish, lobster, crab, and even whale swarm (except Bay), normal raven/crow mix, but the colder northern waters are (Bavvid), giant bass (except Bavvid), are harvested for food and products. pushed down the water column. This

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GEOGRAPHY giant octopus, medium squid, killer glacial melt, while the second is sourced conditions and unquestioned control of whale, narwhal, great white shark, lesser by an upwelling spring. The River the Thieves’ Guilds is not present in banshee, aquatic beholder, devilfish, sea Ashtagon, like the Visidrik, begins Helskir, however. hag, wereshark, wereseal, sea serpent somewhere beyond the local ranges. The (greater only in Bay), white dragon, red lower Ashtagon has begun to develop a Climate and dragon (Bay), dragon turtle dangerous reputation, with several Environmental Notes (Strimmensee), wyvern (except Bay), sea vessels disappearing during night time Wintertime temperatures average 5°- dragon, shark-kin (except Bay), nixie, travel. This is the work of devilfish 30° F (-6° to -1° C). Oceansend normally storm and sea giant (Bay), enroute between the Strimmensee and suffers 14 weeks of winter, but wintery buccaneer/pirate, ghost (Bay), wraith, their new colony at Lake Ashtagon. For conditions can extend into the fall and mek (Strimmensee), kal-maru, hydrax, now, the devilfish show no interest in spring. Inland snowfall can exceed 15 undine (except Bay), bowlyn, ice crab extending their reach beyond the deep- inches per month, but the coast normally (Bavvid) water lake. sees half that amount. Regular storm Finally, the Ostol serves as the systems, mountain winds, and lake-effect unofficial boundary of the Tranquil Inland Waterways winds all contribute to the snow of the Coast, for the lowland plains to the north Several rivers carry spring water and area. are unprotected from sea storms. One of glacial runoff from the hills and Morning frost appears within the first the most awe-inspiring sights along the mountains to the coast. These rivers are week of fall (30°-45° F, -1°-7°C) and river is a series of four 30-foot waterfalls. passable except during flood seasons afterward lingers through the spring (25°- The Wetterlinger Falls appear just before (such as the late spring thaw). Flood 45° F, -4°-7° C). The growing season the Ostol reaches the foothills of Snorri’s times can raise the water level over ten starts two-three weeks later than in the Peaks. feet, and 20-foot swells are not unknown. south. Harvest is normally done by the

The general direction of water flow is last warm week of summer (40°-65° F, northwest to southeast. Surrounding Lands 4°-18° C). The week after the summer The Saffir Stream is a gentle flowing The Tranquil Coast sits mid-way along solstice, the Tranquil Coast experiences river that originates near the mountain Norwold’s Coastal Plain. Further south, the “Breath of Surtr” – temperatures town of Saffir. The Reykfjalls Stream the Plain leads to the Skaufskogr Hills spike up to 85° F (30° C) and ocean and the Árbakk also carry water that and the Kamminer Bay – the environs of currents drive up the humidity. originates in the Final Range west of the town of Landfall. The Plain The ocean currents warm the coast, so Velkka. The latter’s system of tributaries continues north right up to the mouth of those moving inland during winter can is particularly import in supporting the the Great Bay of Norwold. West of expect a 5°-15° F drop from what southern Finsterwald. Oceansend, the Final Range is home to Oceansend experiences. The Tranquil One of the main rivers leading to several humanoid tribes as well as the Coast receives its share of ocean- Oceansend, the Visidrik River is a dangerous Vanatic tribesmen. generated storms but the layout of the dangerous and mysterous river. The West of Hochsieger is the Wyrmsteeth. continents inhbit the formation of Visidrik’s sourcewaters are hidden in the Vanatics are the only ones thought to live hurricane-calibre storms in this area. ranges far beyond Mt. Hochsieger and the in the area along with a few dozen Nor’easters, however, are very prevalent. Ironroot. Strange creatures (including dragons. The actual total of wyrms, Temperature also drops in the skrimsls, see Gaz F7) lie in wait in the however, reaches above 1,000. The mountains. For every 1,000 feet above frigid stream or along the banks. Despite Hidden Valley beyond the Ironroot sea-level, drop the Oceansend-standard its attendant risks, the river is a useful continues west through the Wyrmsteeth temperature by 6 degrees. guide for those seeking entrance to the until it reaches the tribelands of the Fog is common throughout the region. Hidden Valley or the Wyrmsteeth. Icereach Barbarians (see Gaz F2). The In some areas, such as the marshes of the The other major river leading to valley also continues northeast along the Isle of Dawn, they are nigh permanent. Oceansend is the Storm Maiden. The Peaks of Snorri. This is a very secretive Storm Maiden passes down the Ironroot area of Norwold under the authority of an Communities order of druids. Mountains and foothills through a risky Oceansend stands alone Finally, south across the Helskan Sea is Oceansend: series of cataracts. Because of this, the as a fortified city in a sea of wilderness. western mines of Stormhaven are the Kingdom of Helskir. Like Oceansend, Helskir was technically King Yarrvik the Just has maintained effectively isolated from the dwarven Oceansend’s neutrality between the settlements. The turbulence subsides included as part of Ericall’s dominion, but it declared its independence soon empires – despite general sympathies for further south once one enters the forests. Thyatis – but Ericall’s demand of The Ice River, the Mimir Springflow, afterwards. The capital city is a traders’ port abuzz with international intrigue and allegiance is a sore point. Oceansend and the River Ashtagon all contribute to boasts some of the largest mercenary Lake Ashtagon. The first waterway is crime – not dissimilar to what has transpired in Landfall. The squalid hiring halls anywhere in world. For more

13

GEOGRAPHY information, see the section Oceansend. mooring site for Qeodhan whalers and Blinz: Blinz was a Thyatian settlement Lighthall: Lighthall is an important reavers (and still is), and most regional that sat at a crossroad north of defensive position on the coast opposite folk still refer to the place as Ersenbal. Oceansend. It was destroyed during the Helskir. The village/town takes its name Alphatians captured Whitehall in 960, Alphatian Spike. from the numerous lighthouses that warn and as part of the 964 neutrality Valhier: According to lore, this was of the dangerous reefs and breakers in the agreement, Oceansend relinquished rights the site where the Valkyries were chosen area. Lord Theobold Redbeard, a to the town. In the center of the town is a to serve Odin. Historically, this place has distinguished Alphatian officer, runs the large official hall with pillars and steps of been inhabited by the Valharians, Valoin, dominion. For more information, see the imported white marble. Whitehall the Antalians, humanoids, and, most section Saffir and Lighthall. (2,200) is poised to grow in the near recently, Norwolders. Modern Valhier Saffir: Saffir is a small town future. survived the imperial wars but was controlling the pass into the Ransarn Gethinger: Gethinger is a small destroyed by the Vanatic barbarians. Valley in the Final Range. Claransa the hamlet in the midst of the Swamps. Its Velkka: Velkka is an active volcano Seer has recently secured the town’s residents have historically suffered from with a cavernous aperture aimed in the allegiance for Ericall. For more raiders hailing from every direction. direction of Oceansend. Northmen and information, see the section Saffir and Konrad: Konrad is the main above- Norwolders have long held Velkka as the Lighthall. ground village for the dwarves of door into the infernal realms. It is from Moruvellir: Moruvellir is a river Stormhaven. here that the giants of Surtr will rise to community south of the Wolkenberg. battle the forces of Odin and Asgard. Historically, this village has had to fend Other Locations Hochsieger: The final battle of the off Ostland pirates, Vanatic hordes, and Note that several of the sites below are last Vanatic invasion took place in the goblins. Its people are fishermen and either unlabeled or unmarked on the shadow of this great mountain. hunters of game. accompanying map. The natures of these Jublingen and Ashtagon: These Thuringer: The Norwoldensian locales are not generally known, and were minor Alphatian outposts that were village of Thuringer survived the Vanatic await parties to stumble across them destroyed during the the Spike and hordes thanks to mercenaries hired from unawares or in a research quest. imperial war of 905, respectively. Oceansend. It is an isolated, older Heimwahl: Heimwahl is a submerged Windcrag Mountain: Windcrag is settlement, perhaps 250 years old. ruin near Strimmen Isle. The locale was a particular summit in the Peaks of Traditionally, the men of Thuringer have a gate house along the now-mythic Snorri. The ascent is mildly hazardous. hunted game in the nearby woods, but Rainbow Bridge that led to the islands Like many locales on the Strand, it is animals have become scare in the last few and the seat of Antalian leadership. rumored to be the abode of an ancient years. The cause of this is unknown. Malinger: Malinger was a Norwolder witch. Relfren: Relfren is a small mountain settlement along the Árbakk that was Quasqueton: Quasqueton was the community north of Saffir. It has a destroyed by the Vanatics in 979. fortress of Zelligar the Unknown and growing reputation for cheese making. Reykhalla: Reykshalla was the grand Rogahn the Fearless, two mercenaries of Dawn Rising: Dawn Rising is a meeting hall of Antalia. Portions of the mixed reputation. The two men small Alphatian/Norwolder settlement larger settlement were dedicated to disappeared twenty years ago, and now near the Peaks of Snorri. It is a useful various heroes and mythic figures. Quasqueton sits vacant. It is thought to resting point for , but the village Today it is a tangle of swamp and forest be in the hill country to the west or north does not yet possess the infrastructure to debris, the lost glory of Antalia all but of the Finsterwald. handle large scale passers-through. forgotten save for the stray object of Kreven: Kreven is one of many worked bronze or steel. Its existence and The communities listed here are small – satellite communities of Oceansend (see location are no longer recalled among many numbering less than 250 indiduals, Oceansend for more details). Antalia’s children. Reykhalla is the base some less than 100. Throughout the Elfswood, Eloth-Ariheim, of the Master of Hounds. Strand, there are perhaps 68,000 Dinarion, Carindor, Yelethmorn, Bandicot: Bandicot is an ancient ruin individuals (The Kingdom of Oceansend Meliniath, and Whispering Grove: off of the shores of the Isle of Dogs. accounts for 40,000). Additional minor These hidden communities are some of Originally a Blackmoor-era settlement, it settlements exist along the coast and in the elven Foresthomes of Norwold. For sheltered the Valharians during the early the Finsterwald. Most of the native additional information, see the section centuries after the Great Rain of Fire. By Norwolders live in large, single-family Foresthome Elves. the time the Antalians rose to power, settlements, some of which are Whitehall: Oceansenders established Bandicot had succumbed to the elements. substantial property holdings. There are the small town of Whitehall circa 950 AC The Antalians identified its remains as also foreign settlements – e.g. Saffir, and on the eastern shore of Walrus Island. the home of Nunga (the Spuming Nooga, Lighthall. Previously, it had been a common or Protius).

14

GEOGRAPHY Norwold Dominions Jaschke (MA), a former regional battled Serenity’s Baron Sixx. The general presentation of Norwold in commander, led the resistance. The Serenity: Centered upon the final the GazF series is in line with the Wolkenberg is now an independent marsh hex in the northeast, this barony landrush opportunities found in CM1 Test county. belongs to Siegfried Sixx (MA). War of the Warlords. King Ericall is soon to Shebb Barony: Shebb Woolsey (M5) continues between Serenity and Dikhoff. open the region’s lands – including those received a fief for land due east of The Swordcoast Barony: The along the Tranquil Coast – to a new class Oceansend. Despite his moderate dominion of Maximus I (Max the First, of feudal lords. success in business, Shebb’s dominion CM1) is due north of Serenity. When Lighthall is presently a governorship. was fated to poverty and he has been Oceansend fell to the Heldannic Order, As Ericall’s most competent and loyal forced to dip into other’s treasuries. the Swordcoast became the main hiring governor, Theobold Redbeard will The City-State of Dool: Alak Dool hall for mercenaries. Maximus is also a always be elevated at the same rate as (CM1), wizard and Thyatian agent, secret ally to Thyatian interests. Lernal, the king’s half-brother and received from Ericall a fief for the Barony of Dag: The coastal fief of governor of Landfall in the south. lowland gap between the Ironroot and Rutger Dag (CM1) is able to take The fief of Claransa the Seer, originally Snorri’s Peaks. Following the events of advantage of both the northern caravan introduced in CM1, has been set as the the last few years, Dool’s domain is now route as well as the crabbing fisheries. town of Saffir. This ties together an independent tyranny. Barony of Canium: This Thyatian Claransa’s Karameikan heritage, her Ersenbal: Count Martigan (MA) was fief over the Isle of Dogs is settled much abdication of power to return to an early lord of Ericall and he eventually later than the other dominions (1018). It adventuring in 1004 (as per the received title to the whole of Walrus is ruled by Honorine Canolokarius. Almanacs), and Saffir’s leaderless state Island. The Count, a former slave- before the arrival of Krasniy the Red (see gladiator, is rabidly anti-Thyatian and Italian MMB Dominions AC10 and the section on Lighthall and will attack Canium. The Italian MMB Dominions are Saffir). Sonnenfeld: Fief of Fergus the considered to be in existence by some The presence or absence of other Justifier (CM1), Sonnenfeld is a small point in AC 1000. dominions is entirely up to the referee, barony northeast of Lake Ashtagon. It is Sonnenfeld: A large barony under and several suitable lords are listed under staunchly loyal to the Kingdom, but the Fergus the Justifier (CM1), Sonnenfeld “Would-be Lords” in the Personalities barony has rather strict codes, including has revitalized the ruins of Holgebrekkur, section. These characters are some of the limits on family size. southwest of Lighthall. NPCs and pre-generated PCs included in Dikhoff: Dimitri Dikhoff (MA) rules Lighthall: Theobold’s dominion is a numerous CM and M modules. this barony southest of Dawn Rising. duchy controlling everything in a 48 mile For ease of comparison and integration Since before the landrush, Dikhoff has radius. Its naval authority extends to the with other fan-produced material, imperial border with Helskir. here are the regional dominions Ellikavki: Ethendril h’Caramore according to the Mystaran Almanac (M5) governs this barony seated at Team (outlined in yellow) and the the village of Thuringer. Italian Mystaran Message Board Latela: This barony occupies the (outlined in red). [The official GazF western shores of the Isle of Dogs. It listing used ideas from both – Ed.] is ruled by Longtooth (CM1, M2), a Some fiefs have (radically) different Thyatian agent. positions and dispositions in the two Ublaat-Nor: This large barony treatments. Domains are typically covers lands west of Lake Ashtagon. 12 miles in radius (one 24 mph hex) Its ruler is Brogahn of the Steppes (CM1 and other products). Mystaran Almanac Hvittland: Trent the White’s Dominions barony (M2) occupies the coastal These dominion descriptions are in plain around Dawn Rising. effect by AC 1015 and take into Solvhavne: Max the First (CM1 account the destruction of Alphatia and M2) commands this large and the invasion of Norwold by the barony, which controls the coast and Heldannic Order (1010-1018). eastern woods north of the Strait. Wolkenburg (sic): The people Whitetower: The Barony of of the Wolkenberg put up a Whitetower begins 30 miles east of resistance that the Heldannic Knights Eloth-Ariheim. The wizard Adik de were never able to break. Helmut Chevas (M2) is its ruler.

15

SOCIETY IN THE NORTH Races Vanatics: The Vanatics are a native than a few Torkrest youth look to sign on Like much of the rest of Norwold, the tribal nation inhabiting the interior to military adventures. Dwarves of Tranquil Coast is peopled predominantly valleys and slopes of the Final Range and Denwarf-Hurgon, an Alphatian kingdom, by humans. There are native dwarven Wyrmsteeth Mountains. They have a also visit Oceansend from time to time. and elven settlements, however, and the worse reputation among the coastal : the of Oceansend town of Oceansend itself is very dwellers than even the . In the last are likely from Thyatis, Minrothad, or cosmopolitan. half-millenium, the Vanatics have Denwarf-Hurgon; however, trade exploded out of the mountains once each missions from Leeha should visit Humans generation or two. They show no desire Oceansend within a year or two. for territory, but they kidnap those whom Several humanoid races Humans from around the world can be Humanoids: they do not slay. Many Norwolders say found in the hiring halls of Oceansend – hold territory in the wilds beyond the Vanatics are no longer human and the with Thyatians and Alphatians being Oceansend; however, there are few, if uptick in gnawing of victims’ corpses most common – but beyond the city’s any, large tribal groups along the coast. supports this thesis. fortifications, one most often finds only This is not true west of the mountains, the native Norwolders. Swamp Folk: The Swamp Folk, or where several humanoid nations thrive. People of the Mist, are a relic population Norwolders: Norwolders are inhabiting the Marshes and the Isle of descendants of the ancient Antalians, and Hags, Crones, and the Dogs. Their ancestors were the Lietuvan- thus are closely related to the Immortals Valoin people defeated by the Antalians Nordurlanders of Heldann and the Amid the scattered populations of the early in the latter’s rise to power. Kamminer Bay in the south. They are Tranquil Coast are individuals of Throughout the Antalian Age and the fair-skinned and typically fair-haired, but unrivaled age who have witnessed the post-Loark era, small populations of the redheads and brunettes are not unknown. rise and fall of Norwold’s civilizations. early Lietuvans survived at the periphery. Norwolder men stand between 6’ and The most common category of these Today, they are still a fog-hidden 6’4” and weigh 170 lbs. The men also beings is the hag and crone. Invariably mystery to their neighbors. The People allow their long hair to fall loose. The female, these individuals are often fell of the Mist prefer primitive short bows Norwolder criterion for manhood is the opponents to mankind. Even those whose arrows are sometimes dipped in a ability to grow a beard. crones who act as guardians over a fever-inducing muck. Women are two to three inches shorter people have rather brutal and costly Other Ethnicities: Between than the men and weigh 140 lbs. payments which they exact. Oceansend, Lighthall, and other colonial Women’s long hair is managed via Crones have been in existence since at posts, every conceiveable Known World braids. Professional fighting is an least the fall of Alinor, and, as a group, group has a representative on the acceptable vocation for Norwolder hags pre-date the Great Rain of Fire. Tranquil Coast. In order of frequency are women, though such women are expected These groups replenish their ranks in one the Thyatians, the Alphatians, to retire upon finding a suitable husband. of two ways: by mating with human Minrothadders, Helskans, Thothians, Garments for both sexes are a mixture males, or by adopting human females Traldarans, Ierendians, and Ethengarians. of furs, leather, wool, and other fabrics. into their midst. These women are tied to Unlike Landfall in southern Norwold, In colder periods, an ankle-length cloak the land in ways not yet understood. Oceansend’s foreign residents are quite drapes down from the shoulders, but Another ancient breed of the region is open and boastful of who they are – all during the Breath of Surtr, everything but the Immortals [Note: this is not the game- the better to find a mercenary contract. a light jerkin and breeches is omitted. mechanic use of the term – Ed.]. The

Norwolder settlements tend to be small Immortals are a more passive witness to affairs consisting of a single family Demihumans and the events of history than are the hags dwelling with an attached stable shed Humanoids and crones. They are solitary, intelligent composed of both sod and timber. A root Elves: The elves encountered in trolls and masters of ancient powers. The cellar is dug in one area of the house, Oceansend and Lighthall have origins in Immortals are courteous to their guests while a second cellar is set up outside of the Known World or Shiye-Lawr. The but cryptic with their wisdom. the main house. These domiciles are native Foresthome elves have stayed out The ravenous hunger so typical of trolls difficult to assault but easily blockaded. of the affairs of man, but fate may not is suppressed for centuries at a time, but Coastal settlements are larger, permit them this luxury forever. See when it is finally expressed, great numbering up to 50 families. Coastal Foresthome Elves for more information. calamities befall the coastal residents. residents work the water as fisherman or Dwarves: Dwarves are equally split Storms fulminate over the seas, Velkka crabbers. Seal hunting exists, but the between the native Kildorkak dwarves of rumbles, and the ground trembles. The practice has never been a significant part Stormhaven and their foreign brethren. Immortals number only a dozen or two, of Norwolder culture. The trade-oriented Syrklist dwarves of and they show no interest in propagating. Rockhome visit Oceansend, and more

