INTRODUCTION

Unofficial Game Accessory

The Western Alliance Editor J. T. R

Table of Contents

Introduction ...... 2 What Every Character Learns Growing Up...... 3 History as the Immortals Know It...... 4 Geography...... 9 Society...... 11 The Kingdom of West Haven...... 15 The Misty Kingdom of Taralon...... 18 The Kingdom of Snowden ...... 20 The Kingdom of Lowland Roags...... 23 The Kingdom of 200 Knights...... 25 The Kingdom of Many Colors...... 29 The Great Olde Woode ...... 32 Personalities ...... 34 Creating Characters in the Western Alliance ...... 35 Special Rules for the Western Alliance...... 37 Hill ...... 37 Magicians...... 39 Monsters ...... 45 Magic Items...... 46 Adventures ...... 47 Idrisian Grimoire...... 51

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

Ruhland, Geoff Gander This work may not be sold commercially in the United States Cover Illustrator: Rafael Ramos Santos of America or abroad. It may be electronically replicated Cover Painter: Renata Isabela (“downloaded”) in its entirety for personal use. Interior Artists: Rafael Ramos Santos, JTR The contributors retain copyright to their individual Cartography: JTR contributions with a fair-use understanding of citation in Typography: JTR subsequent works. The artists and cartographer retain all rights to their works as typically construed for art. © 2006 JTR The editor retains all rights to the product “The Western Alliance” and the poetry contained herein. 1 INTRODUCTION

Forward The Final Goal of the The overwhelming majority of Welcome to The Western Alliance, the Campaign demihumans arrived in the Dale along with Thyatians and other Known fifth entry in the popular fan-made line of A campaign set in the Western Alliance Worlders a century ago. Native stock gazetteers describing the world of can center on several different goals to elves exist in wooded lands south of the – the only game world designed match your group’s interest. Western Alliance. for the classic box-set series of Dungeons In a storybook campaign, the party In Mystara there are no true “half- & Dragons™ by TSR/Wizards of the undertakes adventures reminiscent of elves” outside of the Eusdrian-Robrenn Coast™. traditional from and region on . The progeny The Western Alliance has a two-fold the Beanstalk to Tim Tom Tot. These are of mixed parentage are either human or purpose. The first is to serve as an intermixed with Arthurian -tales and , though appearances may be appendix to the Idris-cycle of gazetteers classic damsel-in-distress scenarios. deceptive. However, if your personal (GAZ F1-F4) that covered Wendar, A traditional campaign, including campaign permits half-elves as a standard Denagoth, the Northern Wildlands, and monster and treasure hunts, are possible race option, then such characters are Ghyr. The people and history of the but require some consideration. The acceptable, but rare, in the Dale. Most Alliance are inextricably tied to those humanoid races are integrated into the are outcast children sired between lands. The “Idrisian Grimoire” at the end local culture, and unreasonable attacks Parthenal elves and humans. of the gazetteer addresses a few questions against them can warrant official about the previous products. reprisals. A few peripheral groups stand More importantly, the Alliance is a against the Alliance and can be attacked. Kudos and Corrections wonderful, unique land characterized by The Staircase (Roaguncal) houses The kingdoms of the Alliance have been the feel of tall tales, impish gnomes and marauding humanoids, undead are a created expressly for this product line, brooding giants cast against the backdrop problem for the west, and the north and but many site names (including West of kingdoms coming into their own. It is south contain their own deadly fauna. Haven) and personalities were pruned the final redoubt of Known World A political campaign can be inserted at from official supplements such as AC1 Culture, and the nations face their own anytime. Most of the kingdoms are Shady Dragon Inn by Carl Smith. perils. susceptible to palace coups, but there The Prism Wars that led to the creation It was an exceptional labor of love, and may be a need to further bind the of the Alliance kingdoms originated from I hope you enjoy reading The Western kingdoms together. External factors can a character reference in the adventure XL- Alliance and using it in your own intrude into Alliance matters, notably the 1 Quest for the Heartstone by Michael L. campaigns. Empire of . What would happen Gray. if the Empire requested its wayward The adventures AC3 The Kidnapping of The Western Alliance colonists to renew their citizenship? Princess Arelina, by , and The Western Alliance is a loose Some kingdoms are pro-Thyatian, others AC5 The Revenge of Rusak, by David collection of six petty kingdoms that more independent. While no adventures “Zeb” Cook, were invaluable in creating occupy the greater portion of the Dale – intersect with Wrath-period conflicts, a framework for a West Haven campaign. an intermediate flatland above the your campaign could have the kingdoms “The Rescue of Princess Sylvia” continent’s central Borean Valley that is drawn into them. appeared as part of the module B9 Castle ringed by hills. The Dale is west of the As always, the region can also be used Caldwell and Beyond by Harry Nuckols. Kingdom of Ghyr and north of the simply as a site for an adventure or two AC10 Bestiary of Dragons and Giants Swamp of the Beast. before the party moves on to other lands. (Deborah Christian, editor) proved Many of the kingdoms of the Western beneficial in working up life as a giant. It Alliance have fairly modern culture by Who Should Play in the also two adventures useable in the Dale or Parthenal region. “The Wizard in the both in-game and real world measures. Dale? Hill giants serve as knights for the most Woods,” by , happens in the The Western Alliance has a lot to offer powerful kings, feudalism is beginning to eastern Parthenal, while “Prince Reynard characters and players with its set in, and the art of stage magic has and the Silver Staircase,” by Ray feel. It can be played in both a serious grown before a receptive audience. Winninger, provided kernels for the court and light-hearted manner, and this work On the other hand, there are wild, at Dauphins. strives to strike a balance. primitive populations to the north and Literary inspirations were legion, and a The land favors no particular class or south. These Roags and humanoids look list is provided in the “Idrisian race – even the “common man” can have askance at both the Known Worlders and Grimoire”. a fulfilling career. All of the core races the Church of Ghyr, and several druidic Finally, several minor characters from are present, as are several humanoid races strains are energizing resistance. the LJN toy and accessory line which did and gnomes. This work also opens up not appear in The Hidden Treasure of the possibility of playing hill giants. Ghyr are included in this gazetteer.

2 WHAT EVERY CHARACTER LEARNS GROWING UP

“Be bold. Be bold, but not so bold, lest Spots and Spots and Spots Where Are You, that your heart’s blood should run cold.” Brother Jack? – A common admonition from mother to (On a bad outbreak of chicken pox) child. (On the 6th of Klarmont Battle)

I went to the Vicar, The history of the Dale is well-document I went to the King, but saw Where are you, Brother Jack? from AC 735 onward. That is the date in Spots and Spots and Spots. Where are you, my friend? which Essurian colonists settled the Dale The rain is falling, and Ghyr to the east. Any studious I went to the open field, and still And I am calling, character is freely aware of the events Spots and Spots and Spots. On the Fields Burthgledd. over the intervening 265 years.

Otherwise, what characters learn of the I went to the forest edge, fell ill Where are you, Brother Jack? past is often encapsulated in nursery Spots and Spots and Spots. Where are you, my son? rhymes or songs. Here is a collection of Too many did I see today, rhymes that are common across the Now here I am in the ground, with On the Shores of Taralon. kingdoms. “Where are you, Brother Spots and Spots and Spots. Jack?” is meant to be sung. Where are you, Brother Jack?

Where are you, my friend? The Crimson Ettin of The Legionnaire The hail is falling, Khavasz And I am calling, (On the Thyatian occupation) On the Fields Burthgledd. (On the mythic monster) The Legionnaire went to the Dale, Where are you, Brother Jack? The Crimson Ettin of Khavasz Upon Gabrionus’s command. Where are you, my dad? Once terrorized the lands. Stood tall as a wall, wind in his face, They say that you once were here, And he'll come around once more, And gladius in his hand. But I was just a lad. When the wee bairns do bad. The Legionnaire loved the Dale, Where are you, Brother Jack? He'll beat you and bind you, And proved the eagle might’. Where are you, my friend? And then eat you for sure. Moved heaven and earth, the waters The leaves are falling, Tis certain, ye be good, rebirth’d, And I am calling, Gabrionus himself And set the kingdoms right. On the Fields Burthgledd. Would quiver and quake And the bishop cry to Od. Shiny, Pretty Where are you, Brother Jack? Where are you, my wife? (On the Prism Wars) The children have been crying, Good Cador Hen But now there is no strife. Shiny, Pretty, Shiny Pretty, how I (On the expulsion of the dream of you. Where are you, Brother Jack? Bishop at Roagendoch) Shiny, Pretty, Shiny Pretty, now Where are you, my friend? Fifteen’s seven and two. The snow is falling, Good Cador Hen wore a happy grin, And I am calling, And smiled with what he had to say. On the Fields Burthgledd. The feathers did fly, the bishop did cry, Little Mary Hawkins

And the Roags danced all day. (On the future queen’s choice Round the Chapel He summoned the harp, of a Roag husband) He summoned the pipe, (On the disappearance of children He summoned them all with glee. Little Mary Hawkins sat in a chair, near the Great Olde Woode) And merriment ran for hours on end, Eating her favorite delight. For all of the north to see. Her father said please, Round the Chapel, all three times, Even down on his knees, Against the sun, hear my rhyme, But the court was sent afright. Round the Chapel, not again, The Elf-King's come to take with him.

3 HISTORY AS THE IMMORTALS KNOW IT

The early history of the lands of the Newcomers empire at odds with the Parthenal elves. Western Alliance mirrors that of The inhabitants of the Hill and Dale The Dominion’s legacy was mixed. neighbors such as Ghyr. As part of the quarreled infrequently, but equilibrium The Maggorathans introduced advanced Hill and Dale, the region was once at the was quickly reached in the region. The governmental elements as their holdings edge of the old Arctic Circle and the later additions of Parthenal elves and grew, and their influence spread a version continental ice cap. The Great Rain of humans and Denagothians did little to of Idris worship that unified the disparate Fire that devastated the world four upset this balance. races. This semi-racial harmony remains millennia ago left the Dale in roughly the The humans and elves who came to the in the Dale today. Elves were an same latitude relative to the new Parthenal hailed from the Realm of exception to this inclusion, and the planetary axis, but local settlements were Forenath, an elf-human nation in the Parthenali withdrew deeper into the hills destroyed. Wildlands territory. A strange disease and the Great Olde Woode. had wracked that Realm and induced a Following a pattern similar to other The Dancing Ice fratricidal paranoia between the races. nations where Idris-worship was Following the catastrophic effects of Those who made it across the Swamp of permitted, Maggorathans slowly preyed the Great Rain of Fire, glaciers moved the Beast settled the hills but never upon their pagan neighbors physically across the region in their search for the established a larger, national identity. and spiritually, and they became new north. The Dale was not totally free The Denagothians came later to the abominable in the eyes of their of glaciers until 600 BC – 2400 years Ghyran Piedmont after finding neighbors. after the Rain. themselves on the losing end of In the middle Fifth Century AC, the The region was heavily covered during escalating conflicts with the Lothenar Icereach Barbarians began speaking of the first half of that period. Brief elves of the Denagothian Plateau. He Who Watches, and within a openings in the west were occupied by a Even the Alphatians made a brief generation, an inspired warrior led a now-forgotten race of man that appearance in the east. It was during one against the Dominion that ultimately eventually gave rise to small chieftain the Empire’s periodic expansions that the resulted in its collapse in AC 530. states. Kingdom of Alinor was established. The This state of affairs was overturned kingdom might have had a greater The Essurian Eagle between 1800 and 1700 BC. Glacial political impact on the region – had it There was no successor power to the movements had produced a large gap survived the magical raising of its Dominion, and the populations of the Hill between the ice sheets that provided a mountain chains. The act generated and Dale persisted in a tranquil life. The direct route from the Borean Valley in the earthquakes that destroyed the kingdom Roags moved west into the northern west and the Ghyran Piedmont and other and made other physical alterations to the Flatlands above the Kaganus and as far areas in the east. Shattered Plateau. west as Havaburn. It was through this path that the Alphatian survivors fled back to their In 735, King Telles of Essuria humanoids of Loark’s Great Horde homeland, ventured further west, or were commissioned the formation of colonies entered the northern lands and absorbed into the local populations. This in the north. Essuria was the major subsequently Norwold and the Known last group was Alinor’s true legacy to the power on the Denagothian Plateau at this World. The local humans were displaced region, and their earth-based sorcery was time. The Essurian settlements began in by the wave, and some horde groups preserved by the native humans with the Ghyran Piedmont and proceeded remained in the area. Kobolds settled the whom they lived. In time, remnants of outward into the Dale. The town of Ghyr Parthenal, while others settled along the the earth-magic were folded into the prospered as the trade juncture for the length of the Ghyran Piedmont. The ancestral faith of the Roags, and their Hill and Dale. humanoids’ presence also prompted early druidic tradition was born. Faith in He Who Watches fanned out Roags to travel north and settled in over the population, spurred by both Ghyr’s Clearwater Valley. The Dominion of Essurian support and the heroic tales of The Dale was again sealed off from the Maggorath the paladin Jason. Minor roadways were west ca. 1500 BC by ice sheets receeding commissioned along the Kaganus to Around 200 AC, a new transformative from the Wildlands in the south. This connect the far-flung towns and villages. power swept into the north in the guise of secondary coverage reached its maximum Fifty years after Essuria first entered a Denagothian named Maggorath. extent in 1200 BC when the new ice the north, a Thyatian adventurer aided The warrior forged a loose empire sheets met the pre-existing one. Only the Essuria and the Wyrmsteeth dragons in anchored at the hills within the Swamp of Lake Dolcimer area remained free at this stopping a cabal known as the Onyx the Beast. One of Maggorath’s first time. Ring. This adventurer was Giovanni diplomatic stratagems was allying with Just as quickly as it came, the ice left, Augustus, an Isle of Dawn officer in the the kobolds of Parthenal. The warlord’s and the main Dale was fully open by 800 Imperial Legion who would one day wear successors pushed the Dominion’s reach BC. the crown himself. into the Hill and Dale, which placed the

4 HISTORY AS THE IMMORTALS KNOW IT

His Essurian hosts and fed and colonists through the friendly The engineers then drew upon giant him many tales of the lands beyond the territories of Sirecchia and Nouvelle muscle to erect a retention ditch over 300 Known World. He was assured that the Averoigne in the nation of . miles long north of the Havaburn north was a bountiful land awaiting use Glantri was in a period of flux, with new communities. The outflow was dammed and that there were passages across the populations freely coming and going at and the waters diverted into the ditch. mountains into Norwold. Though the the time. With sympathies from most of The entrapped riverflow became the realization never occurred within the princes, Thyatis was able to pass its Taralon Channel. The waters were Giovanni’s lifetime, Thyatis would use forces through the young nation with stocked with fish, eels, and crabs this information to make a bid for control little trouble. imported from Oceansend and those of the north and maneuver against the The recent disappearance of the ruling native to the Kaganus. Alphatians. d’Amberville family troubled the Without a proper release mechanism, The Gallathon Emancipation granted Averoignians, and some joined the this clogging led to more volume pouring the northern colonies their independence Thyatians in their journey north. into the numerous river-fed lakes. in 852. Bereft of their homeland Individuals of other groups, such as the Shorelines slowly began to inch outward connections, early trade surges could not anglaise, also attached themselves to the and dredging proved to be a constant maintain the Hill and Dalers. The east . activity. Attempts to create a new out- suffered the metastasizing effects of the The first Glantrian-routed Legion used channel were abandoned for cost reasons. Cult of Idris. This eroded the bonds of the Adri Varma Plateau and waterways to In addition to altering the ecological community in the north. Western and its north as a guide in reaching the Dale. balance in the region, the absence of the northern groups returned to the calling of The Legion skirmished with a few wild Kaganus animated a menace from the Roag Macullan or abandoned faith all tribes while in transit, but was otherwise Borean Valley. together. At the century’s turn, the north unmolested. After crossing into the Dale, The geopolitical ambitions of the was a hotbed of conflict between it took the hamlet of Havaburn on the far Empire were never realized. The next different settlements and groups. western edge of the Parthenal Hills. The emperor, Gabrionus V, let military and force was able to quickly move up the colonization expenditures decline, and Provincia Gurrania Kaganus. legionnaires were never able to locate a While the northern communities Subsequent solidiers and settlers wound viable route to the Great Bay. Periodic devolved into quarreling states, the their way through the Genalleth Valley supplements managed to reach the north, Empire of Thyatis was preparing to (modern Wendar) and then the Great and in 927, one of the last units to rotate embark upon an ambitious program of Northern Wildlands after learning that the into Gurrania stumbled into the Wizards’ colonization across the face of Mystara. Geron pass had been closed. War between Denagoth and the City of Gabrionus IV sent colonies and garrison Within five years, Thyatian forces had Wendar. Motivated more by necessity forces to Traladara, the Gulf of Hule, the completed their conquest of Provincia than altruism, the Thyatians joined in the Isle of Dawn, and Oceansend. Further he Gurrania. The final battle was against the city’s defense. became aware of Giovanni’s old plans hill giants of the Scarlet City in 908 AC. and notes, and prepared to settle the Hill Semi-nomadic Roag and humanoid tribes and Dale region. Between the Hill and and isolated homesteads in the north lay Dale and Oceansend, the emperor was outside the province. Likewise, the sure that all of Norwold could be Parthenal and the Great Olde Woode ensnared. were largely ignored by the Thyatians The most difficult task lay with getting who wisely realized they could not take to the region. Routes through the those territories successfully. Wyrmsteeth and across the wastelands The eastern region near Ghyr was well irrigated, but water was a major concern northwest of Glantri were considered the best options. The first Legionnaires for the western Dale. The natural lake marched through the Wyrmsteeth and systems would prove to be insufficient to support the clustering communities of The Prism Wars aided the Ghyrans in putting down Thyatis finally recalled its Legionnaires various threats such as the Greendale Known Worlders, and the leaders of the province undertook one of the most from their northern post. At the same Riders. In recognition of Ghyr’s ready time, miners were discovering lodes of acceptance of imperial rule, the Thyatians ambitious earthwork projects in history. The engineering cohort first dredged strange prismatic stones throughout the denoted the whole of the north as hills and mountains. The twin events Provincia Gurrania. Lake Dolcimer and expanded its shoreline. Diverters were placed in the precipitated another round of chaos in the Ghyr was an important holding, but north. Local lords proclaimed Havaburn was the real key to securing the Kaganus to shift more of its waters into the Lake. themselves kings and warred for Dale. The Thyatians routed their soldiers possession of land, power, and the stones.

5 HISTORY AS THE IMMORTALS KNOW IT

At the start of the Prism Wars were the During the celebrations of Armistice in Dauphins had marched on Brest, following kingdoms: Ghyr, Temaraire, Ghyr, the Heartstone was stolen by the angering West Haven. The matter Mork, Greendale, Deep Hollow, Faltings, Master Thief, Dahnakriss. It was never worsened as brigands used Faltings as a Dauphins, West Haven, Havaburn, the recovered. base of operations against Deep Hollow Scarlet City, the Verdant City, There services required elsewhere, the and Greendale. Rerprisals soon Nortopolis, the Cerulean City, Bethfield, final Legion unit left the north bearing followed. and Snowden. Other communities were the kingdoms’ final duties. It disappeared Faced with this response, Dauphins independent, but they did not aggrandize in the Northern Wildlands, and the captured Balais from the Taralon League themselves. freedom buyout never reached Thyatis to prevent a repeat of its homefront siege. Nortopolis and the Scarlet City were a City. The Empire never learned what It then contended with its eastern front. juggernaught that pushed east. Only became of their former colonies. Taralon lost its other ally, the Cerulean Dauphins managed consistent victories City, when conflicts with Bethfield and against their forces. The war quickly led Armistice and the Snowden forced the city to join with to consolidations throughout the region. Alliance War Nortopolis. Against this stronger Five years into the Wars, clergy of He backing, Bethfield relocated its court to The next two decades were quiet ones, Who Watches presented Qasmar of Ghyr Roagendoch. but several important changes did with the Heartstone, a prismatic ruby. As the two strongest powers, Dauphins transpire. The first was the formal The Heartstone allowed Qasmar to see and Nortopolis agreed to an alliance, but merger of Nortopolis and the Scarlet City the true nature of his fellow nobles, and their incursions into the east were into a single political entity under Robert he was able to surround himself with blunted, and the two nations retired from I. Robert engineered this feat by good and loyal men. that front. marrying off his son Engelbert to a half- On the 6th of Klarmont, AC 980, the giantess princess. bloodiest battle of the War transpired. A The other important change was the rag tag force from Snowden annihilated leadership turnover in the kingdoms. their Cerulean opponents on the fields of Ever ruler, save King Claudius of Bethfield. Thousands fell, and the Snowden, passed away during these Ceruleans are still affected by the defeat. years, and the heirs were thinking of new Snowden’s control over the region was ambitions. acknowledged in return for a ceasation of When Prince Ganto succeeded Qasmar hostilities and membership in the new in Ghyr, only Greendale, Deep Hollow, alliance. and West Haven renewed their allegiance

to Ghyr. The other kingdoms were held to be in rebellion, but the new king did not press his claims against them. It is unknown if such action would have prevented the conflicts that afflicted the western kingdoms soon after. To eastern powers, the Alliance or Dale War was more of a series of limited engagements intermixed with brief shows of force over many years, but it resulted

Even with the Heartstone, victory was in a strengthening of Dauphins and by no means assured for Ghyr and her Nortopolis. And it all began with the ruler of Taralon. allies. The death of Frederick I of Nortopolis was unable to deter that Historians refer to the documents as the kingdom, and the Scarlet City reached Taralon Letters – a set of official The war continued for another three the walls of Ghyr. Their preoccupation correspondences from Queen Mabd I of years. West Haven, still angered over with the east proved to be their undoing. Taralon to several Roag populations, Brest, joined with Taralon in trying to West Haven and Dauphins were able to including those at Brest and the Ivory retake Balais, but Dauphins defeated cut supply lines in the Greendale region City. The letters were requests for a them. Bereft of its former allies, Taralon and trap the combatants. western alliance of Roags under the was forced into the humiliation of joining The Prism Wars concluded on the Taralon League. Dauphins intercepted “its” Western Alliance. As a further bloody fields near Galencourt, a town these letters and construed them as a call peace condition, Queen Mabd was forced near Ghyr. Afterwards, the kings of the to war. to abdicate. north pledged themselves to Qasmar. Before cooler heads prevailed,

6 HISTORY AS THE IMMORTALS KNOW IT

Dauphins took the war to West Haven AC 200: The Denagothian Maggorath exchange for military assistance. before it, too, joined the Alliance. At formed in the swamps to the war’s end, West Haven had lost Serleans, southeast. AC 904: A Thyatian Legion marched due Sorchester, and the lives of King Edwin north from Glantri to Havaburn. and the crown prince. AC 220: Maggorath concluded treaties Almost as an afterthought, Roagendoch with the Parthenal kobolds. AC 907: Thyatian settlers traversed the joined the Alliance to protect wintering eastern Northern Wildlands. rights for affiliated nomads. AC 250: The Dominion of Maggorath Representatives of many Known extended into the Hill and Vale. This World groups accompanied them. Recent Years led to conflicts with the Parthenal The Alliance’s first joint task came elves and humans. AC 908: Thyatian forces completed their after undead began appearing in the west. conquest of Provincia Gurrania. Provisioned post houses were set up, as AC 400: Idris traditions were absorbed were plans for patrols. They even into the Roag belief system. AC 910: Additional water from the cooporated in salting and denuding the Kaganus was diverted to Lake land in an attempt to deny the feeding AC 460: First mentions of He Who Dolcimer. undead forms any sustenance. Watches from the North. It has been seven years since then, but AC 912: Construction begun on Taralon wandering undead forms occasionally AC 485-530: The Dominion of Channel. appear in the western nations. Maggorath was challenged by followers of He Who Watches until it AC 914: Gabrionus V takes the throne Ghyran Timeline collapsed. Dale communities kept to and lets the Thyatian military decline. themselves.

AC 915: Thyatian legionnaires and BC 3000: The Great Rain of Fire. AC 735: Essurian colonies began to settlers passed through Wendar into

spread into the Hill and Dale. the Northern Wildlands. BC 2400: Humans established culture to

the west and north of the Dale. AC 785: Giovanni Augustus and the AC 920: Completion of the Taralon

Onyx Ring adventure. Through his Channel earthworks. Other regional BC 1723: Around this time, the human compatriots, Giovanni learned many lakes begin to receive additional culture retreated into Norwold and tales about the surrounding lands. waters. parts north to escape Loark’s Great

Horde. Many kobolds stayed in the AC 800: Gnomes joined the peoples of AC 925: Nearly exterminated by the Parthenal. the north. forces of the Shadow Lord, Lothenar

elves were granted sanctuary at Ghyr. BC 1600: Early Roags and humanoids AC 852: Essurian colonies were granted settled the Hill, the lands east of the regional autonomy. The corruption AC 927: Thyatian Legionnaires in transit Dale. by the Cult of Idris was limited to the to Ghyr aided Wendar in the Wizards’

east. War. Formation of the Wittan BC 900: Humans and elves fled to Council in the Great Olde Woode. Parthenal to escape the fratricide in AC 896: Chateau d’Amberville the southern Realm of Forenath. disappeared in the Known World AC 928: Thyatian Legionnaires defeated

nation of Glantri. Denagothians in Almarea Forest, a BC 300: In the far east, the Alphatian part of the Wildlands. Kingdom of Alinor incorporated local AC 898: New immigration wave barbarian nations. peacefully hit Glantri. AC 930: Explorers to the Borean Valley

brought back tales of immense, BC 260: Raising of the Alinor Chain and AC 900: Gabrionus IV, new emperor of deathly still cities. Subsequent destruction of Alinor. The Shattered Thyatis, began aggressive expeditions did not return. Plateau achieved its current condition. colonization attempts worldwide. Local populations reasserted control The Idrisian faith resurged along the AC 933: Discoveries of a new type of over their affairs, while surviving Ghyran Piedmont. gemstone capable of holding magic. Alphatians joined the barbarians,

returned to Alphatia, or migrated AC 903: Thyatian Legionnaires reached AC 936: Recall of the Legions. west. Ghyr. Ghyr readily joined Thyatis in

7 HISTORY AS THE IMMORTALS KNOW IT

AC 937: More prismatic lodes were Haven. launched attacks against Bethfield discovered in the east. and Snowden. Bethfield relocated its AC 948: West Haven, Dauphins, court to Roagendoch. AC 938: A single Legion remaining to Snowden, and Bethfield agreed to an guard the peace. Squabbles escalated alliance with eastern Ghyr. In AC 977: Dauphins finally expelled among the Gurranian lords, and many response, the Cerulean City joined the Greendale from Thosh. The proclaimed themselves kings. Taralon League. Nortopolitans independent Ivory City joined the captured Vhimagorg and the Sorrows, Kingdom of Many Colors. AC 940: The Prism Wars. The Scarlet while Scarlet forces besieged Ghyr City accosted Deep Hollow. Prince itself. AC 978: Dauphins and Nortopolis agree Ganto of Ghyr routed Denagothian to a formal alliance. warriors at Temaraire. AC 949: Prince Ganto repelled Ghyr’s attackers and reclaimed the Sorrows AC 979: Nortopolitans won a pyrrhic AC 941: Greendale defeated the and Vhimagorg. West Haven and victory at Shotburn. Dauphins raided Kingdom of Mork. The Kingdom of Dauphins relieved Deep Hollow. Southpool and threatened Greendale. Nortopolis controlled Magnitania, and Inhabitants of the Great Olde Woode Knights from Mork and Galencourt the Scarlet City captured Faltings liberated Thosh and Southpool. countered the invaders. before entering Deep Hollow. AC 950: During the epic Battle of AC 980: Cerulean forces fought against AC 942: Dauphins defeated Nortopolis Galencourt, Ghyr’s allies, including Snowden and Taralon over Bethfield. for control of the Sentaburgh region. West Haven and Dauphins, prevailed. Snowden secured its claim by joining Sherrick, Thosh, and Southpool The kings of the all the northern the Western Alliance. pledged to Greendale. realms pledged their allegiance to Ghyr. The last Thyatian Legion AC 981: Taralon and West Haven failed AC 943: West Haven asserted authority withdrew from Ghyr. to retake Balais. Taralon agreed to over the Havaburn region. Landsbury, join the Western Alliance. Serleans, Balais, and Taralon formed AC 964: Ganto became King of Ghyr. an alliance against Dauphins and Greendale, Deep Hollow and West AC 982: Dauphins captured Serleans and Nortopolis. The Kingdom of Haven renewed their allegiance, but Sorchester. Bethfield skirmished with the the other kingdoms did not. Cerulean City. The forces of the AC 983: West Haven joined the Western Scarlet City and Faltings took Thosh AC 970: Interception of the Taralon Alliance as did the court at and Southpool. Letters results in the first skirmishing Roagendoch. of the Alliance War. AC 944: Nortopolis beat the Scarlet City AC 985: Undead began to appear on the for the control of the Verdant City. AC 971: Dauphins’ knights captured borders of the western kingdoms. Dauphins conquered Faltings. The Brest. West Haven protested. Taralon League besieged Dauphins, AC 988: Snowden and West Haven were but the city was relieved by West AC 972: Brigands from Faltings annoyed besieged by undead hordes. Alliance Haven. Joint forces by Nortopolis Deep Hollow and Southpool. Deep members responded to the threat. and the Scarlet City overran Deep Hollow launched reprisals. Hollow, Greendale, and Mork. AC 990: Rumors of a land of the dead AC 973: Greendale captured Thosh. circulated. An Alliance patrol system AC 945: Ghyr united communities from was set in placed. Galencourt to Temarairie and up the AC 974: Dauphins captured Balais. Clearwater Valley. West Haven Snowden and Bethfield harried the AC 991-993: Alliance members annexed Wexham. Cerulean City. established a denuded warning strip along the edge of the Borean Tier. AC 946: The Quiet Year. AC 975: The Cerulean City left the Taralon League and added its stripe to AC 1000: Time of the Gazetteers. AC 947: The Nortopolitan and Scarlet the Kingdom of Many Colors. Armies captured Galencourt and Dauphins beat back Deep Hollow at AC 1001-2: Death of King Ganto of much of the GhyranWestern Forest. Faltings. Ghyr and the Quest for the West Haven conquered Landsbury Heartstone. and Serleans. Brest allied with West AC 976: The Kingdom of Many Colors