16

SOCIETY IN THE NORTH Giants and Dragons the servant is made a member of the information on modern Lietuvans and True giants have existed in the regional family. These thralls may not be sold Littonians). Semviu has 40% and 10% mountains since their defeat by the like common slaves, but it is acceptable similarity with those tongues, Antalians over two millennia ago. to kill one’s hafter for just cause (such as respectively. Mountain giants are the most common continued attempts to escape or attacks Qeodhan: The Yannivey dialect of and approachable of the breeds. They against family members). Qeodhar is spoken by sailors and seal share the Ironroot with the Kildorkak hunters that frequent Walrus Island and dwarves, and individuals have aided Language the northern coast. humans at several points in time. Eastern A number of languages can be heard frost giant power has centered on the along the coast of Norwold, but Religion Peaks of Snorri. The limits of authority Norwoldensian, Thyatian, and Alphatian The legends and lore of Norwolders are are typically the Peaks’ foothills. Fire are the most important. They, and a few similar to that found among the peoples giants are more scattered than their other notable languages, are described of the Reaches or Heldann. Information brethren, with clanholds at Velkka, the below. is passed down through oral traditions, Peaks, the Ironroot, and the southern though foreign scribes have begun to Range. Cloud giants are restricted to the Norwoldensian: Norwoldensian is write them down in epic poems known as southern Range. Storm and sea giants are the language of the native humans of the eddas. extremely rare this far north, but there are Tranquil Coast. Inattentive Almanac The eddas are a mixture of familial sailors that claim to have seen scribes have erroneously called this sagas and older cosmological tales. The “Seejotun.” language Antalian, and while it is true gods and mythological figures are The false giants (hill and stone) live in that Norwoldensian is close in form to divided into three camps: the Aesir the shadow of the larger, true giants. Hill the ancestral tongue of the north, it is (Odin, Thor, Loki, Forsetta), the Vanir giants are the more numerous of the two, distinct enough to be recognized (Frey, Freyja, Frigga), and the Jotun but both can be encountered in the separately. Norwoldensian is 90% (Hymir/Ymir, Surt, the Spuming Nooga). lowlands and foothill passes. compatible with Nordurlandic (Heldann, This partition reflects historical factions. As befits the wild region beyond Landfall) and 85% with the Northman There is also a forth group that covers Oceansend, there are a number of tongue (Ostland, Vestland, Soderfjord). individuals which cannot be placed easily dragons in nearby mountain caves. Most Thyatian: Thyatian is the official in the groups above (Heimdall, Hel, of the larger dragons slumber for years at language of Oceansend and several Skuld, Wayland/Wieland). Note that a time, so the estimate of 15-25 dragons smaller sites that were once outposts of Surt, Heimdall, and several other is only a quarter of the range’s true the Empire. characters are purely mythological population. Those most commonly Alphatian: Alphatian is the official figures without a corresponding Immortal spotted are the smaller, semi-migratory language of Lighthall, Whitehall and actor. coastal dragons. These creatures are several smaller sites that once were or Norwolders, who are related to the rarely intelligent and feed on fish and still are outposts of the Alphatian Empire. historical Aesinar tribes, favor stories of seals as well as elk. Sea dragons are very Traladaran: This language is spoken the Aesir and their struggles with the populous, but they keep to areas avoided in the mountain towns of Saffir and Jotun. They also maintain several, by most sea-traffic. Finnogg-Fang is a Relfren. seemingly contradictory traditions of terrible, huge sea dragon curled beneath Dwarvish: Dwarvish is commonly Skuld. the waters of the Bay of Oceansend. spoken in the middle of the Tranquil The gem of the Tranquil Coast skaldic Coast, thanks to the active trade presence poetry, however, is the Lay of Heimdall. Social Standing of the Kildorkak dwarves of Stormhaven. The Lay relates the entirety of Heimdall’s The basic social division among Hymsprach: Commonly known to life from his birth to nine maidens, Norwolders is the family head (or other races as Giantish, Hymsprach is the through his own adventures as the White, independent landowner), indentured language for all true giant-folk in the to his apocalyptic role as herald of workers, and hafters (thralls). Indentured north (fire and larger). Ragnarok. Norwolder poems also workers are typically hands who hire on Language of the Swamp heavily feature stories of Valkyries, the with a family for a year or two before (Semviu): The Swamp Folk speak a shield-maidens who selected the valorous moving onward. Relatives of the family mixture of old Antalian and Valoin or dead. Both the Lay of Heimdall and the head (including his or her children) are early Lietuvan. Regarding cognate Valkyrie stories contain kernels of treated as indentured workers so long as words, Norwolders would say that the historic truth about Rag-Loark and the they live in the same household. accent is placed oddly when the Swamp Valharian women, respectively. Hafters only come from those taken in Folk speak. Names are variants to those Despite the rich literary quality of their combat. Once the family head is satisfied found in Littonia: ex. Gunts, Karelis, faith, Norwolders are very irreverent in with the work and behavior of the hafter, Dyna, Leima, etc. (see Gaz F6 for more daily practice. The Aesir can be as treacherous as the Jotun, to their mind.

17

SOCIETY IN THE NORTH

Holidays and Celebrations balance, memory, and direction, and sea Typical Norwolder Militia Blót: The Blót is a sacrificial meal sickness. Victims are cured after a month Personnel: 25 F1 humans with swords, presented to the Aesir and Vanir on the of mild fever and bed rest. shield, and spear solstices and equinoxes. Brain Rot: No one is certain why Leadership: F3 The Autumn Blót is dedicated to Freyr brain rot appears, though it may have Troop Class: Untrained in honor of the harvest. A pig is set aside something to do with the long-term BR 15 for the Vanir. Most Norwolder weddings eating of the meat of sickened animals. occur at this time. There are no symptoms until the victim Beyond the defense of one’s immediate The Midwinter Blót (Kaldmont 28) is keels over. The victim has diminished neighbors, coastal Norwolders rarely also dedicated to the Vanir. Norwolders capacities (-1 all scores) and is bed- unite into larger units. The last time the crowd in their homes and making a loud ridden for 1d4 months. Sufferers of brain people collectively mobilized was during racket in the hopes that the Old Year rot never fully recover. the Reign of the Ice Witches over a doesn’t take them away. After midnight, Derigan’s Disease: The diet of century ago. Consequently, when celebratory bonfires are lit to show the most Norwolders is deficient in certain problems arise that are too large for a sun the way to the New Year. key vitamins. It is not unusual for local militia, word is sent out to the coast At the Vernal Blót, Norwolders beseech individuals to be afflicted with bleeding and Oceansend to hire mercenaries. Odin for the strength to defeat the gums, hair-loss and anemia. It can be coming raiders and barbarians. remedied with fresh fruit and vegetables. Regional Forces The Summer Blót is a generic Most of the military units on the Strand celebration that honors both the Aesir and Travel through the Region are tied to the hiring halls of Oceansend Vanir. Some fishermen also honor the There is little transportation and are presented in the next section. A Jotun at this time, particularly the infrastructure in this area of the world. A few companies active in the region, Spuming Nooga. rough trail, beaten down by centuries of however, are unlikely to have use, connects Landfall and other southern representatives there. These units either Economics and Crime settlements with Oceansend and leads work as independent bandit groups or Norwolders typically barter goods with northward towards the Great Bay. serve discrete clientel. Two examples are one another – with most living at a The trails between Oceansend and given below. subsistence level, even barter is Stormhaven are of greater quality, and infrequent. Gold and other precious some stonework pavement has been laid. Thundering Fire metals are only valued in worked forms, Otherwise, it will be up to Norwold’s Thundering Fire is one of several and copper – a precursor to bronze – is in future feudal lords to build the road- groups that work for the wizard Coiger more demand than steel with the majority network. de Mory. It is active around the Peaks of of smiths. Currency is used closer to the Shipping lanes hug the coast. It takes Snorri and the Hidden Valley, but civilized settlements, such as Oceansend. longships from the Reaches 15-20 days to occasionally the fire giants will go rogue The legal system is simplistic: the reach Oceansend, barring avoidance of and bother coastal communities. accused is placed before a neutral family interdictors. Helskir is comparatively head for adjudication. If found guilty, next door, at only 3-5 days travel. Personnel: 115, including 36 fire giants, the convicted individual pays restitution Finally, ships leaving Oceansend can 20 mountain giants, 25 normal in the amount of three times the harm reach Alpha in 6-10 days. , 20 giant hellhounds, 12 done. Rape normally merits a heifer and invisible stalkers, 2 non-casting large two goats for the aggrieved’s family, Norwolders at War red dragons while murderers are either exiled or The swordarm of a Norwolder is as Class: Good BR/Coh/Rep: 120/230/ 270 dragged to death. strong as any Northman raider’s. Norwolders do not as a habit engage in Dökkhagath Common Illnesses offensive matters of war, but they are Dökkhagath is the humanoid band The Tranquil Coast is a harsh quick to aid one another when trouble currently holding the roads around environment, and disease and illness can threatens. These militia forces can be Valhier. The bandits range a good claim even the hardiest person. Below raised within 4 days from homesteads up distance from the site, even venturing are some of the more common afflictions to 8 miles away. Most areas are capable inside Oceansend’s borders. of the region. of fielding such units, but notable Longship Pneumonia: This exceptions include: the Ironroot and other Personnel: 210 goblins with daggers and sickness affects ocean-going travelers mountains, within 36 miles of Velkka, slings, 40 orcs with chain mail and from Landfall to Farend. It is most and lands of the Hidden Valley. spears prevalent during the fall and winter. Leadership: Go5 Victim’s suffer coughing, a loss of Class: Fair BR/Coh/Rep: 69/200/240

18

OCEANSEND

Ruler: King Yarrvik the Just the bulk of the other businesses in the Economy and the Law Population, City: 14,400 humans, south. Northside is the exclusive Oceansend mints its own coins: the 3,000 dwarves, 2,000 halflings, 500 province of the civilian population. At Heart (gp), the Blade (sp), and the Wall elves, 100 others any given time, an additional 1 to 2,000 (cp). The mercenary hiring hall is the Population, Countryside: 20,000 individuals pass through the city. largest single source of employment in (mostly humans) In addition to the city, King Yarrvik the city, but most of the civilians work as rules over most of the territory within 25 fishermen, crabbers, and craftsmen. Overview miles. There are a number of well-traveled The City of Oceansend is a magnificent 12,000 humans live in the scattered trade routes leading out of the city. fortress that looms over the Toral Sound villagers that line the shores and Those between Oceansend and high atop the rocky cliffs that line the trailways. These settlements have all Stormhaven are the most active. sea. Those attacking by sea are forced to pledged loyalty to Oceansend and Another avenue of trade is the sea lanes climb a slope that naturally corrals them maintain well-trained militias. that cross the Bay. Oceansend’s port has into target zones for Oceansend’s Moving outward another 25 miles from a total capacity of 3400 HP (one fifth defenders. Alphatia learned this fact the the city is a zone of some 8,000 docked). It can accommodate the largest hard way in 904, and wisely chose to independents. There is little conflict with vessels (180HP), but drydock capacity is beach their forces elsewhere on the coast Oceansend, but the dwellers here find no limited to only 4 vessels, mid-sized or in 959-963. benefit to becoming tax-paying subjects greater. The outer wall is composed of a of Yarrvik. Even with goblin and orc Oceansend’s legal system is similar to wooden palisade with watchtowers at the factions moving in, these freesteaders that found throughout the Thyatian gates and corners. This structure is not trust in one another for the common Empire. meant to rebuff attackers, merely delay defense – or in the mercenaries who sell them as people pull into the fortress their services in Oceansend. Holidays proper. The main fortification is a Oceansenders recognize a mix of rectangular, 35-foot tall wall that Other Settlements holidays and festivities that have been encloses Oceansend. The wall’s towers Kreven: Kreven (340) holds an imported from other nations, but there is extend another 20 feet up. important crossroads at the confluence of one unique to the city: the Day of the There are large double gates in the the Storm Maiden and the Visidrik. In Duchess (Fyrmont 11). This day south and north, and they are connected addition to serving as a waypoint commemorates the elevation of Aline by a two-wagon paved avenue. There are between Oceansend and Stormhaven, Sigbertsdatter to a duchess. It also serves smaller gates along the eastern and Kreven coordinates affairs in the west of unofficially as an independence western walls for foot traffic. the Kingdom. It also conducts trade with celebration. The skyline is dominated by the keep the only “public” Foresthome, Dinarion. and castle. This 70-foot structure is near Creller’s Trading Post: Creller’s Relations with Other the western wall. A stonework avenue is a small hamlet just south of the royal connects the keep with the top of the borders. Overland traffic between Nations western and eastern walls. The elevated Oceansend and Lighthall occasionally Favorable: The Kingdom of street offers no defensive benefits save its stops here. It is not yet at risk of the Oceansend has a staunch alliance with use in moving soldiers to the ramparts. humanoid bands at Valhier, but that is the dwarves of Stormhaven. Trade Stairs are frequently spaced amid the only a matter of time. between the two continues year-round supporting columns and walls. Luskwald: Tiny Luskwald sits at the with bi-weekly caravans. Twenty thousand people live within edge of a small forest on the trail to Friendly: Oceansend shares with the city’s defensive walls or very nearby. Blinz. The town began as an Alphatian Helskir the dubious honor of being The population is largely of Thyatian settlement in 919 but fell to Oceansend formally claimed as part of Ericall’s descent and is a hard-working lot. Unlike the next year. The town was also the site kingdom. It is unclear whether the two other port towns, there are no commercial of brutal fighting during the Alphatian nations would form an open alliance. or boarding operations along the docks. Spike, testified to by a nearby ruin. Minrothad shippers keep the city well- People are expected to move their Thorp: Thorp is three miles north of supplied and also transport many of the business into Oceansend as quickly as Oceansend. The Norwolder village city’s mercenary units. The city’s feasible. It gives the entire area a surreal, predates the capital by two centuries. inhabitants also hold the Thyatian Empire ghostlike sensation. Karavik: Karavik was settled twenty in good regard. The hiring halls for which Oceansend is years ago by Norwolders from the Neutral: Oceansend is cautiously so famous exist in the southwest sector of Finsterwald who had been displaced by neutral towards the Alphatian Empire and the city. Auxillary businesses (smithies, the Vanatics. The river town is 14 miles Norwold. Most tensions stem from the provisioners, horsetraders, etc.) make up northwest of the city. dispute over sovereignty.

19

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Personalities Military Regiment 5: as Regiment 2 King Yarrvik the Just: F9, L, Oceansend maintains a standing army Command Company: 25 F, 20 F1 Str16. Yarrvik is a good and just man of 6000 soldiers under King Yarrvik. medium infantry, 1 F3 Sgt, 2 F3 who recognizes the uneasy peace of the The forces are organized into the 1st-4th SMaj, 1 F4 Maj, 1 F6 Colonel times. Despite his leanings toward Armies, each led by a colonel. The Thyatis, he is willing to come under the Armies rotate to active duty seasonally, Post-Wrath adjustments authority of Norwold, but only if he can and it has become convention to refer to Platoon Leaders (Sgt.) F3, Sub-Majors retain his title of king and ensure that the colonels by their season. Soldiers and F4, Majors F6, Colonels F9 Oceansend maintains sufficient platoon leaders are only paid for their Regiments 4 and 5 were lost to attrition autonomy and control of the Strand. The active duty period. With notification to during the war, and Command Company 65-year old ruler is the grandson of Aline their unit, they may freely go adventuring was split among the remaining regiments. Sigbertsdatter, and Yarrvik carries the during the remaining three-quarters of the The Colonel rides with the shooters. family heirloom and symbol of rulership, year. Liberitas. The armed forces maintain the In addition to the Army of Oceansend, Equipment: dagger+4 (Liberitas), following formal ranks: soldier, platoon each village within the kingdom is sword+2, plate+2, shield+2 leader, sub-major, major, and colonel. expected to maintain a well-trained Olaf Yarrvikson: F10, Str18, Con17. The platoon leader (F2-3) leads a group militia. Olaf is the son of King Yarrvik. He of 24 other individuals. The sub-majors works as a miner and engineer with the (F2-4) serve as aides-de-camp to the Village Militia dwarves of Stormhaven. At the age of majors (F3+) that run regiments of 200- Number of Units: 23 39, his blond beard is beginning to grey. 400 fighters. A colonel (F6+) controls an Personnel: 12 F1, 3 F2 with chain mail, His burly, muscular arms seem out of Army composed of up to 4 regiments. sword, and dagger proportion with his slender legs. Olaf has Should your campaign unfold in a Leader: F3 one child, Mara. manner similar to that described by Troop Class: Fair to Good Mara Olafsdatter: NW. Mara is , many of BR: 60-85 the 15-year old daughter of Olaf. She is a Oceansend’s soldiers work as tomboy through and through, and will mercenaries during the Great War or are Navy grow up to be a ranger. involved with local conflicts. Oceansend also has a navy, but most Admiral Frothnard: F7. Forthnard Consequently, the army sizes are reduced ships of the line are actually merchant- is an Alphatian-descent sailor who joined but the BR is increased (see below). marines and privateers. In times of the Oceansend navy after years of conflict, they are brought into service privateer work in the Sea of Dawn. His The Army of Oceansend under Admiral Frothnard in 2-4 weeks. loyalties are not in question. The Personnel: 6000, including 4500 Admiral has used his contacts with swordsmen and 1500 archers (long) Oceansend Combat Squadron shippers to boost Oceansend’s fleet Non-combat Personnel: (Fleet) through auxillary support. Leadership: King Yarrvik (F9) Ships of the Line: Colonel Ping Zhiou: F6. Colonel Troop Class: Fair 4 Lg Galleys (120HP, Art, Ram) th Ping controls the Winter Army (4 ) of BR 75 5 Sm Galleys (80HP, Ram) Oceansend. Ping is ethnically Ochalean, st th 10 Lg Sails (150HD) but he and his family came to Oceansend Composition of the 1 -4 Armies THP: 2380 before the Spike, and this is his home. Personnel: 1500 Speed 35/78 (127’) The colonel has extended family that Leadership: F6 Personnel: 200 Sailors, 1020 Rowers belonged to the famed Sarkan Regiment 1: 400 medium pikemen Leadership: Adm. Frothnard (F7, LF45) Mercenaries, but he has not heard from (chain, pike, short sword), 16 F2 Sgt, Training: 5 weeks them in over a decade (see Gaz F5). He 4 F3 SMaj, 1 F4 Maj Fleet Class: Good is willing to pay good money for Regiment 2: 200 light infantry (leather, BR 102 adventurers brave enough to seek out the shield, spear, long sword), 8 F2 Sgt, 2 Note: Sails carry supplies and 5 marines old Thyatian colonies in the northwest F3 SMaj, 1 F4 Maj and find the Sarkans. Regiment 3: 400 light-heavy shooters Oceansend Combat Squadron Bragi Lodisson: F2. Bragi is a (leather, heavy crossbow, short (Troops) platoon leader with the Oceansend forces sword), 16 F2 Sgt, 4 F3 SMaj, 1 Personnel: 1300 (350 in peacetime) F2 and a good choice for supervisor of any F4Maj marines, including 260 archers (long), PCs that enlist. His Army and regiment Regiment 4: 200 medium infantry (chain, 1040 swordsmen affiliation are up to the referee. shield, spear, long sword), 8 F2 Sgt, 2 Troop Class: Good F3 SMaj, 1 F4 Maj BR 103