8 GEOGRAPHY

The Land the Dale. The tundra’s permafrost measures around 1,500 feet in the east The locals refer to the larger region of continues for hundreds of miles into the and 800 feet in the west at the juncture the north as the Hill and Dale in Arctic before reaching the permanent with the Borean Tier. The southern recognition of its topographic formation. snow and ice region. portion is particularly chaotic with It lies below the Arctic Circle, and secondary ridges bulging upward. Unlike winters are brutal. Shonak Tundra: insect swarm, normal the Roaguncal, the Parthenal sports trees The Dale itself is an expansive, gently and giant reindeer and carribou, giant from the large boreal forest system that sloping plateau between the Borean arctic bee, polar bear, grizzly bear (east includes the Great Olde Woode. The Valley, to the west, and the Shattered only), robberfly, tiger beetle, giant wood Hills of Parthenal and the Roaguncal Plateau, to the east. The plain has several spider, snow leopard, wolf, , merge with the larger Ghyran Piedmont zones that correspond to the shifting white dragon, hill and frost giant, about 100 miles east of Lake Dolcimer. climatological biomes. yellow/white pudding, white rhagodessa, Ownership of the Parthenal is often The Plains of Khavasz is a term used by arctic wolf, yowler, ice wolf, snow owl, disputed between Greendale, the Great older populations for the eastern region baldandar (south only), wychglow, white Olde Woode, and various independent of the Dale – roughly the triangle dragonfly, wyvern, frost zombie, kobold, tribes of elves and kobolds. between the Scarlet City, Brest, and spectral hound, frost salamander Greendale. The region sports lightly Hills of Parthenal: normal and giant elk, arable or pastoral land, excellent access Hills caecilia, giant centipede, purple worm, to mineral water, and occasional wood The Dale is outlined by three giant slug, normal rattlesnake, giant stands. contiguous hill lines. Evidence of recent wood spider, rhagodessa, insect swarm, The central and northern parts of the glacial movement is common in all of the grizzly bear, lynx, fallow deer, dire wolf, Dale are called the Flatlands. This hills. normal owl, normal bat, giant skunk, includes all of the Kingdom of Many The eastern Roaguncal stretches far into giant toad, metamorph, fungoid, kobold, Colors and some areas south of the the frozen north. Because of its bugbear, gnome, elf, wight, bullette, giant Kaganus. A few isolated hills rise above picturesque rising tier-like appearance, snail, giant crab spider, frogfolk (south the shrubs, but they do little to diminish the hills are also known as the Staircase. only), troll (rare, south only) the validity of the region’s name. The The upper portion of the Roaguncal leads land is still adequate for pastoral use, but to the Shattered Plateau. Only The Borean Tier is the third hilly agriculture is limited to the waterways. wildflowers, weeds, and berry producing region. It is a parallel formation to the Those living in the interior can raise shrubs cover the land. The region near Roaguncal, and it leads from the Dale enough for themselves, but little more. the Kaganus’s source waters is volcanic. down into the fabled Borean Valley. The Tree stands are rare, but clusters of short Steam vents and geysers are more Tier continues north and south. The pines are spotted in the Flatlands. The frequent than lava flows, but the latter hills’ pattern more closely resembles the fauna of the Plains of Khavasz and the does occasionally happen. Sulfur, salt, Parthenal, and those traversing it will Flatlands can be found in the individual zinc and other minerals are easily mined. encounter peaks and valleys along the entries of various kingdoms. The valuable prismatic stones are found way. The western edge of the Tier has The Strathgledd is intermediate here, too. been salted and laid waste by the Alliance grassland transitioning into the northern to limit food sources for the undead. tundra. The infrequent bush mixes with Roaguncal: normal reindeer (open thigh-high grasses and tails, and later terrain only), giant arctic bee, giant Borean Tier: robberfly, grey pudding, sedges. Pastoral activities are forced to centipede, robber fly, tiger beetle, oil clear jelly, fungoid, gargantuan zombie, use a greater amount of land, and most beetle lava ooze, boneless, fyrsnaca, red gargantuan skeleton, gargantuan ghoul, inhabitants are at least semi-nomadic. worm, giant crab spider, steam weevil, gargantuan spectre, dark-hood, ghoul, Sedentary residents must make do with polar bear, grizzly bear, snow leopard, elder ghoul, vapor ghoul, wight, agarat, small beans, roots, and the abundant wild goat, rust monster, white dragon, nightmare, lesser nightmare, giant crow, fungi for sustenance. For a representative colddrake, hill and frost giant, wild man, skeleton, zombie, nightshade (presently fauna, see the Kingdom of Lowland rock golem, , bullette, gargantuan, unknown) Roags. spectral hound, frost salamander, ice wolf Southwest of the Strathgledd is a rocky A fourth hill system exists, but much of desert region. No one knows if the The Hills of Parthenal are a forested it now rests under the waters of the desertification is natural or not, but the ridge running from the Kingdom of Taralon Channel. See the Misty gravel and salt from the region were used Greendale in the east to the Borean Kingdom of Taralon for details. in creating buildings and the Borean Tier Valley. The primary chain runs east to strip. west, but numerous hilltops and valleys The Shonak Tundra marks the end of interrupt the general pattern. Altitude

9 GEOGRAPHY

The Great Olde Woode and by blocking the original river that feed to Eirmont 15 to Thaumont 15. Wintertime the Parthenal the Borean Valley and diverting the water lingers in the more northernly locations. into holding channels. As the river was The remainder of Thaumont is the The heart of the Great Olde Woode is never undammed, the Taralon Channel “brutish spring.” The weather hovers ancient. It was formed soon after the has been slowly rising and swallowing up within 3 degrees of freezing. The Dale Great Rain of Fire, and at its furthest the area. does not get the constant precipitation of extent the forest stretched from the South of the Parthenal is the Swamp of Ghyr, but the period is still wet. Clearwater Valley of Ghyr to the middle the Beast. It is the largest swampland Preparatory work in the fields must be of the Borean Valley. At its smallest, system in Brun and perhaps all of done during this period, so that planting only a few stands survived amid the Mystara. The Parthenal kobolds believe can be done on the first of Flaurmont. crawling glaciers that traveled the region. it was once the burial wallow for a great Spring covers Flaurmont to Klarmount The continental treeline runs 200 miles giant who arose during the Dance of Ice 14. Spring is a dry time in the Dale. to the north, but as a practical matter, the (the period of glacial migrations). For Sudden shower bursts contribute only 1.8 Great Olde Woode is the northernmost further information on the swamp, see inches per month, and temperatures run large-scale arboreal habitat. The portion Gaz F3 and Gaz F4. 40° to 65°F in West Haven. Places north north of the hills was known historically lose a degree every 75 miles. as the Grindol. Today most consider the Summer weather is restricted to only Parthenal, the Western Forest, and the Surrounding Lands nine weeks in the south. Temperatures Clearwater Forest as bodies distinct from The Ghyran Piedmont is east of the soar to 65°-95°, and it is often muggy the Great Olde Woode. juncture between the Parthenal Hills and with thunderstorms. Roagendoch’s The northernmost forest is taiga – small the Roaguncal. This region is the home summer is seven weeks at 47°-75°. stature trees over a highly acidic to the Kingdom of Ghyr. East of the Autumn is the true gem of the north. soil. There is no undergrowth despite Flatlands is the the Shattered Plateau and Beginning Fyrmont 22, the temperature abundant sunlight. In the main forest, eventually the Broken Chain and drops to a comfortable 55°-70° range, firs, and pines mix with a few hardwoods Thundering Peak Mountains. and the humidity subsides. In the Great such as the rowan tree. The trees are The tundra to the north belongs to the Olde Woode, the deciduous hardwoods tightly packed, and travel can be tedious Shonak tribelands. Humans, kobolds, intermixed with the pines begin to turn, off beaten trails. and others that have adapted to life in the painting the whole north in a cacophony The name “Western Forest” has been a Arctic Circle live there. of greens, yellows, and reds. Autumn source of constant miscommunication in Southward, one encounters the rainfall comes from easterly winds the north. Essurians gave the name to the Northern Wildlands of the Genalleth blowing ice off the Icereach. Frost first forest west of Ghyr, while Thyatians Valley. This is the ancestral home of the appears around Svirftmont 20. thought that it meant the body around Parthenal elves and humans. present day West Haven. Unfortunately, The Borean Valley is immediately to this homonymous pair continues to this the west. Once responsible for birthing Other Locations day. the humanoid hordes, the Borean Valley The Old Death: The Old Death is a now is a source for an undead threat. site north of the Ivory City that predates Waterways the Great Rain of Fire. Neither the residents of the Ivory City nor the free The most important waterway is the Climate and Lowland Roags go near it for fear of Kaganus River. It originates from Environmental Notes disturbing the ancient spirits. An underground springs beneath the Winter is a deadly serious matter in the unhealthy aura permeates the region, and Shattered Plateau, and the river already north. Temperatures can dip below -30° the deaths of some early discoverers were possesses a high volume once it enters Farenheit in the exposed areas north of blamed on the ruin. Some technological the Dale. The mineral rich water feeds the Great Olde Woode. Highs are remnants survive (e.g. robot tigers), several retention lakes. The majority of typically only 5°, though rare good days waiting for the command to rebuild the these lakes are natural, but some are do rise above freezing. These relatively world, but the primary residents are a artificial works from the Thyatian period. warm temperatures are borne upon coalition of twisted creatures. References exist for different segments southerly winds. The trees in the Great of the Kaganus. The Upper Kaganus Olde Woode and Parthenal Hills retain extends from the twin hill feeds to the some heat, and the region is 4-8° warmer. Old Death: ochre jelly, blast spore, Dolcimer diverter. The Lower Kaganus Snowfall is heavy in the west (19.7 giant black widow, giant shroud spider, goes from Dauphins to West Haven. The inches per month) and somewhat less in mummified cyborg, rat, baldandar, Crone intermediate portion is the Middle the east. On the winter solstice, daylight of Chaos, revener, rust monster, Kaganus. lasts 4 ½ hours in West Haven, but automatons, mek, robot tiger (amber The Taralon Channel is the largest Roagendoch is dark all day. golem), proto-humanoids (mud golem) artificial water retention. It was formed The winter season lasts 4 months, from

10 SOCIETY

Races Civilized men keep their hair length in Leehan shortfolk have recently opened The populations of the Western proportion to their age. Hair is closely trade with the Hill and Dale, and one Alliance come from myriad stock. All of cropped until majority (18), after which it never knows where the next Shady the major races, plus several of the minor is gown out half an inch per decade. Dragon Inn francise will open. ones, can be found in the north. Facial hair is either shorn or kept neat. Gnomes: Since the destruction of Proper women wear some form of hair Torkyn Falls 500 years ago, gnomes have Humans covering. This ordinance is frequently slowly migrated into the north. While ignored by women of Western Alliance. their integration into other regions was The most numerous humans are the Crowns and coronets are acceptable generally smooth, the gnomes in Roags. They are a hardy race that covers for noblewomen, and soldiering Parthenal have earned a sour reputation. predates other humans, occupying broad helmets are appropriate for female These Forest Gnomes initiated a vicious swaths of the hills, Great Olde Woode, adventurers, and it has become fashion war against kobold villages, and they and the north. Highland Roags inhabit among court ladies to design fanciful seem particularly vulnerable to the the Roaguncal, while the Lowland Roags headdresses. nihilistic allures of the Idrisian cult. live a semi-nomadic existence in the Furs are an important element of Gnomes have had a better time in Deep Strathgledd grasslands. The Lowland wardrobes for both sexes. Lesser-valued Hollow and the Scarlet City, but they Roags are futher divided into those loyal pelts (beaver, wolf, or elk) are used by share the pathological fear of dragons to Roagendoch and the Free Roags of the commoners. Those of higher station use common to all northern gnomes. east. No particular designation exists for wolf, bear, ermine, sable, and mink. The kobolds are the civilized and Great Olde Woode Roags. Humanoids: Summer dress is light, nominally made Roags stand 4-6 inches shorter on oldest extant population of the Parthenal- of an undershirt or blouse and shorts average. The men have thick beards Dale region. Over time they inhabited beneath a leather jerkin or jacket and braided or left in tangled fury. Jokes territory territory from the Swamp of the trousers. Women substitute a bodice and about “giant dwarves” have led to Beast to well north of the tundra. They skirt. altercations far out of proportion to the were taken aback by the gnomes’ recent slight. Northern trbes use thick wool and aggression, unaware of the bloody history fur clothing (350 cn, 5gp, AC6) to keep Demihumans and of the Hardanger Range. out the winter chill. Lighter wool jerkins Humanoids Other humanoids settled the Hill and Dale because of pressures in Denagoth are pulled out for the brief summer. Elves: Three different elvish groups and Norwold. Goblins, hobgoblins, A Roag custom that has been adopted exist in the north. The Lothenar are the bugbears, and hill giants are present in throughout the Dale is that of the Johnny- smallest, numbering only a few dozen most kingdoms and are prominent in the cake (the West Haven term). A young survivors of a terrible war with the Kingdom of Many Colors. man or woman who leaves home is Shadow Lord of Denagoth. The Hillbans are an -dominated giving a sieving cup with which to The Parthenal elves (and humans) are meta-group that inhabits the Shattered retrieve water (a test of ingenuity – Ed.). descendants of those who fled the Plateau. They sit apart from the Dale’s The mother then bakes the Johnny-cake disintegration of the legendary realm of populations. using the water. The child is given a Forenath in the Wildlands. Some choice of the entire cake and the mother’s Parenthali have joined the community of curse, or half of the cake and a blessing the Great Olde Woode. They have a cool Hill Giants (a test of wisdom and character – Ed.). relation with the Vyalians but accepted Though the largest humanoids, hill For simiplicity, Deno-Essurian is a their Lothenar cousins. giants are often overlooked in censuses. catch-all for those whose ancestors came Parthenal and Lothenar elves are Nearly all early hill giants accompanied from the Denagothian Plateau. This normally single-classed and favor fighter Loark out of Urzud, but they quickly includes the Ghyrans. The Thyatian or thief over spellcasting classes. broke away on ’s trek. Today phrase Personae Gurrani is used in the 280 Vyalian Foresters remained in the they are found neigh-exclusively in a same broad sense. Deno-Essurians north after the recall. They attempt to “7”-like distribution beginning in the exhibit a wide range of appearance (see teach their native cousins Heimsleidh, Western Alliance, cutting across the Gaz F2 Denizens of Denagoth or Gaz F4 Ilsundal’s philosophy, but they do not south of the Great Bay, and down the The Hidden Treasure of Ghyr). have access to Trees of Life. Norwold coast to . Thyatians and other Known Worlders Dwarves: There are Taralon Channel The hill giants who exist in the Dale are round out the Alliance’s human enclaves of Buhrohur dwarves who came culturally intertwined with the Roags and population. West Haven has a large with the engineering cohort of the the other humanoids of the Kingdom of number of Glantrian anglaise, while Legion. Many Colors. The traditional occupation Averoignians have had significant : Halflings are the least of hill giants was that of a herder and influence on Dauphins, Serleans, Balais common standard race. 230 hin reside in tanner, but with the advent of higher and Brest. the north, mostly in West Haven. The civilization, hill giants may pursue

11 SOCIETY

different avenues. Mystara, but they are not a distinct An individual may hold multiple titles, The average hill giant stands 12 feet tall breedable race. Rather, ettins are a sometimes for the same real estate, and and weighs 1600-2600 pounds. Because particular form of conjoined-twins unique the titled noble must meet all of their great girth, hill giants have an to hill giants. The ontological requirements for those positions. It is endothermic inertia that allows them to development of the ettin’s second head is even possible for different titles to be brave the harsh elements of the north. akin to polyp budding – completely conferred by different monarchs (e.g. They do not have resistance, per se, but a unlike twinning in humans. Galencourt in Greendale). hill giant would succumb to winter long The most commonly accepted reason Barons, counts, and dukes may parcel after a human would. for the ettin-ization of offspring is an out their personal or titled lands to Hill giants have two great fears. The imbalance of nutrients given to the child subordinants. These individuals are first is chicken pox. The childhood during gestation, but some maintain it is always recognized as lords or knights. disease is lethal to hill giants, and any caused by a peculiar sickness or Knighthood sits apart from the basic outbreak creates a panic. The second avariciousness of one or both parents. nobility. Traditionally, it was granted great fear is of things bigger than One out of 100 births yields an upon the completion of a heroic quest in themselves. Hill giants are used to being ettinized child. Healthy, separate twins which the individual established his the largest kid on the block, and they feel are unheard of. The physiology of the martial prowess. Today it is increasingly threatened by the presence of greater ettin does not always align properly common for knighthood to be awarded beings, particularly true giants. One of during development, and half of all ettin on vouching by other knights and nobles. the cruelest curses ever placed upon a hill births die within the first month of life. Only the king or queen may grant this giant caused the victim to see everything Another quarter perishes by the teenage status. Those knighted are expected to – every blade of grass or butterfly – as years from compromised health. participate in grand melees and jousts. twice his own size. The remaining ettins are capable of Knights of Renown are those individuals Hill giants also harbor a jealousy surviving into their adulthood, though who have achieved well earned praise for towards humanity. They are so close and they are afflicted with disabilities. Ettins their feats (9th level). For an in-depth yet so far removed from that craved-for stand two feet shorter than their peers, look at knighthood in the north, see Gaz normalcy, and they are keenly aware of and suffer -2 adjustments in Dexterity, F4 The Hidden Treasure of Ghyr. that disconnect. This also causes hill Wisdom, and Constitution. Each head giants to shy away from pan-humanoid has its own Intelligence, Charisma and Religion groups. Dale giants are more at peace personality. [Wisdom is “joint” in the The Church of Ghyr officially has with this than are wilder ones, and only sense that the body-mind intuition must ecclesiastical jurisdiction over not only the rare specimen acts on these feelings. work together to do anything –Ed.] Ghyr but also Greendale, Deep Hollow, and the nations of the Western Alliance. Half-Giants and Ettins Social Standing Actual Church influence diminishes away Hill giants are reproductively The basic social division is commoner, from the City of Ghyr. Other religions, incompatible with the other beastman- nobleman, and royalty. The nobleman except for the Cults of Idris and Stodos, descended races. There are no half- class is further separated into the court are permitted, if not welcomed. giant/half-trolls, for instance; however, lord (inc. squires, ladies-in-waiting, and there are records and modern examples of pages), and ranked nobles. Lords who The Church of Ghyr human-giant pairings. Every successful have been granted title to land have a The Church of Ghyr is dedicated to the pairing has been between a male giant pecking order over the basic court lord, wisdom accrued from followers of He and a female human who possessed but “landed lords” is not recognized as a Who Watches. At the head of the Church magical abilities. Likely, a spell of distinct level of nobility. is the Archbishop of Ghyr. Druidic faith, conception was involved. The Alliance recognizes three ranked once a staple of the north, is viewed Half-giant children are all female and nobles: baron, count and duke, though the dimly by the Church of Ghyr. The are statistically human. These ladies are meanings behind the titles differ from “naturalism” aspects of druidism strike statuesque (6 to 7-foot), shapely, and their normal usage. most Watchers as too close to Idrisian with better than average intelligence and A baron oversees a large settlement nihilistic hedonism. Divisions of strength. Half-giantesses are cross fertile (village or town of 250), a count emphasis and interpretation do exist with both parent stocks. Sons are the commands a company of 15 knights of within the Church. race of the father, while daughters are renown, and a duke is in charge of a The central tenet of the Church is that also half-giantesses. major battlement (armed force of at least He Who Watches observes one’s deeds Alliance folklore, and Roag lore before 100 men-at-arms supported by 150 and heart as they go through life, seeking that, speaks of the Ettins: legendary two- civilians). Existing duchies were once those moments of truth and justice. In its headed giants. As with all legends, there independent kingdoms that fell during the view, angels and fiends play a role in the is a kernel of truth. Ettins do exist on Prism and Alliance Wars. world, and Idris is the worst of the cruel

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temptresses by letting people act as if or Idrisian influence is unknown. The retain the services of a personal magist. there were no consequences to choices secret rites of the druids evolved from the Requirements: Except hedge wizards, all and decisions. earth-magic of the sorcerers that survived magic-users in the north are In the Western Alliance, the only place Alinor’s destruction, and are thus more automatically members of the High to receive ecclesiastical training is at elemental than vegetative in nature. College. A student can leave his or her Dauphins. The seminary also provides Principal mythological figures are apprenticeship at any time. The College general and theological education for Gharma, or the Lady of the Forest, and is led by a High Master who is selected those with lay ambitions. Upon the intrusive fairy warrior Od (or Wod). for lifetime appointment by the most graduation (C3), the seminarian must The druids pique the Ghyran clergy by senior wizards. Masters, those of name choose to join the priesthood or become a equating He Who Watches with Od. level, mark their status by high collared templar (adventuring cleric). This All races are seen as brothers born of robes. Magicians are not accepted into decision is irrevocable. the earth, and they see no separation the High College. Below the office of Archbishop of Ghyr between themselves and the land. Many Cost: None/ none are the bishops who administer large followers adorn their bodies with tribal Privileges: Access to advanced training population areas. Every capital except tattoos, and they traditionally dance during apprenticeship. Food and other Roagendoch has its own black-robed and naked under the full moon, even in the necessities are provided by the master. skullcaped bishop, as do some of the winter time. Members of the High College have good large towns and villages. The Council of There are two “political” strains of relations with the druids. Bishops elects the new Archbishop and Roag MacCullen, and both call for a pan- Responsibilities: Apprentices endure an approves the Archbishop’s nominees for Roag nation. There is an underlying anti- indentured servitude to their master. bishopry. Watcher element to both movements. Members must police the wizard Priests (C3+) handle the daily The first is led by Carwen, Heirophant of community and prevent further distance ministrations to the congregations. the Great Olde Woode, while the second with the Church of Ghyr. Particularly small communities or those is supported by the Mabds of Taralon. For more information on the High out of the way may be beyond the Carwen’s strain emphasizes the College, see Gaz F4 The Hidden attention of the bishops. Local priests are connectedness of life and death and a Treasure of Ghyr. either self-appointed or serve at the return to the “old ways.” The Taralon direction of the Archbishop. sect is politically matriarchal, and The Thieves’ Guild: Dahnakriss’s Monestaries and nunneries are another emphasizes water, earth, and air underworld network stretches from avenue for devoted men and women. elemental teachings. Temaraire to the Borean Valley and even These operate independently, and there Clerics of Roag MacCullan also exist to Leeha. The guild performs traditional students are known as friars. Monks and independent of the movements described thieving activities and serves as a spy nuns are generally held below a templar. above. They are most prevalent among network for foreign interests – the Lowland Roags. particularly Idrisian interests. Phillip of Tithe: 5 copper bits/ mo for laymen Marabone and Olwynn the White-Hands Seminarian Costs: 15 copper bits/mo Other Faiths and Traditions run the western guild and recruit locally. Priesthood Salaries: 5 silver bits/mo The Cult of Idris currently has limited Requirements: recruitment only plus 5 coppers for every year of service impact in the Western Alliance outside of Cost: None/20% of profits Bishopric Salaries: 20 electrum bits/ mo the gnome populations. A large minority Privileges: No freelancer hassles, plus Priesthood Salaries of Known Worlders maintain their eventful employment opportunities Priesthood Privileges: Members of the ancestral faiths, particularly Thyatians. Hindrances: Criminal status. clergy have basic housing provided by the Church. Communities often provide Societies and Language their local priests with foodstuffs. Organizations A number of languages can be heard in The High College: The High College the north. Those that are most important Roag MacCullan is a network of magic-users that trains for the Western Alliance are listed below. Roag Maccullan is the oldest faith of people in the magical arts. Due to the humans of the region, and it is shared Church restrictions placed on wizards, Thyatian: Thyatian is the court by goblins and other humanoids. At its the most senior members are wanderers. language for every northern kingdom core, Roag Maccullan is a druidic belief Apprentices (1st to 5th level) accompany save the Lowland Roags in the far system, but it has evolved away from the their masters on these journeys, thereby northwest. conventional interpretation of that term. ensuring that they have a full idea as to Roag: Roag is a multiracial language The death aspect of nature is stressed what wizardry in the north entails. The spoken in the west. The most common more than in other druidic traditions. wandering is less strictly inforced in the speakers today are hill giants. Old Roag Whether this is a function of environment Western Alliance, and nobles might serves as the cant of local druids.

13 SOCIETY

Essurian: Learned scholars maintain certain to appear in the next few years. the late spring. Adultery with the queen, the Essurian language, sometimes called See the sections on individual nations for or the king if his position is by consort, is Ghyrian. The mages of the High College their particular economic situations. considered treason punishable by burning use Essurian as a cant. Except for the Lowland Roags, each at the stake. Barkyip: This is the common kobold kingdom’s ruler is nominally advised by Appeals to Trial by Combat are only tongue in the Hills of Parthenal. a Royal Council composed of the ranked used in the Kingdom of 200 Knights. Elvish (Lothenar, Vyalian, nobility, a Church representative, and Parthenal): With only a few dozen ministers and knights of the regent’s Generic Military Units speakers, the Lothenar dialect is choosing. Local governance is left to Several similar military units appear in considered dead. Parthenal is maintained seneschals and other proxies. Sheriffs or the Western Alliance nations. These by independent groups of elves and bailiffs are appointed by the local lord. forces are listed here for common fellow humans in Parthenal and the Great Taxation schemes are currently uniform reference. Olde Woode. Elves in the “civilized” across the north. The remainder of local areas have the Vyalian accent. funding derives from fines and tolls. Typical Count’s Company Gnomish: Gnomes have made their Counts ordinarily offer their company’s Personnel: 15 mounted knights, 15 way into the region. Preservation of the service for one month, but those in the mounted men-at-arms racial language is waning except in the Western Alliance have recently begun to Non-combat Personnel: 15 Western Forest. submit scutage (shield payment) equal to Leadership: Banner knight (F9) Hymsprach: Commonly known to the Duke’s fee in lieu of service. Sub- Troop Class: Elite other races as Giantish, Hymsprach is the feudal lords do not pay the titled charge BR 212 language for all true giant-folk in the to the crown; however, their liege may north (fire and larger). demand some form of compensation to Typical Baron’s Company Meggaran: This is a multiracial, cover their own costs. Personnel: 1 mounted knight, 10 men-at- Denagothian-based language spoken in arms, 15 soldiers the Swamp of the Beast. Tax Amt. Assessed Non-combat Personnel: 3 Shonak: This is a human language Subject of Lord 6 cb Monthly Leadership: Banner knight (F9) heard on the tundra to the north. … of Ranked Lord +3nb Monthly Troop Class: Below Average Hillbanic: This is the multiracial Sales (on business) 3nb Annual BR 52 language of the Hillban tribes. It is per sb (Late Fall) sometimes referred to as Skeleton Bone National Tax 6eb Sum. Sol. Typical Independent Company Orcish. Titled Land 100 eb Annually Personnel: 20 soldiers or 20 archers A smattering of other Known World Baron/Duke 150 eb Annually Non-combat Personnel: 0 to 10 languages accompanied Thyatian. Leadership: Banner man-at-arms (F3) Those living outside of a lord’s domain Troop Class: Below Average generally pay only the king’s tax, but Econonomics and BR 54 (64) support for local constabulary can be as Governance high as 15 coppers per month in small Typical Town Guard Despite the Thyatians’ best efforts, they areas. Individuals with multiple charges Town Guards will only participate in could never get the northern kingdoms to must meet each obligation in full. local defense. Town guards do not exist abandon the Essurian bit system. For at a location if a military unit is listed as simplicity, one bit is equal in weight to Crime and Punishment performing constabulary duties. one standard coin. The Scarlet City and The criminal codes of the kingdoms are Personnel: 25 F1 with sword Deep Hollow mine copper, while silver largely identical to that found in Thyatis Leadership: F3 can be panned in parts of the Kaganus. and Karameikos in the Known World. Troop Class: Poor No gold lodes have been found anywhere Three important innovations reflect the BR 23 in the north, so any gold bits are from local history of the region. foreign sources. A zinc-nickel alloy Branding is used for thieves and those Typical Militia made in several communities serves the convicted as worshippers of Idris and Such a militia can be put together within denominational role of a half-copper, but Stodos. Worshippers also forfeit all 2 weeks from neighboring homesteads outside nations will not accept it. Barter possessions and holdings. The and town residents. A militia will only is also very common. punishment of the cults is not as active in participate in local defense. The Western Alliance is even more the Western Alliance. Personnel: 50 normal men and elves removed from the outside world than is Next, adultery is punished by a week in Leadership: F3 Ghyr, but some nascent trade is filtering the stockade for both participants. Troop Class: Untrained from the east. Leehan speculators are Wintertime convictions are punished in BR 10

14 THE KINGDOM OF WEST HAVEN

Inspiration: Chaucerian England Garrisons doubles as the town guard for Essurians) is a Roag settlement that also Ruler: King Limakhan I Hawkins the capital. suffered under West Haven’s creation, but later immigrants infused a new life Overview: West Haven is a modern The Garrisons of West Haven into this cattle village. Krythonia is part kingdom whose cultural identity is tied to Personnel: 36 mounted knights, 50 of the County of Havaburn, but there is the Known World. The Glantrian mounted men-at-arms, 100 soldiers, and no subinfeudination of the village (i.e. it anglaise have had a profound role in 100 archers is not a barony). establishing the character of the kingdom, Non-combat Personnel: 60 Lansbury: Lansbury (700 Known particularly Wexham and Landsbury. Leadership: Warden Ernst Ziegler (F10) Worlders, 50 dwarves, 100 Deno- The nation is situated in the southwest Troop Class: Good Essurians) was created by the Thyatians of the Alliance near the Borean Tier and BR 125 during the massive earthworks project the Wildlands. West Haven rose to that resulted in the Taralon Channel. prominence during the Prism Wars under Settlements Today, most residents fish or crab, though some raise goats and cattle in the Queen Mary and King Caradoc. West Haven: The eponymous capital southern grass knolls. The people of In contrast, the Alliance War proved has a population composed of 3,000 Lansbury are bewildered by the odd costly. The kingdom lost its king and Known Worlders, 25 elves, 100 kobolds, behavior of the Baroness, Lady Angela. crown prince as well as Brest, Sorchester, 10 dwarves, 200 halflings, 1,000 Roags, Smaller communities: An and Serleans. The current king, and 1,050 Deno-Essurians. It sits on the additional 1,000 people live within the Limakhan, has slowly rebuilt West shores of Lake Cairn and was established kingdom’s borders. Most are in the south Haven to a position of strength. early by the Thyatians as a sister around Lake Cairn and the River Today the nation is beset by the community to Havaburn. It quickly grew Kagunus. A lesser number reside near machinations of external lords, such as into the dominate center of the southwest. Lansbury. Only a handful of homesteads Phillip of Marabone, and an internal The elven contingent serves as wardens line the interior trailways. threat in the guise of Warden Ernst of the nearby forests, but they are not part In total, the Kingdom of West Haven Ziegler. The annoying gnome-kobold of the military. Interestingly, the elves holds 10,100 individuals (5,000 Known frictions of the south have the potential to have been aided by the expert knowledge Worlders, 50 Vyalian elves, 50 gnomes, draw in the inhabitants of the Great Olde of the kobold community. West Haven 50 dwarves, 200 halflings, 3,100 Roags, Woode and the Hills of Parthenal. produces winter squash, fish, potatoes, 1,550 Deno-Essurians, and 100 kobolds). The undead coming from the west and and hunters bring in various game. southwest are the greatest danger to West Wexham: The baronial seat and its Haven’s survival. No one has environs are peopled by 200 Known Economy determined the cause for their presence, Worlders, 10 Vyalian elves, 50 gnomes, West Haven is the only kingdom in the but it is no longer rare to hear of their 400 Roags, and 100 Deno-Essurians. north that was able to implement an habitation in abandoned buildings or Wexham preexisted as a Roag official coinage over the traditional woods. community built atop an older Essurian-bit system. Copper and silver The kingdom has three subfiefdoms: civilization’s ruin, but its current guise are panned out of the Kaganus and go the Baronies of Wexham and Lansbury, was conceived by an Anglaise traveler, into the penny and the crown, and the County of Havaburn. the Earl of Wexham. Marginally isolated respectively. Some Thyatian coins still Holidays from the rest of the north, Wexham bears circulate, but coins of other metals are Lady Hawkins Day (Yarthmont the brunt of West Haven’s undead not minted. 20): This day commemorates Mary incursions. Members of the gnomish Hawkins rejection of a suitor chosen by community often enter into the no-man’s Relations with Other her father in favor of the Roag leader, forest for scuffles with the kobolds of Nations Caradoc. On this day, young ladies are West Haven. Favorable: West Haven maintains allowed to choose any eligible escort for Havaburn: The hamlet of Havaburn good relations with Deep Hollow and the festival dance. contains 300 Known Worlders, 700 Greendale in the extreme east. Most Roags, 25 elves, and 200 Deno- trade has been coordinated by Lansbury’s Military Essurians. Havaburn is the oldest dwarven community. Preservatives and West Haven currently has 23 knights of settlement in the southwest. West cure-dried meats are exchanged for renown and 30 knights bachelor in its Haven’s success drained Havaburn of precious stones and horses. service. Half owe fealty to Havaburn, many of its residents. It was revitalized Friendly: West Haven is on fair terms and the remainder serves King Limakhan as a military headquarters during the with Snowden. Despite the proximity of directly. The Garrions defend West Prism and Alliance Wars. the two kingdoms, there is little trade – Haven in conjunction with one county Krythonia: Krythonia (200 Known mostly annual timber shipments for coin and two baronial companies. The Worlders, 500 Roags, and 100 Deno-

15 THE KINGDOM OF WEST HAVEN

or mutton. tempered, commanding, and sharp- Neutral: West Haven is indifferent to tongued woman. Arelina’s hair is long the Kingdoms of Lowland Roags and and brown, which stands out against her Many Colors. It is studiously neutral in gowns of West Haven blue. regards to the 200 Knights and Ghyr. Unfriendly: West Haven has poor Ernst Ziegler: F10. Ziegler is the relations with the Great Olde Woode and Warden of the Garrisons, a position that Taralon. Taralon is blamed for starting combines the generalcy with certain the Alliance War that cost West Haven domestic oversights. Ziegler hails from a half of its holdings and for stirring up line of Hattian footmen, though his religious strife. Difficulties with the mother is anglaise. A stalwart defender Great Olde Woode stem from the of West Haven, the Warden harbors gnomish-kobold conflict and land-use resentments toward King Limakhan and rights. has been plotting a coup. Penelope of West Haven: C12, Animals and Monsters Int7, Con8, C. Penelope is the Bishop of Settlements and the General West Haven and an older lady who Interior: cow, goat, pig, oxen, falcon, exudes timeless beauty and grace. fungoid, brownie, kobold (south only), Outside of her official duties, the Bishop gnome (south only), human, elf, , keeps to herself, abandoning the formal Bors, Count of Havaburn: F7. dwarf (north only), doll golem, snow black garb of her office for a flattering Bors’s family led Havaburn before the geese, chicken, crow, skeleton, zombie, tan. She favors the Monks of Temaraire Thyatians’ arrival, after which they were ghost, ghoul, wight, lesser banshee, lesser (see Gaz F4), and views her personal exiled. Bors’s father reasserted the phantom, possession, pooka profits are a sign of favor from He Who family’s authority after the withdrawal. The Western Forest: normal and Watches. Penelope’s armor is gilded, Bors was the Warden of the Garrisons giant elk, giant centipede, rattlesnake, and rumors circulate that she holds a during the last war, and he was relieved giant wood spider, lynx, dire wolf, fiend in bondage. She would not partake of those duties in its aftermath. The normal and giant owl, normal bat, giant of Ziegler’s coup, but neither would she Count is loyal to the kingdom, but the skunk, gnome, kobold, skeleton, zombie, oppose it without explicit orders from the loss of his position still stings. Now 62, ghoul, wight, ghost, fungoid, quail, Archbishop. Bors is trying to reacquire Sorchester pheasant, turkey, giant ermine and mink, Equipment: club+2 through marriage. grizzly bear, pernicorn, falcon, small Angela Fletcher, Baroness of Rusak: Magician 13 (alternatively, green dragon Lansbury: NW. Angela is the grand MU4). Rusak is a master illusionist that Taralon Channel: giant crab, dame of the lake communities, but her plies his trade among the western phygorax, spectre, clear jelly, weed eel, mental stability has deteriorated since the kingdoms. He has a prickly sense of robberfly, water weird mysterious death of her husband, the late honor, and those who cross him will find Baron Jessup. Angela is convinced that themselves victims of a humiliating he was murdered, and she often scrawls revenge. Rusak is driven by the need for Personalities “murder” on the walls of the city, hoping fame and fortune. During his travels, the King Limakhan: F4. When the to draw out the killers. Despite the magician often adopts specific guises, Alliance War erupted, Limakhan was the overall mental decline, Angela remains such as Kirkenny of Loch Glenfirg, a second son of King Edwin Hawkins. very perceptive to small details. student of Magister Throrogast in Balais Edwin and his eldest son were slain in the Charles Thatcher, Baron of – who is himself another guise of Rusak. fighting, and the coronation of Limakhan Wexham: F2. Charles is the first Baron Turef: NM. Turef is a loyal servant to was recognized only after West Haven of Wexham, though he prefers the title the royal family. He dotes on Princess accepted membership in the Alliance. In “Earl.” The baron gained control over Arelina as if she were his own. the intervening years, Limakhan has the region 30 years ago for service to Petrof: F10, N, Str 17, Int8, Cha 7. strove to be a just king. The King has King Edwin I. He encouraged gnomish Petrof is a lieutenant in the Garrisons. five children: three daughters (Beatrice, settlements to the south and west of Despite many years of service, Petrof Anne, Arelina) and two young sons Wexham, hoping they would produce found it difficult to rise in the military (Harold, Joseph). some technical marvels to combat the leadership. Warden Ziegler has been Princess Arelina: NW. Arelina is the rising undead problem. Those hopes manipulating this slow, outcast soldier, youngest daughter of King Limakhan. have been lost, as the gnomes seem more and he now has his complete trust. The sixteen year-old is shedding her intent on harassing the kobolds in West Equipment: Sword+2, shield+2, demure nature and will grow into a hot Haven. arrows+2, horn of blasting.

16 THE KINGDOM OF WEST HAVEN

Berklai: F4, Int 16 (6 in AC5). Berklai Rusak’s Vision (Levels 1-7) royal family is removed and the hails from Landsbury where he earned a This is a series of basic to mid-expert princess’s death will be on the heads of reputation as a duelist. He cuts a dashing adventures caused by the machinations of the party. Ziegler will “kill” Rusak figure with his feathered hat, light armor Rusak and Warden Ziegler. The should he be captured, but Jahat and and a buckler shield opposite his saber. characters begin at West Haven or one of Jelek will be bound over for execution. Awas: Magician8, Str8, Dex 17. Awas the other settlements during a Lady She Wrote “Murder”: Assuming the is an accomplished magician in West Hawkins Day festival. party rescued Arelina, part of their Haven who specializes in targeting tricks Charlatan: The characters are in West reward is a vacation to Lansbury. Lady and often employs a bullseye lantern in Haven for the festival. Much of the Angela has been busy scribbling his routine. He adds to the illusion by action comes from negotiating the social “Murder” on the town walls. Her donning an eyepatch over his (functional) waters of the festival: food fights and chamberlain believes Baron Jessup’s left eye and leaning upon a quarterstaff. scuffles between gnome and kobold death was accidental, but he hires the Equipment: dust of disappearance. children, pursuit by infatuated maidens, party to investigate and hopefully ease Triak: C5, Dex 17, Con 16. Triak is the commoner tourney list options (archery his lady’s troubled mind. Others think assistant to Bishop Penelope and runs and wrestling), and thieves. The that the writing on the wall is a good most of the day-to-day tasks of the entertainment is provided by Rusak – idea, and the spirit of Lord Jessup has clergy. He is an earnest man who worries actually an illusory Rusak. The magician plans of his own. that the bishop may need to be replaced. poses as another street performer, busily Framed!: The party has garned fame, Equipment: splint mail fleecing the people with the aid of and Rusak is ready to humiliate them. Penchuri: T4, N, Dex 18. Penchuri is accomplices while the illusory version Using his illusory powers, he frames the a half Thyatian-half Darokinian rogue acts on stage. The festival is meant to be party for several crimes in Havaburn and wanted by the Theives’ Guild in Ghyr for a roleplaying opportunity, but ultimately Krythonia, including murder. There is unauthorized activities that resulted in the the characters should realize (or be little hope of the party proving their loss of a smuggling cell. Now alone in informed) that someone is robbing the innocence, and they must escape the the west, Penchuri is trying to become a people and put a stop to it. Interference kingdom. better man. with his accomplices will earn Rusak’s Rusak’s Revenge: With the heroes of Equipment: boots of elvenkind ire. West Haven gone, Warden Ziegler plans Kuat: F3 (Ranger3). Kuat is a Roag Return of the Undead: While in his palace coup. In a year or so, the from the Great Olde Woode. Adventure West Haven or Wexham, the party comes Warden will kill the royal family. Rusak and the desire for knighthood brought across a funeral procession for an old makes it appear that the party was him into the lands of the Alliance, and he lady that died. Numerous graves have responsible and that the king elected is slowly learning the ways of a “true” been disturbed, and the family worries Ziegler as his successor. The only royal fighter. that robbers will strike their dame. They survivor, Princess Arelina, witnessed the Equipment: cloack of elvenkind, studded hire the party as guards for the graveyard. horror and has fled the palace. Rusak and leather, hawk Grave robbers have been working the several accomplices, including Phillip of Saudura: M3, N. Saudura is a minor area on behalf of one of Rusak’s alter Marabone, now hunt her. And their path hedge wizard who lives with her black egos, but lesser corporeal undead have runs back to the party who must save the cat outside of Wexham. She views the wandered into the area. Worse, ghouls haughty princess. world as conspiring against women, and are feeding at the graveyard. Arelina’s War: Arelina has been the spinster occasionally wears a false The Kidnapping of Princess secured from her persuers, but the coup is beard and poses as a man on travels. Arelina: Word spreads quickly that far from put down. The determined Teman: C4, Cha8. Teman is a Deno- someone has kidnapped Princess Arelina. princess begins to raise an army. This Essurian templar of He Who Watches. Ziegler’s forces have the culprits trapped war is open-ended, and Arelina’s victory She is often mistaken as a man due to her in an abandoned home (the House of is not assured, even with the party’s cropped hair and masculine attire. She Towers) in the southern woods. The support. The army is initially loyal to maintains the use of the Essurian kidnappers, Jahat and Jelek, threaten to Ziegler. Personal entreaties can bring ceremonial head guard and incense stick. kill the princess if the army moves on Lansbury to Arelina’s side, but Wexham Ambil: T3. Ambil is a young thief from them. This event has been orchestrated and Havaburn see a civil war’s long term Havaburn with a knack for escaping by Ziegler and Rusak. The party weakening. If the war continues too capture. There is a standing warrant for specifically has been hired to rescue the long, the Kingdom of 200 Knights will his arrest in Sorchester, but the bounty is princess, but the house is stocked with move in to establish peace, something too low to interest hunters. regional monsters and undead from the that may be forced by Phillip of Equipment: ring of protection +2, oil of previous encounter. If the characters Marabone, or his family. slipperiness succeed, Ziegler’s actions would seem prudent. If they fail, one piece of the

17 THE MISTY KINGDOM OF TARALON

Inspiration: sub-Roman period boats are placed in the Channel to light of goods and services. coupled with a resurgence of druidic the way for souls who need help moving The productive capacity of Taralon cultures forward. Many of these boats make their rests with the herders and fishers. Fish, Ruler: Queen Mabd II way to Lute Point before extinguishing. wool, mutton, and goat’s milk are the primary exports. The land is incapable of Overview: Many could be excused for Military supporting massive agriculture, and there forgetting that Taralon existed. The Today there is only a small company of is little infrastructure for other industries. kingdom occupies an “island” within the soldiers deployed. None are knights. The Taralonians have developed one Taralon Channel. Mists and fogs The men spend half their time bolstering thing that stands them apart from the rest constantly roil across the water’s surface the royal herders and tillers. of the north: the creation of harpists, and obscure distant glances of the pipers, and bardic colleges. The dwarven kingdom. Only the baleful shepherd’s The Royal Company of Taralon community in Taralon has been pipes give evidence to the land’s Personnel: 50 men-at-arms, 100 soldiers, important in this development, despite presence. and 50 boltmen, 50 archers their “Known World” taint. Originally, Taralon was hilly land Leadership: Captain (F7) occupied by a few Roag shepherds. As Troop Class: Below Average Relations with Other the Thyatian earthwork project BR 67 Nations transformed the land, it and other smaller Favorable: Taralon is very well islets separated from the region. disposed towards the Kingdom of Those who settled Taralon sought Settlements Taralon: 800 Known Worlders, 75 Lowland Roags. The Queen Mother sent escape from outside hassles. This sense a wagon of goods to Roagendoch when of removal continues to this day, and the dwarves, 100 Roags, and 100 Deno- Essurians inhabit the capital, Taralon. It she heard of the tarring and feathering of people hide their secrets as well as the its bishop. mists hide Taralon. sits atop the remnants of the local hill Friendly: Both the Queen and the The kingdom was forged by the complex from which the Channel was Queen Mother have been making legionnaire Nemius and his wife carved. Despite the small population, the overtures to the inhabitants of the Great Mawgren. The land was initially part of town is well defended. Shepherds and Olde Woode. They are looking once an association with other Channel goatherds are common occupations. more to create an alliance. Queen Mabd communities – the Taralon League. Corugan: Corugan (100 Known II has also developed a correspondence Membership changed during the Wars, Worlders, 200 Roags, and 100 Deno- with the Duke of Mork in Greendale. and today, the Kingdom of Taralon is Essurians) is a small fishing village Because of the kingdom’s dwarven restricted to the Channel interior. opposite Snowden. The village sits atop minority, Taralon has made an effort to The next ruler, Mabd I, was part of a the only land capable of grazing cattle, so work with Deep Hollow. The Queen is secret resurgence in Roag MacCullen. the residents also maintain about 35 head. particularly interested in obtaining some The movement was particularly strong Smaller Settlements: Piker’s Ferry of the prismatic stones coming from among the Roag women, and it was is a small settlement (30) that handles Deep Hollow’s mines. married to a matriarchal vision. trade and travel to Balais. The remaining Neutral: Taralon is neutral towards Adherents increasingly viewed the 800 subjects of the Misty Kingdom work Snowden and the Kingdoms of Many Known World faiths and that of He Who the waters. Colors and 200 Knights. Taralon’s Watches as threats, but their minority defensive position is precarious at the status forced them to compromise with or Other Places of Interest moment, and the queen cannot afford to convert the outsiders. Lute Point is a rocky Lute Point: anger these neighbors. Taralon precipitated the Alliance War outcrop in the north near the Cerulean Unfriendly: Taralon is at odds with when Mabd I sent letters of alliance to City. Drowning victims in the northern West Haven. It also does not care for several communities. During the war, the Channel often wash up here, as do the Greendale or Ghyr. queen surreptitiously urged followers of candle boats on Lost Souls Day.

Roag MacCullen everywhere to fight the Angwenness: This is the region of the Known Worlders and the Ghyran priests. southwestern marshlands. Undead have Animals and Monsters As a peace condition, Mabd I was forced been sighted here recently. Taralon Channel: weed eel, to abdicate in favor of her daughter. robberfly, clear jelly, slime worm, giant Economy leech, giant freshwater slug, giant catfish, giant crab, water weird, phygorax, Holidays Taralon uses the Essurian bit-system of banshee, spectre, phantom, kal-maru Lost Souls Day (Ambyrmont 28): precious metals, but most trade is through (ship’s bane), water elemental, nixie On this day, the people mourn those who barter. The royal income is only 20% in (unique) have died in the last year. Small candle currency, with the remainder in the form

18 THE MISTY KINGDOM OF TARALON

Angwenness Bogs: robberfly, water member of the Church of Ghyr in the her disappearance was not happenstance. weird, banshee, spectre, skeleton, kingdom. In addition to his clerical The Queen Mother’s plots rise to fruition, zombie, clear jelly, spectral hound, duties, Price keeps tabs on the Queen and the party are wild cards in this fungoid, bogle, slime worm Mother’s machinations for Archbishop conflict. Central Highlands: sheep, cow, Loftos. Price does not yet suspect Mabd The Lost Child: With winter fast goat, earth elemental, bogle, white II, an oversight which may prove fatal. approaching, a young child has run off dragon (passing), bogle, sidhe, dire wolf. Olwynn the White-Hand: T12, N, into the Angwenness. Strange shapes are Cha8. Olwynn is a 6’ tall man whose walking in the mists, and the girl hides at Personalities blond hair streaks gray. Wearing the a strange stone structure, waiting for Queen Mabd II: DR9, N. As part of city’s dark green cape and yellow coat, rescue. Carved within the stone are three the Western Alliance peace settlement, he fancies himself a displaced nobleman circles joined. Mabd II replaced her mother as ruler of from the Verdant City. Once he was a The Setting Son: Lost Souls Day Taralon. Her birth was a cause of some ranking member the Theives’ Guild, but approaches, and a festival in the capital is gossip as her parents were never wed. disagreements with the Master Thief held beforehand. The local priest invites The current queen is more shrewd in the compelled the White-Hand to leave Ghyr. the party and introduces them to the ways of modern politics than was her Olwynn then built up a small network Bishop. They can also meet Meredith mother, but she is committed to the same that operates in Taralon, Snowden, and and the Prince, although meeting the dream of a Roag-druidic matriarchy. Roagendoch. He recently agreed to Mabds may prove difficult. Festivities subordinate his activities to the are frayed as bogles let loose on the leadership of Philip of Marabone. celebrants, thieves steal royal items, and Olwynn is distrustful of the clergy, but he a silent hunter seeks Kenwyn. is true to his word. Enara: the Queen Mother has learned Equipment: dagger+2 that Enara lives. She sends the child to Balin, Earth-son: D5, C. Balin is a an ally to have her killed, but the party member of the Taralon dwarven intercepts the execution orders. They community under the sway of the Queen must safeguard the child, and discover Mother. He has abandoned his faith in her destiny. Kagyar for Roag MacCullen. He is a From the Dragon’s Maw: A maiden troublemaker, but he has successfully was almost drowned by her sister, a recruited several disenchanted dwarves. student of the Queen Mother. Now the Meredith: NW. This dispossessed damsel is guarded at the waters’ edge by noble girl works as a scullery maid. a dragon waiting to feast. Disguised in her noble garb, she caught The Bishop’s Request: Bishop the eye of Kenwyn during a recent ball. Price quietly asks the party to look into Meredith seeks a return to nobility, a the symbol of the joined circles that they Mabd, the Queen Mother: prince at her side, and her father’s discovered on their first adventure. But Druid16, N. The former queen lives in approval. nosing into elemental matters can be the palace under house arrest, but she Enara: NW. Enara is a 15 year-old dangerous. holds sway with a sizeable portion of the peasant girl who was almost drowned by The Soul Cages: As Bishop Price population. She tries to “help” her Mabd I as a newborn to avert a prophetic ponders what the party has brought him, daughter increase Taralon’s position and vision wherein Enara saved or destroyed the PCs are beseeched to help with the bring about the expulsion of outsiders. the Taralon royal line. A local fisher Maiden of the Lake and free those Mabd’s reign began shortly after the found her floating in the Channel near captive in her Soul Cages – but the Prism Wars’ conclusion. Rumors Lute Point and raised her as his own. Maiden might be able to help deal with persisted during the Armistice that she Maiden of the Lake: The Maiden of the Mabds. had sired a child while in the east, but no the Lake is a nixie who resides in the A Troublesome Priest: The Queen one has ever been able to substantiate Channel. She grants wishes to those who Mother has reached her limit with the this. resist her temptations, but at the price of Bishop and sends assassins to his Kenwyn, Prince: NM. Kenwyn is the a curse. The Maiden combs her hair with residence. The party can try to prevent only child of Queen Mabd II. His mother a golden comb with a pearl handle. the murder or recover his last messages and grandmother were greatly to Loftos and get word out to the other disappointed that he was not a daughter. The Secrets of Taralon kingdoms that trouble brews behind the His personal and royal growth neglected, (Levels 1-7) mist. All while the Queen declares them the prince has no sense of himself. In this arc, the story begins innocently criminals and mobs wander the streets. Bishop Price: C7. Price is the ranking enough as the search for a lost girl, but

19 THE KINGDOM OF SNOWDEN

Inspiration: sub-Roman England addition, it can draw up two militia Settlements Ruler: King Claudius companies. Snowden: 600 Known Worlders, 600 The Outriders are charged with the Roags, 100 Goblins, 100 Kobolds, and Overview: The Kingdom of Snowden protection of the western march of the 170 hobgoblins reside in the capital town. is the last outpost of Known World kingdom. They operate year-round from Fishing, farming, and raising shaggy civilization, but the call of the wild tugs the post-houses (see map). During auroch are the main industries of at the hearts of many of its subjects. The summer and autumn, the Outriders also Snowden. Church of Ghyr is still the dominant send patrols along the Western Lookout Bethfield: 100 Known Worlders, 50 faith, but there are many representatives Trail. For this service, Snowden receives goblins, 300 Roags, 25 bugbears. of the Known World faiths. 1000 gp from the other other nations. Bethfield is second largest community in Snowden does not maintain feudal the Kingdom of Snowden. In addition to subdivisions. Bethfield, as the former The Snowden Outriders activities shared by the capital, Bethfield capital of the Kingdom of Lowland Patrol: 1 mounted knight bachelor (F5), 1 (Burthgledd in Roag) also handles most Roags, is held in regency. mounted templar (C4), 3 mounted men- trade between Snowden, Roagendoch, The kingdom is at the low shore of at-arms (F3), 5 mounted boltmen and the Cerulean City. Taralon Channel, and it is at risk of being Outriders: 5 Patrols Another 300 humans live in small washed away by the rising waters. Leadership: Dame Elaine (F7) hamlets or homesteads, primarily along Snowden has neither the engineering Troop Class: Good the Channel. Most of Snowden’s native expertise nor the giant muscle to route BR 135 subjects are semi-nomadic hunters of excess water to the west. sub-arctic game such as foxes and hares. Snowden’s boundaries are set more by Despite their small size, the Bethfield They also occasionally raid neighboring topological arguments than direct control. Stalwarts are a strong deterrent against kingdoms for goods and food. These The grasslands of the north are incursions from the Lowland Roags or nomads comprise 400 Roags, 400 understood as the province of the the Cerulean City. They are also known goblins, 900 kobolds, 80 hobgoblins, and Lowland Roags, and no one cares to lay as the Pride of the Bear after the noble 175 bugbears. claim to the arctic desert. The southern sacrifice of a bugbear warrior on the 6th limit is placed at the start of the of Klarmont Battle. Bethfield is earthworks for the Taralon Channel. supported by 2 mobile ballistae. The western extent of the kingdom is based on a half-day’s walk from the The Bethfield Stalwarts military post houses. Few individuals Personnel: 20 goblin slingers, 10 permanently reside in the bush and bugbears, 6 Knights of Renown, 10 thicket-filled interior, but the posts are Knights Bachelor, 10 men-at-arms, 25 sufficiently far to the west that riders soldiers could reach Snowden before trouble Leadership: Lamerok of Bethfield (F8) menaced the capital. Troop Class: Excellent

Only the boundary with the Kingdom BR 131 of Many Colors is set by political treaty. Economy The final unit is the Snowden Black Snowden is on the Essurian-bit system Holidays Guard. This unit doubles as the personal and does not mint its own coins. The guard to the royal family, and it performs residents of Snowden and Bethfield do The 6th of Klarmont: On this day in constabulary duties. Snowden is accept Thyatian and West Haven coins, 980, Snowden and supporters from protected by three fixed, light catapults. and local bankers have begun to issue Taralon fought the Cerulean City to a writs of deposit to handle seasonal standstill near Bethfield in one of the The Snowden Black Guard fluctuations on loans – essentially the bloodiest battles in the north. 7,000 in Personnel: 15 Knights of Renown, 25 infancy of paper currency. total died that engagement. On this day, Knights Bachelor, 30 men-at-arms, 15 the people of Snowden give thanks for soldiers, 15 boltmen, 10 kobolds their survival and express their love for (boltsmen), 10 hobgoblins Relations with Other one another. Leadership: Sir Fallon (F10) Nations Troop Class: Excellent Favorable: Though contact is limited, Military BR 139 Snowden is very favorable towards Snowden maintains three active military Greendale – a product of friendship units to handle neighboring threats. In between King Claudius and the father of Greendale’s current ruler.

20 THE KINGDOM OF SNOWDEN

Friendly: West Haven is a limited trade Alina, died of the flu thirteen years ago. partner for Snowden (mutton and coin for Princess Sylvia: NW. At 23, Sylvia timber), but the two nations have always is the youngest daughter of Claudius, and had a cordial relationship. As a counter- the one who most loves her father. She balance to the Kingdom of Many Colors, does not care for the idea of an arranged Snowden has been cultivating a marriage, but Sylvia knows that Snowden relationship with the court at Dauphins. needs help if it is to continue to exist. A royal marriage could cement this. Princess Cordelia: MU4 (Wise Neutral: In times past, Snowden and Woman 4), C. Cordelia is the eldest Taralon were close allies, but Mabd I’s child of Claudius. She craves control of actions and subsequent anti-Watcher the entire kingdom behind a vaneer of programs put King Claudius’s rule over a sweetness, and she is willing to kill kith primarily Roag population in jeopardy. and kin to achieve it. Cordelia is Snowden has little interaction with Ghyr betrothed to Lamerok of Bethfield. and Deep Hollow in the east or the Princess Megan: Rake1, N. Megan is inhabitants of the Great Olde Woode. It the King’s middle child. She resembles is studiously neutral towards the her late mother, and is always the belle of Kingdom of Many Colors. the ball. The 24 year old currently has a Unfriendly: The dispensation of crush on Fallon, Captain of the Guard. harass the Lowland Roags to the north, Bethfield is a sore point between Lamerok of Bethfield: F8. but he would disavow any knowledge Snowden and Roagendoch. Relations Lamerok is a knight bachelor in service should they be caught. have further soured over Cador Hen’s to King Claudius. For the last three Brother Bevis: C2, Str8. Bevis is a tall expulsion of the Church of Ghyr. years, he has served as regent at and lean monk with a well-groomed Bethfield. Lamerok is concerned about beard. Beneath his dark robes rests chain aggression from the Cerulean City. He mail. The 29 year-old monk is merciful, Animals and Monsters and he studied at Dauphins before being Taralon Channel: weed eel, loves Cordelia, but he is blind to the ambitions of the princess. sent to Snowden. Despite his incomplete robberfly, clear jelly, slime worm, giant training, Bevis has helped many of the Sir Fallon, Captain of the leech, giant freshwater slug, giant catfish, Bethfielders to see the light of He Who Guard: F10. Fallon is in charge of the water weird, kal-maru (ship’s bane), Watches. defense of the town of Snowden and the water elemental, nixie (unique, see Gwynne Cutpurse: T6, Int7, Dex17. Taralon) western march. The knight finds Megan attractive and her dowry even more so. Gwynne is an attractive ficture of the Bush Flatlands: insect swarm Snowden taverns, quietly slitting the Reyns, Lord Chamberlain: NM. (summer only), shaggy auroch, snow bottom of drunkards’ purses. Her auburn Reyns coordinates the domestic affairs leopard (winter only), falcon, pig, cow, hair drapes heavy bangs over her for King Claudius. He is a loyal servant goat, wychglow, fungoid, kobold, goblin, forehead, hiding the branded “T”. This to the family. hobgoblin, bugbear, yowler, arctic wolf, scar came courtesy of the hated jailers at Trystan: T7, C. Trystan is the ice wolf, grouse, giant ermine and mink, Balais. Gwynne has green eyes, and illegitimate son of the Lord Chamberlain. white and blue dragon (passing), ghost, often wears sky-blue and gray garments. Though his father accepted him years ghostly horde (Bethfield), possession, Equipment: sling+1 ago, Trystan nurses a deep grudge against arctic fox, arctic hare Western March: skeleton, zombie, ice his father and the King who employs zombie, ghoul, frost salamander (winter him. The Madness of King only), white dragon (passing), agarat, Dame Elaine: F7. Dame Elaine is a Claudius (Levels 1-8) fungoid, grouse, snow geese, arctic fox, knight bachelorette who currently The pressures and threats to Snowden arctic hare oversees the Outriders. She suffers have slowly been eroding the stability of nightmares stemming from an encounter King Claudius. Trystan plays on these Personalities with an agarat two summers ago and failings to turn the royal family against one another. As the party grows in King Claudius: F3, N. Claudius has wakes in cold sweats. She is loyal to the stature, they can come to see the madness ruled Snowden since the Prism Wars. kingdom, but she is ready to be done with and either avert disaster or rectify the Despite his age, he maintains his physical this tour and retire to Snowden. matter. vigor, but his mental and emotional Bishop Kay: C6. Bishop Kay is the ranking priest in the Kingdom of The 6th of Klarmont: In honor of the faculties are slowly eroding. He adores th his three daughters, but he fears that they Snowden. He corresponds often with 20 anniversary of the battle, King do not love him in return. His Roag wife, Bishop Price, his counterpart in Taralon. Claudius orders inordinately lavish Kay is not above hiring adventurers to celebrations including a reenactment.