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Mercenary Companies Brog’s Crushers: The Crushers are a Murder and Mayhem These are but a few of the mercenary mixed-arm orcish unit. The Crushers are (Levels 1-7) a competent and trustworthy unit, but companies that use Oceansend to take on This is a series of basic to mid-expert they have difficulty securing contracts. recruits or negotiate contracts. Some adventures scattered around the city and They will accept any mission provided units billet in Southside; others send only kingdom of Oceansend. They are they are not placed opposite other orcish representatives to Oceansend and keep unconnected and can be inserted as side units. their forces elsewhere. quests in any other campaign. Many are

Erydyl’s Greenbows: The adapted from the pages of Dungeon Personnel: 20 orc archers (leather, short Greenbows are a brigade of elven archers magazine, and the original source is bow, short sword), 20 orc from the Alphatian kingdom of Shiye- listed for those who wish to see those crossbowmen (chain, heavy Lawr. They have worked previously in adventures in full. crossbow, short sword), 120 light orc the numerous petty conflicts in Alphatia Night of Fear (Dun.28): by Mark footmen (leather, shield, normal and on the Isle of Dawn. They are a Lucas, levels 1. The party visits Crellar’s sword), 40 heavy orc footmen (chain, useful support unit, but they have a Trading Post as a mysterious killer shield, normal sword), 12 2HD reputation of abandoning the field if they threatens its inhabitants. The PCs must Sergeants feel their position is untenable. defeat the killer, before they become the Leadership: Captain Brog (Orc3) next victims. Class: Fair BR 63 Personnel: 200 E1 skirmishers (leather, by Reputation: 199 Cohesion: 255 Redcap’s Rampage (Dun.54): short bow, long sword), 10 E2 master Christopher Perkins, levels 1-3.

archers Luskwald, too, is suffering a murderous Gilmore’s Gallant Blades: The Leadership: Captain Erydyl (E4) spree. A redcap, angered over the Blades hail from across the Known Class: Good BR 127 rebuilding of the nearby keep, is the World and are an infantry unit. Their Reputation: 200 Cohesion: 281 responsible party. leader is a Thyatian man from Darokin Levels 2-5. A City. The Gallant Blades make excellent Hanging in the Sky: The Stoutfellows: Another, corpse is found dangling from the skirmishers and defenders, but they have Alphatian unit, the Stoutfellows are skywalk over the boulevard. Political medium dwarven riflers. The a reputation for draining the resources of their patrons during the down-time. tensions flare when it is revealed to be Stoutfellows are willing to work for the body of King Ericall’s latest envoy to Thyatian interests, and are steadfast in Personnel: 120 light footmen F1 (leather, Oceansend. executing their contracts to the letter. The Craven of Kreven: levels 3-5. shield, normal sword), 80 heavy footmen F1 (chain mail, shield, Bandits are harassing the traders who Personnel: 200 D1 riflers (chain mail, pass out of Kreven, and the party has heavy crossbow, hand axe), 10 D2 normal sword), 10 F2 Sergeants Leadership: Captain Gilmore (F5) been hired to track them down. The only Sergeants problem – the bandits flee all combat like Leadership: Captain Borin Swordbreaker Class: Fair BR 65 Reputation: 270 Cohesion: 215 ghosts in the night. (D4) Hrothgar’s Resting Place Class: Good BR 106 (Dun.25): by Stephen J. Smith, levels Reputation: 301 Cohesion: 325 Madrigen’s Lancers: The Lancers 4-7. Hrothgar was one the warriors who are a cavalry unit native to Oceansend. fought against the Ice Witch, Akra. A The Alphatian Team: This unit is Its predecessor units made a name for themselves during the Spike by harassing wizard’s map has surfaced allegedly currently wanted by the Alphatian leading to a remote cave in which Imperial Forces for crimes that they did outlying Alphatian units. Hrothgar’s intelligent sword awaits not commit. They are a crack commando discovery. Can the party find this blade unit that undertakes impossible missions. Personnel: 100 F1 light lancers (leather, shield, lance, normal sword, war forged by Wieland. [Note: the original If you can find them – and afford their suggested placement was in Karameikos] prices – then perhaps you can hire … the horse), 100 F1 dragoons (leather, Swordtip: levels 5-8. One of Alphatian Team. shield, short bow, normal sword, Norwold’s new lords is soon oppressing riding horse), 2 F2 Sergeants the locals. They party is the Personnel: 5; T6, F7, C4, MU6 Leadership: Captain Madrigen (F7) community’s only hope for freedom. Leadership: Captain Carthage Smith (F7) Class: Average BR 100 In Pursuit of the Slayer Reputation: 312 Cohesion: 485 Reputation: 356 Cohesion: 300 by , levels 6-9. (Dun.15): Note: except for the Alphatian Team, A family is slaughtered by a man called these units appear in PWA II. the Slayer. The party must track down this brutal killer – unaware that he is possessed by an evil sword.

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STORMHAVEN Ruler: Evedotar Gard Rocktooth Settlements worked into finished products or traded Population: 2,500 dwarves There are 2,500 members of Clan to Oceansend for food items. Kildorkak divided among several 30 percent of all finished products are Overview families living in the Ironroot. considered clan property. Individual Stormhaven occupies the southern face of families own the remainder. This tax is the Ironroot Mountains. Since their Konrad: Konrad is an above ground collected on Ambyrmont 8. arrival, the Kildorkak dwarves of this village of 400 that serves as the dwarven nation have had a guarded coexistence nation’s face to the world. It sits a mile Military with the mountain giants to the north. off of the Storm Maiden at the base of the There is no standing army in This clan is the oldest extant in Norwold, mountains. Tunnels lead out from below Stormhaven, but the nation can call up and the dwarven settlements to the west, Konrad into and up the peaks. These 1,000 able-bodied dwarves during times such as Whitemount (Gaz F4), trace their tunnels do not reach directly to the capital of war. This militia has a proud history lineage to here. of Durrad. of fighting frost and fire giants, Vanatic Stormhaven’s history began almost Durrad: Durrad (1300) is the seat of hordes, and the beasts of the Ice Witch, 700 years ago. Under the Syrklist kings, clan authority in Stormhaven. The town Akra. the dwarves of Rockhome had is an underground community located in undertaken ever greater explorations of a large natural cavern beneath the peak Dwarves of the Mountain Clan the world and placed colonies in remote that bears its name. One must cross over Personnel: 1000 D1, with hand and battle locations. Dwarven surveyors came to 2 miles of tunnels to reach the main axes Norwold’s shores in the Third Century town. The Kildorkak Forge of Power is Non-combat Personnel: AC. In 330 AC, colonists shipwrecked secured in yet another cavern two miles Leadership: Gard Rocktooth D7 when they entered Oceansend Bay, but further. The Forge cavern is lined with Troop Class: Excellent the dwarves were rescued by a wandering crystals that magnifies even the smallest BR 115 mountain giant. The giant led them to light and produces illusory copies of the Ironroot Mountains, and since that objects in the area. time, giants and the Kildorkak dwarves Other Settlements: The Kildorkak Animals and Monsters have shared the range. dwarves operate three remote mines with giant ant, black pudding, gray ooze, lava The Ironroot name cames from the approximately 200 dwarves apiece. The ooze, boneless, ice horror, fyrsnaca, red dwarven term durrad, or “Deep-Iron.” remaining 200 dwarves of Stormhaven worm, rock python and rattler, crab Appropriately, the chain is rich with iron live in isolated homesteads. These spider, rhagodessa, steam weevils, cave ore, as well as platinum, silver, tungsten, wayward dwarves receive a mixed bear, lynx, goat, mountain goat, wolf, and bismuth, but the dwarves of reaction from the brethren. dire wolf, eagle, falcon, owl, giant eagle, Stormhaven must take care in their Castle Ironroot: At over 7,000 feet bat, giant gecko, white ape, white fang; mining operations. Beneath the great in altitude, the peak rim of Mount Durrad lava fish, lava lizard and steambats, mountains of the Ironroot bubbles a hides a large volcanic crater. The crater beholder, gargantuan (all types in network of active magma chambers. The sports giant wildlife (including rabbits, Ironroot), black hag, hypnosnake, owl geothermal energy of the system is and a large lake serpent), but it is also bear, rust monster, shadow, sphinx, vented through at least three volcanoes in home to a family of mountain giants, the wychglow, white and red dragon, the formation, as well as numerous hot Sordstones. The giants’ castle sits upon dragonfly and dragonne, normal and springs and geysers. The dwarves an island in the crater lake. large wyvern, cold and elemental drake, regularly inspect the southern volcano, Ymir’s Beard: West of Stormhaven hill, fire and mountain giant; dwarf, Korhwyr the Gray Wind, for signs of is a deep mountain glacier. The ice mass sollux, possession, drolem, mek, trouble or instability. is broken throughout the valley that it , spectral hound, ibex Trees and wildlife are plentiful at the occupies, and the whole area has an eerie, mountain base. The soil beyond 7,200 supernatural quality to it. When visibility Relations with Other feet is barren, with only isolated scrubs permits, adventurers can detect a massive and thorn bushes resisting the chilly form buried deep with the furthest Nations winds and the cold, thin atmosphere. reaches of the ice. Favorable: Stormhaven maintains excellent relations with Oceansend. Holidays Economy There is little doubt that each kingdom would support the other militarily or in Day of the Angry Sea The economy of Stormhaven is driven other capacities. The two nations also (Ambyrmont 8): This day by mining out the veins and lodes of facilitate communication from places in commemorates the shipwreck of the several metals. A few gemstone deposits the mountainous interior and nations original dwarven colonists. It is also can be had in the deeper reaches of the overseas. used as the annual tax day. caverns. After mining, the metals are

22

STORMHAVEN

Friendly: Stormhaven is on fair terms but always returns to Durrad. Bad Harvest: One of the dwarven with Rockhome. As a matter of Equipment: battle axe+2 homesteaders has brought in a bumper principle, the ruling Everast clan would Ratri Backaxe: D12 Rank D (Rank crop of truly gigantic proportions. The prefer that Stormhaven and similarly M in AC10), str 18. Ratri is an outcast of Alphatian wizard’s magic has removed dwarven settlements maintain a another dwarven settlement deeper in contaminated the area, and produce is not formal allegiance to Rockhome, but this Norwold’s interior. He is a bitter and the only thing affected. It’s an adventure does not color dealings with the two resentful creature, but Ratri can play the back to basics, when giant and nations. Vestland has handled most role of a good dwarven adventurer with gargantuan wildlife runs amok. trade, but Minrothad is trying to get the ease. Ratri seeks to bring war between Revenge of the Mountain Clan dwarves to use its ships at Ylari ports. the dwarves and giants of the Ironroot, a (CM1): Gargantua has discovered the Neutral: Stormhaven is indifferent to part of his attempt to earn Immortality. location of the Forge, and he has Thyatis and Alpha. The former had good Equipment: battle axe+5, slow Lawful; teleported some of his prize creations into relations during its control of Oceansend, ring of quickness, ring of spell turning, the holding cavern. A humbled evedotar but without a steady presence, relations plate mail +4 (absorbs 2hp/strike), potion asks the party to save his clan’s relic. have ebbed. Unlike with Oceansend, of etherealness Fire Down Below: Despite having Ericall’s court at Alpha has as yet made Bodor Sordstone: Bodor is the lost the Forge, Gargantua retains an no formal appeal to the dwarves for their chief of the Ironroot mountain giant clan ember from it. He uses this item to allegiance. Stormhaven is also that lives atop Mount Durrad. The awaken a huge, magic-wielding red ambivalent about their cousins living in absent-minded giant once worked as a dragon to assault Stormhaven. The the Alphatian kingdom of Stoutfellow. mercenary for Thyatis and warlords on dragon has its own interests though, and Unfriendly: The Stormhaven the Strand and in the west. Bodor is its growing army of fire giants, dwarves have a mildly disfavorable view married to Wolmu, and together they humanoids, and lesser dragons threatens of Alphatia. They recall many of the have a son, Bombon. The family also has more than the dwarves. Empire’s previous attempts at colonizing several pets: Twitty-Pie (a canary-roc) Norwold – to disastrous consequences. and Morus the Cat. Other Adventures Recent troublemakers such as the wizard Equipment: Bodor’s most important Thunderdelve Mountain (XS2): Gargantua have particularly irked the treasure is an intelligent, and highly by William Carlson. One of the western dwarves. chaotic, harp formed in the figure of a dwarven colonies asks for aid in female. This harp can charm or put to recovering their stronghold from bandits Personalities sleep all in a 60’ (save-2). Once per day, and the dreaded fyrsnaca. it can play a song of discord (as symbol Gard Rocktooth, Clanmaster: The Pestiferous Castle of Bodor of discord). If stolen, the harp constantly D12. Gard is the proud and competent Sordstone (AC10): Ratri is ready to demands to be taken to its “rightful” leader of Stormhaven. To outsiders he is start a war between the dwarves and owner and causes problems for the termed a king, but to dwarves, Gard is mountain giants. He steals his old clan’s thieves in question. Bodor also possesses more accurately known as an Evedotar, forge and presents it to Gard Rocktooth, parchments entitling the bearer to nearby or clanhead. He is accompanied daily by claiming the giants killed his people. lands. twelve guards (D9). Gard is 140, and in Then he begins to steal items from both his youth he participated in the early groups while implicating the other. If the defense of Oceasend. The Bigger They Are truth is not uncovered in time, war will Niddrow the Wise, Keeper of (Levels 13-16) come. the Forge: D8 (DC8). Niddrow is a This is a series of companion-level Return of the Nightwalker: Held small, bespectacled dwarf who has a adventures caused in part by the within the confines of the gaol of Castle tendency for being fidgety. At only 88, machinations of the Alphatian wizard, Ironroot, a nightwalker has plotted its he is young for a relic keeper. This was a Gargantua. To further his magical revenge upon the world. The conflict great source of contention during his power, Gargantua requires the dwarves’ between the giants and dwarves has elevation as dwarven maturity (i.e. when Forge of Power, but first he must locate allowed the creature to escape and to one is thought capable of leadership) is it. renew its terror. To defeat the monster, considered to occur at 100 years. The Mine Collapse: Contact has been lost the party must first discover its origins. Forge is the dearest thing in Niddrow’s with one of the mining colonies, and Is it related to the arch-mage who sealed life, and should anything happen to it, he Gard Rocktooth has asked the party to it away a century ago, or to the wizards would be driven to distraction. investigate. Normal and gargantuan who originally built the castle before the Grazin, D7. Grazin is a hard-charging gargoyles are trashing the tunnels, coming of the dwarves? dwarf who too often goes with his first hunting the miners, while deeper troubles instincts no matter if circumstances prove arise. them wrong. He adventures far and wide

23

SAFFIR, LIGHTHALL, and the ISLANDS Overview productive. The Traladarans brought Equipment: sword+3 (Trollbane), Far to the southwest of Oceansend is a with them many traditions that have been dagger+3 (Fang), returning spear+2, plate region of growing importance. The town expanded upon since their arrival. mail+3, shield+3, pouch of security. of Lighthall illuminates not only the Relfren is particularly noted for its Claransa the Seer: MU15, Int17. treacherous shores but also serves as a cheese, with orders now coming in from Claransa is a 34 year-old wizardess born beacon for the future of Alphatian as far away as Landfall. Mead and wine in Threshold. As a teenager, she studied presence in Norwold. Building up the are the Saffish specialty, but they do not in Specularum before boarding a town is a royal and imperial priority since have as wide an appeal. Minrothad vessel bound for the New Helskir declared its independence. World. Claransa reconnected with her The nearby mountains are home to both Military Saffir kinsmen in the last few years and native Norwolders, the Wolkenbergers, There are currently no formal military has convinced them to join with the as well as a few communities made up of units at Saffir or Lighthall beyond town Kingdom of Norwold, for which she will Traladaran expatriates. The town of guards. Building dominion forces are top be awarded her baroness-ship in the Saffir was founded by a Traladaran priorities for both Claransa and spring. Claransa has struck up a conscript named Lirovka who deserted Theobold. In the interim, assume Saffir friendship with Geoffrey of Heldann. from Oceansend. In time, Lirovka’s kin has one village militia and Lighthall has While the baroness-to-be is certainly and other Traladarans migrated to two. capable of running a dominion, she has a Norwold aboard Minrothaddan vessels. bad streak of losing focus on tasks and Claransa the Seer has organized the Personalities walking away for something new [PWA suggests she abandons her post in 1004 to people at Saffir, and the Thyatian- Sir Theobold Redbeard: Kn25 return to adventuring]. despising people have agreed to direct (Kn30 in M4), Str18. Theobold Claransa is willowy and stands only allegiance to King Ericall. Redbeard is Lord of Lighthall and the 5’4”. She has blond hair and green eyes, Numerous small hamlets fill the the gap preeminent member of the League of and she wears bright gowns with a simple between these communities. The natives Extraordinary Adventurers (see Gaz F8). design. are cautious of outsiders, but as contact He began his military career with the Equipment: 2 daggers+4, staff of continues, the residents of the Legion of Alphatia and saw action wizardry, ring of protection+1, displacer Wolkenberg slowly fall into the around the Dunadale Boglands and cloak Alphatian sphere. Thothia. General Torenal fast-tracked [Editor’s Note: Claransa has appeared in The greatest threat to the people of this the soldier and freelanced him on several numerous CM/M modules and Almanacs. region is the barbarian hordes from missions around the Alphatian Empire. Her CM1 statistics are used here as a beyond the mountains. Lycanthropy and Theobold was instrumental in blunting baseline for 1000 AC.] dragons are other problems that are Heldannic encroachments in the Pandrum: NM. Pandrum is a slowly gathering. This part of the Strand Skaufskogr. When Helskir declared its shopkeep and baker in Saffir. likely would be the first contested independence from Norwold, King territory should war come to Norwold. Ericall (Torenal’s son) appointed Mendel: E2, N. Mendel is an elven Redbeard to his lordship and awarded alchemist living in Saffir. Economy him the first LEA induction. Ethelbert: NM. Ethelbert hails from Currently, Lighthall’s economy is Theobold is a fair ruler, but he has had the distant kingdom of Ghyr. He arrived limited to port authority, customs and to learn to accept foppish nobles and with one of the last trade groups to naval interdiction. Local agricultural courtiers in his presence. He has a mild Oceansend and remained behind. Now production and fishing is barely self- interest in a fellow LEAer named Ethelbert and his wife, Zaida, operate the sufficient, and the town imports a good Theona, but her recent transformation Blue Feather Inn in Saffir. The innkeeper deal of grain from the Isle of Dawn. This into a vocal temperance advocate grates is easily bullied. is one of many problems facing Lord on the man. He has red hair and sports a Bishop Yancey: C7. Bishop Yancey Theobold. full beard beneath blue eyes. Theobold is is another non-Traladaran who has made The Norwolders of the Wolkenberg are 46 and stands 6’2”. Since retiring from his home in Saffir. He began life as a self-sufficient. They feed themselves by active adventuring, the Lord of Lighthall Qeodhan whaler and scourge, but he had hunting and raising small gardens or has put on a few pounds (200 lbs). a religious experience during one of his tending flocks. In good years, there is a Theobold is sometimes visited by raids. Wandering into the wilds of small surplus of foodstuff that can be fellow companions and members of the Norwold he became a follower of He traded away. In other years, the men of LEA. Laralyn Athiliar, Prosper, and Who Watches. (See Lambert Bohn and the Wolkenberg sell pelts to coastal Quentin the Aggressive are detailed in Sister Sanchia in the larger Personalities residents. Gaz F8. His friend Hogun of Rockhome section). The mountain communities of Saffir (D12) has retired to his native country to Duncan: NM. Duncan works odd and Relfren are more economically serve as an advisor to King Everast. jobs in Saffir, and his loyalty can be bought easily.

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SAFFIR, LIGHTHALL, and the ISLANDS Eli: F6, C. Eli is a tall, brawny man Norwold officials ask the party to Adventures and the primary smith of Saffir. investigate what is happening, unaware Master of the Hounds: Settlers on Milton: MU4, N. Milton is Saffir’s that Krasniy is a red dragon. the Isle of Dogs claim their sheep are town fool. He asks for handouts to help Five Coins for a Kingdom (M4): being devoured by a pack of ravenous his family, despite having never married Lighthall has disappeared! Join in a hounds. Can the party negotiate the or sired children. quest across the Strand to locate five swamplands to uncover the truth? The Gregor Pyotorvich: F3. Gregor is coins that are the key to finding the People of the Mist and weredogs feature. Claransa’s captain of the guard. He has vanished city. But to restore Lighthall, Imperial Entanglements: Pirates lived his entire life in Saffir. the party must travel to the and smugglers from Landfall are being Dorina: NW. Dorina is a fortune- of Eloysia and defeat the wizard-king, pursued by Alphatian warships. The PCs teller in Saffir. She is quite knowledge Durhan the Conqueror. are mistaken for pirates themselves, and about the goings-on elsewhere in the they will have to figure out a way to region. The Islands extricate themselves from this As described in the Geography section, predicament. Adventures the islands are minimally inhabited. The Levitating Flaem: A famed The southern Strand is suitable for Raiders from Ostland and Qeodhar use ghost ship has appeared near the adventures at every level, as the samples the waters and coves to mount their characters position. What awaits the PCs below reveal. expeditions, as do those seeking to avoid aboard the vessel that can never go In Search of the Unknown any imperial entanglements. The home? (B1): by Mike Carr. Rumors have unwary, however, risk stirring the ancient Sea War with Qeodhar: Qeodhan reached civilization that Rogahn and dangers of the islands. whalers are preying upon local fishing Zelligar perished in conflict with the vessels. The party must free the waters western barbarians. Somewhere high on Military and Economy of these interlopers. a craggy hill, a single tower overlooks the The only large forces in the islands are The Tip of the Iceberg (AC10): ground. For those brave enough, the periodic raiding parties from Ostland by Thomas Kane; levels 8-11. A glacier Quasqueton awaits. or Qeodhar who anchor on the main from the far north was once the realm of The Mountain Hordes: Goblins islands as well as the smaller ones. the frost giant Jarth, but it broke away and orcs are encamped in the hills Whitehall uses the Alphatian standard from its seaside cliff. It is now drifting between Saffir and Relfren. Baroness coinage, although other currencies are south, slowly melting. Jarth, his fellow Claransa hires the party to take out one of known to float around. Otherwise, locals giants, and an assortment of other their holdings. stick to barter. creatures are desperate to reach the The Wererats of Relfren mainland before the ice disappears. They (Dun.14): by Grant Boucher and Personalities will attempt to shanghai passing sailors. William K. Wenz, levels 3-6. The Theona of the Righteous PCs who brave the floating ice might also mountain town of Relfren, famed for its Glory: C21 (C30 in M4), Wis18, Cha17. discover treasures from forgotten ages. cheese, was subtly changed when a Theona is a cleric of the Order of the I am the Walrus: A wereseal is mysterious side show came to town. Skyven, a minor Alphatian religious trying to organize the seals and walruses Now the town is overrun with wererats. society. She has a commanding presence against the hunters who visit the rocky Cry of the Deerman: The forest is (5’8”, 200 lbs) with black hair and eyes. shores. The hunters, in turn, have allied the battleground of a lycan war, as Theona is entering middle-age, and she with a wereshark. weredeer and werewolves fight one suddenly has grown more serious about No Wine, No Women, No Song: another and the humans living nearby. her faith – and everything else in life. Despite its architectural beauty, The Vanatics: The vile Vanatics She is embarrassed by her wild, unpious Whitehall is a dreary place to visit. have returned to the Strand. Villages and days as a battle-junkie and a woman Theona’s Order of the Skyven will see to hamlets are sacked along their march to capable of winning a drinking contest that, as the party tries to unwind. This is the sea. Can the party blunt the attack, with orcs. Theona is a member of the a heavily role-played, slightly humorous and if so, will they be foolish enough to League of Extraordinary Adventurers. scenario. follow in the footsteps of Zelligar and She has since retired to Whitehall to lead Bandicot: A dragon turtle has laired Rogahn? the religious community there. Her first in the shattered husk of the Blackmoorian Krasniy the Red (AC10): By Gary order of business is promoting city. When it troubles shippers and Thomas, levels 12-15. Baroness temperance. fishermen, the party is called in to help. Claransa felt the call of adventure and has Equipment: breathing mace+3, +4 vs But is a dragon turtle all that awaits the left Saffir. When barbarian and Chaotics, chain+3, shield+2, rod of party in this 4000 year old tomb? humanoid troubles mount, the warlord victory Krasniy moves in to offer “protection.”

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FORESTHOME ELVES Overview Society and Military Personalities Norwold is home to approximately Foresthome houses are constructed Brendillia: E8. Brendillia is the leader 7,000 elves that live in several dozen through carpentry and are built in and of the Lornadiel clan. She has held the scattered communities known as around hardwood trees. The elves position of clanleader since the passing of Foresthomes. Few know of the existence maintain small gardens and are active her mother, Lornasen, in 523 AC. of these elves, but they have lived on the hunters. Each Foresthome can call up a Brendillia’s only concern is keeping the Strand for a millennium. quarter of its residents for defense. Foresthomes out of worldly affairs, and In 800 BC, Mealiden Red-Arrow led a she is unhappy with the Dinariyes’ open party of elves from the Sylvan Realm in Holidays contact with Kreven. the continent’s northeast to the Streel Shelter of Ygg (Felmont 17): On this day, Plain of the Known World. His elves the elves reached Walrus Island and Adventures carried with them 9 copies of the Tree of found sustenance in the fruits and nuts of Pixie Dust: The pixie Erol wants his Life as well as seeds from the original. Yggdrasil. This is a day of thanksgiving tobacco back! A holier-than-thou elven Mealiden’s strict rule was soon among the Foresthome elves. teen has stolen the fairy’s pipe and challenged, and the Vyalian, Callarii, and supply of savory leaf for the good of his Shiye elves departed for other lands. The Settlements health. The pixie just wants to relax on first two settled in Karameikos, while the Elfswood is a small his veranda and asks the party for help. Shiye under Eiryndul followed the Elfswood: Foresthome at the edge of the Hidden The Elven Home (Dun. 1): by Rainbow Bridge first to the Northern Anne Gray McCready, levels 1-3. While Reaches, then to Norwold and Walrus Valley. It is home to the Glanadyl clan, and their young Tree of Life is a daughter traveling through the wilderness, the Island, and finally to Alphatia. party happens upon a group of the Tired, the Shiye planted their original of the one at Whispering Grove. It was settled in 970 AC. reclusive Foresthome elves. Can the copy on Walrus Island, but it did not party discover the secret of their seem to take as the harsh conditions Dinarion: The Dinariye elves settled the Finsterwald in 965 AC. Unlike the mysterious pond while fending off a mounted. The despairing elves gave up troublesome treant and irksome stirges? on the Tree, and made the last leg of their other Foresthomes, they have a public Feathered Friend: Elven rangers trip to Alphatia, where the established the presence and trade with the village of are increasingly sighting the feathered kingdom of Shiye-Lawr. Kreven in the Kingdom of Oceansend. lizardkin. Are they friend or foe? Shiye-Lawr was recognized as part of Eloth-Ariheim: The Pallandriel clan The Bane of Elfswood (Dun. the Alphatian Empire in 500 BC, but not moved north in 500 AC. At its height, by Stephen J. Smith, levels 15-18. every elf was pleased with the rulership the Foresthome rivaled Whispering 21): of King Eiryndul or his successors. In Grove, but they suffered greatly during The residents of Elfswood are terrorized one of the lesser known schisms of the the reign of the Ice Queen Akra, and only by an odic, the vengeful spirit of a druid. era, the wizardly creation of the pegataurs 120 elves still reside here today. The Rot: A strange, hardy fungus has – half-elven pegasi – led to open revolt Carindor: The Arceniye elves left appeared on the elves’ trees, and the against the Lawr Throne. The uprising Whispering Grove in 428 AC at the same druids refuse to help. Are they the cause? was put down, and the participants were time as the Lothiye elves (see Gaz F8). Or is something else at work? placed in prison communities. Their settlement is better fortified with The Roots of Ygg: The Tree of Life In the chaotic aftermath of Alphatia’s natural tree falls, pits, and thickets on Walrus Island is at risk from the defeat to Thyatis, the elven prisoners disguising any sign of their existence. Of predation of dragons and deragorma escaped to the coast and took to the sea. the Foresthomers, the Arceniye are the immune to its turning power. The They were battered by storm-tossed most prone to hostile reaction towards seclusive Foresthome elves have no waves for weeks, and starvation and outsiders. choice but to enlist outside help. thirst wracked them. Survivors of the Meliniath: The Melinossums are an Mystery of the Snow Pearls voyage washed up on the shores of offshoot of the Arceniye that settled the (CM5): by Anne Gray Mcready, Walrus Island. hills in 982. The younger members have adapted. An Alphatian wizard, Milgor, There the elves found succor from the begun to explore the mountains nearby. has taken the Snow Pearls that protect Tree of Life that had grown from the Yelethmorn: This is the community of one of the Foresthome Trees (originally a cast-away Shiye Tree from centuries ago. Yggdrasil. Only a few dozen Lornadiel place called Tarylon). The party must In time Lornasen, their leader, quested remain to tend the venerable tree. recover the items before the harsh across the continent to find the Sylvan Whispering Grove: Whispering weather destroys the tree. Realm in the west and returned with the Grove is the major Foresthome knowledge to reconnect with Yggdrasil. settlement in Norwold. The ruling clan is Correction: The Lothiye Tree of Life The elves carried the daughters of the Lornadiel. The Tree at Whispering (Gaz F8) is the daughter of the tree at Yggdrasil and the Shiye Trees to the Grove is a daughter of the main Shiye- Whispering Grove and not Elfswood. mainland at Whispering Grove. Lawr Tree in Alphatia, not Yggdrasil.

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PERSONALITIES The Would-be then. Despite his moderate success in opportunity and a chance to found his Lords of Norwold business, any dominion awarded to own dynasty. He is willing to listen to Shebb is fated to poverty and he will be the offers of Thyatian agents. Trent the White: Pal 15 (Pal30 in forced to dip into other’s treasuries. Equipment: sword+4 (charm person 3 M2), Str16, Dex17, Con17, Ch16. Trent Shebb has maintained himself all of weeks), heavy crossbow+2, plate+3, is an itinerant Heldannic Knight who left these years through a stash of potions of shield+4 his native home of Heldann a few years longevity. These have done little to ago. He sees his path of exploration as remedy his thinning brown hair and light Hiring Hall Roll Call one placed before him by the Grey Lady, beard, however. His eyesight has Vanya. Trent now has come to the north Aithne of Far Isle: E1, N. Aithne is suffered some, and he requires a pair of seeking adventure for a purpose he does a female elf with dark red hair that hangs spectacles for most of life’s activities. freely down to her waist. Her name not yet realize. Trent the White is a rare Equipment: leather+3, ring+3, rod of figure among the Knights, he is a true translates to “little fire.” The 5’2”, 101 weaponry+5, dagger+2, ring of life lbs. elf-woman claims to be from an paladin and precursor to the pathfinders protection, boots of speed (see Gaz F7 The Heldannic Order). island off of the coast, but she refuses to Fergus the Justifier: F15, Int7, Trent sees the growing imperial conflicts provide greater specificity. While most Dex 17. Fergus was a fighting champion and has concluded that regional assume she is Shiye or from the Isle of in Norrvik, the capital of Vestland, and independence is what is best for the Dawn, Aithne is actually from the Walrus has now made a name for himself in Norwolders – which will surely put him Island clanhold. Since coming to the taverns all along the Strand. While in at odds with his Order. The paladin has mainland, she has grown enamored with Lighthall, he learned of the upcoming developed a friendship with Adik de the larger woodlands. Those working the landrush and is contemplating answering Chevas during his journeys. hiring halls are still mulling over the the call. However rough around the Equipment: two-handed sword+3, dependability of the elf-woman clad in edges, Fergus is a good and noble man. dagger+3, plate mail+3, shield of sky-blue and ocean-gray. Equipment: sword+3, longbow +2, reflecting+5; longsword+5 (L, Ego9, Brun the Brown: D2, C, Con16, plate+3, shield+2 Int9), detects magic, gems, and invisible Dex7, Cha7. Brun is a member of the [Editor’s Note: Fergus has appeared in MU15 (MU29 in Kildorkak clan of Stormhaven who has Adik de Chevas: numerous products, and his CM1 M2), Dx16, Int18, Wis16. Adik de taken to a life of adventure. He loves statistics are used here for 1000 AC. M1 carousing in Oceansend in the company Chevas is a traveling scholar who writes lists him as a paladin.] poetry and studies art, ethics, and of dwarves, humans, and even halflings. Alak Dool: MU19, C, Cha7. Alak is politics. Born to an Averoignian family He favors gold over gems because of the a Denagothian-bred wizard who stumbled in , Adik left the Principalities former’s ability to be molded into upon the international conflicts shortly after his graduation from the “living” objects. Brun is short and as surrounding Norwold when he left the School of Magic. He became a broad as he is tall. He often sports a red Plateau. Alak is selfish, cruel, and vagabond, traveling the Known World jerkin, and his personal emblem is a red ambitious. He readily accepted money and the Alphatian Empire to satisfy his war hammer. from Thyatian backers to position academic pursuits. Adik met Trent the Beryl Wayfarer: MU2, N, Wis7. himself in Ericall’s court. As part of the White while they were both visiting the Beryl is a tall, lanky man (6’, 133 lbs) deal, Dool has been promised half of City-States of the Gulf of Hule. Adik is whose attire sports autumn colors to Norwold should Thyatis conquer it. currently researching Heldannic artwork match his chestnut hair. Beryl is not a Equipment: staff of power, wand of and the newly scribed Norwold eddas, Vanatic, but he hails from west of the illusion, wand of lightning bolts, ring+4 which may inadvertently lead the wizard mountains and has a history with the Rutger Dag: F15, N. Rutger Dag is a to discovering Immortality. western dwarves. Beryl is interested in wild character from Vestland. Dag Equipment: staff of power, buckler getting rich without risks, a position that enjoys banquets and parties. Rutger AC3, ring+4, cape of protection+1, wand hampers his employment. Beryl speaks came to the hiring halls of Oceansend to of negation, wand of lightning bolt. the language of dragons. ply his trade, but he has heard rumors of Shebb Woolsey: N, T20 (T30 in Equipment: wand of metal detection the upcoming landrush opportunities. M5), Dex18, Wis17. Shebb was born in Dorcas Deepdelver: H4, Str6, Int8. Equipment: sword+2, flying, longbow+4, the Traladaran town of Kelven over 160 Dorcas is a halfling woman who should plate mail+2, shield +4 years ago. As a young man, he left for have been born a dwarf. She has joined Max the First: (Maximus I) F15, C, the coast and eventually made his way to with the mountain dwarves of Norwold Str18, cha7. Max is a mercenary, Thyatis City, where his life of adventure on many deep delving expeditions, even through and through, with an odd mixture and crime began. After surviving the killing a giant serpent single-handedly in of ambition and caution. Opponents Alphatian Spike, Shebb left for the Isle of one altercation. Dorcas’s curly brown mistake his behavior as cowardice to Dawn and Helskir. He has made several hair falls to her waist. Her suede clothing their detriment. Max sees the upcoming contacts with King Ericall’s court since is dyed dark green or brown. She is a landrush as both a good business

27

PERSONALITIES slinger and marks her lead shots with a 118lbs.) who became enamored with of captivity, Lenore escaped and wound personal rune. Oceansend’s city life. He passes up on the streets of Landfall where she Grotto the Tall: D12 [1.25MXP in unnoticed in most crowds, sporting developed her skills and a taste for CM3], Con17. For the last half-century, mousy brown hair and a beard and his gemstones. Today, Lenore plies her trade Grotto the Tall (he stands 4’1”) has been dark eyes always darting. The Sly throughout the coast, even venturing to a dwarf on a mission, wandering among justifies his line of work by claiming that Alpha on occassion. She is haunted by the world’s dwarven clans, collecting the gods made enough money for her capitivity and goes out of her way to news and legends of his dispersing kin. everyone, and each it’s person’s duty to steal from those who traffic in slaves. Grotto has a wild sense of humor, but he claim his fair share. Equipment: dagger+2, 50’ silk rope sash doesn’t like jokes played on him. Ilona Firehair: F8, C, Dex16. Ilona Ulf the Sledge: D11, C. Ulf is a Equipment: battle axe+4, hand axe+2 of is a strikingly beautiful, tall woman heavily bearded dwarf with no known returning, plate mail +3, shield +4 of (5’11”) from the Isle of Dawn with long clan ties. He has been a fixture in the absorption, horn of blasting red hair tucked beneath a conical helm. hiring halls for years, selling his services Hugi Tunneltrue: D6, C, Wis4. Her beauty is only skin-deep, however, as a one-dwarf grenadier army. With Hugi stands a mere 3’7” and weighs 128 for she is cruel, capricious with the fate only three shield bearers to protect him, lbs. He hails from one of the western of her prisoners, and caring only for a Ulf single-handedly beat down the gates dwarf clans, but he seems disinterested in quick profit. Prior to becoming a to Blinz. The dwarf passes time at bars, joining the local Stormhaven community. mercenary, she was a caravan guard, and using throwing feats to cover his tabs. The dwarf usually braids his long brown before that a thief. A golden, flame- According to the tales of his youth, Ulf hair and beard. He vasilates between shaped braclet incircles her right arm, and wrestled and broke the back of a cave being a miser or spendthrift and goes a dagger lies ready hidden in her boot. bear. He knew Aline Sigbert when the through cycles of wasting and hording. Equipment: four javelins +1 latter was governor of Oceansend, but no Hugi distrusts horses and large birds. Sister Sanchia: C9. Sister Sanchia one believes the odd dwarf. Equipment: war hammer+1, shield is a young, petite, and dark-haired Equipment: war (sledge) hammer+2 bearing an upside-down “U” woman. Sanchia is a Thyatian-descended Delsel Oaktree: N, E10 (Attack Harold Forkbeard: F7, N, Str16, follower of He Who Watches, who was Rank M in M2) Dx18. Delsel is a Int6, Wis17, Dex7. Harold is a giant of trained by the Sisters of Sorrows in Ghyr. Foresthome elf from Whispering Grove. man (6’5”, 225lbs.), who loves tavern After that nation’s Desert War against He and his followers were misfits, unable brawls. He was forced to abandon his goblins and other humanoids, Sanchia to adjust to clanlife. They are now in home in the far northlands (where felt a calling to leave the convent and Oceansend looking for opportunities. precisely, he does not say) because of a travel the old Tellesian Way. She spent Leandrax F5. Leandrax is a strong blood debt. Harold strikes an imposing time with the Icereach Barbarians before swordswoman who hails from the figure with a war hammer in one hand passing through the Wyrmsteeth and barbarian people around the Great Bay. and bastard sword in the other, while his Hidden Valleys, finally reaching the Zargos: NM. Zargos is an Alphatian huge, blond beard is braided in two walls of Oceansend. Enroute, she commoner who works odd jobs around strands. defended a small hamlet against bandits, Oceansend. He is sometimes hired out Equipment: chainmail byrnie, but she is mainly known as a healer. Her by units for scavenger or mess duty. He warhammer+2 surcoat bears a white dove, in honor of has a habit of getting into trouble and Rolf the Wolf: F7, C, Wis8, Con6, the Sorrows she left behind. needing others to bail him out. Dex7, Cha8. Rolf is a slender man Equipment: mace+2 Erydyl: E4. Erydyl is the Shiye (5’11”, 158lbs) of Hattian descent. His Rorie the Red: E10, Con17. Rorie captain of Erydyl’s Greenbows. black hair is graying, and a fierce half- (Rorydyl) was a Vyalian Forester with Borin Swordbreaker: D4. Borin grin mars his face. Rolf was once a the Thyatian Imperial Forces. When leads the Stoutfellows, a division of member of the Heldannic Knights but Oceansend declared independence he dwarven crossbowmen from Alphatia. was expelled over his moody behavior remained behind in his adopted home Brog: Orc3. Brog commands a small, and difficulty getting along with his city. Two years ago, the bearded elf led multi-arms group of orcs known as fellow knights. He is now what is most militia forces against orc bandits hiding Brog’s Crushers. hated by the Knights – a mercenary in the caverns near Kreven. Gilmore: F5. Gilmore is the captain sellsword. The wolf-skin drapped soldier Equipment: sword+2 of Gilmore’s Gallant Blades, an infantry has no qualms about raiding orcs, men, or Lenore the Beautiful: T10, N, mercenary unit. elves, so long as the money is good. He Str7, Wis16, Cha16. Late in her Madrigen: F7. Madrigen is an is unworried of death, saying only that adolescence, Ostlandic reavers kidnapped experienced soldier and leader of the “dead is dead.” Lenore from her Helskan village. She cavalry-dragoon mixed unit, Madrigen’s Equipment: battle axe+1 suffered greatly at their hands, and at the Lancers. Hrothgar the Sly: T7, N, Str5, Ch8. hands of the Alphatian wizard who Hrothgar is a small Norwolder (5’3”, bought her (Edindol). After several years