21 THE KINGDOM OF SNOWDEN

But Trystan switches the Cerluean actors dragons in the west and asks the party to finding the the legendary World End’s with mercenaries who will ruin the accompany him. Someone ensures that Well. But Claudius isn’t the only one festivities and endanger everyone. the king gets all of the excitement for searching – a murderous baldandar is The Kidnapping of Princess which he had hoped. looking too. The party must save the Sylvia: King Claudius considers The Bastard’s Gambit: Frictions mage from the illusory fiend. marrying his youngest daughter to Prince begin to arise between the new royal The Winter of Discontent: The Frederick of Dauphins. This is a couples and with Claudius. The party previous adventure drew the party far off potential threat to Sir Fallon, Cordelia, must decide which of three power blocks the tribe’s standard route, and an early and Trystan, and one of them arranges for to support and prevent the rise of Trystan. winter separates them. Their only hope is her kidnapping in Balais. Evidence is left A wildcard is Princess Sylvia who may to reach one of the provisioned post indicting the chamberlain or another marry one of the Fredericks and bring a houses and huddle down. The characters innocent target, and King Claudius thinks foreign army into the Kingdom. aren’t the only ones seeking shelter. that perhaps Sylvia faked the incident Wild animals, undead, and one or more herself. Bishop Kay asks the party to Call of the Wild dragons call this post house home. If investigate, and their first stop should be (Levels 1-7) they can survive the winter, the party will with the tavern wench Gwynne Cutpurse have to journey to Roagendoch before This adventure arc is for characters in the who can point the party in the right being able to locate their tribe. neighboring Kingdom of Lowland Roags direction. The New Tribe: The spring thaw has (see the next section). An Outrider patrol has released the party from their frozen A Cold Death: The party begins as part of one of the entombment. After reaching reached Snowden with news of an nomad tribes among the Lowland Roags. Roagendoch, they learn that their band is undead sighting. The Black Guard has Humanoid and giant characters are somewhere to the east and having trouble been mobilized, to confront the horde. certainly appropriate. The harsh troubles with a Free Roag band led by a large hill Unfortunately, a few specimen approach of the wild lead the characters to giant. The party can accompany Prince from a different route, and the party is all Roagendoch and beyond as Laodegan is Laodegan in dealing with this force. that stands between them and the people made heir to Cador Hen. of Snowden. Victory could lead to another band Wolf Pack: The characters are part of Sir pledging to Cador Hen, while defeat Patrolling the Outerlands: group moving north into the Strathgledd could cost them their family. This Fallon arranges for the fighters to receive after the thaw of late spring. The adventure can be developed into a man-at-arms status or bachelorhoods, as characters must protect their herds of campaign to bring Roag tribes under the appropriate, in recognition of their sheep and aurochs from wolves and other authority of Roagendoch. service to Snowden. He futher arranges grassland predators. for the party to sign on for a tour with the Ione’s Choice: Cador Hen has Buzz Fear: With summer approaching, Outriders, hoping that the undead can decided to marry Ione and Laodegan, but the standing water pools have come alive dispose of these heroes. his daughter refuses. The king expels as larval dragonflies and other insects Sylvia has been Mark and places Ione under house arrest. Outcast of Sylvia: ready for adulthood. These nuisances are Ione want to escape to the south. The exiled by her father, as has the Lord nothing compared to the giant arctic bees party can help the princess escape to the Chamberlain. He then divides his lands coming out of the ground, and they need south (West Haven), or help Laodegan between his daughters Megan and food. Cordelia. It’s a short road to the get her back. Other nations will certainly The Test of Rivals: The Day Without Cerulean City, but a lot can happen. The take interest in the affairs of the Lowland Night can prove to be a heartache for the party must ensure the princess is escorted Roags. young men and women. Hurt feelings safely to the border. from the celebration lead to a challenge

Two Weddings and a Funeral: to race into the deep north and retrieve Convinced that only Cordelia and Megan polar bear pelt and meat. Complicating are worthy daughters, he agrees to their matters, during this time of year, the marriage to Lamerok and Fallon, polar bear’s fur is brownish, and the respectively (or perhaps a PC). The spirit characters can easily confuse a grizzly for of the king’s late wife has started to walk their intended quarry. During their hunt, the halls and threatens to disrupt the the PCs may sight dragons in the precedings. The party must put her spirit distance. to rest as they dig deeper into the politics Eye to the Clouds: The tribe’s path of Snowden. curves into the west as autumn arrives, King Claudius has split Dragon Hunt: and the party comes across a strange his realm between Cordelia and Megan. man, Claudius Cloudgazer. The wizard He wants to spend his time hunting is studying the clouds as a means of

22 THE KINGDOM OF LOWLAND ROAGS

Inspiration: Gododdin kingdoms and was sent by the Church a few years ago, common. Spring and fall see numerous Catuvellauni tribe Cador Hen tarred and feathered the poor clashes between the Lowland Roags and Ruler: Cador III priest and outlawed the Church of Ghyr. the nomads of Snowden or the free roags of the east. During winter, the nomads Overview: The Kingdom of Lowland Holidays return from their journeys and may even Roags is a nation with loosely defined The Day without Night: On the day take shelter further south in the Kingdom borders upon the western Strathgledd, a of the summer solstice, Roagendoch has of Many Colors. The residents move system of grasslands and meadows below no nighttime. Various fertility rituals are their livestock into their domiciles to the tundra line. In the native Roag inacted on this day. avoid the winter freeze. tongue, the kingdom is known as the The Night without Day: Similarly, The World End’s Well: This magic Roagen Sur Kith. Most of its residents Roagendoch experiences no daylight on well is hidden in the far reaches of the are semi-nomadic humans and the winter solstice. A brief outdoor kingdom. Those seeking humbly may humanoids, and the borders are the dance is conducted au naturel to revive find the three founts of wisdom (three general range limits of their wanderings. the sun for the next year. disembodied heads) that grant blessings The eastern extensions of the Strathgledd and curses. Also, seekers may find a key are held by Roag tribes who do not Military to their future (e.g. a transformed prince). recognize the authority of Roagendoch. The path to the Well is guarded by razor Roagendoch maintains a moderate This kingdom is unique in the north. hedges that move of their own accord and company for defense, but in times of war Its court language is Roag, not Thyatian, a terrible wolf of massive proportions. the kingdom can draw upon the Roag and the Church of Ghyr has no standing. tribes. The last bishop sent to Roagendoch was Economy tarred and feathered. Goblins, kobolds, The kingdom is dependent on the shaggy The Lowland Roags Company and hill giants live among the namesake auroch and sheep herds for food and Personnel: 5 F3 (longsword, chain), 150 Roags. clothing. All transactions are conducted F1 (short sword, heavy hide/AC6), 10 Permament and semi-permanent homes through barter – Essurian bits and goblins (short bow, hide), 25 kobolds are dug into the ground, and rocks are Imperial coins are worthless to the (light crossbow), all with dagger built up around the hovel. The structure Lowland Roags. Leadership: Laodegan (F3) is topped off with a peat roof. These Troop Class: Below Average domiciles can be quite extensive despite Relations with Other their crudity of construction, and they can BR 42 feature flock pens, chimneys, and storage Nations chambers. Wintering in one of these The Lowland Roags Host Friendly: The Lowland Roags are shelters in an unpleasant experience, but Personnel: 10 F3 400 F1, 50 goblins, 75 friendly to the royal court at Taralon, the one will survive the bitter cold. kobolds, 25 hill giants (clubs) folks of the Ivory City, and the The first King Cador was the Duces Leadership: Fin Tor (F17) inhabitants of the Great Olde Woode. Roagarium during most of the Thyatian Troop Class: Below Average This owes mostly to a common Roag period. Cador I made an effort to BR 67 heritage. modernize his fellow Roags while Neutral: The kingdom has little care for keeping their heritage intact. The first Settlements and Sites any of the nations south of the Kaganus. court was at Bethfield. The king died Roagendoch: Roagendoch is the only It maintains studious neutrality towards during the Prism Wars, and his son, large scale settlement in the Kingdom of the Kingdom of Many Colors to preserve Cador II, continued to straddle the Lowland Roags. 1500 human Roags live wintering rights for the nomads. cultural divide. alongside 100 goblins, 200 kobolds, and Unfriendly: The dispensation of This belief in a merged identity was not 40 hill giants. Most raise shaggy auroch Bethfield has been a sore point between inherited by Cador II’s son. Cador Hen, in the southern half of the kingdom and the Lowland Roags and Snowden. The the current king, increasingly rejected are absent during the summer and fall. latter has held the village in regency for a Known World and Ghyran influences as The Kingdom’s remaining 1500 Roags, quarter century. The kingdom is also at a prince and later as king. By the time of 200 goblins, 300 kobolds, and 160 hill odds with the free Roags of the east who Bethfield’s abandonment in the Alliance giants are either fully nomadic or live in refuse to join the kingdom. War, he was committed to a purely isolated homes dug into the ground. The Hostile: The Kingdom of Lowland Roagish nation. nomads provision the watch posts in the Roags is hostile to Ghyr and The current capital, Roagendoch, sits north during their travels. representatives of the Thyatian Empire. upon the Arctice Circle, and it was During summer they go as far north as The Lowlanders resent that they could historically a site of religious importance the central Shonak Tundra (beyond the not be left alone during the occupation for the Roag druids. When a new bishop map) where polar bear hunts are and had their culture stripped away.

23 THE KINGDOM OF LOWLAND ROAGS

Animals and Monsters tangles and curls that might hint of a wild opponent out. Year-round: goblin, kobold, hill giant, Roag woman. Mildthryth the Mild: C11 (or Dr11), shaggy auroch, thick wool sheep, arctic Her father wishes her to marry Int7. Mildthryth is a woman of average fox, arctic hare, snow owl, snow geese, Laodegan, but she intends to marry her appearance who braids her brown hair in yowler, snow leopard, dire wolf, arctic sweetheart, Mark. This could put her in a short cap. She is the senior priestly wolf, ice wolf, frost zombie, spectral harms way, and escape to the south may figure in Roagendoch, but one cannot yet hound, ghost, white dragon, crystal be her only hope. An exiled or escaped speak of a Church of the Lowland Roags. dragon, yellow/white pudding, baldandar, Ione would willingly join any Church of Now 35, she wears crimson robes with agarat Ghyr or Thyatian movement to “restore” white stripes at the collar, hem, and cuff. Spring Only: wyvern, giant arctic bee the Kingdom of Lowland Roags to the Equipment: mace+2 Summer Only: robberfly, dragonfly, fold. Barnabas Bladecutter: T2, Int7, tiger beetle, fungoid, giant arctic bee Laodegan, Prince: F3 Laodegan is Wis16, Dex16, C. Barnabas is a foul Autumn Only: grizzly bear (rare) the ambitious stepson of Cador Hen. He individual, equally at ease killing a man has proven himself in skirmishes with the Winter only: normal and giant reindeer or looting his dead body. His upper lip is Free Roags in the east, and Laodegan is and caribou, polar bear (rare), apparition, lined by a thin moustache, and he wears popular among the people. The prince frost giant (once every 10 years), Shonak brown and buff clothing. Southern jealously loves Ione, and he will brook no hunters, frost salamander, lupin (rare) troubles have forced Barnabas into the interference with his intended marriage. Strathgledd. Even offers from princesses of other Equipment: hand axe Personalities nations would be rebuffed. Finn Tor: F17, Str19. Finn Tor is a Cador Hen, King of the Lowland Balen and Bagdemus: F4, T3. champion among the Roags that work the Roags: Cador III rules this wild land These sons of Cador Hen were believed Strathgledd. His fabled strength rivals from the stone castle at Roagendoch. lost during the Alliance War. There were that of a giant. He fought on behalf of King Cador Hen (literally, Old King actually kidnapped and now live in the Cerulean City during the Battle of Cador) is angered at the world. His two Serleans as the sons of Benar. Bethfield but retired north to raise sheep. eldest children were believed killed Benar: F5. Benar was once captain of Finn maintains a small hovel two days during the evacuation of Bethfield, Cador Hen’s guard, but was banished north of Roagendoch where he lives with leaving him with only his daughter, Ione. after the disasters against the Cerulean his wife. Finn Tor has answered the call Cador Hen has since remarried, and he City. Benar kidnapped Cador’s sons, against the western undead, the northern takes great pride in his step-son, Balen and Bagdemus. He now resides in Shonak and frost giants, the eastern Ladogen. Serleans as a weaponsmith. Roags, and the Cerulean City. The Roag nationalism of Cador Hen is Mark: T1, Str16, Dex16. The childhood one generated by the romantic myth of sweetheart to Princess Ione, Mark is a Adventures the manly noble savage of the north. skilled apprentice to a local lock- and See page XX for the adventure arc Ironically, this myth was the product of ironsmith. Mark cares nothing for status, “Call of the Wild” for an example of a Thyatian writers whose works Cador read and he would be content with a peaceful, mini-campaign in Roagen Sur Kith. as a child. In the short term, both the simple life. Mabds of Taralon and Carwen, the Claudius Cloudgazer: MU2 (or Heirophant of the Great Olde Woode, are Hakamon). This hedge wizard learned likely allies for the king. Should they the dwarvish tongue in his native home prove successful, however, their alliance of Deep Hollow. Like other Roags, would not likely hold. Claudius is a short man (5’3”). The 29 Goddau, Queen of the Lowland year old is cautious, and his watery blue Roags: F2. Goddau was the widow of a eyes silently speak of hurt – a mourning prominent Roag chief. She married of his brother who died fighting the Cador Hen ten years ago and settled her eastern Roags. The Cloudgazer has spent people at Roagendoch. She has little his last few years searching for the Well patience with Ione, whom she considers at the End of the World. prissy. Laodegan is her son by her first Equipment: wand of trap detection husband. Ambrose the Celt: C1, Int7. The Ione, Princess: C1. Ione rebels solid Ambrose is deeply devoted to the against her father’s vision of a Roag only interracial brotherhood of Roag world, and she is a secret follower of He MacCullen. Armed with nothing more Who Watches. Ione has long brown hair, than leather armor and a club, Ambrose and she insists on combing out any would never do more than knock an

24 THE KINGDOM OF 200 KNIGHTS

Inspiration: Brittany and England under Henry II, Canterbury Tales Ruler: King Thales II

Overview: Militarily, the Kingdom of 200 Knights is the strongest of the Dale kingdoms. It was successful against others in both the Prism and Alliance Wars. Its common name derives from the 200 chargers which won control at the Battle of Faltings. The number of knights (bachelor and of renown) has fluctuated over the years, but two hundred is a good estimate for the average. The official name of the realm is the Kingdom of Dauphins. It is one of the two major players within the Western Alliance – the other is Nortopolis. Military and Greendale. The keep maintains a The kingdom occupies the Flatlands Dauphins is able to field a large host of single trebuchet. between the the Kaganus and the Great troops should war again come to the Olde Woode. The Channel communities Dale. Among the forces are four baronial The Faltings Company and Brest were added during the Alliance companies (Serleans, Balais, Brest and Personnel: 15 Knights of Renown, 15 War. The large area within the royal Sorchester), and two Count’s Companies Knights Bachelor, 15 men-at-arms, 50 borders is relatively empty. (Sentaburgh and Thosh). A hill giant and soldiers, 50 archers 20 hill giants Communities cling to the waterways or five bugbears augment the Thosh Leadership: Lord Regent (F10) the timber line. Few individuals Company (Elite, BR 225), while Troop Class: Excellent homestead in the western interior, though Sentaburgh has two hill giants (Elite, BR BR 157 more do so east of Brest. 240). None of these units are used as A newly crowned Thales II was constabulary forces. The Royal Army of Dauphins is the unwilling to pledge to King Ganto upon Philip of Marabone, the Baron of king’s personal army. At any given time the latter’s ascension to the throne of Balais, has built up a second unit for both half of the Army is on duty. The rest are Ghyr. With the exception of West defense and possible offense. The given leave. Dauphins is defended by 3 Haven, the other nations quickly Second Balais Guard is supplemented by trebuchets, 2 heavy fixed catapults, and 3 followed suit. engineering crews for three fixed light ballistae. The Kingdom of 200 Knights was also catapults and two ballistae. responsible for initiating the Alliance The Royal Army of Dauphins War after intercepting the Taralon letters The Second Balais Guard Personnel: 50 Knights of Renown, 30 to Brest and the Ivory City. Personnel: 1 Knight of Renown, 3 Knights Bachelor, 50 mounted men-at- The cavalier tradition is strong in the Knights Bachelor, 5 men-at-arms, 10 arms, 25 men-at-arms, 200 soldiers, 300 kingdom, though neighboring Greendale soldiers, 15 pikeman, 20 boltmen, 15 archers, 20 hill giants (see Gaz F4) is considered the pinnacle archers, 4 hill giants Leadership: King Thales II (F14) of the mounted knight. Dauphins’ Leadership: Captain (F9) Troop Class: Elite knights spend much of their time Troop Class: Good BR 185 participating in tourneys at home and BR 107 abroad, or dealing with troubles from the There are two other military units in Great Olde Woode or the giants north of The Faltings Company resides in a operation within the Kingdom of 200 the Kaganus. small keep just to the west of the Knights. A large number of knights and community. Answering directly to King heroes are retired or errant. In times of Holidays Thales II, day to day control rests with great crisis, they would offer assistance. Chargers’ Day (Ambyrmont 14): the Lord Regent. The Company does a They are good naturedly known as the On this day, the kingdom celebrates the good job at defending against incursions, Brothers Jack. victory over Faltings in 945. Jousts and but it has had difficulty preventing tourneys occur kingdom wide, though the raiders from slipping into Deep Hollow festivities are toned down in the east.

25 THE KINGDOM OF 200 KNIGHTS

The Brothers Jack Neither Thales I nor Thales II has seen fit Economy Personnel: 20 Knights of Renown, 35 to give their regents permanent status. Dauphins uses the Essurian bit system, Knights Bachelor, 35 men-at-arms, 70 The village of Faltings occurs soon after but Thyatian and West Haven coins are soliders, 10 hill giants, 25 bugbears the Dolcimer splits from the Kaganus. accepted. King Thales is considering a Leadership: Banner Knight (F11) Those wishing to enter Deep Hollow, conversion to a royal mint, but he has not Troop Class: Average such as raiders, must go through this implemented such a plan thus far. BR 100 community. 200 Known Worlders, 700 Roags, 1,000 Deno-Essurians, and 200 Relations with Other hill giants thrive here. The Sarke Mercenaries are the last Nations major unit in the kingdom. This Thosh: Thosh is an old Roag Thales would be very mercenary troop is unique in that all settlement that predates Maggorath. Favorable: members are Ochalean. They were Many homesteads dot the taiga and favorable to a Thyatian return to the originally brought in as a support unit forests to the south. Thosh and region – provided the center of power during the Thyatian period and never left. Southpool coordinate all trade transpiring moves from Ghyr to Dauphins. They have worked for several kingdoms between the Kingdoms of Two Hundred Friendly: Snowden is regarded well, if over the last 60 years, but the Sarke Knights and Greendale. The village is somewhat remotely. A possible marriage Mercenaries have refused to integrate home to 1,250 Roags, 300 Deno- between Frederick and Sylvia could be into the society. Their dependents travel Essurians, 10 giants, and –55 bugbears. seen as a prelude to war for the Cerulean with them, and they encamp outside the The villagers are noted for producing fine City. communities, derisively termed Sarke carpets. Neutral: West Haven has been both an Town. Currently, the organization Brest: 300 Known Worlders, many ally and an enemy in the past, so resides a day’s ride from Sentaburgh. Averoignians, work with 300 Roags, Dauphins treats its neighbor with a 1,200 Deno-Essurians, 40 giants, and 40 guarded eye. Despite working together to end the Alliance War, the Kingdom of The Sarke Mercenaries bugbears in this lakeside town. Many Colors is the obvious Personnel: 50 swordsmen, 50 archers, 50 Balais: Balais is an important port counterbalance to Dauphins in Dale pikemen, 10 clerics, all in laquered wood town on the Taralon Channel. 500 politics. The kingdom is indifferent to armor (AC5) Known Worlders, 200 Roags, 800 Deno- Ghyr and the Lowland Roags. Taralon is Dependents: 250 women and children Essurians, and 35 giants live in the a neutral trading partner, but Thales does Leadership: Commander (F8) village. not fully trust Mabd II or the Queen Troop Class: Good Serleans: Serleans is a settlement Mother. BR 117 between Balais and Lansbury that in Unfriendly: Faltings is a problem with recent years has grown from a handful of homesteads to 1,000 human souls. 400 relations with Deep Hollow and Settlements Known Worlders, 100 Roags, and 500 Greendale. Raiders continue to use the Dauphins: Dauphins is the capital of Deno-Essurians fish the waters, raise village as a route into those lands. There the Kingdom of Two Hundred Knights. crops, or tend to livestock. Serleans is is further rivalry with Greendale on It rests on the eastern bank of the Lower developing a reputation for exquisite which kingdom has the best mounted Kaganus a few miles past the artificial food preparation. knights. The residents of the Great Olde diverter. 3,200 Known Worlders, 50 Sorchester: Sorchester was once a Woode sometimes raid settlements or dwarves, and 25 halflings are joined with part of West Haven, but it was ceded kidnap children. The incidence is too 1,000 Roags, 4,000 Deno-Essurians, and after the fighting two decades ago. The low to organize for war – yet. 150 hill giants. The last were village is still mostly Roag and Deno- instrumental in creating the earthwork Essurian (700 and 600, respectively). Animals and Monsters project. There are also 200 Known Worlders. Taralon Channel: weed eel, Sentaburgh sits at a Sentaburgh: Others: Besides those locales listed robberfly, clear jelly, slime worm, giant critical position along the Middle above, there are numerous smaller leech, giant freshwater slug, giant catfish, Kaganus. The trade between the two settlements for Roags (3,150), Deno- giant crab, phygorax. halves of the Kingdom, and with Essurians (5,600), giants (1,440), and The Flatlands: shaggy auroch (east), Nortopolis, passes through Sentaburgh. bugbears (95). Deno-Essurians insect swarm (south), cow, goat, pig, Today 200 Known Worlders live among predominate along the rivers, while the normal falcon, coltpixy (south), faedorne, 600 Roags, 1,000 Deno-Essurians, and 50 others occupy the interior or the forest dragonne (south), colddrake (Deep giants. regions. Hollow only), brownie, faerie, fungoid, By right of conquest during Faltings: hill giant, cloud giant, kobold, goblin, the Prism Wars, the King of Dauphins gnome, dwarf, elf, wraith, amber golem, holds the title of Duke of Faltings. bullette (south), doll golem (settlements

26 THE KINGDOM OF 200 KNIGHTS

only), giant boar (south), oxen, yowler Philip is the Baron of Balais and the never been able to fully tax the trade (winter only), ice wolf (winter only), secret head of the regional Thieves’ passing through the village. Almuric has pheasant, hawk, crow, giant ermine and Guild (answering to Dahnakriss the recently instituted a turnpike on the road mink, randara, lesser banshee, lesser Master Thief). The nobleman’s preferred to Nortopolis to recover some of this lost phantom, ghost, possession, ghoul, practice is to seduce noble ladies for later money. apparition, vision, ghostly horde, blackmail. Philip’s primary ambition is Pellinore, Count: F16. Count (Dauphins and Serleans only), to be elevated to Duke of all the Channel Pellinore is one of the most distinguished automatons (with magicians only), communities. The baron maintains knights in the history of the kingdom. He magen (Dauphins only), bone and wood contacts with Throrogast holds a keep near Thosh, a gift from the golem, hellhound, ettin (east and south) (Rusak) and Ernst Ziegler, Warden of the king. His last great quest was the rescue Garrisons in West Haven. from rogue giants of the Lady Lane, now Personalities Equipment: ring of regeneration, his wife. Thales II, King of 200 Knights displacer cloak Janette du Balais et Norgledd: and Duke of Faltings: F14, N. Throrogast, Magister: Throrogast is F10, C, Cha 16, Int 16. Janette is the Thales was a clear winner from the one of many guises of the illusionist current Lord Regent of Faltings, a post Alliance War. The king’s rule has been a Rusak (see West Haven). As Throrogast, she has held for three years. Her family positive one for his subjects, and they he is a functionary of Dauphins who controls parcels of land in both Balais have prospered in both agricultural and handles contracts and some court cases. and Norgledd. The latter is a tract east of industrial activities. While he cares for Kirkenny of Loch Glenfirg, a student of Balais. Janette is a willing victim of all of his children, Frederick is his pride. the Magister, is another of Rusak’s Phillip of Marabone’s seductions. With He expects war to break out once more in guises. only a few years left as Lord Regent, next two decades, but whether is the Mousette, Baroness of Serleans: Janette must cash in on the opportunity. ambitions of Taralon, Nortopolis or Magician 7. Lady Mousette has an exotic She freely allows raiders to enter Deep something else, he does not know. aura about her, an effect she has spent a Hollow and Greendale for a cut. Queen Katherine: MU5, Alchemist lifetime cultivating. Drawing on Thoref: F9, C, Wis8. Thoref is a knight 1st circle. Katherine is a strong willed traditions of her Averoignian, Nuari, of the Kingdom of 200 Knights. He woman of Averoignian ancestry. Now Traladaran, and Roag heritage, she is the earned his spurs battling the giant knights 45, she has given Thales two sons, consummate fortune teller and of the north. He cares little for the Frederick and Reynard, and a daughter, spiritualist. Her appeal was enough to obligations of his stature, but Thoref Camille. Katherine is a patron of arts, become wife to the late baron, but her loves its privileges. Today he roams the including the sumptuous cooking in forecasts landed her husband in a grave western region of the Alliance. Serleans. during the Alliance War. Lady Mousette Equipment: sword+3, girdle of giant Frederick, Prince: F5, Cha17. sees the con-man in Phillip of Marabone, strength. Frederick is a dashing prince with his and she is immune to his charms. Gavin Strongbow: F6, Int4, Wis6, father’s build and his mother’s grace. No Richard Halsy, Baron of Con5, C. Gavin is a shady character who expense has been spare in his royal and Sorchester: F7. Richard was a knight has ties to the Theives’ Guild. He military training, and he already has a during the Alliance War who led the suffered injuries during Ghyr’s Desert reputation as solid jouster. King Thales campaign against West Haven. His War a few years ago that have had a is considering a marriage between reward was the captured town of lasting impact on his health and mental Frederick and Princess Sylvia of Sorchester. Now a gentle grandfather, well being. Gavin refuses to take off his Snowden, but he is still weighing her Richard must decide who to follow in his conical nasal helm in the presence of dowry. place. The Baron respects his neighbor, others, ashamed of his scars. Prior to his Reynard, Prince: NM. The Count Bors. injuries, Gavin had won fame by holding adolescent prince is eager to see the “real Heddwyn, Baron of Brest: hill a pass against nine Den Brute warriors. world” and escape from the hustle of giant 7. Heddwyn was responsible for Lancelin Open-hand: F11, Str17, courtly life at Dauphins. Cloistered by securing Brest after the exposure of the Con 7, Dex 8, C. Lancelin was a night of these experiences, the young prince is Taralon letters. His heavy-handedness Dauphins for many years before he overly trusting of people. led to protests from West Haven. disappeared into the Great Olde Woode. Camille, Princess: NW. Camille is a Heddwyn is still a gruff giant, and Rumors say he married an elf while there, child of 5. To the heartbreak of her rulership has only added to his irritation. but now he works as a mercenary. The parents, Camille still does not speak, and Almuric, Count: F5. Almuric former knight has brown hair, is clean doctors and priests have been unable to inherited the counthood at Sentaburgh shaven, and weighs 207 lbs. A spread- help her. from his father. The court at Dauphins fingered gauntlet graces his red cape. Philip of Marabone, Baron of has never permitted a baronial grant to Equipment: broadsword +1, +3 vs. Balais: Rake8, C, Cha16, Dex 17. Sentaburgh, so Almuric’s family has enchanted creatures

27 THE KINGDOM OF 200 KNIGHTS

Fleur the Rose: Magician 6 Woode, the Swamp of the Beast, and the a liking to either the Rose or a female (originally MU4), Str8. The young Fleur clouds themselves. He remains fit and character. Will his secret be revealed, or hails from a Flatlands homestead, but she alert, but those days of high adventure are is the young lady doomed to be his next now resides in Brest where she picked up past. Jack is happy to sit in his cottage victim? the bugbearish accent of Roag. She between Brest and Thosh, and sup on Giant, the First: Baron Heddwyn has favors sleight of hand magic, but she is chicken soup. Those who crave tales of taken note of the characters, and in his keen to learn true magic. When fanciful journeys, or need advice for their gruff manner, he commends them to the performing, she dons bright yellow or own, should locate Jack. court of Dauphins. Enroute, the party green clothes with a trademark flame- Equipment: cloak of invisibility, shoes of discovers that Sentaburgh is being petalled rose on the left breast. swiftness, sword of cleaving harassed by Cameron, a large giant from Equipment: ring of fire protection Lord Felix Vulpine: Rake 5/Werefox the east. Count Almuric asks the party to Vychan the Little: F2, Wis 6, Dex7. 7, C. The charming Lord Felix is a lady- handle this menace, but little does the Vychan is a lightly armed fighter who is killer – literally. The remains of count know that Cameron’s vengeful sensitive to his short stature. Because of numerous farm maidens and scullery cousins, Blunderbore and Boran, have an an incident in Deep Hollow, Vychan maids litter his manor near Brest, but he’s enchanted castle in the woods and a despises orcs and the dark. A bright red looking to move up in society. penchant for taking noble ladies. cloak hugs his shoulders. Jan the Knight of Thosh: NM. A Knight on the Town: Word of Cordelia the Cleric: C3, Int7, C. Jan is an old, blind knight who is being their deeds precedes the characters at Cordelia is a young (25) and moody cuckolded by his squire, Digory. Dauphins, and they are invited to a royal cleric who recently graduated from Grogg, Togg, Bruna, Oly, and ball at which they will be lorded. But the seminary at Dauphins. She is now a Galff: These are cloud giants whose party begins early, and the mischievous priest of the Church of Ghyr at Faltings. floating castle stays in the vicinity of the Lyle Stafford might just get the She has little taste for combat, and would Dale. Togg is married to Oly, while characters hung before the celebrations tend to the wounded instead. Galff is the son of Grogg and Bruna. begin. The social hazards only increase Aiden Ablefingers: Int4, T1. Aiden They are fed by a flock of regenerating as Phillip of Marabone prowls the ball. is a short (5’4”) man who exudes sheep. The giants also keep several giant The Witch of Serleans: On a tour of innocence beneath his fair hair. He hawks for hunting, and giant cat (Tabby, the Channel communities, the party is comports himself as a fighter, and claims 5HD) who keeps the keep clear of giant approached by a begrieved woman in to be a forester from the Great Olde rats. The giants enjoy a good game of Serleans whose wayward son has gone Woode. Whatever the truth of the claim, whistlespit. missing. Is Miss Tayke at it again, or is Aiden is a skilled hunter with the javelin. something else afoul? Lyle Stafford: Rake4. Lyle is a happy- For the Love of a Maiden Giant, the Second: Baron Richard go-lucky coward who enjoys stealing (Levels 1-7) has invited the PCs to Sorchester. other men’s wives and daughters, coin, or Apparently, a two-headed giant has been As young adventurers, the party has little food. This ordinarily gets him run out of causing problems, and the baron need’s to their names, but the plight of of a town. He has a nominal friendship with the party’s help. But there is more than young woman puts them on the path to Prince Frederick, and the king frowns on one ettin involved, and not all are guilty. fame and the hazards that that entails. this influence. The party must sort through the cunning, The Odd Little Man: The betrothed Miss Tayke: Magician 9, C. Miss the scared, the dim, and the viscious and of a local nobleman has revealed that she Tayke is a woman in her mid thirties in return peace to the barony. is plagued by a strange creature Serleans. She is no longer an active Prince Reynard and the Silver demanding her hand or child. Only the performer, but she was once known for Staircase: The prince has disguised secret the villain’s riddle (perhaps asking exquisite mechanical tricks and . himself with the cloak of the King’s for his name –examples: Tim Tit Tot, She retired following a horrible accident Master of Horses and escaped to the Terrytop) will safeguard the noble’s wife. when children interfered with an act. town. There he obtains a magic urn that He asks the party to solve the problem Now she sneaks out on the streets to give creates a Silver Staircase leading to a before it is too late. Whether fey, fiend, treats to good children and to kidnap the cloud giant castle. The king asks the or gnome, the creature inhabits the local bad. Those taken are placed in a twisted newly returned heroes to find his woods, but others in the village of Brest fun-house. The children who fail to wayward son. [This adventure may be might be able to offer some assistance. escape are eaten. replayed at other levels using the classic Be Not So Bold: The noble has Jack: T18. While Count Pellinore may beanstalk and the retrieval of the bag of thrown a banquet in honor of the party, have been the greatest knight of the gold, the hen that lays golden eggs, and and the entertainment is provided by realm, Jack was its greatest adventurer. the golden harp – Ed.] Successful parties Fleur the Rose. In attendance is the He has traveled the Hill and Dale, the will be hailed throughout the realm and charming Lord Felix Vulpine, who takes Parthenal Hills and the Great Olde knighthoods are likely.