28

PERSONALITIES

Coiger de Mory: C27 (C34 in Lighthall or in the Isles. In advance of presently known, but she reemerged in M2),C, Con 16, Wis 16, Cha 16. Coiger this, he has begun visiting the hiring halls the last 5 years as the adventurer Aline is an evil, selfish man with a passion to as a perspective employer. Edindol Sigbert, heroine extraordinaire. Her twin collect rare items. He carefully hides retains the smug elitism of the Alphatian goals are the preservation of Thincol’s artifacts without record, relying on his magocracy, and he will refuse to and Yarrvik’s line. photographic memory should he ever acknowledge the authority of King Charek Walda: F31, N. Charek is a need to retrieve anything. This puts him Ericall, even if he is the son of the great warrior of Sind and is deeply in into conflict with Landfall’s AAA. More Empress. love with Aline. He will recommend recently, Coiger has been seeking an item Lyla the Mist Witch: NW. Lyla is against suicidal stands, but in the end, he known as the Girdle of De’Rah. one of the better-known Swamp Folk will always be at her side. Equipment: mace+4, hammer of living on the Isle of Dogs. The locals Dernfara of the Southern Isles: flying+3, suit armor +4, shield+3 know her as a skilled, if odd, herbalist MU30, N. Dernfara is a wizard of Lambert Bohn: C25 (C30 in M2), capable on producing salves, pultrices, unknown origin, someone Aline L, Wis16. Lambert is a fast rising and elixirs. encountered during the lost years. He is Templar of He Who Watches (see Gaz Gints: F2. Gints is one of the People a mercenary with no compunction about F4). He is on a long spiritual journey to of the Mist that live within the Marshes. leaving a bad situation. Denfara is find his patron, and the next phase of his In his youth, Gints left the swampy unlikely to be encountered in Oceansend quest requires that he find the Girdle of confines for Oceansend and worked as a except in Aline’s company. De’Rah. mercenary. Today, the tattoed man Lendor: F10. The Karameikan Equipment: mace of flaming+3, works the marshlands as a hunter and Lendor has experience fighting trolls in hammer+4, plate mail of healing +3, fisher. He is will to serve as a guide to the Altans. He has promised to aid Aline shield +2, cape of protection +2 outsider parties, but he does not speak of should she ever call, and he will honor Peiglle: D7 (D12 in M2). Peiglle is his time as a mercenary. that oath with grim determination. the jailer for Coiger de Mory. Coiger Anarchak: C15. Anarchak is a cleric discovered the embittered dwarf during Sigbert’s Nine with the Church of Thyatis. He does not his explorations of the west and brought These are potential recruits to personally know Aline, but might be him back to work in his sanctuary. accompany Aline Sigbert on her final assigned to aid her as a representative of Peiglle is not sadistic, but he is rough and tasks as a candidate for Immortality, the Church. violent with his charges when they get including the defense of Shillabeer Gap Bynar Raedwulfsen: F20. Bynar is out of line. Peiglle also does some in Thyatis against a horde of Altan Tepes a Vestlander who has earned great legwork for the wizard, going into trolls (IM3 , by Ken renown in hist country for his battles with Oceansend to collect supplies. Rolston). For the best adventurers and the denizens of the Trollheim Hills. Equipment: sword+3, plate mail +4 of mercenaries, she has come to Oceansend Vestri Thjorfrson: M12. Vestri ethereality, shield of electricity +3 to collect on debts. Her trials could also studied at the Uppsala College of Magic Assistant: an athach be used as an arc for PCs during their in Vestland. He is a traveling companion Dondella: A lady of Oceansend. Expert years. of Bynar, but he does not share the Dondella is a potential patron for the Aline Sigbert: C34. Born Aline warrior’s zeal or recklessness. party. She could also link the party to Sigbertsdatter in 869 AC, Aline was a Drogo Prickthorn: H8. Drogo is a some of the smaller storylines of the supporter of Gabrionus IV before he took Halfling with kin at both Wereskelot (the region, such as Melissa the Fair and the Imperial throne of Thyatis ca. 900 Five Shires) and Luln (Karameikos). He Rogahn the Fearless and the Order of AC. She was rewarded for her loyalty is a wandering storyteller who has fallen White Drakes. with control of the new Oceansend in with Aline in search of a great story. Fortios: F1. Fortios is a brash colony. Aline remained at the post for This bard could be instrumental in Darokinian adventurer and acrobat who over two decades, but retired soon after spreading the legend of Aline. thinks his rapier can stand up to any her elevation to duchess. Brethil Moonkindler: E10. weapon. She disappeared from view, only to Brethil is an Alfheim adventurer who has Sire Entrechat: F9. Sire Entrechet reemerge under the identity of Liena, a come to be in the debt of Aline. He will is an Averoignian knight and merchant in cleric of Vanya. Liena married a honor his debt but he won’t throw away search of a dominion lord. He recently Northman named Tor with whom she had his life in a suicidal cause. [Note: Brethil contracted rat lycanthropy two days’ ride another son, Thrainkell (the future means “Dragon” in the GazF Elvish from Relfren (he knows nothing of the Thyatian Emperor, Thincol the Brave). lexicon-Ed.] town’s plight). Liena played a significant role in Edindol: MU24. Edindol is an Oceansend’s independence, but Alphatian wizard interested in setting up disappeared soon after. Her whereabouts a tower along the Alphatian coast near over the subsequent decades are not

29

NEW MONSTERS and TREASURES

Norwold’s coast is home to many Deragorm open doors). monsters. Most creatures have been AC 9 Deragorma possess all of the standard catalogued elsewhere, but three are HD 1*** immunities of undead, and they are believed to be indigenous to the region. Move 90(30) turned as zombies. When turned, the Burrow 60(20) worm mass explodes before disappearing

Lycanthropy Attack Slap, weapon or special into the soil. If the turn attempt results in Weredeer Weredog Damage 1d4, by type or special the destruction of the creatures, the AC 6 5 No. 1d4(4d10) worms are charred after exploding. HD 3* 4* Appearing Move 210 (70) 180 (60) Morale 11 Attack 2 hooves 1 bite Alignment C Ancient Treasures or butt or thrash Intelligence 5 Damage 1d4+1 x2 1d4+1 XP Value 8 Girdle of De’Rah: Legend says that or 1d6+1 1d8+2 Habitat Moist Areas the original owner, the cleric De’Rah, No. 1(1d3) 1 (1d3) was a a breathtakingly beautiful woman Appearing Deragorma are a vile form of undead who could see through any deception or Morale 9 11 shaped like dwarves but actually cure any illness. De’Rah was a follower Alignment N/C N/L composed of a writhing mass of grey of He Who Watches and aided in the Intelligence 10 10 worms. They were common in Norwold defeat of the Onyx Ring and sequestered XP Value 50 125 during the first few centuries following the dangerous Death Stone (see Gaz F2). the Great Rain of Fire, but they have been Her girdle has been lost for over a The weredeer and weredog are two rare ever since. century, and both the wizard Cogier de strains of lycanthropy unique to the Deragorma’s wormy nature grants them Mory and the paladin Lambert Bohn seek Oceansend region. The diseases were several abilities. The first is the ability the item. carried out of Alphatia quickly after the to travel underground. The creature’s In its true form, the girdle appears as a experiments of Khevan Whitehair form divides into its constituent parts. belt constructed of small platinum links accidentally produced modern Travel by this mean can only be done interwined with strands from a unicorn’s lycanthropy six centuries ago. The through soil or compacted dirt. A beard. The buckle is composed of three surviving carriers escaped into the dergorm cannot burrow through stone oval plates of a lustrous blue-gray metal. woodlands of the Strand and the Isle of and rock. These plates produce a reflection of Dogs, respectively. The creature also heals at the rate of 1 infinite repetition. Currently it appears as Neither breed is particularly large in point per hour while underground. a worn belt of blue-gray leather – it does population – perhaps a few dozen each – Nearby, normal worms are drawn to the not radiate magic. but they have inspired legendary figures mass and corrupted into new grey worms. Activation of the Greater Artifact such as the Deerman of the Finsterwald Deragorma may attack with either a requires grafting De’Rah’s mummified and the Master of Hounds on the Isle of weapon or merely slap with their hands. feet in place of one’s own feet. For Dogs. Additionally, these creatures can drop additional details see module M2. Each weretype can summon 1d2 worms off of their body and into the common animals. The weredeer has a mouth of a pinned opponent (as per The Eye of Akra: This is the left eye special hold ability that causes those wrestling rules). Victims must save vs of the Ice Witch. The orb was ripped watching it to stop in amazement (save disease or be consumed from within by from Akra by one of her fellow witches allowed). This lasts until it bolts away. the worms at a rate of 1 point per turn. during the betrayal, but the eye was lost On a natural 19-20, the weredog locks Those killed in this manner do not in the mayhem. It is now frozen behind its bite on its victim and can thrash its become deragorma, and the manner of layers of ice somewhere in the victim each round (automatic). The lock their generation remains unknown. mountains. The crones crave its cannot be broken without slaying the There is one final defensive benefit for recovery. beast. the creatures. Non-magical thrusting The possessor of the eye can cast If you use PC4 , the weapons cause minimal damage, as the several ice and cold related spells weredeer and weredog advance as a worms slide around the weapon. This (referee’s choice), but those who graft it werefox and werewolf, respectively. At includes, bolts, arrows, spears, and in place of their own eye can control th 7 level, weredeer may hurl everyone daggers, and sling bullets. Normal creatures of the cold and the weather within antler range up to 30 feet away. slashing weapons cause half damage. itself. The wearer also has truevision. Victims suffer falling damaging in Blunt weapons cause full damage, but if Removal of the eye leaves the former addition to the normal attack. Weredogs the attack roll was a natural 18-20, the wearer permanently blind and defenseless gain the daily ability to issue a group weapon becomes lodged in the worm against the cold. command by bark and growl. mass and must be pulled out (treat as

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ADVENTURES Sample adventure arcs have already been The Strand (Levels 5-9) justifiably upset citizens) have ginned up presented for some of the specific areas The experienced characters return to a riotous situation in the town. The of the region. This section briefly covers Oceansend to secure a new contract. party’s young troops must suppress the two full arcs – one for a mercenary Open war is set to break out between two mob, rescue important personnel, and campaign, the other for a traditional dominions and they are emptying the find the cause of the mayhem. The party, adventuring path – as well as some one- halls. The dominions can be those from meanwhile, must keep the heir alive. off adventures. “Stripes” or another pair. This arc also Relief of Ally: Things stabilize in can be extended by drawing in additional town when word reaches the lord that an Stripes (Levels 1-4) dominions and foreign interests. ally is being attacked by a substantial It is hiring time in the great city of Alone in the Dark: The party is force. Is the cadre ready for war? The Oceansend, and scores of would-be sent out to recon the opposing force’s party can segue from the mercenary life heroes – including the PCs – are eager to strength and position. As they slowly to dominion leadership at the conclusion join a mercenary company. It’s time for cross through enemy lines, the party of this adventure. the party to cut their teeth and find out if stumbles upon a hidden site where more the life of a sellsword is for them. than weapons are manufactured. The Fall of Bluewater The Hitch: The PCs have just arrived Picket and Charge: Military forces (Levels 13-18) at Oceansend. They must navigate the are mobilizing, and the characters lead After many years of making a name for city and the hiring halls to find just the their squads against enemy lines. If they themselves the party joins Bluewater, a right contract for them. Some will turn fail, their side will be exposed to a flank. well-regarded company. Alternatively, them down, others fleece them for a Head Hunters: The PCs must the party forms its own unit. The consultation fee, and yet others are neutralize the opposing field marshall by problem is that their next contract angered and vengeful over the party’s leading their squads in a commando raid. threatens to strip the company of its failure to sign on. Incident at Goose Creek: The strength, independence, and reputation. Spoiled Milk: Unglamorous work opposition was stunned by the daring Rival Force: Bluewater is not the greeted the party when they arrived at attack on their HQ and withdrew to their only new unit for this employer. The their new garrison, but just as the stronghold, but saboteurs were left Drago Hussars have a history with boredom seems too great, a simple behind. At an unremarkable stream, the Bluewater (or the party) and they take assignment comes up: escort the lady of hanging of one of these saboteurs every opportunity to confront their “ally.” the estate to a nearby village. Nocturnal unleashes a magical distortion of reality. Thrown to the Wolves: The units kidnappers strike midway through this Assault on Fiehold: The war are sent on campaign in another conflict. journey, and the party alone will have to reaches its climax as the party gathers How will the characters react when they find and rescue her before it’s too late. new allies and units to take the offensive discover that the opposing forces are Guard Duty: After rescuing the and capture the opposing capital, Fiehold. several times larger than expected with grateful lady, the PCs are bumped up It is by no means a foregone conclusion advanced weaponry/magic? And what from menial tasks to guard duty. The that the party’s forces will prove will they do when the Hussars willfully party’s trouble is split between the victorious, and the eyes of the Strand will expose Bluewater’s flank? increasingly uncontrolled members of be on them in the war’s aftermath. Company Store: The unit’s their unit and ever more frquent supplies have been depleted, and they incursions by magically aided raiders. Training Days must turn to the Company Store. Will the characters be ready when a full Finances are bled dry and payments are assault comes? (Levels 10-12) The party is heralded or hounded as a held up. It is a recipe ripe for pillage. Bandit Hunters: Whether the The Blackmoor Cache: Bluewater village withstood the assault or fell, its consequence of the dominion war, and a new lord signs them to train his fledgling needs a fast cash infusion, and its leader lord’s final mission to the mercenary unit convinces the party to look into rumors is to hunt down this bandit army and guard and heir. A positive reputation leads to a generous contract, while a poor of a nearby treasure trove. But the trove exterminate them. Through a mix of holds more than gold – it is a repository outstanding work and battlefield one insures that the lord in question is poor and has few other options. of ancient weapons and technology from casualties, the PCs form the bulk of the the forgotten Blackmoor civilization. unit’s leadership. But what will they do, The Cadre: The party must assess the situation, work out a training regime, and Turncoat: Someone within when they discover the bandits – one of Bluewater has alerted the employer to the the recruiters that the party rejected – are blood these troops before another round of conflict arises. They are hampered by treasure trove. House forces set upon the protected by a neighboring lord? mercenaries, and it is all the PCs can do knights and seneschals jealous of interloping lucre-warriors. to escape. Riot Duty: The gig has been an easy Flesh and Blood: Bluewater is one thus far, but the jealous factions (or destroyed, but those few who remain

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ADVENTURES know this injustice cannot stand. The Zandor’s Flying Castle, Alphatian The Sword and the Stone: The characters must take down their former Skyships, and the Warbirds of Heldann. recovered sword contained etchings employer, destroy his holdings and see to Internal Dissension: One of the which Lady Dondella cannot decipher. it that no one ever forgets the penalty for great dangers for mercenary companies is She will not part with the weapon, but betraying a contracted company. the young turks seeking to take over. she will give the party a rubbing of the Will the PCs be able to smooth out any design – a coded map to a seaside cave. On Their Own issues, or will an internal civil war tear Unknown to the cave’s current denizens, (Levels 19-30) apart the organization? a powerful magical stone rests amid traps and strange, four-armed lizardman A little sadder, but a lot wiser, the party Dragon Raid: The party is hired to statuary. returns to the halls of Oceansend. The destroy a dangerous foe – a dragon who A few party has history with the ins and outs of has been laying waste to numerous The Magic Dragon Puffs: the mercenary business, and they are outlying settlements. miles up shore, a pair of small dragons ready to run their own units. The Sterling Reputation: Polish and rook along the cliffs. It is breeding adventures in this arc (except the first) shine, and a reputation for fulfilling a season, and the two are increasingly may be played in any order. contract make a unit elite. In a heavily territorial. Getting the stone back to civilization will have to wait, as the Recruiting and the Hiring Hall: role-played scenario, the PCs see to it locals need the help of dragon slayers. The characters must decide what kind of that their units are exactly how and what A weary party makes its unit to build and acquire the materiél and they want them to be. Cityscape: personnel to make it a reality. way back to Oceansend for a well- deserved rest. While they easily unload Rescue the Diplomat: An official The Best There Is At What most of their haul, no one can figure out with one of the global powers is They Do (Levels 31-36) the stone. The merchant suggests defecting with important secrets. The The characters have one (or more) of contacting the Association for Antiquities party’s unit is hired to find and rescue the premiere mercenary companies in the and Acquisitions in Landfall. Coiger de him before his home nation captures him. world. In an optional route to Mory, a rival to AAA, also has heard of The Streets of Landfall: King Immortality (part Dynast-part Paragon- the discovery, and he sends his minions Ericall or Alphatia has ordered Part Epic Hero), the characters show their to steal the stone for his collection. conscription to bolster its forces. This professionalism and skill knows no AAA’s Darokin Stohn will be has produced a continuous riot in the city bounds as they lead their forces to victory fascinated with the stone, but he cannot of Landfall, and the PCs’ forces must across the globe. If they are successful – quickly identify it or the four-armed reestablish order. no mean feat – people from Norwold to statuary (should the PCs mention it). He The Strand is the Known World, and from the Savage War of the Coast: offers to buy the stone outright or, failing Coast to the Isle of Dawn, and points ingulfed in war. Note this can be the War that, to work out a loan agreement. His beyond will know of the fame and of the Crown or another inter-dominion translations can come out as necessary to prowess of the characters’ mercenary conflict with multiple factions. push the party into a new adventure. companies. Invasion of Helskir: Alphatia hires Lady Dondella and the merchant can also the units to partake in the invasion of be used to connect to other plots.