28 THE KINGDOM OF MANY COLORS

Inspiration: Fairy tales, War of the further pressed against Ghyr before being The Royal Army of Nortopolis Roses and Henry VI defeated by Prince Ganto at the second Personnel: 25 Knights of Renown, 25 Ruler: King Robert II Sulwyth battle of Galencourt. He cemented the Knights Bachelor, 50 mounted men-at- the union of Nortopolis and the Scarlet arms, 50 men-at-arms, 200 soldiers, 100 Overview: The Kingdom of Many City by marrying his son Engelbert to the archers, 100 kobold crossbowmen, 25 Colors takes its name from the national half-giantess princess of the Scarlet City. bugbears, 50 goblin archers, 50 flag that bears colored stripes A newly crowned Engelbert I was in no hobgoblins, 25 hill giants representing the various towns that joined mood to bow down to Ganto upon the Leadership: Banner Knight (F9) with, or were conquered by, Nortopolis. latter’s ascension, and the Kingdom of Troop Class: Good The country is officially recorded as the Many Colors did not repledge to Ghyr. BR 118 Kingdom of Nortopolis and the Scarlet Engelbert was succeeded by his City. nephew, Robert II, 13 years ago. The son The Royal Army of the Scarlet City The Kingdom of Many Colors boasts of Victor Sulwyth has proven capable, Personnel: 75 hill giants, 150 goblin the most diverse racial composition of the but auguries suggest that the ursupation archers, 10 kobolds, 10 soldiers, 25 north as well as the largest number of will drive the kingdom to ruin. Robert II gnomes civilized hill giants. This racial harmony initially imprisoned his cousin, Mildryth, Leadership: Regent Penbray (HG6) is contrasted with the bickering among but he quickly repented, and sent her to Troop Class: Good the ruling family and other noble houses. the Cerulean City. BR 96 The validity of Robert II’s crown is in There are now four potential claimants dispute, as he was the nephew of his to the throne: Robert’s children, The Verdant Company predecessor, Engelbert I. Engelbert’s Frederick, Madoc, and Sarabeth, and the Personnel: 15 hill giants, 20 goblin only son, Aethylbert, died during the young son of Mildryth, also named archers, 20 bugbears, 25 soldiers Alliance War, and his daughter, Mildryth, Frederick and conceived illegitimately Leadership: Duke Gareth (C7) was only 17 at the time of his death. during a Day Without Night celebration. Troop Class: Below Average Unlike the other nations in the Dale, BR 58 every major settlement was at one point Holidays an independent kingdom. The Prism The Day of Silliness (Sviftmont The Cerulean Guard Wars saw the consolidation of the 16): On this day, people do odd things, Personnel: 25 men-at-arms, 100 soldiers, communities directly north of the like trying to rake the moon from a pond, 50 kobolds, 20 bugbears, 50 goblins, 20 Kaganus. The Cerulean and Ivory Cities jump into trousers, or hoisting cows onto hobgoblins, 10 hill giants were added in the Alliance War. the roof. It is a good natured practice, if Leadership: Duke Brody (F12) There are relatively few traditional odd. Troop Class: Average knights within the Kingdom, and they are The Safety Dance: This dance is held BR 86 concentrated around Nortopolis. The after the second week of no snow, as institution still exists, but the extreme determined locally. It is a Roag The Militia of the Ivory City variety of size in its citizens has celebration of unity, and guests are Personnel: 50 hill giants, 100 hobgoblins, discouraged use of the cavalier model. expected to participate. “But if you don’t 100 goblins, 20 kobolds, 25 soldiers; The Kingdom of Many Colors claims a dance, then you’re no friend of mine” is a 20% with magical abilities, 30% with large swath of territory, but control of the common scold to the shy and lazy. The spellcasting ability interior is nonexistent. Eastern Hillbans term “Safety Dance” came about when a Leadership: Kerra the White (Ko8) and Free and Lowland Roags all pull into visitor questioned the wisdom of a dance Troop Class: Fair the area at different times of the year. where creatures ranging in size from BR 84 Understandings have been reached with kobolds to giants participate together, all the Free and Lowland Roags, but the trying not to step on one another. Settlements Hillbans and Highland Roags are a Cerulean City: Ecuman, the problem for the Scarlet City. Military Cerulean City, is a ringed citadel on the The Kingdom was formed from the Each City has its own army, but shores of the Taralon Channel. Like guile of Frederick I. A Hattian native to Magnitania contributes to the Army of neighboring Bethfield, the modern city the Dale, Frederick was the Nortopolis. Local defense is the was built atop a Roag settlement during administrative assistant to the governor at paramount issue for each force, but the Channel expansion. The Cerulean the time of recall. He took initiative and readiness varies from the Scarlet City City continues to influence the small proclaimed himself King of Nortopolis. (high) to the Ivory City (low). All city Channel communities that dot the way to His dreams of empire died with him on forces double as constables. the Kaganus. The people of the City the fields of Galencourt in 947. include 150 Known Worlders, 1000 His son Robert maintained control and Roags, 200 Deno-Essurians, 600 goblins,

29 THE KINGDOM OF MANY COLORS

400 kobolds, 300 hobgoblins, 100 and 100 hobgoblins have joined them in boneless, fyrsnaca, red worm, steam bugbears, and 150 hill giants. Smiths, fishing, farming, and cutting timber. weevil, polar bear (rare, winter only), tanners, herders, and fishers are the Nortopolis: Nortopolis is the capital snow leopard (rare, winter only), wild occupations of most residents. The of the Kingdom of Many Colors and the goat, rust monster, white, crystal and blue Ceruleans have not psychologically largest city of the north. There are 800 dragon, colddrake (near Scarlet City recovered from the 6th of Klarmont Battle Known Worlders, 60 gnomes, 4,500 only), hill giant, wild man (Roag), orc, (see Snowden). Roags, 800 Deno-Essurians, 800 goblins, gargantuan, spectral hound, frost Ivory City: The Ivory City sits in the 1,000 kobolds, 500 hobgoblins, 600 salamander, ice wolf (winter only), north apart from the other towns of the bugbears, and 250 hill giants who live in dragonne (summer only), bullette, ettin Kingdom of Many Colors. It is the former imperial center. Taralon Channel: weed eel, indifferent to its inclusion in the Others: It is estimated that another robberfly, clear jelly, slime worm, giant Kingdom, and it rarely sends 500 Roags, 100 goblins, 700 kobolds, leech, giant freshwater slug, giant catfish representatives to the court at Nortopolis. 200 hobgoblins, 100 bugbears, and 175 Flatlands: shaggy auroch, insect Consequently, it has no baronial or ducal giants are scattered along the Kaganus swarm (summer only), snow leopard, designation. The 500 Roags, 1000 and Taralon Channel or in the interior. cow, goat, pig, normal falcon, faedorne, goblins, 200 kobolds, 500 hobgoblins, Overall, the kingdom holds 1,050 Know dragonne, colddrake (southeast only), and 500 hill giants are self sufficient, and Worlders, 300 gnomes, 7,000 Roags, fungoid (along Kaganus and the Taralon many suspect they have a hidden 1,200 Deno-Essurians, 4,000 goblins, Channel only), hill giant, cloud giant, industrial capacity. The residents of the 2,000 kobolds, 1,500 hobgoblins, 1,000 kobold, goblin, gnome (south and east), Ivory City do have knowledge of the Old bugbears, and 2,175 hill giants. amber golem (Ivory City only), giant Death, but they do not share this with boar, oxen, yowler, ice wolf, pheasant, others. Thyatians did not learn of the Economy hawk, crow, giant ermine and mink, Ivory City’s existence until late in the The Kingdom of Many Colors uses the baldandar (north), lesser banshee, lesser occupation, and they never bothered to Essurian bit system and barter. It is the phantom, ghost, apparition, vision, take the quiet settlement. only nation in the Western Alliance that ghostly horde, automatons (with Scarlet City: The Scarlet City of contains a prismatic mine. The mine magicians only), ettin Rothmegryd has existed since the time of extracts a crystal lode. Maggorath. The City was one of the last Personalities locations conquered by the Thyatians. It Relations with Other Robert II, King of Nortopolis was responsible for initiating the Prism Nations and the Scarlet City: F3, N. Robert Wars, but its population has dwindled saw limited action in the last two years of Friendly: Despite occasional since its incorporation into the Kingdom the Alliance War, but he was able to difficulties arising from the Cerulean of Many Colors. A recent infusion of parlay that into support for his crowning. City, Nortopolis has decent relations with gnomes have helped the Scarlet City The 35 year old king knows that he is not Roagendoch and the Free Roags. establish a new mine operation. There the equal of King Thales II at Dauphins, Neutral: West Haven and the Great are 200 gnomes, 200 Roags, 700 goblins, but he is ambitious, perhaps too much so. Olde Woode are too remote for any 200 kobolds, and 600 hill giants living in Queen Mary: NW, Cha 17, Wis6, Int6. meaningful relations. Taralon and the the Scarlet City. Robert fell in love with Mary’s beauty, Kingdom of 200 Knights are potential Verdant City: The Verdant City, but her simple-mindedness wears on the rivals, but that has not soured things yet. Argylon, is home to 20 gnomes, 200 king. He often sends her on travels just No one knows how Nortopolis would Roags, 100 Deno-Essurians, 200 goblins, to be rid of her. receive Thyatis. 200 bugbears, and 100 hill giants. It was Frederick, Prince of Nortopolis: Unfriendly: The animosity inherited established shortly after Ghyr by Rake5, C. The 20 year-old prince is with the Cerulean City limits any Essurian colonists, and it was an early skilled in the ways of court, if not the goodwill with Snowden. Relations have prize in the Prism Wars. The City battlefield. Frederick is imperious with never been good with Greendale or Ghyr. survives as an agricultural center as well those of low station, and he does not take Hostile: The kingdom, specifically the as a trade hub in the east, and the town well jokes at his expense. outline is dominated by the water mills Scarlet City, has a bitter history with Madoc, Prince of Magnitania: along the Kaganus. Deep Hollow, the Hillbans, and the NM, Wis8, Int7. Robert’s 16 year-old Magnitania is the Highland Roags. Magnitania: son is a good hearted young man who has

Thyatian name given to a peaceful hill inherited some of his mother’s slowness. giant settlement on Lacus Gabrionus Animals and Monsters Sarabeth, Princess of Roags: (also Thyatianized). Today, it is still Roaguncal (the Staircase): giant NW, Int16, Wis16. Robert’s third child principally a giant community (400). 100 arctic bee, giant centipede, robberfly, was unexpected, and her title as Princess Known Worlders, 20 gnomes, 100 Roags, tiger beetle, oil beetle lava ooze, of Roags is an odd choice that has yet to

30 THE KINGDOM OF MANY COLORS

be understood. Turning 15 this year, excitement of adventure. Apris’s Stanis and the Spider: The Sarabeth is likely to develop into a model principal flaw is her obstinate need to victorious characters are invited to the educated noblewoman, but her blue eyes always go her own way. That attitude court of King Robert, where they meet watch and detect what others overlook. may reduce her life expectancy. the jester, Stanis. Stanis’s performance Mildryth, Duchess of the Scarlet Equipment: wand of secret door detection enrages Queen Mary, she loudly orders City: NW. Despite her title, Mildryth Stanis the Brief: hill giant 1, Str 10, his death, and he flees for sanctuary. The has never set foot in the Scarlet City. Con 8, Dex10. Stanis is a very short hill characters must negotiate the small world Today she lives on the opposite side of giant – in fact, he is as short as a gnome. of the castle majority, rescue Stanis from the country at the Cerulean City. Though In older times, such a runt would have human and arachnid hunters, and not under house arrest, she is watched by been put down, but his parents held him convince the queen to rescind her order. agents of the king. By all accounts, as a precious gift. Stanis now serves as The Unselfish Giants: Following Mildryth is content with her life and with King Robert’s jester. He has angered the her latest outburst, the king sends his daft her 6 year-old son. Also named queen by telling jokes that she cannot wife on another travel. The party is Frederick, the boy is derided as the understand, and she occasionally sends rewarded (for one or both prior Bastard in Nortopolis’s circles. functionaries to harass the little giant. adventures) with a garden stretch in Gareth, Duke of the Verdant Stanis is accompanied by a well-groomed Magnitania. Local children pester the City: C7, N. Gareth was a priest with the giant rat, and his greatest foe is the giant party to play in the garden. Whether Church of Ghyr. The Archbishop spider. there by permission or trespass, the granted Gareth release to assume his Humbert the Large: C7, Str5, children are kidnapped by several wintery secular duties when his brother died. Cha15, C. Humbert is a short but stout elementals (Snow, Frost, the North Wind, Because of the poor relations between man (5’4”, 186 lbs) with a deep resonant and Hail). Prince Madoc is among those Nortopolis and Ghyr, Gareth is suspected voice and red hair. Grey vestments mark taken. The characters must rescue the as a foreign agent by Robert. his membership in the Order of Friends, a children and beat back the threat of Wenna Penbray, Regent of the small, heretical monastic order of eternal winter. Scarlet City: hill giant 6. In Watchers dedicated to the good life and Scarlet Fever: King Robert has come Mildryth’s absence, Wenna has been personal gain. The Order of Friends was to value the party, and he asks them to accorded leadership of the Scarlet City. a spin-off of the Temaraire Monestary in join his escort to the Scarlet City. This The giantess is a cousin to the duchess, Ghyr, and has no representative with the coincides with an increased Hillban though not to the king. Development of Council of Bishops. raiding presence. Hillbans attack the the prism mine and protection against the Equipment: mace+1 city, searching for a forgotten yellow Hillbans are the regent’s primary diamond, but they’ll settle for a ransomed concern, but she secretly supports raiders A Matter of Perspective king. Regent Wenna and the party must into Deep Hollow and Greendale and (Levels 1-7) rescue Robert from the Hillbans cave complex. hopes to receive title to the city. This arc is designed with giant characters Robert has Brody of Ecuman, Duke of the in mind, but other character types can be The Dragons’ Maws: Cerulean City: F12. Brody is a proud be involved or serve as the focus of rewarded his rescuers, though Wenna has Roag and a proud follower of He Who attention. The arc concerns the Kaganus asked for “nothing as yet.” Returning to Watches – a combination that seems not communities and the impact of Wenna Nortopolis, the king learns that a mixed to sit well with his neighbors to the north Penbray’s angling to increasing her flock of dragons have laid over in the nor to the south. Brody was one of the stature. It takes the party from the Flatlands, and they are devastating the th few Ceruleans who survived the 6 of Verdant City to halls of Nortopolis and auroch herds. The party must head into Klarmont battle, after which he replaced the hills of the Scarlet City. the north and deal with this hunger- driven menace. his father and accepted the status of Whack a Dwarf: Raids against Deep It has been Duke. Hollow have generated a formal response Head in the Clouds: Kerra the White: Kobold8/Shaman3/ to the new Verdant Duke from that some time since Mary was sent away Wokani3. Kerra is the closest thing to a kingdom and Greendale. Duke Gareth from the court, but she returns – with a leader at the Ivory City. In her youth, arranges a special tourney for people’s child in tow. The dim queen named the Kerra stumbled on to the secrets of the champions to settle grievances with a boy Nothing As Yet until he could be Old Death. She has spent her life grand melee replacing the traditional properly blessed in the presence of both preparing her fellows for what may come joust. The dwarves decide to level the parents. At the same time, giant from the north. playing field, and arrange for many pits, beanstalks have risen up around Lacus Apris the Wondrous: MU1, Int16, tunnels and traps. Party members are Gabrionus. Robert sends the party to Con7, Dex7, Cha6, C. Apris is a short tapped as people’s champions and must handle the cloud giants. (5’3”) and spunky young wizard win the tourney. Nothing As Yet: see page 47. apprentice who left her master for the

31 THE GREAT OLDE WOODE

Inspiration: Fairy Tales, pre-Roman The human, humanoid, fey, and elven Censused together, the Great Olde Brythonic tribes races came together to expel the randaras. Woode holds 100 Vyalian elves, 48 Ruler: The Wittan Council With the randaran threat reduced, the Lothenar elves, 1000 Parthenal elves, Council persists as a forum of discussion. 1000 Parthenal humans, 300 gnomes in Overview: The true Great Olde Woode Inter-group conflicts have mostly the east, 3,500 Roags, and two dozen hill is a forest that stretches from Ghyr in the subsided, but newcomers often perturb giants and 600 bugbears in the north. east to the Borean Tier in the west, and the balance. The number of fey creatures in the forest the cold-clime cypresses of the Swamp of During the Prism Wars, the Wittan is unknown, and the druids think they are the Beast to the short pine taiga. Most Council permitted forces from West not always present. folks today restrict the term to mean only Haven and Dauphins to pass unmolested that part of the forest north of the to Ghyr, and some individuals Economy Parthenal Hills. accompanied those forces. All transactions are conducted through The forest floor is littered with standing barter. Those living adjacent to the stones quarried from deep in the Holidays civilized kingdoms and who interact with Parthenal and dragged to their present The Roags and some of the humanoids them would accept bits and coins. locations. The meaning of these stones celebrate the solstices in the same fashion (sacred, historic, etc.) varies from as in the Kingdom of Lowland Roags. Relations with Other location to location and race to race. Individual groups have other celebration Nations The residents of the Western Alliance days of their own. The residents of the Great Olde Woode do not venture deeply into the Great Olde are largely indifferent to the outside Woode. Ghost stories terrorize children, Military but adults of a certain age remember world and the various kingdoms of the There are no true military units in the Hill and Dale with three exceptions. when those tales were all too real. Even Great Olde Woode. Those responding to through the Thyatian occupation, word Taralon: Druidic elements among the incidents will vary from one event to the Roags have been receptive to the Mabds came of violent, profane acts within the next, and not even a full invasion could heart of the woods. These acts included of Taralon. mobilize all available warriors. 200 Knights: kidnappings and thefts kidnapping and devouring children, and various sacrifices. by some small groups have created The Parthenal elves referred to the Settlements and Places problems with this nearest neighbor. region as the Grindol, and they did not Hagh: Hagh is a large fortress deep Parthenal: The Parthenal is the region enter the region until the combined within the confines of the Great Olde of greatest interaction. Parthenal elves harassment of Maggorath and the Woode. It serves as a capital of sorts – and humans who live in the central hills Parthenal kobolds drove them north. representatives of the different tribes met do not affiliated with the Wittan Council Roags and allied humanoids were also on the equinoxes. No one actually as do those at Foredhon and other making their way into the forest. These inhabits Hagh. It is a relic of the world settlements. The hill dogs (kobolds) are newcomers clashed with one another before the Great Rain of Fire with a considered a menace that has been riled beneath the shady pines and rare rowan strange stone structure that has up by the western gnomes. This has not hardwoods. dilapidated after millennia of erosion. earned the gnomes much appreciation. The darkness of the forest came from [No lost technology can be recovered its inhabitants, but none more so than the from Hagh – Ed.]. Animals and Monsters randaras. No one is certain how these Foredhon: This elven village of 90 normal and giant elk, tiger beetle, giant shapeshifters came to be here, but their Parthenalli occupies the end of the beaten wood spider, lynx, wolf, normal falcon, fondness for sentient flesh colored the trail from West Haven. Those wishing to normal and giant owl, magpie, giant imagination of everyone around the Great reach Southpool or parts east would need porcupine, coltpixy, Hsiao, werefox, Olde Woode. Sacrificial elements came guides. small and huge green dragon, wooddrake, to be incorporated among local Roag Brookmere: This village (east of the kobold, pernicorn, shambling mound MacCullen druidism, and they still persist map, see Gaz F4) has often changed (east), fungoid, giant centipede, in some traditions. hands between the elves and the kobolds. robberfly, owlbear, metamorph, gnome During lean times, the Roags are known Today, it is the home of 80 Parthenal (west), elf, carrion crawler, giant snail, to abandon their younger children in the elves, 10 Lothenar elves, and 20 Vyalians giant rattler, giant hunting spider, grizzly forest wilderness. It is a necessary affiliated with the Great Olde Woode. bear, pheasant, quail, stirge, fungoid, cruelity sanctioned by the druids. Stilldhon: This is the home of the giant ferret, unicorn, lesser banshee, The seminal event that forged the last of the Lothenar. Merely 38 elves live randara, drake (all forms), dryad, modern Great Olde Woode was the at this outpost in the Parthenal Hills (east brownie, pooka, ghoul (west), skeleton formation of the Wittan Council at Hagh. of the map, see Gaz F4). (west), zombie (west), wight (west)

32 THE GREAT OLDE WOODE

Personalities Trefor: F8. The Roag representative Lightning from a summer storm ignites Pluto, King of the Fairies: supports the raiding taking place in part of the Woode in a fire that threatens 23. Pluto’s fairy realm intersects with the Sorchester and Brest, and most of those to claim untold lives. The party must Great Olde Woode during the full moon. involved are part of his clan group. save the people, the animals, and He and his drakes are committed to Dinsdale: hill giant 4 (ettin). Dinsdale themselves while striving to limit the hunting randaras and bogles during these is an ettin who represents both ettins and extent of damage. visits. normal hill giants, with each head Three Bottles to Heal the Lord: Proserpina, Queen of the speaking for a different group. A nobleman, or even a royal, has fallen Fairies: sprite 30. The wandering ill, and only three healing bottles can spouse of Pluto, she has been known to Adventures remedy him. The Brown Bear may know get mortals in trouble with her fetching Most of the adventures given here can be a secret to the bottles’ retrieval. charm. She often appears as a full grown used as one-off (and occasionally silly) Disappearing Children: A randara woman, but she is not a sidhe. excursions for natives to the Great Olde has kidnapped several children from one Sir Oliphant: Hill giant 18. Oliphant Woode or for outsiders. The last five are of the local settlements. Can the party is the guardian of Proserpina during her given as possible campaign directions find and rescue the children before they visits to the Great Olde Woode. Whether with the Woode as the primary, serious are eaten? it is to keep her safe or mortal men is a focus. Kate the Bold: Kate’s sister has had matter of debate. Away From Home Alone: you and her head replaced by a sheep’s, while a Sir Thomas of Dauphins: P10. Sir your siblings are left in the Great Olde local nobleman’s sick son is entranced by Thomas is a chaste knight from the city Woode to fend for yourselves, where you fairies. Can the party help Kate restore of Dauphins who has fallen for the come across a house owned by a giant, them both? beauty of Queen Proserpina. He has his human wife, and their daughters. The Pooka in Boots: A pooka in the dedicated his life to a quest to win her characters must see through the family’s shape of an adorable kitten inhabits a hand in marriage. charm, survive the night-time bashing farm house. For a bit of wine, the pooka The Brown Bear of the Open and escape over the Bridge of One Hair. will take the party on an adventure to rid Glen: pooka 15. The Brown Bear is a A local lord/nobleman/clan head asks the a castle of a dragon and giant mage. subject of King Pluto who remains on the character(s) to return to the giant’s home The Gnome-Kobold Problem: mortal world. He guides those on noble and successively retrieve his sword, purse The conflict between the gnomes and the quests and gives a comeuppance to the and ring. kobolds has excited the entire kobold foolish and haughty. A Bitter Couple: The party comes nation. The hill dogs do not limit their Carwen: Druid 28, N. Carwen is the across a foolish man being beaten by his reprisals to the gnomes, attacking the Myrrdin, or hierophant, of the druidic wife. They ask the party to reverse his Parthenal elves and the Great Olde orders in the Great Olde Woode. He has misfortunes, get back his gold (lost over a Woode encampments. External no truck with the matriarchal ambitions succession of bad barters), and prevent sympathies and antagonisms drive the of the Mabds of Taralon, but he does local thieves from killing him. south into true war. wish to see a revitalized Roag tradition Three Little Orcs: Three quiet Brotherhood of Three Elves: The and the casting out of the upstart Hillban orcs have settled in the Woode Vyalia, Parthenal, and Lothenar elves Watchers. By virtue of his position, he near Shanklin, a hamlet near Thosh. have strikingly different experiences and sits upon the Wittan Council. They are being terrorized by a large wolf, outlooks. Can the Vyalians modernize Misha the Blind: gnome5/shaman 2. and no one is willing to help. Can the their cousins, or will they be rebuked by Misha represents the western gnomes at party save the orcs’ chinny, chin chin? the independent and grieving clans? Wittan. Misha lost his sight through The Three Bugbears: Thief! Heirophant: Carwen’s push for injuries while fighting kobolds. Someone has broken into the cottage of a druidism ascendant brings the Woode Minariel: EF 5. Minariel speaks for the bugbear family in the north. With the into the political arena of the Western Parthenal humans and elves at Wittan. little tyke crying, mama and papa Alliance, and it may tear the Woode Her primary concern is bringing more of bugbear ask the party to retrieve their asunder. her elven cousins into the fold and stolen goods. But was the perpetrator the The Dying of the Forest: The fighting the southern kobolds. golden-haired girl, or the old crone? Forest is dying of an inexplicable cause. Rhun: bugbear2. Rhun is the bugbear Death of the Maiden: A girl has The characters must quest to find the root representative to the Wittan Council. been killed by her wicked step-mother, causes and save their home. Rhun sees the lives his fellow bugbears and her spirit bird asks the party to The Randaran Sanction: The have been having in Thosh, and he thinks retrieve several items so that she may randaras have returned to the Great Olde modernization might not be a bad idea. avenge herself and rest in peace. Woode, and a war for the forest and the The Great Fire: Some challenges fairy realm is unavoidable. cannot be resolved by strength of arms.

33 PERSONALITIES

Heroes and Heels Denagothian wizard working with the of Phillip of Marabone, the regional head Il Pantero Nero: Magician 27. The green dragon Viridis. They work on of the Thieves’ Guild. Black Panther is perhaps the greatest behalf of the Onyx Ring syndicate and Equipment: boots of levitation magician to have ever lived. A the Shadow Lord of Denagoth to Hawkler: Forester6, Dex16. Hawkler is shapeshifting dynamo, he is a devoted complete the destruction of the Lothenar. a valiant forester trained by the Vyalian servant of He Who Watches who travels Brothers Willendall: M7 each. elves in the Great Olde Woode. He the Dale upsetting the plans of witches. Should these three troublemakers survive stands as a testament to what the Known Paulinus Ravenfriend: MU9, Str6, the Northern Wildlands, they could World elves can bring to their neighbors Con7, Dex7, Cha17, C., Paulinus is an stumble on to the Alliance. Randall is and to the other elves. easily tanned man, clean shaven with leader and cousin to the other two. Grimsword: F7, Str15. Grimsword is light brown hair. Paulinus is a senior Wendall is loyal to his brother, Stendhall, fearsome knight in the Kingdom of Many member of the High College, but he is but that is not reciprocated. The Colors. He is rarely in that nation, often at odds with Umberto the Ugly Willendalls were expelled from the however, as he travels the region to (Master of the High College) and Glantri School of Magic. terrorize the knights of other kingdoms. Walwynn of Stonehill – a community Caius Lineus: Rake11. Caius is an His helm is riveted to give the impression near Ghyr. He travels with a raven, and ambassador of Thyatis, and he will head of a jack-o-lantern grimace. the image of the bird graces the left the imperial delegation to the kingdoms Equipment: Sword+1 energy drain, flail breast of his scarlet attire. When conflict of Provincia Gurrania. Drex: F6, C. Drex is a strong and feared arises, Paulinus is more interested in Renia: F7. Renia is a loner with cause mercenary of Denagothian extraction. saving his own skin. to despise soldiers. She wears a gold ring He was cashiered from the Ghyran Equipment: ring of animal control with the emblem of a kingfisher, and she military for actions taken during the Morag the Grim: E9, C. Morag is a is secretly questing to find clues to the Desert War. Vyalian elf who has gone native. He no fate of her kin and the mysteries of her Equipment: leather+1, medusa skull longer associates with other elves, and own origin. The deadly truth is that shield has adopted a Roag name. The slender Renia is an heir to the throne of Pulvereye: Pulvereye is the cycloptic and attractive elf wears black and dark Gabrionus V. Her quest thus far has led chieftain of a band of Hillbans. blue. He rarely smiles. Morag changes her to the town of Sylvair (Wendar), but Cyclopses are not normally encountered his mind often and can be indecisive in her path will bring her into the north. in this part of the world, and some think combat. Equipment: chain mail +2. he is a cursed hill or cloud giant. Most Equipment: “Sleepmaker” sword +2 The Autumn Knight: The Autumn likely, he comes from a small cyclopean Jack Milford: F3. Jack is a con-man Knight is a servant of He Who Watches. group in the Thundering Peaks beyond who trades on his service in the Alliance He periodically tests the worth of the the Shattered Plateau. Pulvereye’s War, but he never says for which sides he Watcher’s followers and combats the equipment is marked by the emblem of a fought. direct influence of the champions of Idris. one-eyed spider. Jahat and Jelek: F3 and F4, N. Jahat He is a neutral figure among the druids. Aurelia: E3. Aurelia is an elven and Jelek are mercenaries that work in forester of the Vyalia clan. She stays the Western Alliance. Jahat employs the LJN Notables near the Great Olde Woode. longsword and crossbow, while Jelek This list includes characters made famous Caruso: EF1. Caruso is a rare half-elf uses the shortsword and crossbow. through the LJN toy line for Advanced from the Great Olde Woode. By custom, Ludovicus the Long: C10, Con5, C. Dungeons & Dragons (1st edition). he was sent out of the community to seek This bald, 6’7” giant wears crimson robes Grimsword, Molliver, Hawkler, and Drex his own fortune and home. over gilded armor. Ludovicus loves appeared in XL-1 The Quest for the Garn Gray Gaze: Gn3/Wo2. Garn money, and he was defrocked for Heartstone, and the others are also Gray Gaze is a bizarre little gnome pilfering the donation coffers. He often considered part of the Mystaran extended illusionist-thief who travels the north in claims, “Gods help those who help family. Gaz F4 covers the other LJN search of answers to unasked questions. themselves,” but no one knows which characters. Your campaign may freely Despite his good nature, he wears out his power continues to help Ludovicus, but use these characters with the Western welcome quickly. he makes his living selling indulgences Alliance or Ghyr, or you may run them in Filaree: ED3. Filaree was an outcast and pawn off fake and real relics. parallel or isolation. half-elf maiden, who was adopted by a Fairleaf: EM5, Int 16. Fairleaf is a female half-elf druid of Roag MacCullen. Parthenal elf who lives in the eastern Molliver: T8, Dex16, Con16, Cha17. Mandoom: Hill Giant 4. This good section of the Great Olde Woode near The beautiful Molliver is an experienced warrior wields a sledge hammer against Greendale. The silver-haired maiden is adventurer around the Taralon Channel. the Hillban raiders. [Note: Mandoom was timid and easily frightened. From Lansbury to Snowden and towering in original LJN artwork, but not Parindes: MU9, Int17. Parindes is a Bethfield, she has been a thorn in the side an actual giant – Ed.]

34 CREATING CHARACTERS IN THE WESTERN ALLIANCE

Much of the information in this section is are traditional fighter-mages (foresters). North-born Durwhyr dwarves have an derived from GAZ F4 The Hidden The five dozen extant Lothenar elves are initial language package of Dwarvish, Treasure of Ghyr. While differences limited to the the extreme eastern Thyatian, Gnomish, and either Roag or exist between the national characters of Parthenal (not shown on the map) or the Hillbanic. the region, they are demographically tied city of Ghyr. All are of adventuring Native Vyalian elves speak Elvish, to one another and to the the kingdoms of stature. Parthenal elves are insulated Dwarvish, Thyatian, and Roag. Lothenar the Hill (Ghyr, Greendale, Deep Hollow). from the Alliance by the Hills of Elves speak Elvish (Lothenar), Essurian, Parthenal and the Great Olde Woode. Denagothian, and the brutish language Available Character The overwhelming majority of Lothenar Denag. Finally, Parthenal elves know Classes and Parthenal elves are single class Elvish (Parthenal), Barkyip, and two of fighters or thieves. See Realm of Wendar Gnomish, Roag, and Meggaran. All of the standard human classes and or The Northern Wildlands for specifics demihuman racial classes are available. on handling single-class elves in OD&D. The Thyatians imported the forester and Starting Skills Dwarves of the Western Alliance are rake classes into the region. A character’s background should either clanless or belong to the Durwhyr If permitted by the referee, non- inform his initial skill choices. In the box clan – a branch of the Buhrohur group standard options include gnomes (earth), below, appropriate choices are listed. that rules Deep Hollow. A few Evefil low-level druids, and kobolds, and The DM is free to augment or ignore dwarves (see The Hidden Treasure of goblinoids. Wise women and hakomon- these suggestions. Ghyr) visit the Alliance nations, but none like characters are acceptable among the are native. wild Roags. Human, Nobility: one of riding (horse), Gnomes in the north have no formal Two new classes, the hill giant and the needlepoint, etiquette, dancing (courtly), clan structure. They appear in all the magician, are also available, subject to or music (any) kingdoms save that of the Lowland the approval of the referee. Human, Commoner: one of labor, Roags. Resident halflings are clanless. agricultural, professional or craftsman

Demographic Options skill, music (bardic – Taralon only) Language in the Dale Wild Roag: two of herding, hunting, in the Dale In selecting a character’s starting survival (subarctic plains or shattered There are many options for human language(s), consider the following hills), nature lore, sewing, cooking, characters. In declining order, they are: classification scheme. The two primary tanner, or astronomy Roag, Known Worlder (Thyatian, languages are a dialect of Thyatian Elf: two of meditation, tracking, forest anglaise, Averoignian, etc.), and Deno- (Ghyrian Thyatian) and Roag. Secondary lore, regional history (last required of Essurian. Roags dominate in the north languages include those languages that Lothenar elves) and within the Great Olde Woode. The could be spoken in the home: Known Dwarf: two of signaling (yodeling), anglaise are prominent in West Haven, World tongues (Traladaran, Averoignese, metallurgy, prismatic studies, combat while the Averoignians heavily influence etc.) and Denagothian Plateau languages. engineering, engineering, or a craftsman the Kingdom of 200 Knights. Deno- Tertiary languages are generally skill Essurians favor the east along the languages from satellite populations Fighter: two of bravery, riding (horse), Kaganus. A small contingent of (Barkyip, Gnomish, Hillbanic, grooming (horse), or an armor- or Ochaleans forms the Sarke Mercenary Hymsprach, Meggaran, the brute weapon-crafting skill Troop, but they ordinarily do not language Denag, and Icreach Barbarian). Cleric: Honor and a history (of the north) adventure. Alphatian and Ochalean should be treated skill The majority of magic-users are Known as Tertiary languages. Magic-user (and Druid): two of: Worlders or Roags, clerics are likely Initially, human and halfling characters herbalism, alchemy, animal empathy, Ghyran nationals, and druids are neigh must elect to learn a primary language prismatic studies, nature lore, or exclusively Roags. There are, however, before taking a secondary one, and a hypnotism no class restrictions with any groups. secondary language before a tertiary one. Thief: two of survival (terrain), tracking, A final, isolated group of humans are The primary language of Wild Roags is signaling, appraisal, and bargaining. found alongside the Parthenal elves. Roag; for everyone else it is Thyatian. Humanoids (General): as either a Arcane or clerical magic is unknown to Note that druids and magic-users are human commoner or Wild Roag these humans, but a few have become required to have language skills in Old druids. They are restricted to the Roag and Essurian, respectively. Magic-Users and Druids also must be northern Parthenal and southern Great Dwarves and elves from the Known able to converse in either Essurian or Old Olde Woode. World use the standard language Roag, respectively. If the character’s Vyalians are the best option for elves packages. Those native to the north have intelligence does not cover the language, that interact with the Alliance. Vyalians modifications to these lists. he or she must apply a skill choice to

35 CREATING CHARACTERS IN THE WESTERN ALLIANCE

purchase it. Picking up the cant language Ghyran, Male: Abel, Aggravayne, Aneira, Angharad, Angwen, Ariene, may be delayed until 5th level, but it must Aithan, Aiden, Alfred, Almuric, Arthur, Arweena, Awsta, Aylwen, Berwyn, be taken by then. Skills for hill giants Bevis, Blamoure, Bleobris, Bowmarc, Beryan, Bethan, Betrys, Beljan, and magicians are covered in the next Brastius, Carados, Claudius, Cradilment, Berthildis, Blodwen, Branwen, Briallen, section. Dagonet, Dahnakriss, Deeth, Donal, Brigana, Bronwen, Bryn, Caitlin, Carys, Drex, Dynadan, Hector, Egbert, Galahad, Catrin, Ceinwen, Chesten, Crewenna, Armor Ganto, Gareth, Gavin, Helyn, Hernox, Denw, Dilys, Ebrel, Eiddwen, Eira, In the northern realms, heavier armor Horatius, Howell, Juhel, Kay, Eirwen, Enya, Eseld, Eurwyn, Fione, choices are favored. Average soldiers Keyhydyns, Loftos, Lucas, Ludovicus, Gladys, Glenda, Gwen, Gwendolen, will don banded mail, men-at-arms (F3+) Lyonel, Malidryn, Marhaus, Melyodas, Gwenhyvar, Goneril, Gwawl, Gwynne, will employ plate mail, and knights of Morganoure, Nentres, Palomides, Pellas, Gwrygon, Gwyneth, Goddau, Hafwen, renown and paladins are adorned in full Pellias, Pellinore, Qasmar, Quintain, Heledd, Helyane, Ione, Kerra, Kew, suit armor. Other armor types are left to Reyns, Sean, Safere, Telles, Tharadodus, Leera, Lowenna, Mabd, Mair, Megan, the clergy, archers, thieves and the Theodoric, Torre, Tristram, Turlough, Mellyn, Metheven, Mildthryth, Mirva, destitute. Wild Roags prefer hides (AC6- Ulphius, Umberto, Uryens, Uther, Modron, Morfudd, Morgan, Morgawse, 8) and leather armor. Vespen, Vorlin Morrigan, Morveren, Morwenna, Nerys, Squires wear only leather armor in Ghyran, Female: Alana, Apris, Nyfain, Rhiamon, Rhiannon, Rhieinfellt, recognition of their status as non-warrior Arwen, Aurelia, Beladore, Cordelia, Rhonwen, Rowena, Sowena, Tamsyn, servants. Honorable knights and soldiers Dione, Elaine, Fione, Gwyneth, Tecca, Tegwen, Tregereth, Tyfdill, will not accost a leather-clad person Gwyneviere, Helyane, Igraine, Ione, Wenna, Ystradwel beyond the archer ranks. Iseult, Isode, Leahra, Laura, Morgan Roag-Anglaise, Male: Aeron, Alan, Averoignian-Ghyran, Male: Albert, Bernard, Bertran, Bowen, Brit, Names Agglovale, Ambrose, Angwyschaunce, Broderick, Brody, Christopher, Conway, David, Davy, Dewey, Dewitt, Digory, What follows is a list of names that Bedivere, Clarivaunce, Claude, Clement, Dinsdale, Edgar, Edmund, Egbert, capture the cultural feel of the Dale. This Charles, Ector, Evelake, Gawain, Ethelbert, Evan, Felix, Floyd, Frederick, list is not exhaustive, and players can opt Gorlois, Harold, Joseph, Lancelin, Geoffrey, Giles, Glen, Griffith, Henry, to choose other names. Lancelot, Mellyagrounce, Mercious, Hopkin, Howell, Jack, Idris, Ives, Kenan, Demihumans follow the conventions Percivale, Vychan Lloyd, Maddock, Martin, Meredith, used elsewhere in the world (ex. Gaz F3), Averoignian-Ghyran, Female: Merrick, Owen, Perry, Penrose, Powell, though many Parthenal elves (and Anne, Beatrice, Camille, Elizabeth, Price, Reese, Robert, Romney, Thomas, humans) use evocative descriptors such Guinevere, Isabelle, Magdelene, Marie, Trevor, Wynford as Mistdancer. Mercion, Mateline, Sophora, Yvonne April, Most Ghyran and Roag names resemble Roag, Male: Aled, Aneurin, Angwyn, Roag-Anglaise, Female: English, Welsh, and Irish names from the Arthus, Asclabor, Atawn, Badouin, Carrie, Cordelia, Elowen, Eva, Heddy, Arthurian period. Names with clear Bagdemagus, Balan, Ban, Bari, Jenifer, Jenna, Kensa, Kerensa, Loveday, French influences have been sub-grouped Barnabas, Berwyn, Bevan, Bledig, Bors, Maeve, Susanne, Sylvia, Melanie, Regan, as Averoignian-Ghyran, and those of Brandegoris, Brecon, Brychan, Bryn, Rhonda, Rosen, Tammy, Tegan, more recent English vintage as Roag- Brynmor, Cadan, Cadell, Cadogan, Winifred anglaise. Brythonic, Breton, Cornish, Caerwyn, Cador, Caradoc, Cledwyn, and Welsh names, or other pre- or sub- Cranog, Cynfor, Dafydd, Delwyn, Roag Surnames Roman cultures of Britain, are perfect for Derwent, Dewi, Dillon, Dyfan, Dylan, Roags traditionally did not use surnames, Roags or speakers of the humanoid Dornar, Elgan, Emlyn, Emrick, Emrys, but they began to adopt the practice under languages. Emyr, Gawen, Gaheris, Gerens, Gethin, Known World influence. One method is Essurian and Denagothian names take Glyn, Gwilym, Gwyn, Harenbili, to use the following prefixes with a place their inspiration from fantasy literature Heddwyn, Heilyn, Helake, Helyas, Huw, or personal name: Ros (Heath), Car and cinema. They have no real-world Idres, Idwal, Jacca, Jory, Jowan, (Camp), Lan (Churchyard), Tre cultural basis, but each has a distinctive Kenwyn, Lamerok, Laodegan, Llewellyn, (Homestead), Pol (pool), or Pen (Head). style. For name examples, see Gaz F2. Lot, Lyn, Mabon, Madoc, Mark, Merlin, Additionally, some novel surnames Goblinoids draw on both Roag and Mordred, Morgan, Olwynn, Pedrog, have gained in popularity along the humanoids naming traditions, though the Penrith, Penwyn, Perran, Rees, Rhun, Kaganus: Angove, Bell, Boden, Bray, occasional Denagothian name is heard in Sawyl, Segwerydes, Sonnagh, Sulwyn, Burrows, Collis, Cass, clews, Crocker, the southeast. Parthenal kobolds rely Talan, Tangwyn, Tecwyn, Teulyddog, Drew, Ellery, Fenton, Goninan, Hawke, strictly on traditional humanoid names Twedwr, Trefor, Uwayne, Walwyn, Hutchens, Keast, Lawry, Mayne, Odgers, (GAZ 10 Orcs of Thar). Wenlock, Wid, Vortigen Oliver, Perrin, Roberts, Thorne, and Roag, Female: Aderyn, Alana, Warren.

36 SPECIAL RULES IN THE WESTERN ALLIANCE

Hill Giants sleeping, drinking, herding, labor, As the largest specimens, they are The Western Alliance is one of the few intimidate, and tanning (leatherwork). physically able to dominate the others, regions of Mystara that boasts both wild Weapon Mastery: Begin with mastery but there is no record of their leadership and civilized hill giants, and they are of all bludgeoning weapons and the in wild interracial groups. The hill giants presented here as an optional character dagger. The giant receives additional often occupy the “champion” role in such class for your game. choices as per a non-fighter. settings as a means of garnering Like other powerful creature-types, hill Smash: At first level, a hill giant may acceptance. giant chararcters present game-balance use the smash Fighter Option. At the Hill giants are used to being the largest issues. To make the character more cost of -5 to hit and loss of initiative, the individuals in an encounter, so their sense enjoyable with the possibility of early giant may add his entire strength score to of power is shaken in the presence of the advancement, the hit dice level and armor the damage. Smash may not be true giant races (all save hill and stone). combined with multiple attacks. When faced with a true giant (or another class are reinterpreted. Here, a Normal th Monster hill giant is less powerful than Sweep: At 5 level, a hill giant may creature over 16 feet tall), a hill giant the statistics profile found in the Expert attack all persons (allies as well) within must save vs. spells or suffer fear as per Set or Rules Cyclopedia, but the two 10 feet in the forward half-circle arc. the cause fear spell. The giant also loses forms have equal average hit points. Opponents must be no taller than 8 feet. 2 points of wisdom and morale. This In addition, hindrances have been Hurling: the giant may throw large impact lasts for the duration of the introduced that are not part of the rocks. encounter plus one additional hour. standard hill giant. Slam: An opponent is thrown into the Fear is also caused by the chicken pox, ground or ceiling. Damage is discussed but there is no loss of wisdom. further in the Hurling subsection. Hill Giant Natural AC: An adult hill giant has a Optional Rule: A hill giant who has natural AC of 6 due to the toughness of Prime Requisite: Strength and been in contact with chicken pox must its skin, and receives a +2 bonus against Constitution. save against disease (-10 penalty) or attacks by opponents 7 feet tall or shorter Attribute Roll Modifiers: +3Str, +4Con; contract the disease. Death results within due to reach. -3Int, -2Dex, -2Cha, -2Wis a week. Phobias: Hill giants must save against Attribute Limits: Str 16/20, Dex 3/18, fear when in the presence of chicken pox Con 16/20, Int 3/16, Wis 3/18, Cha 3/16 Giants often live in small family groups and creatures at least 16 feet tall. Scores of 19 or 20 have adjustments +4 in wilderness areas far from each other. To Hit Penalty: Hill giants suffer a -1 and +5, respectively. These wild giants gather semi-annually penalty when attacking humans, elves or Hit Dice: 3d8 at Normal Monster, and an for celebrations of 50-200 giants. These orcs, -2 against dwarves and goblins, and additional 1d8 per level up to 9th level giants live in cave complexes or forest -3 attacking Halflings, gnomes or (max. 12d8). Constitution adjustments hovels. Tanning hides and treating furs kobolds. apply per die. Starting at 10th level, +2 are the traditional skills of giants. Small World: Giants have difficulty hit points per level, and Constitution Civilized giants live in cottages with negotiating a human-centric world. Hill adjustments no longer apply. ceilings 15-20 feet in height. They do giants require a 6 foot width for passage Armor: Heavy hide (750cn, +1AC); not participate in the wild hill giant and ceilings of 15 feet to avoid slumping. large or tower shield only. conclaves, opting instead for the At the referee’s discretion, a giant may be Weapons: Armaments are large scale celebrations of their home countries. forced to perform a dexterity check to models of ordinary weapons that cause an Giant children resemble human ones, if avoid breaking something, getting stuck, extra die of damage. There are no giant a bit bigger. The abilities of young giants etc. bows or crossbows. develop gradually. Like humans, giants Combat and Save Progression: As begin their teenage years at 13, when Fighter of same level. Giants receive a Growing Up Giant they stand five tall and have some skill. +2 bonus to Death Ray and Paralysis Hill giants do not belong. That is the A hill giant gains a foot per year saves, and suffer a -2 penalty to Wands fundamental reality that every hill giant afterward until adulthood at 20. Adults and Spells. faces over the course of his or her life. stand 10-14 feet tall (9+1d4 feet +1d12 Special Abilities: Smash, sweep, They are not human, but neither are they inches). hurling, slam, natural AC. true giants. Weight gain is 25 pounds per annum in Special Hindrances: phobias, to hit On Mystara, they are the largest of the the early years but exceeds 200 pounds at penalty, small world problems “Urzudian” humanoids that include the end of growth. Adult weight gain can Spellcasting: Hill giants may become kobolds, goblins, hobgoblins, bugbears, continue for some years afterward. shamans or wokani (limit 8th and 6th orcs, ogres and trolls. These races The skin begins to thicken at age 15, level, respectively). descend from the ancient beastman line improving AC one point per year until Starting Skills: two of cooking, that settled in the ruins of Urzud. adulthood. The reach benefit kicks in at

37 SPECIAL RULES IN THE WESTERN ALLIANCE

18 and 20. Skills are gained at ages 13, the next round. Move Encumbrance 15, 17 (young adult) and 20. The amount of damage caused by a slam 0 (0) 9601+cn Ability scores also change as the giant is harmonized with falling damage where 15 (5) 6401-9600cn matures. To approximate the change, the height, in feet, is set by the weight of 30 (10) 4801-6400cn apply the following cumulative the victim, in pounds. This weight 45 (15) 4001-4800cn adjustments to the ability scores. includes all equipment carried. 60 (20) 3201-4000cn 75 (25) 2401-3200cn Ability Skin 90 (30) 1601-2400cn Age Class Adjustments AC Height = ( 3000 / weight ) + 10 105 (35) 801-1600cn Teenager (13) Str-6, Wis -4, 120 (40) 0 – 800cn 9 1HD, -4400XP Con -4, Int-3 Str+2, Wis+1, Hill Giant Progression Chart Teenager (15) Weight Range Damage Dex +1, Int+1, 8 Level XP HD Hurling 1HD, -3300XP 301+ lbs 1d6 Con+1 151-300 lbs 2d6 Teenager -4,400 1d8 10/20/30 Young Adult Str+2, Wis+1, Young 7 101-150 lbs 3d6 -2,200 2d8 20/40/50 2HD, -2200XP Con+1, Int+1 76-100 lbs 4d6 Adult Str+2, Wis+2, Adult 61-75 lbs 5d6 Normal Dex-1, Int+1 6* 0 3d8 30/60/100 3HD, 0XP 51-60 lbs 6d6 Monster Con+2 1 4,400 4d8 30/60/100 A giant may also throw the victim into 2 12,600 5d8 30/60/100 15 year-olds and Young Adults can hurl ceiling. He suffers one fewer die per full 3 30,600 6d8 35/60/100 rocks for 1d6 points at ranges 10/20/30 10 feet of ceiling height above 10 feet 4 65,600 7d8 35/60/100 and 20/40/50, respectively, but they (i.e. a 30-foot ceiling reduces damage by 5 135,600 8d8 35/60/100 cannot slam an opponent. 2 dice), but the next round the character 6 275,600 9d8 40/60/100 Mature (40) giants gain a point wisdom falls from that height. Characters thrown 7 415,600 10d8 40/60/100 and intelligence, but lose one from away suffer only half the number dice 8 555,600 11d8 40/60/100 dexterity and constitution. (min. 1d6). 9 695,600 12d8 40/60/100 Elder (55) giants lose 2 points of 10 835,600 +2 45/65/100 strength and constitution, but gain one Giant Equipment 11 975,600 +2 45/65/100 point of wisdom. Elders must perform a As a general rule of thumb, hill giant 12 1,115,600 +2 45/65/100 constitution check each year for equipment scales to inflict an extra dice 13 1,255,600 +2 45/65/100 worsening of faculties/eyesight, and a roll of damage and quadruple encumbrance. 14 1,395,600 +2 45/65/100 of 20 means death of old age. The encumbrance multiplier for 15 1,535,600 +2 50/70/105

hammers, clubs, and maces is x5. Staves 16 1,675,600 +2 50/70/105 Hurling and lancing equipment has an 17 1,815,600 +2 50/70/105 The basic hurling distance is calibrated encumbrance multiplier of x3. 18 1,955,600 +2 50/70/105 for throwing a 20-pound (200cn) rock Thus, a hill giant hand axe weighs 120cn 19 2,095,600 +2 50/70/105 and causing 3d6 points of damage. and inflicts 2d6 plus strength, while a 20 2,235,600 +2 50/70/105 Distance and mass are inversely mace weighs 150cn and causes 2d6 plus 21 2,375,600 +2 55/75/110 proportional, so a 50 pound object may strength. 22 2,515,600 +2 55/75/110 be thrown for 40 yards. A large human Giant-sized polearms are too prone to 23 2,655,600 +2 55/75/110 (200 lbs) could be tossed up to 10 yards breaking and are not made. Likewise, 24 2,795,600 +2 55/75/110 away. giant bows and crossbows do not exist. 25 2,935,600 +2 55/75/110 When throwing different sized objects, Improvising, a giant may use a ballista as 26 3,075,600 +2 55/75/110 assume 4d6 for inanimate objects over 50 a human might a heavy crossbow. 27 3,215,600 +2 55/75/110 pounds and 5d6 for objects over 100 The production of these items requires 8 28 3,355,600 +2 55/80/115 pounds. Animate objects tend to have times the material and labor, and 10 times 29 3,495,600 +2 55/80/115 poor aerodynamic properties and only the cost. Most hill giants limit 30 3,635,600 +2 55/80/115 cause half damage. themselves to what they can make for 31 3,775,600 +2 55/80/115 Giants may pick up smaller opponents themselves. Tree trunks from the taiga 32 3,915,600 +2 55/80/115 and throw them to the ground. This is make excellent hill giant staves, and the 33 4,055,600 +2 55/80/115 called a slam. To perform a slam, the giants are renowned hide workers. 34 4,195,600 +2 55/80/115 giant must spend one round grabbing his Encumbrance rates are set for a 960 35 4,335,600 +2 55/80/115 victim (normal attack roll, no armor pound capacity. 36 4,475,600 +2 60/85/120 benefit). The slam occurs automatically

38 SPECIAL RULES IN THE WESTERN ALLIANCE

Magician The Performance For the magician to earn his two bits, the Prime Requisite: Intelligence, Dexterity, audience must be appreciative of the Wisdom and Charisma. To cast true performance. An act can last a round magic, a magician needs 13 in all four. (pulling the coin from behind a child’s Hit Dice: 1d4 plus Constitution ear), or it can last an hour. Performances adjustments every two levels, up to 9th. over an hour tend to lose audiences, even The magician gains +1 hp for each those of great magicians. skipped level and for every level over 9th, The required skill options are the Craft but Constitution adjustments do not skill, one communication skill, and one apply. method skill. Armor: None. To determine the success of a Weapons: Weapon options favor those performance, use the formulae below. suited for performance, but a few are utilitarian: dagger, staff, blowgun, net, Base ability flaming oil, holy water, thrown rock, A = sum of pre requisite adjustments

sling, whip, normal sword, any missile B = magician level Magicians weapon, hand axe, club, blackjack, Base ability = A x B Real magic in the Western Alliance is a throwing hammer, crossbow, bola, subdued affair, with enchantment and shortbow, and lasso. Skill ability illusory spells the norm. In fact most Combat Progression: As a Normal Man C = slots spent on best comm. skill “magic-users” are not true wizards but at first level, +1 to hit every 6 levels. D = slots spent on best method skill rather magicians and charlatans playing Save Progression: As a Thief. Skill ability = C + D to the crowds. Their on-stage personae Special Abilities: Performance magic, can be humorous, mysterious, or stoically thieving abilities, true magic. Routine Level silent, and their art ranges from escape Special Hindrances: none beyond the Trick value = trick level x minutes used* artists, mentalism, prestidigation, and character’s poor combat capabilities Routine Level = sum of all trick values* illusion. Snake-oil salesmen, Starting Skills: Craft (Magic Trick), one carnivalists, and spiritualists are also of Acting, Persuasion, Storytelling, Joke Performance = grouped under the magician rubric. Telling, Hypnotism, or Soothsaying, and (skill x routine) +base+1d20 Magicians know that the success of an one of Animal Handling, Blind Shooting, act rests not just with the feats being Escape Artist, Juggling, Herbalist, performed but with the sell. A skilled Alchemy, or Cheating. There is a minimum value of 1 for A magician can take the simplest trick, Weapon Mastery: Begin with three and B. Excessive time on the routine or draw out the entire process, and leave her mastery slots. Additional mastery slots an individual trick is penalized. audience satisfied with the show. And, are earned as per a non-fighter. The score is reduced if a trick is played often as not, while the children delight in Performance Magic: The character out for more minutes than trick level + 5. trying to find the string holding a floating knows several stagic magic tricks with The Performance is dropped 5 points per pen, the magician delights in picking which to earn his living. extra minute. The score is reduced if the their parents’ pockets. It is a living, after Thieving Abilities: The magician has the overall routine lasts over 60 minutes. all. Pick Pocket skill and two other thief The penalty is 15 points per extra minute. It is also a calling. Magicians want the abilities (player’s choice). The fame of the performer and the notoriety character’s skill grows as per a thief. Example: of executing a new feat, and they guard Other skills may be purchased Fleur the Rose is a 6th level Magician their secrets jealously. A few even individually at the rate of one Thief level with +1 bonuses for Int and Cha, four 1st master real magic. per skill or magic trick slot. level tricks, three 2nd level tricks, and one Typically, magicians are not the True Magic: A capable magician can 3rd level trick. She has spent two slots adventuring type. Their hit dice and perform real magical spells starting at th each of her highest performance skills. attack progression are far less than those 10 level. Fleur wants to use every trick for the of the standard classes; however, they can Magic Items: A magician may use any maximum length of time, but wants to develop familiarity with many weapons magic item except scrolls that are spend 10 minutes on the 3rd level trick as a part of their stage act. Their unique available to thieves and magic-users. A (she needs the practice). suite of skills and hindrances make magician cannot learn from magic-user Her base score is 12, her skill score is 4, magicians ideal for games with a heavy scrolls or spellbooks but can learn from her routine level is 96, and the routine emphasis on role-playing. another magician’s notes.

39 SPECIAL RULES IN THE WESTERN ALLIANCE

lasts 55 minutes. Assume the dice roll Chest...... 6gp transformation), Kinetic (force), and the gave 14. Rings...... 2gp Generalist/Naturalist style. If a mentalist Fleur’s Performance is 410, but she is Rings, Large ...... 5gp trick is preceeded by a successful penalized 30 points for going long on the Box, Saw ...... 15gp hypnotism check (preceding round), a last trick. Her final score is 380. This Box, Mirror ...... 6gp victim’s save, if any, is penalized by -3. score helps Fleur in her professional Box, Clear ...... 10gp growth. Box, Disappearing ...... 20gp Mundane Tricks Curtain...... 5gp What follows is a listing of various stage Score Rating GP XP Guillotine...... 60gp magic acts that may be familiar to the 0-25 Ridiculous 0 0 Guillotine, Hand ...... 15gp reader. This list is by no means 26-50 Poor 1 1 Guillotine, Finger ...... 10gp exhaustive, and players are encouraged to 51-100 Fair 5 10 Mechanical Marionette. 250gp (10gp) come up with routines for their own 101-250 Adequate 15 25 String (100 feet)...... 3sp characters. 251-500 Amusing 25 50 Dove pan...... 4gp 501-1000 Entertaining 50 100 Duck pan...... 8gp Rope Tricks 1001-2500 Wonderful 100 500 Table, stand ...... 3gp In this set, ropes are tied together, cut, 2501-5000 Fantastic 500 1000 Table, cloth...... 4sp and rejoined. In The Sliding Knot (1), 5001+ Legendary 1000 2500 Flash paper (50 uses)...... 3gp the magician ties two ends of ropes together, cuts the rope, and slides the According to her score, Fleur gave an Assistants receive 1 share to the knot off the rope, leaving a large piece of amusing performance and earned 50XP. magician’s 10 shares. This includes rope and the knot. With the Hattian At her next performance, she can charge anything purloined during the act. Ropes (3), one forms four rope hoops, the host 25 gp. Those who do not have Training an assistant costs 1gp/trick used. cuts them, and changes rope sizes. organized performances, like street hustlers, gain half the money at the time Real magic costs 1 gp in materials per Cups Tricks of performance. level per use. Cup tricks involve an array of cups with Magicians who given an Entertaining or hidden items appearing, disappearing, or Wonderful Performance gain a + 1 Magic Tricks transforming. The infamous Shell Game reaction from those in the audience for a Tricks levels 1 to 3 are mundane sleight (1) hides the pea or coin under month. Fantastic performances earn a +2 of hand and do not involve any magic in scrambling cups. The hiding object can reaction, and Legendary earn +3. the normal game use of the term. Some be replaced in the Shell Game with advanced, but non-magical, tricks exist at Switch (2). Cups and Balls (2) is a The Economic Life 4th level and above; however, most higher classic where balls pass through cup tops. It takes money to make money, and this level tricks are true magic. To develop a Multiple balls are introduced during the is no less true for magicians. Doves and new trick a magician must either invent trick. A 3rd level version introduces large rabbits must be fed, milk and eggs must the trick (cost and time as normal spell size objects (like 5 small balls becoming be purchased, and assistants given wages. research), learn them from another one giant ball). Below is a list of common costs magician (quarter cost) or take them from associated with magicians. Numbers in another’s notes (half cost). Card Tricks parentheses are monthly upkeeps. Magicians are noted for their magical Card Games range from Three Card styles (e.g. a mentalist vs. an illusionist). Monte (Follow the Queen) (1), to Pick Rabbit, Dove ...... 5gp (1gp) These styles are similar to magical Any Card (2) where the magician Duck ...... 15gp (3gp) schools, but magicians may develop their identifies or locates that card, and Deck Milk...... 2cp mastery in any and all styles. of Picked Cards (3) where the entire deck Eggs, Half dozen ...... 3sp To be eligible to learn a magical trick, transforms into that picked card. With Scarf ...... 15sp the character must know a trick in that Hunting the Jack (1), the magician Scarf, Silk...... 4gp style of the preceeding level. For shuffles the decade until the Jack is Wand ...... 5sp example, to learn a 6th level mentalist “caught” between kings. Floral bouquet...... 3sp trick, one must know at 5th level mentalist Tonic ingredients (10 vials)...... 1gp trick. Pan Tricks Crystal Ball...... 50gp The styles are: Escape Artist (freedom In pan tricks, the magician acts as if Cards, Deck...... 4sp and resistance), Dynamo (fire and baking a cake. When flame is applied Hat...... 6sp lightning), Illusionist (sight and sound), and the lid is removed, out jumps an Poof Smoke (5 uses)...... 1gp Seer (knowledge and contact), animal. There are Dove Pans (2) and Basket, Large...... 10gp Prestidigitator (production and Turkey Pans (3). The Rabbit Pulled from