Helskir and the Isle of Dawn. The Rock: Someone is fed up with Into the Unknown Windswept (Levels 6-13) the piracy of Garald the Blue and (Levels 1-5) contracts the party for a nautical The party turns to the northeast of the The fresh-faced characters are ready to Strand in search of the Eye of Akra, the campaign to locate the pirate’s rocky tackle whatever strange endeavors island and launch an amphibious assault. magical orb of the Ice Witch of Norwold. promises the allure of risk and reward. As their quest progesses, they learn of the The Eels: Minrothad is angered over The inns are full of gossip and legend to forgotten history of the land and face the trading issues, and the Eels have been set the party on their way. crones and the Immortal trolls. sabotaging competitors’ ships and Drydock: Someone is stealing a One of harbors. The party’s units are hired for The Mire and the Murk: merchant’s wares and grain from his Ericall’s new lord’s has claimed portions protection and as as counterstrike force warhouse. Can the party prevent the against Minrothaddan shipping. of the Marshes. He hires the party to lowlife – literally and figuratively – from survey his domain and clear out any Vanatics: The barbarian hordes of the robbing the merchant blind? dangerous wildlife. Amid the battles west are on the march once more. The The Fields of Valor: The thankful with leeches, water serpents, and PCs’ units must defend the beleaguered merchant commends the party to Lady kobolds, the party finds traces of the villages of the Finsterwald. Dondella. Her husband died in the People of the Mist and an ancient altar The Flying Vessel: How do the Alphatian Spike, but his returned spirit with yet more etchings like those from characters’ forces defeat an opponent that begs for the recovery of his sword from the Dondella Stone. never lands? Potential foes include grave robbers and the deragorma.

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ADVENTURES

Vampires in the Mist: No sooner will be in possession of the Eye and the activated and forces are now landing. do the dominion lord’s settlers arrive than goodwill from many areas of Norwold. The fate of Norwold is in the hands of the a mysterious death works its way through Should they fail, then Norwold enters a party. If the party aids Norwold, Ericall the population. The lord blames the time of great tyranny. Note that Frota forgives all obligations (regardless of ghost-like people of the mist, but the (Rogues to Riches) need not be a part of service previously). Coiger counsels truth may be closer to home. this particular plot, but her name should neutrality, but he allows the party to The Freezing Kiss: A flock of be dropped as a hint for things to come. leave and take up arms for their chosen small white dragons sweeps into the side. dominion and takes off with several These Are the Days victims, including the lord’s daughter or (Levels 14-18) That Try Men’s Souls people close to the characters. Harsh Troubled days loom ahead for the (Levels 19-24) winter hits the land, and before the PCs Strand and the party. Petty grievances The War of the Crown is only the can give chase, they are beset by the place the party in official jeopardy, and beginning of conflict on a grand scale. forces of Jendala the Crone. only the wilds offer refuge. Knight Life: The Heldannic Knights Prince Garathag: If the PCs were Lenore: Lenore the Beautiful has invade the Strand. Landfall, Lighthall, able to work out a peaceful arrangement learned of Edindol’s new tower, and she and Oceansend are all priority targets, with the People of the Mist, they point to pleads with the characters to help purloin and King Yarrvik asks the party to Prince Garathag, an Immortal troll who certain items – a cover for the defend his city. As mercenaries are lives in the coastal marshes. Garathag assassination of her former owner. The hired, the PCs must shore up defenses or can explain what Jendala and her fellow thief offers documents under the seal of take the fight to the Knights. crones seek, but his aid is not free King Ericall (forgeries) that hold Edindol Relief and Ruin: Ericall and (though payment can be delayed). to be in rebellion and offering a reward Yarrvik must work together or see all of Jublingen: The party must recover a for his capture. Even if they are Norwold fall to Vanya’s Knights. Can weapon and compass from Jublingen, but successful, the false color of authority the PCs broker a final arrangement, or the ruined river town is filled by the will have consequences for the party. will the kings see the coast under the minions of Vathyria the Wet Hag, Reavers: Edindol, or his successors, white and black banner of the Order? deragorma, and a rogue devilfish. The hires reavers to punish the party. Every The Eaters of the Dead: The hag flees if the party looks to succeed. community they are affiliated with is conflict has claimed untold lives, and the The Old Abbey: Following struck, as are those of Lenore. Knights of corpses of the dead litter the fields. The Garathag’s directions, the compass leads Alpha have also been summoned to arrest carrion has attracted dread scavengers: the party to ruined keep atop a great hill the party and bring them before Ericall. gargantuan garrion crawlers, ghouls, in the north. The site was used by The party must save who they can and thouls, dragons, and the beastly Chimera ancient Antalians before and after Rag- decide to face the music or flee. of Doom. Loark for gruesome rites, and those Electric Slide (M4): If the party is Immortal, Beloved: The hunger ignorant of the past are doomed to suffer brought before Ericall, they are given the has come to Prince Garathag. Storms its painful lessons. choice of working on behalf of the crown gather across the seas, and the once The Well of Mimir: Continuing or jail. If they fled, then Coiger de Mory sagacious troll stands amid the carnage of northward, the wintery weather worsens offers them sanctuary for a task or two. seaside communities. The party is faced and the compass begins to fail. The party Both patrons need a huge blue dragon, with a terrible choice: allow the feeding shelters in the forest as hill and frost Dominagon, dealt with. The PCs might to continue to save Garathag or kill their giants move forth in search of game. The have an unlikely ally in the guise of tragic benefactor. characters can discover from the giants Granite, a mountain giant, and if working The Norwold Eddas: Norwold has that the witches and their dragons abode off their service, they will be endured a time of great sadness, and its deep beyond the Wetterlinger Falls in the accompanied by LEA members. memory should not be lost. The party Peaks of Snorri. The Wands of Thuringer: A cabal accompanies bards and Arik de Chevas The Eye! I Must Have It!: The of wizards tied to Edindol and the as they collect the tales of the people for crones and hags are set to renew the reign criminal organization GHOST (see Gaz posterity. of Akra, but they are split in different F8) has seized control of Thuringer. factions over who should lead. Prisoners They operate along the coast capturing or Frota’s Winter (Level 24) from across the Strand are held in the ice sinking ships of every non-Alphan caverns. The cabal must be broken In this stand alone adventure adapted nationality, hoping to trigger a war. from Rogues to Riches, the Ice Witch before it is too late and they free the eye Ericall needs them stopped, and Coiger of Akra from its icy entombment. Frota has been freed from her frozen wants their secret weapons. prison and is now headquartered in the Should the witches be defeated, the War of the Crown (CM1): Thyatian harsh winter will subside, and the party Ljallenvals north of the Great Bay. agents within Norwold have been Joined by Princess Mara and even

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ADVENTURES

Heldannic Knights, the party must stop PCs must gather unusual allies – Elexa’s Endeavor (Dun.53): by Frota from claiming the Eye of Akra and mountain giants, dragons, sphinxes, even Christopher Perkins, levels 4-7. One of end her wicked rule. frost giants – or stand alone against the the new lords of Norwold has had his children of Surtr. castle taken over by bandits. The party Ragnarok (Levels 25-36) Thor’s Hammer: Either Darokin must liberate Justheart Castle, but first The twilight of the old world is at hand Stohn or Coiger de Mory is convinced they must pass through the bandits’ as forces – mortal and Immortal alike – the legendary Mjollnir is real and is impenetrable shield. align for a great battle. willing to work with the party to locate Arena of Garald the Blue (CM): The Girdle of De’Rah (M2): The the fable artifact. The historic weapon of Garald is a cruel pirate whose base of paladin Lambert Bohn and the collector Donar was captured for a time by the operations is a small island in the Coiger de Mory are in fierce competition Great Horde of Loark and discarded. Western Sea of Dawn. Garald captures for the Girdle of De’Rah. The characters Since then, it has wandered from treasure people from the coast and takes them to are pulled into their rivalry and region- trove to trash heap. his island fortress. There they are pitted spanning adventure. Valhier: The characters must contact in wrestling matches for his amusement – The Attack on Dawn Rising the lost Valharian warrior women and against one another or against monsters. (M2): Fire giants are increasingly seen choosers of the dead. But what can the Can the characters’ escape? south of the Peaks of Snorri. This is all party do when only the dead can meet National Disaster: A terrible disaster leading up to an attack on the village of them? A plane-hopping adventure. – a harsh blizzard, earthquake, volcanic Dawn Rising. Unchained Malevolence: The eruption, or great tidal wave – is set to hit Night of the Beetles (M2): As the Alphatian wizard Gargantua has created the Strand. The characters can try to characters investigate the region’s his most perfect beast – Fenris. How can prevent it, or, failing that, tend to the increasingly frequent earthquakes, they the party stop a ravenous beast who can aftermath. If Wrath of the Immortals is find strange machines underground that swallow a giant in a single gulp and heal played out to its conclusion, such magically produce earthquake beetles. If from the gravest wound? calamities are a natural by-product of that weren’t enough, the underground Lake Ashtagon (M4): Ashtagon’s Alphatia’s sinking. passages are made by a purple worm. reputation grows ever more foul, but Earthshaker! (CM4): Tensions mount Vengeance of Alphaks (M2): The none suspect there are devilfish in the between two neighboring dominions (the anti-Alphatian Immortal is not through waters. To what end do these evil Duchies Stamtral and Vyolstagrad in the with Norwold. He orchestrates a new creatures labor? module) just as a traveling carnival war – one where Norwold is pitted To Trap an Immortal: Alphaks, or comes to town … with a 1,280-foot tall against Alphatia. Baron Norlan of another villainous Immortal who has mechanical man in tow. The Earthshaker Qeodhar, angered over his denial of instigated Norwold’s wars, must be is an impressive instrument for engagement to Eriadna’s daughter, is the stopped before any further damage can be amazement, but its worth as a weapon in key agitator, and he plans to betray done to the world. The party must join Norwold’s petty wars is doubly so. Alphatia to the Thyatians. Norlan raids with the Aesir, Vanir, and their allies to (CM6): It is a the coast, while the imperial flying castle seal the Entropic fiend in a prison plane. brief moment of quietude on the Strand. and its wings of pegataur soldiers and Talons of Night (M5): Peace in While traveling, the PCs enter a quaint undead play havoc with Norwold’s Our Time – that is the goal of the cottage on the trail, only to be whisked supply lines. Norlan supplements his Conference of Helskir. On behalf of their away to the Nexus. They must travel to forces with Thonian Mercenary Raiders, appropriate lieges, the characters must different time-periods to save the history the Pirates of Minaea, and a warfleet of conduct globe-spanning research and of the world of Aelos and put an end to Alphatian nobles, with the Minrothad prepare to argue their cases. All is not as the timeline-threatening oard. Fleet providing transport. it seems, however, and a dark force seeks Shillabeer Gap (IM3): The party is The Rainbow Bridge: Heimwahl has to prevent peace at all costs – including recruited as part of Aline Sigbert’s new been found! The gatehouse to the the kidnapping of emperors to Entropic force. They stand against the Altan historical Bifrost lies beneath the waves planes. Tepes troll nation, which threatens of Strimmen. But it is now the domain of Thyatis City. aquatic beasts that have no intention of Other Adventures yielding their home and treasure. Adapting Published Adventures The Harrowing of Velkka: The The Witch of Windcrag G1-3 : This trilogy innumerable wars of Norwold have left (Dun.51): by Stephen J. Smith, levels can be used in and around Snorri’s Peaks. an exhausted Strand vulnerable to more 1-3. Legends tell of a mysterious old There are no on Mystara to serve as ancient enemies. The fire giants and their spellcaster that dwells in a Cliffside cave the ultimate masterminds, but the frost allies fly forth from Velkka’s fiery depths on Windcrag Mountain. giants could be under the control of Ice to establish a new giant kingdom. The Witches.

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ADVENTURES T1-4 Temple of Elemental Evil: Future Regional Timeline Denagothian Rock Hills, and the Hommlet is either a small Norwolder Landsplit River. A comet graces the village in the Finsterwald or a recent 1004-1009 AC: Wrath of the Immortals. skies for seven nights. Gale winds land-grab settlement, and the Temple is a Alphatia is embroiled in a global war buffet the coast of Norwold. bizarre relic of many ancient times. against several Known World powers. Influences from the beastmen of Oceansend's hiring halls are filled. 1014 AC: The Knights lose their clerical Blackmoor to ancient Nithians, and even powers. Helmut Jascke’s forces the Eridians and Vanatics played a part in 1010-1019 AC: The Almanac era. The surrender to the Wolkenbergers. making the Temple what is. Heldannic Order invades coastal Norwold. Later, open warfare breaks 1015 AC: Olaf Yarrvikson captures out among coastal dominions. Heldannic Governor-General Timing the Adventures Hermann Adalard and declares The adventure hooks presented here 1020 AC: All-out war between humans Oceansend independence. occur independently of the events and orcs. presented in the Wrath of the Immortals 1016 AC: The Heldannic Order conquers and the Poor Wizard’s, Joshuan’s, and Year by Year Stormhaven. Hölger Scholz (C5) installed as overseer. Attempts to Mystaran Almanacs. If your campaign retake the southern Strand stopped by uses those timeline-advancing resources, 1004 AC: Thyatian warships are accused Jaschke's self-styled County of here are suggestions for interweaving of piracy. Erewan elves arrested for Wolkenburg (sic). these adventures. murdering General Torenal. During

The first half of the mercenary arc “On their rescue, fire destroys the sky-ship 1017 AC: Helmut led the Wolkenburg Your Own” is fully compatible with port of Aasla. Claransa abdicates her and Finsterwald people against WOTI’s Great War. baronial charge. renewed Heldannic incursions. The War of the Crown can be played out as part of the larger Great War. If run 1005 AC: Declarations of War. 1018 AC: The Heldannic Knights final earlier, the former serves as an additional assault failed to penetrate the catalyst for latter. In a post-Wrath 1007 AC: Heavy winter hits Norwold's Finsterwald beyond the Wolkenberg’s setting, the War of the Crown concerns coast. Alphatian fleet rounds Helskir. eastern fringe. A holy civil war rages Heldannic, rather than Thyatian, in Heldann. A green dragon displaces intrusion. 1008 AC: Isolated outbreaks of the the Kildorkak dwarves from their The Vanatics arc should be played out Freiburg Plague appear in Norwold. primary cavern. Thyatis captures the during a period when large military units Alphatia overruns Helskir. Eruul Isle of Dogs (Barony of Canium). are occupied or sorely depleted. This Zaar is crowned King, and he marries leaves stopping the barbarian hordes to a Princess Asteriela. 1019 AC: Ostlanders establish handful of skilled heroes. Huninhold and Muninhold on As written in the novel Rogues to 1009 AC: Week of No Magic. Shiye- Strimmen and Frigsun Islands. Riches, Frota’s War takes place between Lawr elves abandon Alphatia before it the fall of Landfall and the attack on is destroyed. They settle in Norwold. 1020 AC: The Known World is pitted in Oceansend. It can be shifted after 1011 an all-out war against humanoids. without problems, although Lernal the 1010 AC: Heldannic Knights conquer There is an ever greater need for Swill will have died in prison by that Landfall. Ericall prepares for war. mercenaries. point in time. For the Heldannic Knights during 1014-1019, the quest is part of 1011 AC: Heldannic Knights sieze their restoration in the eyes of their Oceansend after a year-long The Norwold Saga patron, Vanya. campaign against blizzard, dragons, If you enjoyed this work, be sure to Norlan’s (Second) War in Veangence of and Ericall’s relief force. check out the other entries in the Alphaks can be used as a successor Norwold Saga collection, available free conflict to the War of the Crown in 1008- 1012 AC: Thyatian Emperor Thincol for download from the Vaults of Pandius. 1009. After the destruction of Alphatia, dies. The Alphatian Council is Norlan’s betrayal is against Prince formed by surviving nations. The Gaz F6 The Amber Shores of Littonia Zandor’s new Alphatian Council. Heldannic Knights push deeper Gaz F7 The Heldannic Order inland. Gaz F8 The Streets of Landfall Gaz F9 The Free City of Oceansend 1013 AC: Severe earthquake in Norwold Gaz F10 Kaarjala (Late 2007) is felt as far away as Freiburg, the Gaz F11 The Open Arms of Leeha (2008) Gaz F12 Ericall’s Norwold (2008)