40 SPECIAL RULES IN THE WESTERN ALLIANCE

Hat (1) trick is a related technique. Phase Tricks Swords (3). Doing a person switch with Phase tricks have objects inter- any escape or disappearance act adds 1 to Partitioned Apprentice Tricks penetrating one another. This can be a the level. The lovely apprentice is placed in a box, Pen through Card or Coin (1), Bolt in the cut apart and then reassembled. Saws Arm (2), the dangerous Shot with Arrow Other Tricks and other implements may be used. (4), often with scarf trail), or Drilled Ring Tricks involve linking and There are many variations to this routine. Lance (5) where a lance or other long unlinking closed hoops (2). The The simple Saw Box (2) makes a object is drilled through the magician or legendary Trapeze Artist (5) has an separation at the waist, while the apprentice, who can then be hoisted. A unattatched doll, perfectly balanced and advanced version (3) has the lady dance special subgroup is the Guillotine Tricks proportioned, that can perform on a two and respond with her legs. The Three where a fast blade passes through a bar trapeze without fail. Flash (1) is a Cut Saw Box (4) adds a greater degree of Finger (1), Hand (2), or Head (3) but is standard trick where a burst of flame difficulty. The Stretched Apprentice (3) capable of cutting objects below. occurs. entraps the lady in a special stockade that pulls her hands, feet, and head along Switchout Tricks Magical Tricks slides (the only body parts visible). The Switchouts involve slieght of hand where Below are magical spells commonly used Partioned Column (5) is an advanced objects are replaced. Cup Tricks and Pan by advanced magicians. A few are version that allows the head, torso, waist, Tricks are some examples. Grandpas inappropriate for performances (e.g. and legs to rotate independently and be love to pull a Nickel Behind the Ear (1), Supernova), but most can be incorporated moved out of the column. but magicians can reveal Multiplying into a routine. The spells are grouped by Eggs (2) between their fingers. A styles. Spells followed by “(M)” are Wand Tricks Consumed Egg to Chick (4) has the described below. The magician’s wand transforms or magician swallow an egg and telescopes. The Telescoping Wand (1) regurgitated a chick. Generalist/Naturalist expands and contracts by a factor two. 4th – Detect Magic, Snake Charm The Wand Bouquet (2) replaces the wand Milk Tricks 5th – Dispel Fog (M), Precipitation (M) with flower, while the Wand to Milk (3) In Poured Milk (2) the magician pours 6th – Growth of Plant, Growth of Animal, replaces the wand with pourable milk or milk into a rolled up paper, where it Speak with Animal sand. vanishes. In Milk Cups (3) Milk is 7th – Summon Animal, Remove Curse, poured from a small cup to larger one Contingency Mirror Box Tricks (filling it) repeatedly until the last cup 8th – Dispel Magic, Control Wind Mirror Boxes are special boxes used to can be emptied into all of the previous 9th – Word of Recall, Wizardry, Wish cause small objects to disappear or cups. reappear. Rabbits and doves are good Kinetic secondary objects (2). Clear Boxes have Paper Tricks 4th – Floating Disc, Snatch (M) a higher level of difficulty (3). Paper Tricks involve the cutting, 5th – Levitate, Hold Portal restoration, and relocation of identifiable 6th – Wizard Lock, Hold Person, Animate Carnie Tricks paper. The Paper in Fruit (3) is a Object These tricks are often performed as part particularly interesting one where a slip 7th – Animate Dead, Telekinesis of a carnival or circus. Arrow Catch (2), of paper has a corner ripped, is burned, 8th – Hold Monster*, Move Earth, Fly Shot Taking (4), Catching a Sling Bullet and then is found in the center of a piece 9th – Reverse Gravity, Crush (M) in the Teeth (3), Fire Eating (1), Sword of fruit. Swallowing (2), and Dagger or Axe Toss Mentalist (2, 3 if blindfolded or spinning wheel, 4 Escape and Disappearing Tricks 4th – Suggestion (M), Slumber (M), if both) are common. No holds can bar the magician. He can Remove Fear* escape Cuffs (1), Straightjackets (2), and 5th – Charm Person, Sleep, Confusion Levitation Tricks being Strung Up (3). The most 6th – Mass Charm*, Feeblemind In levitation tricks, objects are seemingly dangerous stunt is the Water Escape (5) 7th – Dance, Geas* held aloft by magical force. Floating Pen where the artist is bound in cuffs, 8th – Charm Monster, Magic Jar (1) dangles a pen or stick in the air. straightjacket, and chains, placed in a 9th – Alter Person (M), Juggernaught (M) Traveling Coin (2) moves a coin from waterfilled container, and locked in. one stack to another. Raised Apprentice Apprentice and magician can be made to (3) levitates the apprentice or balances disappear by a Box (1), Curtain (2), or her on the edge of a chair. Collapsing Box (2). Swords are thrust at an entrapped artist in the Basket of

41 SPECIAL RULES IN THE WESTERN ALLIANCE

Escape Artist New Spells The magician permanently alters the th 4 – Detect Danger, Slip Bonds(M), Find victim’s personality to one of the Trap Snatch magician’s choosing. The mentalist may th 5 – Resist Cold, Resist Fire, Knock Level: 4 spend any number of rounds reinforcing th 6 – Water Breathing, Haste* Duration: 1 round per level the spell. The victim has an initial +5 th 7 – Protection Form Normal Missiles, Range: 20 feet bonus to the save, but this is penalized -1 Survival Effect: pull or push objects 1 pound or for each round of reinforcement. If the th 8 – Protection from Poison, Teleport less spell is interrupted, the accrued penalty is th 9 – Timestop, Gate* The magician can “yank” small objects reduced by half. Remove curse cannot from a distance, move coins and glasses reverse this change, but dispel magic can. Dynamo along a table, and perform other marvels th 4 – Chill (M), Produce Fire, Douse of movement. Juggernaught Flame* (M), Faerie Lights Level: 9 th 5 – Light*, Heat Metal, Control Crush Duration: 20 minutes Temperature 10’ Level: 9 Range: 5 feet th 6 – Wall of Fire, Ball Lightning (M) Duration: 1 round per level Effect: one individual th 7 – Protection from Lightning, Wall of Range: 45 feet The victim is so convinced of his or her Ice Effect: one victim crushed invulnerability that he or she actually th 8 – Fireball, Lightning This powerful verson of the hold spell becomes an unstoppable juggernaugt. th 9 – Battery (M), Supernova (M) actually crushes its victim, causing 10d6 Missiles and melee weapons bounce off points of damage per round. The victim the victim, as do most spells and Illusionist may attempt to save against paralysis for environmental hazards. The 4th – Faerie Lights (M), Obscure, half damage in that round. If the juggernaught is susceptible to mental Ventriloquism magician’s concentration is broken, he assaults. Preparation time is 5 minutes. 5th – Mirror Image, Invisibility, may reestablish control the next round, if Phantasmal Force, Light* there is remaining duration. Slip Bonds 6th – Faerie Fire, Disguise (M) Level: 4 7th – Project Image, Hallucinatory Terrain Suggestion Duration 1 round + 1 round/level 8th – Massmorph, Mass Invisibility Level: 4 Range: Self 9th – Impersonate (M), Unreality (M) Duration: until executed Effect: removal of bindings Range: 5 feet The escape artist can remove one binding Seer Effect: victim performs one act on trigger placed upon the character each round. 4th – Analyze, Predict Weather, Know The mentalist places a hidden suggestion This includes robes, chains, weights, Alignment* in the victim’s subconscious that is straight jackets and the like, but it does 5th – Detect Invisible, Locate Object, activated on a designated trigger. The not cover room locks. Bindings are Wizard Eye victim’s single action must be executable removed beginning with the outermost 6th – ESP*, Find the Path within 5 rounds of the trigger. and working inward. 7th – Clairvoyance, Speak with Dead 8th – Precognition (M), Commune, Slumber Chill Truesight Level: 4 Level: 4 9th – Prophecy (M), Lore Duration 4d4 turns Duration: concentration Range: 25 feet Range: 30 feet Prestidigitator Effect: one individual Effect: 1 victim 4th – Entangle, Clothform, Summon This version of the sleep spell affects a The victim suffers 1 point of cold Object single individual whose Hit Dice or level damage per round until a save is made 5th – Sticks to Snakes, Warp Wood, is less than or equal to magician’s level + (each round) or concentration is broken. Create Water 4 (strength). A save is permitted, but it is 6th – Lower Water, Create Normal penalized by the difference in hit dice and Battery Animal strength. Level: 9 7th – Create Normal Monster, Teleport Range: 30 feet Any Object Alter Person Duration: 10 rounds 8th – Polymorph Any (M), Create Level: 9 Effect: absorbs energy Magical Monster Duration: Permanent The dynamo captures and dissipates 9th – Shapechange, Create Any Monster Range: 25 feet energy attacks. This includes magical, Effect: one individual cold, heat, and lightning attacks. Unlike

42 SPECIAL RULES IN THE WESTERN ALLIANCE

a Dark Lord’s energy Containment, be dispelled by touch. This spell does Prophecy Battery does not work with life-death not grant skills, special abilities, or Level: 9 magic or other spells without an explicit languages, nor can it be used to Duration: Permanent energy component. For previously cast impersonate a specific person. Range: Global spells like Wall of Fire, treat Battery as Effect: Reveal or set in motion future Dispel Magic. Impersonate The seer produces an allegorical story in Level: 9 the future or rhyme that will come to Supernova Duration: 1 day pass. Conditions and trigger Level: 9 Range: Self requirements must be set in the prophecy Range 300 yards Effect: Adopt Identity (Ex. the monster will be slain by a man Duration: 1 round per magician level With a minimum of 40 hours of study, not born of woman). Prophecies cannot Effect: release of energy the illusionist can assume the identity and be used for self-enrichment or The dynamo unlocks all of the energy appearance of specific individual. The advancement. The DM is free to arounding him in a terrifying, pulsating illusionist can replicate any task disallow the contents of the prophecy, wave. Those within 300 yards must save performed by or language spoken by the and the player need not be informed of against Death Ray or be blinded. Anyone subject during the period of observation. this decision (a Fool’s Vision). within 30 yards suffers 5d6 pressure damage, 5d6 magical damage, and 10d6 Unreality Douse Flame* heat damage each round (save vs Death Level: 9 Level: 4 Ray, Spells, and Dragon Breath for half). Duration: 1 hour +5 minutes per level Duration: 1 round per level Damage decreases one die for every 30 Range: 1 mile Range: 50 feet yards. Effect: Misperception Effect extinguish small flames Under this spell, reality – as viewed by The magician extinguishes small, non- Faerie Lights the victims – becomes completely magical flames such as candles and Level: 4 disconnected. Animals talk, weapons lamps. The reverse of the spell, Duration: 2 rounds per level bend rather than penetrate, people shatter matchstick, ignites candles and lamps. Range: 40 feet + 10 feet per level if they fall, and other preposterous ideas Effect: 1d4 lights abound. Those who make a save against Dispel Fog spells -3 see through the unreality, but Level: 5 This spell produces up to 4 moveable victims are completely at risk to the Duration: permanent lights capable of illuminating an area, but whims of the illusionist – subject to the Range: 20 feet per level not as brightly as a light spell. referee’s approval. Effect: remove fog This spell removes both natural and Precipitation* Polymorph Any magical fog. Level: 5 Level: 8 Duration: 1 round per level The presitidigitator may use any of the Ball Lightning Range: 20 feet per level polymorph spell. Level: 6 Effect: light rain Duration: 1 round per level Rain covers an area whose diameter Precognition Range: 180 feet equals to 30 feet + 10 feet/level. The Level: 7 Effect: 1 ball per 5 levels reverse (Evaporation) removes 1 gallon Duration: 1 turn The dynamo produces multiple balls of of water per level over an equivalent Range: 10 miles electrical energy. The lightning balls area. This spell is identical to the fairy Effect: gain insight into the future moves 120 feet/rd to chosen spots and spell of the same name, but magicians The character using Precognition enters then move randomly. They cause 1 point may not use the dehydration attack. into a trance (1 turn duration). The per level of electrical damage. There is a character must have in mind a particular 10% chance of a ball coming to rest on a Disquise individual, place, or up-coming event to spot and causing fire. Level: 6 focus the power. The information Duration: 1 day gleaned is similar to a series of images Range: Self viewed without context. The DM must Effect: change form determine the nature of the images and The illusionist can take the form of any any game mechanic consequences human, humanoid, or demihuman appropriate to those images. ethnicity. The illusion affects all senses, alters the magician’s accent, and cannot

43 SPECIAL RULES IN THE WESTERN ALLIANCE

Other Game Systems Magician Progression Chart The Western Alliance is useable for game Level XP 1st 2nd 3rd 4th 5th 6th 7th 8th 9th systems other than OD&D. Here are 1 0 2 ------guidelines for translation. 2 1,000 4 ------For First Edition, Paladins and cavaliers 3 2,000 4 1 ------exist in the Kingdom of 200 Knights and 4 4,000 4 2 ------West Haven. Wild Roags support 5 8,000 4 3 ------barbarians, and bards can be found in 6 16,000 4 3 1 ------Taralon. Druids are in Taralon and the 7 32,000 4 3 2 ------Great Olde Woode. Thief-acrobats are 8 64,000 4 3 3 ------limited to the Channel communities and 9 120,000 4 4 4 ------Dauphins. Human and elven rangers are 10 180,000 4 4 4 1 - - - - - part of the Vyalian trainining program. 11 240,000 5 5 4 2 - - - - - The Illusionist may be used as a 12 300,000 5 5 5 2 1 - - - - substitute for the magician. The monk 13 360,000 5 5 5 3 2 - - - - class is inappropriate, as are psionics. 14 420,000 5 5 5 3 3 - - - - Under Second Edition AD&D, the 15 480,000 6 5 5 3 3 1 - - - following kits: academician, acrobat, 16 540,000 6 5 5 3 3 2 - - - adventurer, adviser, animal master, 17 600,000 6 5 5 3 3 2 1 - - archer, astrologer, axe for hire, bandit, 18 660,000 6 6 5 3 3 3 2 - - barbarian, berserker, battlerager, beggar, 19 720,000 6 6 5 3 3 3 3 - - buffoon, burglar, cartographer, cavalier, 20 780,000 6 6 5 4 4 4 4 - - celtic bard, celtic druid, charlatan, 21 840,000 7 6 5 4 4 4 4 1 - chevalier, cutpurse, diplomat,entertainer, 22 900,000 7 7 6 5 4 4 4 2 - envoy, errant, expatriate, explorer, fence, 23 960,000 7 7 7 5 5 5 4 3 - gallant, giant killer, gypsy bard, hedge 24 1,020,000 7 7 7 6 5 5 5 3 - wizard, herbalist, huntsman, jester, 25 1,080,000 7 7 7 6 6 5 5 3 - jongleur, locksmith, mercenary, mine 26 1,140,000 7 7 7 6 6 6 6 4 - rowdy, myrmidon, natural philosopher, 27 1,200,000 7 7 7 6 6 6 6 4 - noble, pardoner, patrician, peasant hero, 28 1,260,000 7 7 7 6 6 6 6 4 1 preacher, savage, scout, seeker, shaman, 29 1,320,000 7 7 7 7 7 7 6 4 2 squire, trader, undead slayer, village 30 1,380,000 7 7 7 7 7 7 7 4 3 druid, wilderness warrior, and witch. 31 1,440,000 7 7 7 7 7 7 7 4 4 Good choices for a specialist wizard are 32 1,500,000 7 7 7 7 7 7 7 5 4 Enchantment/Charm and Illusion, but 33 1,560,000 7 7 7 7 7 7 7 5 5 Invokers and Abjurers are not rare. 34 1,620,000 7 7 7 7 7 7 7 6 5 For campaigns under 3.xE, it is 35 1,680,000 7 7 7 7 7 7 7 6 6 recommended that you use the prestige 36 1,720,000 7 7 7 7 7 7 7 7 7 class option for paladins. The sorcerer is a perfect character choice among the native northern populations, and it can be used in parallel with the Roag MacCullen druids. Sorcerers suffer the same cultural antagonism with the Church of Ghyr as do druids and, to a lesser extent, the magic-users of the High College. The High College does not admit sorcerers. It is recommended that dwarven characters not be permitted to cast arcane magic.

44 NEW MONSTERS

Monstrous creatures are uncommon but The Crimson Ettin he will be able to freely merge his fairy not rare within the northern kingdoms. AC -3 realm with Mystara on nights of the full The majority of encounters are with HD 26***** moon. normal or large animals, but dangerous Move 150 (50) The Ettin enjoys playing games with foes wander in from the surrounding Attack 2 clubs or 2 spells his food, and he might engage in riddling areas. Regional lists are provided in the Damage 4d4x2 or special before devouring someone. Geography section and within the No. Unique descriptions of the individual kingdoms. Appearing Some AD&D creatures not normally Morale 11 Bogle associated with Mystara appear in the Alignment C AC 8 lists. This fauna was established by the Intelligence 16 HD 1d6** LJN product line. Of particular note is XP Value 20,000 Move 150(50) Tiamat (see Adventures). Unlike other Habitat Prison Plane Attack Dagger or special game settings, Tiamat on Mystara is Damage 1d4 or special treated as a group of five distinct, huge Children of the Kingdom of Many No. 1d4(1d4) chromatic dragons. See Gaz F4 for Colors have long been scared by the tale Appearing futher details. of the Crimson Ettin, a fearsome creature Morale 6 of unbridled hunger and cruel intellect. Alignment C Unfortunately, the nightmare is true. Intelligence 12 Strange One The Crimson Ettin is unique: a three- XP Value 7 AC 5 headed giant who was so ravenous he ate Habitat Anywhere HD 5* through his mother’s womb. The beast Move 120 (40) was finally subdued by other giants and Bogles are evil exiles from the fairy Attack 2 slaps or whine somehow trapped within a fairy-built courts whose abilities affect the minds of Damage 1d10x2 or special prison plane. those they encounter. No. 1(1) The Crimson Ettin quickly conquered When a bogle moves, its form seems to Appearing his new home and remade it in his image. jump or shudder. Anyone watching a Morale 10 He learned arcane and clerical abilites bogle for six (6) rounds will have Alignment N/C (his right and left heads, respectively) in difficulty focusing their eyes for the rest Intelligence 8 addition to his martial development. He of the day (-2 to hit in melee, -4 to hit XP Value 300 has the capabilitites of a 27th level magic- with missile). Those attacking a bogle Habitat Isolated Homesteads user and cleric (or druid). The giant now automatically suffer this penalty. The awaits his release and return to the Dale. bogle can also teleport without fail up to The Strange Ones are not a part of the The realm of the Crimson Ettin is filled 150 yards. natural world and are perhaps fey with two-headed beasts. Each head bears The creature can see invisible objects creatures specific to the north. They only four horns. These animals charge but cannot, itself, turn invisible. Three appear to individuals or small groups trespassers, but those who can show now times a day, a bogle can cast confusion or whom they have been sent to kill. fear (treat as a cause fear spell) will go feeblemind. Once per day, it can perform A Strange One has a fun-house mirror unmolested. a Mind Freak. appearance with greatly distorted body In melee the Crimson Ettin attacks with In a Mind Freak, the bogle presents its parts. His or her head, hands, shoulders, a large club in either hand. This is victim with an image or concept hips, knees, and feet are huge relative a coordinated by his central head. From a impossible to comprehend. Often, this normal personal. The neck, arms, waist, distance, his left and right head cast attempt is in the form of a riddle or thighs, and calves are similarly shorter appropriate spells. The Crimson Ettin puzzle (-4 to save with object). A victim and thinner than normal. has learned how to interwine his hand that fails his save against spells acts as if Strange Ones do not converse, but they motions to cast spells simultaneously. geased to understand and solve the may stop to listen to a speaker for a time, His prized possession is his silver problem. This can lead to reckless and even one who they have been sent after. wand. This wand can put victims into life-endangering acts on the part of the The standard attack is by slapping with suspended animation, turn them to stone, victim. the two large hands, but a Strange One or disintegrate them. may also emit a disturbing whine. This Only a prismatic stone (the Yellow whine (“Aih-h-h wee-e-e-moul”) acts has Diamond of Release), left at a particular a hold person or cause fear spell hill-lock in the Flatlands on the night of (referee’s choice). the full moon, will break the seal on the Ettin’s realm. From that point forward,

45 MAGICAL ITEMS

Standing Stones the list or substitute other powers. Add distance. Anyone can travel via trilithon Standing stones are huge, shaped stones +1 to the roll for trilithons. gate only once per day; it is impossible to that rise from the ground. They often are go through and return again immediately. erected to mark sacred or magical places. Powers of Standing Stones (d4) This is especial true when multiple stones 1 Petrified Entity are arranged to produce a larger structure. 2 Stone Guardian Other Items An individual stone weighs 1 to 25 tons 3 Peaceful Stones Prismatic Stones: These gemstones and stands 5 to 30 feet tall. The 4 Speaking Stones are magically resonant, and can more transportation of such rocks is a major 5 Trilithon Gate easily be imbued with powers. (See Gaz endeavor requiring the efforts of F4 for more details). numerous individuals. Petrified Entity: The stone is actually Staff of Recording: This ornamented A single standing stone is called a a huge being--often a giant or titan-- that staff bears a crystal orb. It records all megalith (a shaped slab or a tapering has been so weathered and overgrown events within a 30 foot radius for up to obelisk). A trilithon is formed when three with moss or ivy over the years its 24 hours. The staff may only hold the stones are placed in the form of a gate. original humanoid form is no longer images of one scene at a time. Large sites often use several megaliths discernable. It radiates magic and may Amulet of Emotions: This cursed and trilithons to from circles or horse- return to life if a dispel magic or stone to item projects an illusory transformation shoes. flesh spell succeeds. The restored around the wearer that represents his or In the north, a few stand stones are creature may be grateful or hostile to its her emotional state. Example: someone found in the Flatlands, but the vast attacker, depending upon its personality. angry will appear as an ogre. majority occurs in the Great Olde Woode Stone Guardian: Once per day, the Medallion of the Mirror: This is a or the northern Hills of Parthenal. steward of the stone, a druid, can order small silver mirror set in a frame of cheap The following are examples of standing the stone to come to life for one turn per gemstones. It reveseres the results of any stones. level of the druid. The animated stone detection spell (1d6+1 charges). Boundary Markers: The stones mark fights as a 16 HD earth elemental, but if The Demandes Joyous of the borders of a sacred or political area. it leaves the grove it reverts to a normal Wynkyn de Worde: This fabled book Sacred markers often represent a circle of stone and may not be reanimated until contains all the riddles that a giant or trees. returned to the grove--a herculean task bogle could ever ask. for the druid. Within the grove, the stone Natural Observatory: The stones The Braying Ass: When its ears are creature heals at a rate of 1 hit point per serve as an archeo-astronomical pulled, coins fall from its mouth turn. calculator. The position of the stones The Table of Plenty: Upon Peaceful Stones: The standing helps locate eclipses, equinoxes, and command, the table will present a feast. stones exert a calming influence on the other celestial events. A circle is one The Stick of Banging: The stick earth. No earthquake spells may succeed possible configuration, but fields of will beat a designated target or group of within a radius that measures (in feet stones, many under 5 feet, can occur targets until commanded to stop. from the center of the stone or cluster) a independently or in conjunction with The Harp of Conviction: This harp circles. Creating a natural observatory distance equal to the number of stones in the circle. Since no earthquakes or is made from the breastbone and hair of a requires two skills: astronomy and murdered maiden and will play itself at engineering (-4 to each roll). The actual volcanic eruptions occur in this area, peaceful stones often stand near an appointed time, explaining its story, quarrying and shaping of stones requires revealing the killer, and then breaking. labor (-4) or stone carving. volcanoes or faults. Removing them The Book of Sable and Iron: This The stones mark the could spell disaster for nearby forests and Monuments: book is bound by chain and needs an iron location of treasure or the burial sites of towns! Speaking Stones: Any druid can key. It speaks of the nature of all notable historical figures. A megalith of existence, and how other worldly this type was placed on the fields of compel stones in the grove to speak (as per (AD&D or 3E) Stone Tell). This creatures might be summoned and Bethfield to commemorate those who controlled. died on the the 6th of June Battle. power may be repeatedly invoked, but the The Alchemist’s Table: The table’s Magical Standing Stones: stones speak for no more than three rounds per day. apparati can change copper to gold and Standing stones may become magical lead to silver. through association with druidic or fey Trilithon Gate: Characters passing The Mirror of Everything: This rites, Immortal intervention, or via the under the stones emerge from another mirror can see anywhere in the world. normal process used to create magical gate. Characters with a particular gate in The Whispering Shell: Those who items. Common powers associated with mind will reach it; otherwise, they come put the shell to their ear can hear the standing stones are shown below. The through a random gate. This power can words of anyone in the world. referee is free to choose the powers from reach any gate in the world, no matter the

46 ADVENTURES

A Matter of Perspective The Seven Curses of Lady Grey The Green Wyrm: A sorcerous step- (Continued from page 31) (Levels 8-14) mother is envious when step-daughter’s beauty is recognized by a knight before Nothing As Yet: Wenna demands the Lady Grey is an eligible noblewoman her own. With the power of envy, she new princeling, and Robert is happy to be who is afflicted by seven fiendish curses. imprisoned the knight and transformed rid of yet another heir – for a price. The curses have twisted the sweet woman Burd Melanie into a dragon that now Robert’s political ambitions need to be making her wrathful, prideful and greedy. roosts at the Lonesome Heugh (Rock). fulfilled, and he needs the Scarlet City’s Lady Grey may hail from any nation, and The party must free Melanie and remove Army. Hastings, the offending Deep her present residence need not be the the anchoring spirit. Hollow, or the troubled Snowden are all same. Family members beg the Humbert is Hungry: Gluttony potential acquisitions. Meanwhile, characters to intercede. In this mini- could find no better friend than Humbert Wenna seeks to marry off a half-giantess campaign, errant characters travel the the Large. The cleric spreads his mirth daughter to Duke Gareth, and a sobbing Western Alliance to undo the anchors of and cheer, dangerously depleting local Queen Mary wants the return of her her curses and can win the hand of Lady food stores. Will the village starve, or child. In this open-ended scenario, the Grey and other noblewomen or can the party satiate the ravenous horde? party must negotiate the political waters, noblemen. The adventures may be Even after all the anchors have been participate in battle, and possible assert completed in any order. severed, Lady Grey herself must be their own authority. Giant, the Third: The curse of wrath released before the journey is complete. is anchored to the body of the ettin Fell

Region-Wide Adventures and Foul. The adventure begins as a A Shady Assortment cousin of Fell and Foul holds captive We have already seen adventure arcs several commoners and nobles in his (Levels 15-18) for each of the kingdoms of the Western cave or castle. The death of his cousin Leehan Halflings are examining where Alliance and for the Great Olde Woode. rousts the ettin for revenge. to put new franchises of the Shady Those adventures were independent of The Wages of Sin: The defrocked Dragon Inn, and the Theives’ Guild what was happening elsewhere in the bishop, Ludovicus the Long, is selling wants a piece of the action. From the Dale, but they could easily be indulgences in the village. He also has Scarlet City to Snowden and Wexham, intertwined. For example, you could run some relics for those with a bit to spare. the speculative shortfolk are shadowed “Rusak’s Vision” (West Haven) through This is nothing new for the ex- and cajoled. This arc can easily be Framed! and then partake of one-off clergyman, but now he has some unholy inserted between “War of the adventures in the Great Olde Woode and companionship in his work, the sprit of Underworld” and “The Idrisian Way” the 200 Knigthts’ arc “For Love of A avarice. (see Gaz F4). Maiden” before returning for Rusak’s Lazy Jack: Childe Jack is a lazy, Small Details: The representatives Revenge. unwise boy, unlikely to succeed in life of the Shady Dragon Inn hire the famous An element of instability will likely until the curse of sloth is banished. party as guides to the Western Alliance. have been introduced in one or more Jack’s mother begs the party to take the The group wishes to visit several cities kingdoms, and this adventure section will boy under its wing and raise him right. If and town, and each offers its own perils. make no attempt to shoe-horn previous they succeed, he might just cure the Gwynne Cutpurse of Snowden may arcs’ resolutions. This section includes malady of Princess Camille with a well- prove a useful contact. storylines that could occur anywhere or timed laugh. [Note: Childe and Burd are The Miller Maid: As offers are involve the region as a whole. terms equal to young Master and Miss – being made, the daughter of a Verdant There is a great deal of flexibility built Ed.] City miller, and franchise candidate, is into these ideas, and the referee should Foolish Apprentice: The found drowned. Was it an accident, foul feel free to interlace the mini-campaigns anchoring spirit of pride has convinced a play from a competing interest, or or insert his or her own arcs. Levels are magic-user apprentice that he can something closer to home? easily adjustable. summon great spirits, but the lad or lass Guild War: Shady Dragon Inns have Though not used here, one possible arc cannot control them. The party must been sited, but those without the structure is the domino-campaign, where defeat the otherworldly forces and make franchise are bitter. Recent losses in the final resolution of each adventure the apprentice see the errors of pride. leadership in the east and west permit the depends upon the completion of the The Maiden Quest: Guided by the aggrieved to wage a vendetta, and fires subsequent adventure. All of the spirit of lust, a knight has wronged a plague the inn constructions. adventures are (relatively) quickly maiden, and he has one year in which to The Wyrm of Idris: Even after the resolved in reverse order at the solve her riddle or be hanged. The party merchant conflicts are eased, trade routes conclusion of the last adventure. must help the man overcome his desires for the inns are imperialed. Malypir, a and learn the answer to the mind- large blue dragon of the Onyx Ring, boggling riddle.

47 ADVENTURES

seeks to control the prismatic stone trade in Deep Hollow and the Scarlet City. She organizes the Orcs of the Skeleton Bone, a tribe within the Hillbans, and other foul beasts to control the roads and all travel around the Kaganus headwaters.

Once Upon a Starlight Fall (Levels 19-24) While upon the Strathgledd, Claudius Cloudgazer witnessed a series of falling stars in the the east and the west, and the auguries of Mildthryth the Mild suggest great troubles will plague the north - a time of disease, undead, and strange horrors that begin harmlessly enough. Earthshaker!: It is festival time in the west, when the lumbering shape appears on the horizon. It is the Earthshaker – a colossal mechanical man piloted by the Earthshaker gnome clan. A former West Haven roustabout, Milos, has returned home from his travels with his new companions. Poor Milos wants to recruit members for his new great circus, but the regional powers want his mechanical man, and the local gnomes want help against the Parthenal kobolds. The characters are stuck in the middle of it all. All You Zombies: In the wake of the Earthshaker come hordes of undead from the Borean Tier and beyond. Whatever their differences and internal divisions, the Western Alliance must work together to fight back the menace before all is lost. Battle of the Birds: The fields of the Dale are littered with corpses that must be disposed of. Hundreds of crows, large and small, fill the air and the fields. The Old Death: Kerra the White has The Thyatian Eagle They are soon joined by owls and raptors summoned the party to the remote Ivory (Levels 25-29) of every desription. Their aerial tumble City. The audience unusual in itself, This mini-campaign is shared with the threatens to wreck the settlements. Kerra reveals her secrets of what is only Kindgoms of Ghyr, Deep Hollow and Worse, it threatens to attract hungry known as the Old Death. With war Greendale. The Empire of Thyatis has dragons near the inhabitants. machines, the undead, and plague having finally recalled that it once had dominion The Deadly Pox: A deadly illness is touched the lands, old protocols are over Provincia Gurrania. The Empire is sweeping the north, and giants are activated. Meks, protohumans, and other in dire need of new sources of income, particularly susceptible. The super-strain lost horrors emanate from the Old Death, and representatives have been sent to the of chicken pox could be a final legacy of now at the control of the baldandars. former colonies to demand levies. the zombie invasion, or it could be the Loyalties to the Empire can completely precursor of something worse. The reorder the Alliance and the kingdoms to characters must find a cure for the pox the east. before it is too late.