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MAP OF OCEANSEND

N

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CREATING CHARACTERS FOR OCEANSEND Available Character (humanoid), or Dengar (Dwarvish). Alfheim, but there is a greater frequency Classes Stormhaven dwarves have an initial of ye-form names. Examples: Shiye, language package of: Dengar, Thyatian, Lothiye, Feadiye, Yellendar, Yessimir. All of the standard human classes and Norwoldensian, Sargathic, and demihuman racial classes are available in Hymsprach (giants). Foresthome elves Norwoldensian names resemble those of Oceansend. Although the Thyatians begin with the same list except Alphatian modern Norwegian. imported the forester and rake classes is substituted for Thyatian. into the region during their occupation, Characters hailing from other parts of Norwolder, Male: Åge, Aksel, Albin, neither made a significant impact. The the world may have languages more Alf, Anders, Andor, Ansgar, Arme, Aron, former also had to compete against the appropriate to their place of origin. Arvid, Asbjørn, Asgeir, Åsmund, Birger, more popular native ranger (a new skill- Bjarne, Bjarte, Bjørn, Dag, Ebbe, Edvard, based, non-casting class). Egil, Eilert, Einar, Erik, Enok, Erlend, With the approval of the referee, the Starting Skills Esben, Folke, Frans, Frej, Fridtjof, Frode, following class options are available to A character’s background should Gjurd, Gregers, Gudbrand, Gulbrand, characters in Oceansend: low-level druids inform his initial skill choices, but Gunnar, Gustav, Haakon, Haldor, Halle, (in the wilds), Northern Reaches godar Oceansenders display a wide range of Halvard, Halvdan, Halvor, Hans, Harald, and wise women, and humanoids training. In the box below, appropriate Håvard, Helge, Hemming, Henning, (Oceansend mercenaries only). choices are listed for natives of the Hjalmar, Holger, Ingemar, Ingolf, Ingvar, region. The referee is free to augment or Ivar, Jan, Jarl, Jens, Jørgen, Kjell, Kjetil, Demographic Options ignore these suggestions or to impose requirements on unlisted character types. Knut, Konrad, Kristian, Kristoffer, Lars, Every major demographic or ethnic Leif, Lennart, Lorens, Magnus, Nils, group has its representatives in Norwoldensian (Regional): one of Njål, Njord, Odd, Oddmund, Olaf, Ole, Oceansend. The most populous groups Øystein, Øyvind, Pontus, Ragnar, are the native Norwolders, Thyatians, and regional history, skald, or a labor, agricultural, or craftsman skill Ragnvald, Rasmus, Roald, Roar, Rudolf, Alphatians. In other settlements, the Rune, Severin, Sigmund, Sigurd, Sindre, populations become more monocultural. Swamp Folk: survival (swamp), one of tracking or herbalism, and one of Sjurd, Snorre, Søren, Stig, Svein, Sverre, The greater majority of these places are Tallak, Teodor, Thorbjørn, Thorstein, Norwoldensian, with Alphatians being agriculture, hunting, or fishing Foresthome Elf: two of carpentry, Thorvald, Tollak, Tor, Torgeir, Torger, more numerous in the north or near Torgils, Tormod, Torstein, Torvald, Lighthall, and Thyatians closer to logging, tracking, forest lore, or Elvish History Truls, Trygve, Ture, Ulrik, Valdemar, Oceansend and in the south. Varg, Vidar, Viggo, Waldemar, Yngve Adventuring elves are more likely to Dwarf: two of signaling (yodeling), metallurgy, giant lore, engineering, or a hail from the Known World or Alphatia Norwolder, Female: Agathe, Ågot, than from the regional Foresthomes. craftsman skill Aina, Alfhild, Alva, Anje, Annbjørg, Dwarves, by contrast, are evenly split Anniken, Arnbjørg, Åse, Aslaug, Asta, between the local Stormhaven families Armor and Weapons Astrid, Beata, Bergljot, Berit, Birgitta, and Known World imports. With no Any weapon or piece of equipment Bjørg, Bodil, Borghild, Dagmar, Dagny, regional communities of their own, normally found in the Known World can Dagrun, Elin, Else, Erika, Ester, Freja, halflings are universally from the Known be had in Oceansend except full suit Gerd, Gro, Gry, Gudrun, Gull, Gunda, World. armor, blow guns, and bolas. Scale and Gunhild, Gunvor, Hedda, Hedvig, Hege, banded mail are particularly common Helena, Helga, Hella, Henrike, Hilda, Language in Oceansend forms of protection along the Coast. Hildegard, Hjørdis, Inga, Ingebørg, As a former Thyatian colony, it is only Individual item prices do fluctuate up to Ingegerd, Ingrid, Ingvild, Janne, Jannike, natural that Thyatian is the common 50%, however, as smithies and armorers Johanna, Jorunn, Kari, Karla, Kjellfrid, tongue of the Kingdom of Oceansend, strive to fill bulk orders for the various Kjersti, Kjerstin, Klara, Kristin, Laura, but beyond its reach Norwoldensian or, mercenary companies. Lena, Lis, Lisbet, Lise, Liv, Magnhild, less commonly, Alphatian is the common Maja, Marit, Mona, Monika, Nanna, language. Further complicating matters, Names Nora, Olga, Ragna, Ragnhild, Runa, the residents of Saffir speak both Characters with cultural ties to the Sanna, Signe, Sigrid, Sigrun, Silje, Siri, Traladaran and Thyatian. Known World, Alphatia, etc. typically Siv, Solveig, Sonja, Stina, Sunniva, Native humans are advised take their follow the naming conventions of those Svanhild, Synnøve, Tea, Tekla, Thora, cultural tongue as their starting language locations, but cross-tradition names are Thyra, Tine, Tone, Torborg, Tordis, and to fill out any bonus slots with the not uncommon. Torhild, Tove, Turid, Tyrid, Ulla, Ulrika, languages cited above. Tertiary language Foresthome elves have names similar in Ursula, Vanja, Vibeke, Ylva choices come from satellite populations style to the Shiye elves of Alphatian. It is and include Vanatic, Sargathic not dissimilar from names fround in

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SPECIAL RULES FOR OCEANSEND

Important Skills without tactical modifiers. Special Abilities: Fighter Combat Endurance [Con]: The character When using War Machine, the leader of Options, Endurance and Survival, Forced can perform a task for extended periods each force is permitted to make a d20 March, Limited Supplies, Cameoflage, (hourly checks). This skill is also a Tactics roll. The difference between the Find Traps, Set Traps, Hear Noise, Move modifer for Con checks related to character’s score and the roll is applied to Silently. weather and fatigue. For running, the the force’s BR. Starting Skills: Endurance, Survival, and character can run twice as long (40 Long-sight [Con]: The character’s one of: Tracking, Signaling, Fire rounds or 10 minutes), or at one lower eyesight is superb, and he or she has 20% Building, Foraging, Orienteering, Long- encumbrence class. greater range of vision. sight, or Cooking. Sleeping [Con]: The character can Lookout [Con]: The PC can Fighter Combat Options: Rangers get a sound sleep (able to recover spells, maintain attention on sentry or stakeout. cannot Set the Spear against charge, etc.) despite noise or discomfort. Organization [Int]: This skill otherwise, they receive all of the standard Eating [Con]: The character can eat permits a character to organize his affairs Fighter Combat Options, including large sums of food at a single seating and effects or those of another. This is multiple attacks at the appropriate level. without ill-effects. A check is required important for valets, aides-de-camp, Endurance and Survival: The ranger for each helping after the second, with a chamberlains, and maids. advances one skill slot in Endurance or cumulative -1 penalty per extra helping. Survival (player’s choice) every even Survival [Con]: The character can Rangers level. find shelter, water, and minor food items With the vast stretches of wilderness Forced March: When a unit composed (berries, fungi, etc.) in one type of terrain. that separate encampments and holdings entirely of rangers performs a Forced Cooking, Military [Wis]: The in Norwold, the hiring halls of March, check against 1d6-1 for fatigue. character can prepare food for soldiers in Oceansend have need of a special kind of Limited Supplies: A unit composed the field. The number of soldiers that can fighter: the ranger. The Oceansend entirely of rangers may ignore hunger- be fed is equal to 5 times the square of ranger has no casting skills – that role is induced fatigue on a d% roll whose target the skill level. Supplies must be at hand. filled by the Thyatian forester – nor is he is 15+lowest individual level in the unit. Example: a unit of one 5th level ranger Military Upkeep [Int]: The a woodlands protector. No, the rangers and nine 10th level rangers has a 20% character can tend to minor equipment of the Strand are fighters who move fast, chance of ignoring hunger fatigue. repairs and upkeep for up to ten move light, and move hard. They operate Camouflage: The ranger can blend into characters. A character with this skill can deep in the wilderness far removed from the wilderness. (As Thief’s HinS) assist an armorer, smith, or any support by allied forces. Find and Set Traps: This pair of skills weaponmaker, but he or she cannot As presented here, the ranger is a concerns only traps that can be set up in perform the work alone. fighter variant with specific skill and the wilderness; e.g. pits, triplines, snares. Logistics [Int]: The character can weapon requirements, special talents, and (As Thief, use RT for Set Traps) forsee and schedule remedies for equipment restrictions. Hear Noise: As the Thief Skill. shortfalls in manpower, equipment, food Move Silently: As the Thief Skill, but it supply, transport, or convalescence. Oceansend Ranger can only be used in a wilderness setting. The Military Tactics [Int]: In addition, the ranger can Move without Prime Requisite: Strength and character is knowledgeable about military a Trace at half the normal success. Constitution. maneuvers. A simple check before the Trackers searching for a ranger who has Minimum Scores: The ranger must have start of battle gives the character’s force a Moved without a Trace suffer a -5 check +1 to hit advantage for six rounds (-1 a Constitution of 13. penalty. penalty if the check that fails by 5 or Hit Dice, Combat, and Saves: as Fighter more). For opposed checks, consult the of the same level. table below. Armor: Leather or scale mail, no shield. Optional: Name Level Option Weapons: Any one-handed melee The Oceansend Ranger may be used as a high level option for fighters. The Difference Effect weapon and any missile weapon. fighter must 1) have Con 13+, 2) possess 0-3 No Effect Weapon Mastery: The ranger begins the required skills and weapon masteries, 4-5 Winner +1 for six with four initial slots including Dagger and 3) be accepted and trained by a rounds and Wrestling or another unarmed ranger unit. This training lasts 3 levels or 6-7 Winner +1, Loser -1 for fighting style. Additional slots are gained 3 campaign years (whichever is least). six rounds as a thief. The PC is subject to armor and weapon 8+ As above, but for 12 rds Combat and Save Progression: As restrictions when using ranger skills, and Fighter of same level. future weapon slots are gained as a thief. A new check may be made after six rounds, or the force can proceed normally

2

SPECIAL RULES FOR OCEANSEND Squad Combat Area Effects: area effects still apply to Example 2: 10 Kobolds (AC7) vs 1 The combat resolution mechanisms that everyone within range. Dragon’s breath, F5 Fighter (AC-6). The kobolds strike you use during normal party adventuring spells, charges, etc. with a To Hit of 21-9 = 12, the fighter can grow cumbersome when applied to Missiles: Missile attacks maintain with 10. The dagger wielding kobolds warfare involving dozen, hundreds, or initiative until forces close for melee inflict 1d4+9 points of damage to the even thousands of individuals. Classic (including the first round of melee). fighter’s 1d10+5 single target sword. In D&D has War Machine and its naval Losses from missile damages are suffered a war of attrition, the kobolds will likely version, Sea Machine, to determine the before the melee attack roll. In all prevail. outcome of large battles, while Siege subsequent rounds, melee damage is Machine applies to the attempted capture assessed before missile attacks. Example 3: 10 Barbarians vs. 20 of fortified positions. If opposing and allied units are Archers. The barbarians are naked (AC9) For wargamers, there is a need for the intermixed (as in melee), and the attack with two handed-swords, while the tactical control of players’ forces between roll is within 4 of the To Hit target archers wear leather. All are F1 with 5 these two extremes. (greater or lesser than), then half of all hit points. (useable with Classic, 1E, and 2E) and its missile damage is afflicted on the allied Round 1: Before the forces close, the predecessor, Chainmail, are two options unit. archer units volley successfully (To Hit available for this purpose. As an Multiple Attacks: Multiple attacks 1), causing 3+9 = 12 and 5+9 = 14 points alternative, this gazetteer suggests Squad may not be used with Squad Combat; the of damage, respectively. The barbarians Combat. commander surrenders this tactic for immediately lose 26 hit points, or 5 Forces of creatures up to bugbear size better group coordination. members. The barbarians (To Hit 8) are grouped in squads of 10. Ogres and Many Against One: If one force is cause 7+4 = 11 points of damage (2 trolls operate in groups of 5, and hill down to a single participant, damage is archers slain). giants and larger opponents attack singly. limited to a single opponent. The Round 2: The barbarians are in the Being mounted does not affect this participant can use multiple attacks, if midst of the first archer unit and can grouping. For non-humanlike opponents, allowed. attack first. They again inflict 7+4 = 11 use the closest size scale. Saving Throws: PC commanders may points of damage. Archers in the first Under Squad Combat, each squad’s make their own saves. For units, treat the unit are within 5 feet and miss commander makes a single attack roll saves as a proportion (rounded down), automatically. The barbarians and against the opposing squad’s average AC i.e. a saving throw of 16 means one archers are now intermixed. The roll of (rounded up). The roll has a bonus equal quarter of the unit makes the save ((21- the second squad is a 5 (To Hit 1), so half to the number of other members of the 16)/20). of all damage inflicts the first archer squad. Damage is determined normally squad. 3+9 =12 points of damage, felling using the commander’s weapon, plus the Example 1: 10 F1 Fighters (AC3) vs. one barbarian and one archer. attack bonus. 10 F1 Fighters (AC5). Each fighter has 6 Round 3: The barbarians inflict 10+3 = Damage is applied sequentially up to hit points and uses a sword (1d8). 13 points, dropping 3 more archers. The the commander, so, for instance, the Commander A hits with 14, and Squad A second squad hits with a roll of 9, and eighth member isn’t hurt until the tenth begins with a To Hit of 5 (14-9). Squad causing 1+9 = 10 points of damage (two and ninth members are killed. B begins with a target of 7 (16-9). barbarians). Round 1: Squad A rolls a 10 and hits. Round 4: The two remaining barbarians Commander’s Target vs. AC T The damage rolled is 4+9 = 13. So hit with a 13 (vs. 11), causing 4+1 =5 Squad Size N Squad B will lose two members, and a points of damage (one archer). The Commander’s Damage D third will be injured one point. Squad B second archer unit nails them for 6+9 = Squad Attack Roll R+(N-1) rolls a 6 and misses. Losses are now 15 points of damage. Squad Damage Roll D+(N-1) assessed. Round 2: Squad A still has a target of 5, Example 4: The Witch vs. Archers. but Squad B’s worsened to 9. Squad A On average, the group attack mechanic A witch allied with the barbarians comes rolls a 19 and hits, inflicting 8+9 = 17 inflicts less overall damage than would to exact revenge on the second archer points. Squad B hits with a 20 and be the case if each member made a unit. She hurls a weak fireball (3d6) inflicts 1+7 = 8 points of damage. After separate attack. The exception is when from maximum range as the archers two rounds, Squad A has 9 members, shoot at her (To Hit 2). She suffers 4+9 while Squad B is down to 5. = 13 points, but survives to flee. The N > (20-T) * (D-1) archers suffer 8 (save for 4) points each. Inflicting three-fifths casualties after the saves are estimated.

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SPECIAL RULES FOR OCEANSEND

Mercenary Companies Class Typical Armor Pay or the individual soldier or trainer must Running a mercenary company is not Light None, Leather +0 pay for these supplies. There is another unlike operating any other business, Medium Scale and Chain Mail +1 1sp/mo per weapon and armor point that guild, or dominion. There are expenses Heavy Banded and Plate Mail +5 goes to equipment mantainence to cover, employees and retainers to hire, Elite Field Plate, Suit Armor +10 (minimum 5sp). and supplies to secure. Where it differs is that the mercenary leader must try to Mount Pay Mount Pay Option (Missiles): During find employment for his unit on a semi- Mule +0 Horse +10 peacetime, missile ammunition upkeep is regular basis. Wolf +4 at 5cp/point; however, during wartime, Soldiers often join mercenary the upkeep level is at 15sp/point. companies because the pay is better than Feature Pay with a regular army; however, Magic 750/max. spell level Any remaining money is the profit for employment is volatile, and mercenaries Medical 2 or 500/max. spell level the individual soldier and the unit, in a often find themselves without the Flight 10 x combat unit value 75%-25% split, respectively. tangible and intangible support that Animal 250 + 250/ skill slot Warfare doubles the equipment upkeep regular forces receive. Trainer (but not the food and clothing cost). This section covers three main topics Armorer 50 +50/skill slot These maintainence costs must be met of interest for players wishing to run their Fletcher 10+25/skill slot even when the unit is not on contract. If own companies: types of units, securing Engineer 250 +500/skill slot the unit fails to do so, the Cohesion will contracts, and company administration Supply 1 +1/skill slot suffer. If the unit does not cover these rules. Transport Double full passage costs in-house, it will have to purchase Siege One fifth the purchase rate services from the local population or their Types of Units Weapons employer – possibly at exaggerated When building you mercenary Creature 1/10 up to 3 times XP value prices. company, you can draw from a wide Referee’s discretion Like pay, these costs generally are per range of unit types. It can be a legion of level. pikemen, a squad of heavy lancers, or a Transport Units can hire out for single Note that the information above mixed-arms force with footmen, cavalry, use service at the normal rates listed for assumes that the unit billets in a field archers, and skyships. The particular passage. This may be doubled for one- camp. Urban housing is an additional configuration of units you choose will way transport to out-of the way locales supply cost. dictate the kinds of contracts your force (essentially charging for a round trip). can best fulfill. Supply Specialists are needed for every Example: Svens’ Raiders is 25 soldiers. Magic units only receive Basic combat units can be classified rd composed of 50 F1 medium footmen according to the type of weapons and their high pay if they can cast 3 level (chain, sword). The retainer service of an armor used, and whether or not the unit is spells. Otherwise, they can charge 50gp average soldier is 3gp/mo, of which 1gp mounted. This is reflected in the basic per class level. goes to food and another 3sp is spent on service charge of the unit which is then The value of creatures varies with the equipment repair. The individual soldier modified by any particular features or intelligence of the creature, so, for pockets 13sp/mo, while the unit coffers deviations. example, an intelligent dragon will ask increase by 20gp. To calculate the Monthly Retainer of a for triple his XP as a retainer, but a Example: Svens’ Raiders have been soldier, add up all applicable pay juggernaut can be rented at 1/10th. hired for moderate combat, earning 6gp modifications (in gp) from the charts on The payscale above approximates the each. The upkeep is 1gp + 6sp; which this page. Secondary weapons, if numbers listed for hiring mercenaries in leaves 33sp for the individual soldier and applicable, are also included in the the RC, with the maximal deviation 1gp. 55gp (50 x 11sp) for the unit. tabulation. The minimum Retainer is Example: Svens’ Raiders don’t win a 5sp. Option (Dwarves and Elves): In contract for the month and must live off line with the RC, dwarven soldiers are of what is in the coffers. This costs 65gp.

Weapon Pay Weapon Pay paid at 1.5x the human scale, and elves Club +0 Sling +1 are paid at 2x. Option (Salaries and Costs): The Spear +1 Lt. Crossbow +2 wages are in line with the BECMI and Sword +2 Hvy. Crossbow +3 Upkeep: Of the retainer fee, 1gp is RC listings; however, those wages are 2H Sword +3 Short Bow +4 needed to feed and clothe a (human) woefully short compared to equipment Lance +4 Long Bow +8 soldier for a month. Animals typically lists for food and drink. The referee may require between 5sp to 20gp/mo feel the need to multiply wages and depending on size and appetite. The unit upkeep by a factor between 2 and 10.