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Demand of Allegiance: The the key to the quest, but can the party stabilized Dale, and peace has held for Courts of the north have received notice afford his price? some time. A castle suddenly appears than an envoy from Thyatis, Caius The Faltings Rebellion: The face upon the Plains of Kavasz (or other Lineus, will be arriving in due course. of the north is irrevocably altered as open locale). It is home to the terrible, foreign The characters are tasked with escorting war breaks out over the Thyatian Empire. giant Gartigantua (of any type), and his the visitors through the north. Tourneys The Regent of Faltings makes a bid for magic-wielding associate. The giant and fairs are held at various points during independence from Dauphins, and ignites betrays knights and ladies, transforming the visit, showcasing the prowess of the the larger conflict. Augmenting the them into beasts. Upon a dragon-drawn northern kingdoms. When the Thyatians Thyatian-side is a Legion arriving in chariot, Gartigantua steals a royal or make their demands, the characters must West Haven and flyers of the RAF noble daughter and transforms her into a help their leaders decide the fate of the coming over the Icereach Range in the white hind. The party must storm the kingdoms and ensure the safety of their east. For an even more expansive castle, guarded by all manner of creatures Thyatian guests. Outcast princes and conflict, wildcard elements from the (such as griffons), and restore the princesses (such as Sylvia, Arelina, and Kingdom of Denagoth, Leeha, Alpha, the released beasts. Ione) might leverage allegiance for aid in barbarians, the humanoid communities, The : Noble their return to power. and even Wendar could all become kidnappings continue, now under Cauld, The Secret Heir: Reacquiring old involved in a pan-northern conflagration. the self proclaimed Bogle Champion. possessions is not Thyatis’s only goal. A Victorious characters may receive great Heroes of the north must locate his Dark competitive imperial line exists in the titles of their own, while the vanquished Tower (accessed only from a hillock form of the adventuress Renia. Renia has may be stripped of what they have. during the full moon), survive the odd reached the Western Alliance, converted rules of his fairy realm, and end his to He Who Watches, and is now courted The Three Fredericks menace. by the Cerulean Duke. Roag MacCullen (Level 30) Earth, Wind, and Water: Three followers do not wish to see her rise, nor strains of Roag MacCullen exist, This single shot adventure can be used do factions of the Thyatian contingent. paralleled by the three elements featured as the conclusion of the “Thyatian Eagle” Assassination attempts and frame-ups prominently in its magical rites. The or used some years later. With the abound. Others, affiliated with the Mabds had sought (and might still seek) a upheaval in the north, a new crop of underground Order of the White Drake, third druidess to complete their own leaders take the thrones at various will support her. It is up to the party to triad. Now the three seem to no longer stations. Among the leaders (or clear save the lost princess and help her cooperate. As divisions within the Roag heirs) are Frederick of Dauphins, discover the final clues to her buried past. traditions unravel , the elements Frederick of Nortopolis, and Frederick, The decision seem to rise up for their own Roag Rebellions: the (now grown) Bastard of the Cerulean confrontations. Earthquakes, tornadoes, over rejoining the Empire can split the City. Courtly intrigue plays out as the river overflows and disappearances take entire north as old allegiances and three Fredericks set themselves up as the their toll, while elemental powers war animosities rear their heads. Roags strongest leader of the north. Frederick and support Roag factions. across the north will refuse the Thyatian of Nortopolis inherits his father’s ruthless Too many yoke. At a minimum, civil war will erupt ambition, and has his siblings and cousin The World End’s Well: in Greendale, the Kingdom of Many arrested. Which Frederick will the party calamities have struck for this to be a Colors, and Taralon. Dauphins, too, support? Or will they challenge for their coincidence. The heroes of the north might be imperiled. An emergent own supremacy? must locate the World End’s Well to alliance of Roagendoch, the Mabds of discover the cause of the new troubles. Taralon, and Carwen of the Great Olde Tree of White Blossoms: The Woode would split the Alliance and The Crimson Ettin Three Founts of Wisdom have revealed threaten Dauphins and Nortopolis. The (Level 31-36) the Crimson Ettin’s hand in this. To characters must undertake diplomatic At some point in the last few years, the defeat him, the party must first locate the missions to secure new alliances for the Yellow Diamond of Release saw the light Tree of White Blossoms and Silver Fruit. coming conflicts and put out what fires of the moon, and the locks on the prison It is a belief among hill giants, that if a they can. realm of the Crimson Ettin were broken. good giant is buried beneath a tree, it will The Lost Standard: The court of The ravenous beast is preparing for his blossom white the next spring. The Ghyr has summoned that kingdom’s best return and punishment of the Scarlet burial tree of one truly good giant also knights to find the Lost Eagle Standard Citizens, the fairy-kin of the Great Olde bore silver fruit, according to legend. before the war arrives. The other royal Woode, and others who were complicit in The characters must find the tree and courts, and some of the provincial ones, his incarceration. collect the fruit, but no one knows if the quickly follow suite. The filching ex- Giant, the Fourth: The power story is even true. bishop, Ludovicus the Long, may hold struggles of the past have given way to a

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Into the Crimson World: Strange LJN Adventures Adapting Published Adventures two-headed beasts have been ravaging The LJN characters that appear in this the countryside, and people have been work have three mini-campaign concepts. RQ1 Night of the Walking Dead can be disappearing – food for the Crimson One deals with the eastern region, a used in either West Haven or Snowden. Ettin. Sarabeth, Princess of Roags, or the second with the Taralon communities, characters’ loved ones are among those while the third focuses on troubles in the The Great Olde Woode is a suitable missing. Armed with magic made from Great Olde Woode. setting for N2 Forest Oracle. C4 To the silver fruit, the party must enter the Find a King and C5 Bane of Llywelyn giant’s world and defeat him before all is The Cyclopean Problem: The could also be used, but the lost Llywelyn lost. cyclops Pulvereye has organized the is a Roag hero and not a former king. Hillbans to lay claim to the Flatlands and Other Adventures the Scarlet City. Mandoom stands in the The Western Alliance is brimming with way of the horde, but he will not be Timing the Adventures enough adventures to keep a campaign enough. Word has been sent to hire the If your campaign operates under the busy for a long time, but there are a few Sarke Mercenaries, but Grimsword is meta-story in the , other opportunities for excitement that also in Sentaburgh, troubling the local the Western Alliance is not an official should be mentioned. knights, and the grating Garm Gray Gaze part of the events that rock the south. The Bastard Heir of Taralon is troubling everyone. In the end, all that However, it is a perfect site to play out and Ghyr: Rumors persisted some time might turn the tide is divine intervention competing imperial interests between ago that Mabd I had sired a child in the – in the form of a young titan. Thyatis and Alphatia. The Thyatian east. The veracity of this claim is open to Eagle campaign, anticipated to occur the referee, but if chosen, it can be used Molliver’s Twist: Molliver is once after Emperor Thincol passes away, can to connect Taralon with Ghyr. Ghyr’s more troubling the Thieves’ Guild around be run during his reign. ends with the ursupation the Taralon Channel. But can she escape CM5 Earthshaker! involves a pair of of the throne by a stranger. This figure with knowledge of plans for the Shady dominions in Norwold. As presented could be the child of Mabd and either Dragon Inn franchises? The mercenary here, the giant mechanical man passes Ganto or Qasmar. Drex hunts the thief, and her only through the Western Alliance first. The Impossible Tasks: The protector might be the outcast half-elf, Possible routes into Norwold include characters are given seemingly Caruso. journeying into the deep north before impossible tasks such as cleaning rounding the mountains, the Leehan Trail massive stables, draining lakes, and In the Thick of It: Problems are recently established north of Ghyr, or getting eggs from tall trees. arising in the eastern Parthenal, as the traveling down the Ghyran Piedmont, The Golden Castle: A lad has won residents of the Swamp of the Beast and curling around the Icereach into the the hand of noble maiden with the aid of kobolds pressure the eastern settlements. barbarian lands, and ending up in the three powerful imps residing in a magic Can Hawkler and his Vyalian companion, Wyrmsteeth region. Alternatively, the snuff box. The lad’s snuff box and Aurelia, work with the half-elven circus can head south to Wendar and golden castle disappear, and the party druidess, Filaree, to avoid a plague of Glantri. must help him recover the castle or his frogmen? marriage is annulled. To find the castle, The Idrisian Sphere the party must visit the King of All Little For further development, Drex and If you enjoyed this work, be sure to Mice, the King of the Frogs, and the King Grimsword are the most accessible check out the other entries in the Idrisian of the Birds. villains at a human level, while Hawkler Sphere collection, available free for The Peerage: This Ghyr adventure arc and Molliver are the best known of the download from the Vaults of Pandius. covered conflicts between Greendale and heroes. All four characters appear as the western giants. This mini-campaign potential party members in the Quest for Gaz F1 Realm of Wendar can be recast from the Alliance the Heartstone, and there is nothing to perspective, putting Count Lyonel in his prevent them from journeying east. Gaz F2 Denizens of Denagoth place, and aiding the eastern elves against Likewise, the other characters can appear the dragon Viridis. elsewhere. Gaz F3 The Great Northern Wildlands Tiamat: As described in The Hidden In the LJN arcs included with Gaz F4, Treasure of Ghyr, Tiamat is five ancient, “Deeth’s Virtue” and “War of the Gaz F4 The Hidden Treasure of Ghyr huge dragons that were released at the Underworld” are the two most end of the Avenger’s War. The dragons appropriate for the Alliance LJN Gaz F5 The Western Alliance terrorize not only Ghyr but the Dale and characters. other parts, as well.

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Is this stuff canon? Is it canon World/Early Challenger-era canon. In integration into the 2E system, but it was compatible? Is it compatible addition to the Hollow World and the quickly discontinued. differed with other fan-works? Wrath of the Immortals boxed sets, there from the Heardian view of the wallara were the DDA, HWA, and HWQ (single-sex lizard folks vs. fine-scaled No, this work is not canon. Neither I nor adventures, three Hollow World Aborigines) and Bellayne rakasta (feudal any other fan can lay claim to canonicity gazetteers, and Gaz14 The Atruaghin Japanese vs. Elizabethan England). for an original work. Only the license Clans. Product focus during this era holder, currently Wizards of the Coast, drifted away from mortal characters to an Is Mystara tied to Dave may do so. Even so, the incorporation of expansive host of Immortals who were Arneson’s ? such items is always at the discretion of invariably involved in all activities in the the referee. game world. Blackmoor shortly preceeded The gazetteers were written to be Concurrently, the supervisor for the as the D&D game’s first published compatible with the canon majority and product line, , contributed a campaign world. Due to internal several other fan-created works, but it is series of articles in Dragon Magazine. frictions, TSR continued without Mr. not so with all other works. Even works “Voyage of the Princess Ark”, the Arneson, and Blackmoor was shelved. that were used in the production of a “Known World Grimoire”, and several When the gazetteers were first gazetteer may have been altered for better one-off articles on dragons, rakastas and produced, a decision was made (by integration. Specific canonicity other Mystaran fixtures make up this set. whom I do not known) to give a tip of the questions are addressed later. While not technically part of the official hat to Mr. Arneson and make Blackmoor product line, the articles were and still are a part of Mystara’s deep past lost as a What is “Canon?” considered a proper canon set, and they consequence of the Great Rain of Fire. In were fundamental in shaping what a further show of improved relations, the Those new to Mystara and its history can followed. The Heard canon rendered DA series of modules were released for be bewildered at times with “canon”-talk. several modules (X4-6 and X9) the then-current D&D system. A “canon” is a set of texts recognized as incompatible or reset them to the distant As a practical matter, Mystaran authoritative for an activity or past and made Heldann an advanced Blackmoor and Arneson’s Blackmoor are organization. In the context of RPG geopolitical player. independent, if parallel, concepts. There worlds, the term is nearly synonymous The Almanac era continued the meta- are no humanoids in Mystaran with “official product.” storyline given in Wrath of the Blackmoor, for instance – only beastmen. Mystara has several distinct sets of Immortals, and provided a highly detailed Fans are free to combine information for canon that represent different production outline of how the game world was to their personal games, and the d20 edition eras. Many of the contradictions that evolve over the next four years. This of Blackmoor did include some Mystaran have arisen in the official products are coincided with the approaching transition elements. understood better by known to which to the 2E game system. At this time, the canon group a product belongs. game world finally received its name, Are your elvish names Tolkien The Moldvay/Cook/Mentzer canon is Mystara. This era also saw the release of in origin? What do these elvish made up of the boxed rule sets (BECMI – a boxed set words mean? for short) and almost all modules. In the based somewhat on the “Voyage of the MCM sources, the world outside of the Princess Ark” that completely reworked Apart from one or two borrowings, the civilized “Known World” region is very the Sind Desert and the Serpent Peninsula Elvish presented in this line is unique to wild and empty of governmental forces. – and PC4 – a guide for Mystara. It is a mix of both canonical X11 and the seminal B10 and X10 lycanthropic characters and a farewell and fan-based information. During the modules were part of this era. throwback to the Gazetteer line. These compilation of Realm of Wendar, I The Gazetteer-era canon included all of two items are part of the Late Champion noticed certain recurring features and the Gazetteers (save Gaz14), the Dawn of line. “reverse-engineered” the linguistic the Emperors boxed set, three of the The final, abreviated canon set was for elements to give names meaning. Here Creature Crucibles (PC1-3), and a the adaptation to the 2E game system. It are some basic Elvish word elements: handful of late modules. The Gazetteers was marked by poor development that were a revolutionary step in gaming aids, produced several canonical problems. Genitive suffix: eth (m), ell (f), oth and the benchmark products of the mid- The Red Steel sub-line by Tim Beach was (external, non-elven), ath/all (vowel late eighties. The previous adventures a revisioning of the “Voyage of the alteration after i); also used for showing X10 Red Arrow/Black Shield and X13 Princess Ark” articles on the Savage the embodiment of a trait or patrilineal Crown of Glory were arbitrarily placed in Coast. Red Steel was noteworthy for a descent. the distant future. superior production effort, an internally Accusative prefix: n(V) This was succeeded by the Hollow consistent setting presentation, and full Nominative/Dative affix: -el-, -il-, -al-,

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-ol- and Shawn Stanley and Geoff Gander’s original map. This updated map is City/town/site: -(r)ion (with a personal “Northern Wildlands” timeline. The last currently the only one available at the name, a magnifier) was crucial in providing a structure for an Vaults of Pandius – hence the confusion. Stand (stead, village; adj. upright): -dhon elven-dominanted Wendar. Additionally, there has been some Fortress or keep: -nar Wendar’s southern reaches were often discussion about further changes. Beside or against: -(ol)as overlooked. Interested fans should For those wishing to synchronize Gold: lauriel consult Marco Dalmonte’s updated names, here is a current list of Mist: nimbiel regional timeline. The information on equivalences and change explanations. Unwanted: lethir Thane Duncan can be treated as a Aebryn Lwynn: this village is in the west, Despised: lethirion compatible element of southern history. between the Shrine of the Black Wing Plains: sonnol and the neighboring hills. Hills: emyn Is King Gylharen of Wendar a Aelythnar: replace with Aelthynar Deep: lothe human or elf? Ammalanleth: replace with the new Home: heim Ammalaneth Song: leidh Gylharen’s race was never explicit in X11 Anorion: the wizard is Anorion, the Nine: noi or neu Saga of the Shadow Lord; however, the tower is Antirion, and the surrounding Given by: ethin Tolkienesque design of that module left dead land is Antiriath. The joint of River: -il, -in many with the impression that Wendar three dead wood hexes (“J”) is 3 hexes Precepts or rules: orie was a human kingdom. SW of the Shrine of the Silent Hunter. Monk: itana, plural itanam The module-era view was altered in Antirion is the cupped hex. North: foren Gaz3 The Principalities of Glantri by Baamor Woods: equivalent to Baamoroth March or boundary: mark Bruce A. Heard, which fixed Wendar as Blynnfare Hall: Bynflaare is correct, and Inspiring: thal elven. This view was continued through should be 4 hexes SE of the top hill in the Wrath of Immortals/Almanac line. the Laughing Woods. Here are translations of different sites The Almanac line described Gylharen Amoleth: Amoleth is 4 hexes due south and persons that have appeared in the as elvish. In an ecumenical spirit, I made of Bynflaare Hall. Idrisian Cycle Gazetteers. the king human with elvish ancestry – or Yngvarsvall: The village is 4 hexes SW Sonnoleth: the region of Sonnol (plains) elvish with human ancestry – as are many of the trade juncture to Lerian’s Tower. – lit. The Plains Plains in Wendar. There is minimal impact to Forest of Bounty: eq. to Gwenneth Forest Lothenar: deep or hidden fortress the setting created by changing Enchanted Forest: eq. to Trindall or Heimsleidh: home-song Gylharen’s race if you so choose. Lauriath Muil: the Mu/Mur river Forest of Hope: This is a local name that Denolas: beside the foreign Den Could you use another will be given by Alfheim refugees. Neuel-ethin-Orie: Precepts given by the prismatic stone with Wendar’s Greatwood: This is a cartographic error, Nine (the Korrigans) wells of power? or a future refugee name. Elanoitanam: the monks of the Nine The Heartlands: This name is not Forenath: northern region Yes. The only caveat is that the wells currently used. Forenmark: start of the north must be attenuated to the specific stone. Elthanamir: this village will be settled by Kevareth: the region of Kevar (political), King Gylharen did this after the Wizards’ Alfheim refugees. - the hills are Emyn Kevar. War. A well may be attuned to only one Elven Pass: eq. to Aelfpass stone at a time, and the stone must be in Everway Keep: eq. to Allenar Why did the Wendarian history the interior of the power line web. Alvar’s Stead: eq. to Alvardhon seem to concentrate on the Hawksgate: eq. to Hawksnar Northern Wildlands? I just examined the map of Korrigan Forest: The Renatic name is Wendar. Why are there places Genallwald. Korrigan Forest is a relative new name. Visitors call it the The historical information in Gaz F1 and landmarks that were never Forest of 1000 Butterflies. Realm of Wendar did lean heavily on the mentioned in the gazetteer? Altar of the Korrigans: At present, this area to the north rather than Wendar Why are some names different? shrine does not exist, but it could be proper. Various considerations were in consecrated. play during production, but one of the big Gaz F1 Realm of Wendar was written to Dawnblossom-Qvar: Qvar is eq. to ones was wishing to not step on any toes conform to the original map posted by Kavar, Kvar, and Wyrdal (empty of previous contributors. There had Thorfinn Tait. Mr. Tait has since revised valley). The resident dwarves are odd, already been a mini-gazetteer compiled the placement of a few locations, changed and name variations occur. by Thorfinn Tait, plus the older some of the names, and introduced rivers Uumarne: replace with Umarne “WenDen” timeline of Marco Dalmonte that were entirely absent from the

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Lake Phyrroe: rep. with Lake Fyrromar Where did you get the idea for a millennium ago, to say “worship me.” Laurianta: eq. to Lauriath, Lauridhon Thyatian presence in the north? From that simple act, more kingdoms Shadowmere: This ancient place is not fell, abominable acts transpired, countless subject to Wendar’s government, but is There are two Mentzer-era canonical lives were lost, the Wildlands were tied to the dragons. Foxwood arguments for having the Thyatians in the transformed, and the Lothenar elves were Shrines: The shrine names are fluid, but north, one Gazetteer-era reason for the pushed to extinction – all driven by the power of a particular well is timing of their presence, and one mortal actors. constant. Alternatively, new wells Heardian justification for how it came to must be tapped periodically. be. How much involvement does He Rivers: The region-spanning rivers are X11 references an alliance of some sort Who Watches have in the world? fordable their entire length. In winter between Wendar and Thyatis, and the and summer time, they reduce to small infamous Master’s Set world map There are no recorded instances of his creeks or disappear entirely. showed the Empire stretching up into involvement in Mystara, and it is not what this line calls the Hill and Dale. implausible to suggest that he does not Didn’t Camla already steal the Now the opening issue of the “Voyage exist as an Immortal. Unlike other game Heartstone a century ago? of the Princess Ark” boldly declared this worlds, Mystara’s clerical powers can be map to be wrong, and the narrator self-generated by deep belief and The backdating of the adventure X11 attributed it to the joking work of a commitment to concepts such as occurred in the Almanac-era canon. An Thyatian general. The final piece of the alignment (BECMI and RC supported). editorial preference was made to not puzzle came from the well-documented Each character, and referee, mut decide historize adventures whenever possible. colonization attempts of the Empire in for him- or herself the existence of the This particular decision was supported by 900 AC. Watcher. suggestions for running Saga of the The map was not meant to represent the Shadow Lord as a follow-up to Wrath of world as it was, but to serve as a How many dragons are there in the Immortals using the Alfheim-borne blueprint for expanding imperial holdings the Onyx Ring? plague as the disaster that strikes Wendar. – a plan that ultimately fizzled. The To balance timelines, the Wizards’ War genesis of the particular general rests The exact number is unknown, but a was moved from three decades ago to with James Ruhland’s Thyatian history good estimate is 6-10 large dragons and three score ago, but the module is and the Marco Dalmonte’s use of same in 15-25 small ones. The latter are otherwise intact. his revised regional history. offspring of the former. They are found in every region of the Idrisian Sphere and In your history, you have Thyatis How could Ilsundal murder perhaps elsewhere, too. organizing colonies and forces Genalleth and still be a good in Glantri. Did Thyatis have Immortal? Are the frogfolk of the Northern control over the Known World in Wildlands related to the Temple your history? Genalleth was bent on reacquiring of the Frog? Blackmoor technology. In this line, No. As in the real world, nations often Ilsundal was dedicated to destroying such The Temple of the Frog was an evil frog- negotiate for travel and basing rights for technology as he led his followers on a worshipping Cult in Arneson’s their military units. With the permission punishing journey to their eventual home, Blackmoor, and one of his adventures of a friendly Council, Thyatis was able to the Sylvan Realm. From Ilsundal’s was released under that name, DA2. In a use parts of Glantri, likely Caurenze and perspective Genalleth’s goals were evil, sci-fi overlap, alien crash survivors took Nouvelle Averoigne, as a staging area. and he had to be stopped. It was a form over the Temple and genetically This corresponds to a period of time of compassion to allow Genalleth’s combined humans and frogs, before they when Glantri was peacefully absorbing followers a dignified illusion about his were defeated by Blackmoor’s heroes. immigrants and the d’Amberville family fate. One possibility is that the frogfolk of had disappeared. The Empire likely the Wildlands are descendants or reimbursed Glantri for this usage, and How much involvement does seedbank offspring of individuals who caravan trains would have traversed Idris have in the Idrisian Cycle? escaped into the (old) north. Darokin’s toll roads. Alternatively, they are a newly created As a mortal, Idris was personally race. responsible for the destruction of Forenath and Soreth. As an Immortal, Idris involved herself in the mortal world only once, a

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Aren’t Strongheart and Mercion In the Master-level adventure Can my fighter learn some supposed to be rulers of arc for Ghyr, there was an magic tricks? Ierendi? angel, Joseph of Orcathia. Where is Orcathia? Yes. The magician class can be Strongheart and Mercion were characters considered a secondary, split-class as in the LJN toyline commissioned by TSR Orcathia is a Thyatianized version of a were Merchants and Merchant-Princes. to highlight the AD&D game. The line Ghyran borrowing of a Roag loanword Also, the character could spend a skill did not particularly take off, but some of from Denagothian. That is to say, slot to gain a magician level. The the characters became iconic within the Orcathia can be anywhere you wish it to character cannot gain access to the gaming community, especially Warduke. be. Northern regions near the Hillbans or thieving and real arcane skills of the Several characters appeared in artwork the hills along the southern Swamp of the magician by using skill slots. Under and as NPCs in XL-1 Quest for the Beast are good candidates. either variant, the character gains neither Heartstone, and an overlapping set was hit points nor saving throw progressions given statistics in AC1 Shady Dragon Inn Did you use stuff from your own in the magician class. with write ups that reflected the campaign in producing the completion of XL-1. gazetteers? How did you determine the X10 Red Arrow/Black Shield listed latitude markings on the map? Strongheart and Mercion as the rulers of I cannot speak for other contributors, but Ierendi. In various iterations of the my answer is a qualified no. A few Latitude has been problematic, with canon, X10 has been set at present time Easter eggs were placed in the history of official global or hemispheric maps (1000 AC), 1200 AC, and 1004 – 1010 Maggorath’s downfall, putting names to differing on their placements of the AC. Military information in X10 was pre-existing story points. There was also tropics, Arctic Circle, and the equator. generally adopted in the Gazetteer era, this cleric, Joe, who once drank a bottle Using the Hollow World global map as but national leaders not always so. Gaz4 in Castle Amber… The other gazetteers a guide, 30° North Latitude was set 12 The Kingdom of Ierendi had a small are free of these spots, as will be future miles due south of the Silt River in Sind throw-away line in the monologue of a ones. (middle of the hex below the marsh). tour guide that Figgen and others had Scale was then set by trying to balance residences in Ierendi, but Strongheart and In a lot of the write-ups in this the Equator tangential to the Izondian Mercion were not the rulers. gazetteer, you used the term Coast and 80° North at Frosthaven’s As the Ghyr gazetteer assumes that the “sub-Roman.” What is that? southern point. Simplifying the ratio, one Heartstone Quest is to occur in the gets 6° for every sixteen 24mph hexes. immediate future, it provides guidance on “Sub-Roman” is a term used by some This is a slightly larger estimate than is getting the LJN characters to Ierendi in historians to describe the period in found in the Almanacs, and the Earth’s time for the War with the Desert Nomads Britain between the Roman withdrawal actual curvature, but it fits the graphical in the Wrath Timeline. and the arrival of St. Augustine. illustrations well. Incidentally, this method revealed that What is written on the letters Can a hill giant knight compete the Gander Davania maps were perfect that Archbishop Loftos sends to in the tourney field and joust? longitudinally, but were too compact the Sorrows nunnery? North-South. Duly recognized giant knights may The north shore of Norwold’s Great The recipe for chicken soup. compete in field lists and grand melees. Bay is at 66° north. The Arctic Circle is Seriously, the Loftos Papers were A host can prohibit a giant’s entry, but it at the top of the mountains. intentionally left vague for the referee to is bad form. To joust, the giant would use as needed for his or her game. The first have to find a mount strong enough Is there any East-West papers can detail future calamities (epic to carry him. Jousting is so foreign to the distortion in the map? or master level), possible signs, secret giant, he suffers a -5 to hit against other magic, multiversal truths, contingencies giants and -8 against human-sized The cartographic realism is up to the in the event of death, or news of the rest opponents. An opponent can possibly referee, but this line assumes that maps of the world. They can contain more than dismount the hill giant only by inflicting are displayed orthographically (longitude one thing, so the Loftos Papers could be a 40+ points of damage. curves straight up and down) with the recurring hook to move your characters latitudinal distances constant (24 or 8mph wherever their story goes. always correct). If you wish to incorporate East West distortion, use 4° longitude for every nine 24mph columns. At 60°N, the distortion

54 THE IDRISIAN GRIMOIRE

ratio is between .68 and .87. What else is on tap for the Do you have any suggested Math Alert. The exact value depends Gaz F line? readings or viewings that upon where you wish to place the capture the spirit of the region? “Standard” measure and how much 2007 will concentrate on the lands of the cylindrical radial expansion you wish to Norwold coast from Heldann in the south The Denagothian Plateau took inspiration use along the polar axis. No expansion is to fan-created Littonia and Karjaala in the from various sword and sorcery movies the perfect sphere with holes model, far north. There will also be an excursion such as The Beastmaster, but some of implicit in the Hollow World Diagrams, into the Sea of Dread and the legendary Robert E. Howard’s Conan stories but small expansions permit a smoother Thanegioth Archipelago. generate the right level of decadent wrap into the Hollow World and generate Assuming good fortune and sustained civilizations in ruins that characterize polar circles (true 90°). interest, 2008 will be a wild year, Essuria and Denagoth. The no-expansion with the Belcadiz literally. A series of Creature Crucibles Malory’s Le Morte d’Arthur was standard has less than 5% error covering goatmen, bhuts, geonids, invaluable in creating Ghyr. It is a bit throughout the Known World. The undead, acteons and other monsters will dry, but it also puts Camelot in the Zeaburg-Standard with a 100-mile be interspersed with time spent in the Sea context of the Roman Empire. expansion means less than 10% error in of Pearls and the Alatian Sea. The feel of the Western Alliance was the Known World and 28% at 60°. The Of course these projections are just that, inspired by Shakespeare’s Histories and Helskir-Standard with a 500-mile and as has been seen already, the the comedies Cymbeline, As You Like It, expansion has Known World error of production schedule does change. and the Merry Wives of Windsor. Also 25% but there is only 13% error at 60°. important were Chaucer’s Canterbury What is so darn special about Tales. What humans created the first the NPC Renia that she appears Numerous diminutia and adventure kingdom after the Great Rain of in almost every gazetteer? ideas came from English Fairy Tales by Fire? Joseph Jacobs (the “Be Bold…” saying is Renia appeared as a pre-generated from the story “Mr. Fox”), The Book of The humans who existed around the character in X11 and X13. Her kingfisher Giant Stories by David L. Harrison (giant Borean Tier after the Great Rain of Fire emblem is a sign of royalty, and the Gaz fears), Celtic Fairy Tales by Neil Phillip, have their own story, but you will have to F line ran with the idea that she is of and the short story “The Selfish Giant” wait for upcoming gazetteers to see who royal – rather imperial – birth. by Oscar Wilde. they were and who they became. She represents a competing line for the Though not used in production of the throne of Thyatis. When Thincol the Gazetteers, readers might look up Manda What happened in the Borean Brave seized the imperial thrown in the Scout’s Boudica Quartet for parallels to Valley to produce undead? wake of the Alphatian Spike, he purged the Roag struggles against the Thyatians the officer corps and inexplicably ordered and Ghyrans. Marion Zimmer Bradley’s That, too, is a tale reserved for the future, the extermination of the Order of the Mists of Avalon series is germaine to the although a more distant one. Mark your White Drakes, a branch of the Empire’s Mabds of Taralon, and the Alphatian calendars for October 31, 2008 and stock “air force.” One theory is that the Order source of druidism was inspired by the up on holy water. was deeply loyal to another line in the synopsis of Atlantean contributions. imperial family and secreted those Finally, Michael Jeck’s A Knights How many prismatic magical members away. Renia now seeks Templar Mystery series (especially The items exist? answers to who she is in the north, as her Merchant’s Partner) is good for murder past is tied to Gabrionus IV and V. She mysteries in a medieval setting. There are four major items known to will likely appear as an NPC for future incorporate prismatic gemstones: the locales, as well. Elvenstar of Wendar, the Heartstone of Ghyr, the Stone of Death in Denagoth, and the one-use Yellow Diamond of Release in the Dale. Smaller gemstones appear in traditional magical devices. The magician Rusak has likely acquired many such gems.

55

VVAAUULLTTSS OFF PPAANNDDIIUUSS

The Western Alliance An Unofficial Game Accessory

“Fie, Fi, Fo, Fum! I smell the blood of a Thyatian!” bellowed the giant. Alexandra tried to hide behind a column, but to no avail. The giant spotted his quarry and covered the distance in three bounds, flinging his coat aside. Alexandra trembled as the giant lowered his massive head to her level. She knew what would happen next. “Milady, may I have this dance.”

This is the fifth entry in a series of unofficial Gazetteer gaming aids for enthusiasts of the world of Mystara. This work covers the Western Alliance, a collection of sparsly populated kingdoms far to the west of Norwold where Thyatian ambition failed to take hold.

“The Western Alliance” provides descriptions of the history, nations, races, and personalities of a land where the simple tricks of the street magician delight the children, and great giants fill their dreams. But not every fairy tale has a happy ending, some monsters do lurk beneath the bed, and sometimes the king goes mad.

This product also provides guidelines for playing hill giants and a new performer class, the magician.