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SPECIAL RULES FOR OCEANSEND Company Administration Reputation Effects The basic rules for dominion rulership Cat. Pay Contract Neg. Recruit Sub. Rival Coh. Bet. have been adopted for mercenary I +25% 90% +15 90% Y 15% +15 1% companies. Like Thieves’ Guilds (see T +15% 85% +10 75% Y 15% +10 2% Gaz F8), a mercenary unit tracks two P +10% 80% +5 65% Y 15% +5 5% Confidence Levels (CL) – one for its H +10% 75% - 55% Y 5% +5 5% members (Cohesion) and another for S - 70% - 45% N 5% - 5% dealing with employers (Reputation). A - 60% - 35% N 5% - 5% With sub-units, changes to the CL are U - 50% - 35% N 1% -5 10% halved. D -5% 40% None 20% N 1% -5 20% The Confidence Levels are updated R -10% 30% None 10% N 1% -10 20% each month (it does not “reset annually” B -10% 15% None 5% N 1% -15 20% as stated in the RC) to reflect campaign T -20% 5% None 1% N 1% -25 20% events. [Also: the Changing Ruler Effects Table should be flipped, e.g. CL Cohesion Effects 1-99 is always favorable to changing Cat. BR Luck UA Turnover Mut. Uncover Rep. Bet. rulership.] I +15 +65% 1% 5% 1% 75% +15 1% A new mercenary company begins with T +10 +45% 1% 5% 1% 25% +10 1% a base Reputation CL= d% +150 and a P +5 +25% 1% 5% 1% 25% +10 1% Cohesion CL = 2 x BR + d% + 50. H - +15% 1% 5% 1% 25% +5 5% These scores are then increased or S - 0% 1% 5% 1% 25% - 5% decreased based upon events and the A - 0% 5% 10% 1% - - 5% commander’s decisions. The CLs can U - 0% 10% 15% 5% - - 10% range from 1 (worst) up to 500 (best). D -5 -15% 20% 20% 15% - -10 10% Depending on the CL, certain effects will R -10 -30% 35% 25% 25% - -15 20% occur that benefit or hinder the company. B -15 -45% 50% 35% 50% - -25 40% T -25 -50% 75% 70% 75% - -50 60% Category CL Coh: Adjustment to unit’s Cohesion CL Peacetime: -10% contract and pay; +5% Ideal 450-500 Bet: Chance of employer betrayal from hire; 0/-5 CL; after three months -15/-5 Thriving 400-449 the start. The unit is a diversionary force, CL Prosperous 350-399 trapped in a Company Store, fed incorrect Unemployed: +0/0 CL first month, -10/ Healthy 300-349 intel, or other form of betrayal. For -10 CL second month; -25/-10 CL third Steady 270-299 Cohesion, the betrayal is internal, such as month; -40/-15 CL afterwards Average 230-269 theft or espionage. Internal Betrayal: -10/-3 CL x level (max. Unsteady 200-229 BR: War Machine bonus. -50) Defiant 150-199 Luck: Adjustment for random events Employer Betrayal, Unanswered: -50/-6 Rebellious 100-149 (such as weather), in the unit’s favor (+) CL Belligerent 50-99 or against it (-). Reprisal, Unsuccessfully: -40/-15 CL Turbulent 1-49 UA: Chance of unauthorized activities. Reprisal, Successful: +5/-10 CL This includes unreported sub-contracts, Elimination of a Rival: +40/+10CL Explanation of Effects disorderly conduct, and looting. Security to Locals: +5/+15 CL Pay: Adjustment to Pay and Bonuses Turn: Turnover rate. If a turnover Capture of Members: -1/-1CL x tot. lev. before Negotiations occurs, the unit loses 1d10 members. Death of Members: -10/-1 CL x tot. lev. Contract: chance of securing a contract Mutiny: Odds of a mutiny. Surrender to Avoid Bloodshed: +5/-20 within the month Uncov: Chance of uncovering an agent CL Neg: Points for negotiation. None means working to impede or harm the unit, or Successful Contracts: +15/+5 CL no contract adjustments. internal theft, or incitement to mutiny. Completion of Ambitious Contract: Rec: Chance of recruiting someone for a Rep: adjustment to unit’s Reputation CL +25/+10 CL position. Illness or Injury of Leader: -20/-5 CL Sub: Able to sub-contract to other units. CL and Income Adjustments Good/Bad String of Business: +(-) 15/5 Rival: Chance of developing a rivalry Numbers are for Cohesion/Reputation. CL per month after three. with another mercenary company. If a Increased Hostilities: +20% contract and Operations Intercepted: -25/-10 CL rivalry already exists, the chance of a pay, -10% hire; +10/10 CL Calamity, Minor: -10/ 0 CL second (or third, etc.) is decreased by 4% Overly Ambitious Contract: +5% pay; Calamity, Major: -15/-5 CL (min. 1%). -10CL/+5CL Unauthorized Acitivity: -5/-5 CL

5

SPECIAL RULES FOR OCEANSEND Securing Contracts (see optional rule for Appraisal). Missions To see if a contract is available for the The employer will make a final Missions vary in terms of the likelihood month, the player rolls d% and compares determination to hire the unit by adding and extent of combat, the pay grade, and it against the contract rate listed for a unit total unit pay, transport, billet, and supply employer support. Low pay is equal to of the appropriate reputation (see costs for the length of the contact and the monthly retainer, medium (high) is Company Administration). comparing it against the value (V) of the double (triple) the retainer. Low Support The referee will determine the nature of contract. If it is less than or equal to V, covers between 0 and 100gp of transport, the contract and any particular the two parties have agreed. billet, and supply. Medium Support is stipulations that the employer might wish If not, the referee will adjust the 50-1000gp, and Good Support is 250- to impose. The contract covers the contract in the employer’s favor. The PC 10,000gp (all per 50-100 man-months). primary type of mission(s) involved, the commander can then accept or decline payment for service, the length of (see below). Garrison (General Hire): Low service, and employer support. Combat, Low Pay, Good Support. The Each contract has a Value (V) to the Optional Rules unit is hired to establish or supplement a employer. The initial contract will Appraising Contracts: A military presence in an uncontested area. include: the unit pay per month (P), the commander can use a military or info- The unit serves as a general retainer number and type of soldiers expected (F), gathering skill to appraise the hidden force, providing periodic errand missions support for transport (T), supplies per value of the contract. The commander and defense and constabulary duties. month (S), percentage of recovery rights gains/loses 1 NP per difference in the Cadre: Low Combat, High Pay, Good (R), the length of service in months (L), skill score and check. Support. Considered plum contracts, the any objective bonuses (B), and the unit serves as a core around which starting date. There will be no conditions Declining a Contract: If the another force is built and trained. Cadre with the initial contract, and the pay split negotiated terms remain unsatisfactory, duty only goes to established mercenary is 10% upfront, 75% pro-rated monthly, the PC commander may decline and try companies and individuals. and 15% at the end of service. to find another contract. The second and Security: Low to Medium Combat, Monthly unit pay is equal to the subsequent attempts are penalized 10% Medium Pay, Good Support. This is mission pay rate times the monthly per declined contract. If at anytime the similar to garrison duty but with limited retainer for the desired number and type roll indicates that no contracts are scope. A particular high-valued object, of soldiers. Unit pay and objective available, hiring for the month ceases. site, or person is protected. bonuses are further adjusted according to Riot Duty: High Combat, Medium the company’s reputation. Multiple Contracts: A unit can Pay, Low to Medium Support. The unit The PC commander and employer attempt more than one objective mission is hired to suppress a riot in a city or bargain (as per the skill) for Negotiation per month, and it may farm out sub-units reasonably small province. Mercenaries Points. The skill check winner earns 2 on different contracts. The chances of hate these assignments because the NP per point difference in the rolls. This subsequent contracts are penalized situation can quickly turn against them, is added to the NP earned from 5%/10% per accepted/declined contact. militarily and politically. Rarely, Riot reputation. Duty can be coupled with Garrison Duty One NP can: Small Forces: If the PC’s unit has (at the latter’s pay-rate). Anti-guerrilla a) shift 1% of monthly pay to upfront less manpower than what was originally and Anti-bandit campaigns are extended pay, called for, every monetary contract versions of riot duty. b) shift 1% of end of service pay to element save the bonus will be prorated Defensive Campaign: Low to monthly pay, to the unit’s size. The employer contract High Combat, Medium to High Pay, Low c) add 25gp to transport support, value, V, is also prorated. to Medium Support. The unit is tasked d) add 10 man-months of urban billet, with preventing or delaying the e) add 10gp to supply support, Large Forces: Non-bonus contract advancement of opposing forces. While f) add 1% either to unit pay or bonuses, terms are scaled up, but the employer expelling an attacker is ideal, success can g) add 15% to recovery rights, and contract value, V, remains the same. be merely the preservation of the h) shift start date by one week. employer’s core holdings. Five NP can: Longer Contracts: Only the Relief: Hight Combat, High Pay, Low i) adjust contract length by a month, & contract value of garrisons adjusts to to Medium Support. The unit is hired to j) Set a unit-desired condition in the reflect this change. aid another force under attack. contract. Assault: High Combat, High Pay, Shorter Contracts: The contract Medium to High Support. The unit is The PC adjusts the contract according value of most non-objective missions is paid to capture a fortified installation. to the exchanges above. The commander scaled to reflect the change in length. Assaults usually result in larger than can also trade in existing rights for NP

6

SPECIAL RULES FOR OCEANSEND normal casualties but garner higher Who’s Hiring? Glantri: Currently Glantri has little rewards, financially and reputation-wise. Many nations of Mystara make use of need for mercenary groups larger than an The naval equivalent is the Beachhead. mercenaries to various degrees. adventuring party. This situation might Siege: Low to Medium Combat, Representation in Oceansend’s hiring change if tensions escalate between Medium to High Pay, Low to High halls varies with distance. Glantri and Alphatia. Support. The unit must prevent supplies Thyatis: The Empire hires mercs to and reinforcements from reaching a fight Ylari and humanoid raiders and to Other Game Systems targeted site, blunt sorties, and/or engage join its numerous overseas ventures. Oceansend and Norwold’s Strand are in limited artillery and engineering work. Karameikos: The Black Eagle useable for game systems other than Offensive Campaign: Medium to Barony is the only steady employer of OD&D (Classic). Here are suggested High Combat, High Pay, Low to High mercenaries, and those are drawn from guidelines for other editions of D&D. Support. The unit is part of an invasion local sources. For First Edition AD&D, all of the force. Beachheads and Assaults might Ierendi: Adventurers hire support for standard and UA classes can be found in not be included in an Offensive their next explorations. Piracy is also a Oceansend, even monks and those with Campaign contract, but limited Sieges steady form of employment. psionics. Noble cavaliers will become and Recons are. Darokin: Darokin hires troops to increasingly common as new dominions Guerrilla/Rebellion Campaign: secure the Orclands, take expeditions into take on knights, and the combat High Combat, Low to High Pay, Low the Broken Lands, support overland capabilities are applicable to mercenary Support. The unit is involved with an explorations, and, in the future, war with lancers. Paladins are generally imports uprising. In addition to having little Hule. Mercenaries might also be hired from Heldann or Ghyr. Barbarians are support, mercenaries also run the risk of for any inter-city conflicts (in line with exceedingly common, and Norwold’s criminal charges if captured. Darokin’s original write up). wilds do support druids. 1E rangers are Recon: Low to Medium Combat, Ylaruam: There is a limited hiring of holdovers from the Thyatian foresters Medium Pay, Low Support. The unit mercenaries for grand adventures but not and those they have instructed. scouts out enemy positions, movements, for military campaigns. Under Second Edition AD&D, the and strengths. Normally, recon units are Sind and Jaibul: Both nations have following kits are acceptable: not expected to engage with the enemy. internal and external need of mercenaries. academician, acrobat, adventurer, druidic Recon Raid: Medium to High Northern Reaches: Vestland and adviser, anagakok (remote witches), Combat, Medium Pay, Low Support. Soderfjord hire soldiers to deal with the animal master, archer, assassin, axe for The unit harries an opponent to test its humanoids and giants along their borders. hire, bandit, barbarian, berserker, strength. The engagement is limited, as Ostland’s piracy is self-contained. battlerager, beastfriend, bounty hunter, the unit is expected to return with the Heldann: The Heldannic Order has brushrunner, brute, buccaneer, strength readiness. Aka Recon in Force. no tolerance for mercenary units, and it cartographer, cavalier, collector, Objective Raid: Medium to High keeps an eye on “adventurers.” companion, diplomat, envoy, errant, Combat, High Pay, Low Support. The Wendar: The lords of Wendar hire explorer, forest runner, giant killer, strikeforce seeks to capture or destroy mercenaries for use in retaking the guardian, hearthguard, hedge wizard, supplies, personnel, and key items before Wildlands, exploring the Adri Varma herbalist, homesteader, hoplite, quickly withdrawing. Plateau, and in defense against Denagoth. huntsman, mariner, mercenary, merchant, Medium to militant wizard, mountainman, Diversionary Raid: Denagoth: Denagoth is conquest- myrmidon, noble, outcast, outlaw, High Combat, Medium Pay, Low minded and a steady employer of mercs. Support. The unit draws off or ties up pathfinder, pirate, savage, scavenger, Ghyr and the Western Alliance: opposing forces while allied units scout, seadog, seeker, sellsword, These nations west hire mercenaries for perform other tasks. Mercs understand sharpshooter, skald, soldier, spy, stalker, their regional squabbles. the usefulness of diversionary attacks, but war wizard, weapon master, wilderness Isle of Dawn Nations: Every they do not like being the bait. warrior, witch nation on the Isle has need for troops Service Duties: Low to Medium Good military choices for a specialist whose loyalty is to the local ruler. Combat, Low to High Pay, Low to High wizard are Envokers, Enchanters, and Norwold: Ericall and the new crop of Support. The unit provides various non- Conjurers. The Frost Wizard (Dragon lords hire mercenaries for many reasons. combat duties like pioneering, transport, 229) is also appropriate. The Alphatian Empire uses and the medical corps. Larger units Alphatia: For campaigns under 3.xE, it is typically maintain in-group services, but mercenaries for internal squabbles recommended that you use the prestige a few units specialize in performing these between the kingdoms, as expeditionary class option for paladins. Sorcerers are activities on behalf of other units. [The forces, garrison forces, or assault forces. either Alphatians or one of the various Minrothad Guilds Fleet is famous for Hule and : The witches of the Strand. It is recommended providing transport services.] Master of Hule is actively hiring units, as that dwarven characters not be permitted are other nations of the region. to cast arcane magic.

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MILITARY TERMS

Artillerist: one trained in the use of a Garrison: site of military stationing; Pillage: to steal and rob through force, ballista, catapult, or trebuchet also, to staff and guard a facility often with much destruction and mayhem Assault: attack against a fixed location Grenadier: a siege-specialist soldier Pioneers: field engineers Bandits: irregular force specializing in Guard: a regular defensive unit Pirate: a sea-borne raider who attacks robbery via ambush at travel points Guerrilla: a soldier in an irregular force ships for plunder or terror Blockade Runner: one who attempts broken up into several small swift units Platoon: a unit larger than a squad but to by-pass an embargo engaging in harassment and banditry less than a company Boltman: one armed with a crossbow Harrier: a soldier who skirmishes and Privateer: a pirate with a letter of Bombadiers: wizard unit specializing disrupts enemy tactics and logistics marque; slang: Sea Dog in area-effect offensive spells Heavy: armed with banded mail or Ranger: (non-game mechanic usage) a Brigade: a unit larger than a company higher armor and heavy weapons soldier who travels far from support Bivouac: temporary encampment Honor Guard: guard unit dedicated to Rank: position in chain of command or Cadre: core unit around which a larger protecting an important person or site in a file (echelon) force is built (e.g. a training cadre) Hoplite: heavily-armed foot soldier Rearguard: unit that protects the Cataphract: ancient heavy cavalry Horde: a large unit whose members headquarters and withdrawing allied units Cavalier: an armored cavalryman, often fight as individuals Reaver: a sea-borne raider who attacks of noble or knightly stature Horde, Ethengarian: one of several coastal or river settlements Cavalry: unit which fights on horseback mounted archer units from the Khanates Recon: a scouting mission to determine Charge: an attack against the enemy at Host: assembly of warriors; an army enemy or target positions and strengths full speed and commitment; n. Charger Hussar: irregular cavalry Recon in Force: a recon with a larger Charioteer: a fighter using a horse- Infantry: a common foot soldier patrol size and more heavily armed, often drawn chariot Jumptrooper: flight-capable soldiers expecting an enemy engagement Chasseur: aka Jäger, one in a light Lancer: cavalryman wielding the lance Sally: a drive at the enemy, but less infantry response force Legion: a regular force at the division forceful than a charge Cohort: a regular force at the company or army level unit Salvage: recovery of equipment and or division level Light: armed with leather or no armor loot from the battlefield Commando: member of a strikeforce and light or few weapons Sapper: aka Saboteur; a demolitionist Company: the basic military unit and Marine: a soldier involved with ship Search and Destroy: locate a target most common size of mercenary forces security, boardings, and beachheads behind enemy lines and destroy or kill it Company Store: in-house seller of Medium: typically armed with scale or Search and Recovery: locate an weapons, armor, and other supplies chain mail and good weapons object (or bodies) and retrieve it Corps: a unit less than an army Militia: a group of civilians led by a Search and Rescue: location of Corps, Signal: unit that maintains military person person(s) of interest communication between other units Milk-Run: a traveling assignment with Sentry: a guard; aka sentinel or watch Corps, Medical: unit charged with no expectation of combat Siege: prolonged attack against a medical and surgical duties Minuteman: rapid-response volunteer fortified site, often including an embargo Corsair: a privateer in a light, fast ship Mob: undirected group of combatants Skirmisher: one who does not heavily Cuirassier: one wearing cuirass armor Musketeer: musket-wielding fighter, engage the enemy (see Harrier, Guerilla) Demi-Lancer: a half-armored lancer seen only on the Savage Coast Squad: the smallest military unit riding an unarmored horse Pack Hunters: a unit that fights Strikeforce: a Search specializing unit Detail: non-combat assignment against isolated opponents Terrorist: one who primarily attacks Division: a unit larger than a company Paratrooper: infantry dropped by air non-military personnel to win a conflict Dragoon: soldier who travels by horse units (usually with magical aid) Trooper: mounted policeman Eel: Minrothaddan frogman Partisan: a guerrilla, typically fighting Uhlan: a lancer Embargo: to prvent entry or exit against an invader Vanguard: a unit that travels ahead of Envelop: to flank both sides of an Pathfinder: advanced scouts who set the main army enemy with the intent to surround up forward positions Voltigeur: a sharp shooter dropped off File: a single column of soldiers Patrol: a squad or larger unit traveling by cavalry Flank: to race around an enemy outward before returning to base Warden: a security guard or jailor Frogman: a solider who reaches his Patrol, Long Range Recon: aka Warden, Dispel: Alphatian naval target in secret via the water LRRP, patrol duty extending well beyond wizards armed with wands of dispel Fusilier: a wizard using single-target the immediate area and lasting days Yeoman: volunteer cavalryman offensive spells Picket: a formation used to guard against flanking units

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MERCENARY COMPANY WORKSHEET

Company Name No. Troops Cohesion Commander No. Reputation Animals Client No. Equip. BR Length of Contract Coffers

Friends Enemies

Notes, Arrangements, And Rights

Forces No. Soldiers Total Base Upkeep Monthly Monthly Levels Rate Pay Upkeep Light Footmen Medium Footmen Heavy Footmen Skirmishers (Archers) LongBowmen Slingers Shooters Heavy Shooters Pikemen Light Horsemen Medium Horsemen Heavy Horsemen Engineering Artillery Supply Transport Other Other Other Sub-Units N/A Adjustment N/A N/A N/A N/A Totals

Additional Payment and Monthly Monthly Expense Adjustments Revenue Expenses Freelancers Current Contract (s) Widows and Orphans Fund Payoffs Performance Bonuses Transport/Supplies Other Total

VVAAUULLTTSS OOFF PPAANNDDIIUUSS

The Kingdom of Oceansend An Unofficial Game Accessory

The trip up the Helskan Strait had been a subdued affair. The sailors paid little heed to the passengers who had booked fare aboard The Starling. They dutifully tended to their jobs – the only time things seemed amiss was after we entered Oceansend Bay and a cry of “See-yo-tun” wailed from the crow’s nest.

Every land has its wars, but as we came into Norwold … there’s an echo of something epic. Battles on which great civilizations rose and fall. The indigs have a fatalistic tale, which they share with the Northmen, called Ragnarok when even the gods fall to the sword. When you look at the maneuvers of the great empires of the world vying for this frozen stretch of ground – who’s to say the Norwolders don’t have it right? Something’s brewing in the air. Something good for business.

And don’t ever forget this is a business. You aren’t in it for the person. You’re not in it for their cause. You’re in it for the money. Old Captain Solomay taught me that, right along with his other two rules: one, no reward is worth dying over, and two, always remember the calculus of your employer: his arrows cost money, but your dead cost nothing. -MacReeg, Captain of the Blackhearts

This is the ninth entry in a series of unofficial Gazetteer gaming aids for enthusiasts of the world of Mystara. This work covers the Kingdom of Oceansend and the underpopulated coastal Strand of Norwold.

“The Free City of Oceansend” provides descriptions of the history, settlements, races, and personalities of a land where men freely sell the strength of their swords to the competing interests of empires and would- be nobles. Oceansend stands out amid the turmoil – a hub of the military commerce, and a refusal to surrender its independence.

This product also provides guidelines for playing scout-rangers, conducting squad-based combat, and running a military company.