TIME OF THE DRAGON Official Game Accessory

THE GUIDE BOOK TO TALADAS

BY DAVID “ZEB” COOK

C REDITS:

Design: David “Zeb” Cook Cartography: Dave Sutherland, Dave LaForce Editing: Typography: Gaye O’Keefe Cover Art: Robin Wood, Keylining: Stephanie Tabat Interior Art:

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TSR, Inc. ISBN 0-88038-773-4 PRODUCTS OF YOUR IMAGINATION™ 1050XXX1501

Permission granted to photocopy or print this product for personal use. T ABLE OF CONTENTS

The Guide Book to Taladas...... 4 The First Edicts ...... 63 The Geography of Taladas...... 7 The Armach-nesti ...... 63 Northern Hosk...... 11 Religion ...... 64 The Tamire ...... 11 Thenol ...... 66 TheUigan...... l2 The Thenolites ...... 67 The Clans...... 18 History ...... 68 The Ilquar Goblins ...... 21 The Government of Thenol ...... 69 The Kazar ...... 25 The Army ...... 69 The Pureshk ...... 25 New Aurim ...... 72 The Panak Desert ...... 26 Hawkbluff ...... 73 The Ice People...... 27 Blackwater Glade ...... 74 The Ring Mountains...... 28 The Hulderfolk ...... 77 The First People ...... 30 The Steamwall ...... 79 The Saqualaminoi ...... 32 The Hobgoblins ...... 80 The Glass-Sailors ...... 32 The Marsh ...... 81 The Gnomoi of the Columns ...... 35 The Fianawar ...... 82 The Scorned...... 37 The Fisheries and Neron ...... 85 The Tiderun...... 40 The Payan Mako ...... 85 Rudil ...... 41 The Shark Men ...... 86 Southern Hosk...... 43 The Wild Elves of Neron ...... 87 The Imperial League of Minotaurs...... 44 Baltch ...... 90 The Lands of the League ...... 45 Old Aurim and the Rainward Isles ...... 93 The Provinces ...... 45 The Hobgoblins ...... 94 Society and Social Class ...... 47 The People of the Isles ...... 96 The Government ...... 49 Hitehkel ...... 99 Minotaur Justice ...... 49 The Spire Mountain Gnomes...... 100 TheArmyoftheLeague ...... 52 Gnomoi and Minoi ...... 102 The Merchants of the League ...... 54 The Citadels ...... 103 Religions ...... 54 The Government and Army...... 104 The Cities of the League...... 55 The Priests of the Gnomes ...... 107 Armach ...... 60 Gnomish Inventions ...... 108 The People and Society ...... 60 The Sky Citadels...... 110 The Confederation ...... 62 The Tower of Flame ...... 110

3 GUIDE BOOK TO TALADAS

Ansalon. There was a time when it shared salon is the center of the world and the THE GUIDE BOOK a common thread, a little bit of history events there are of paramount impor- that was the same. But then the Age of tance to all of Krynn. To these story- TO TALADAS Dreams ended and the bonds between tellers, it is perfectly reasonable that the Ansalon and Taladas slowly loosened. Al- kender of Kendermore, the gnomes of “... the Greygem was loosed to drift though even today they share some com- Mount Nevermind, and the elves of away to the western lands, what we know mon features, each has taken a different Qualinesti and Silvanesti are the only as Ansalon, where it wrought its magic path through history. kinds of kender, gnomes, and elves that upon all the races there. Little is said of This set presents all the basic informa- are to be found. the land of the Greygem's source in the tion about the continent of Taladas and Quite simply, these historians and histories of men. The gnomes of Never- the lands and peoples therein. The Guide bards are wrong. While the history of An- mind may have histories that tell much Book of Taladas describes the past history salon is important, it is not the only his- more (if these have not been destroyed by of Taladas, its geography, climate, peo- tory of Krynn. Kender, gnomes, and the latest of their advancements). ples, and cultures. While the DM must elves take other forms than those found “It therefore stands that the Lands of certainly be aware of all the information on Ansalon. For these other people the the Greygem lie to the east, beyond the in the Guide Book, it is his decision to re- departure of the gods and the Cataclysm shores of once-arrogant Istar, if such lands veal anything contained in it to his play- did not occur because of the vanity and exist at all, for there has been no mention ers. Certainly he will find many things he arrogance of the King-Priest. As the DM, of them even for centuries before the Cat- feels they should know, however the deci- you will discover that things in Taladas aclysm. Mentioned only during the Age sion is left for him to make. The Book of are often not what you have come to ex- of Light, this is likely to be no more than Adventure presents information for the pect from the world of Krynn. True, there a story told to children at night.” DM alone. Included in this are major and are kender and gnomes and minotaurs, minor NPCs, new monsters, detailed even draconians, but they may be very —Astinus of Palanthus rules for player character “mad” gnomes, different from those of Ansalon. This is Once there was a planet called Krynn goblins, ogres, and minotaurs, encounter part of the fun of discovering and explor- where man and elf, dwarf and gnome, tables, ™ rules informa- ing Taladas. Now you have new surprises minotaur and dragon dwelled. They tion, and new background on the gods of and unexpected twists to spring upon lived in a land called Ansalon and knew Krynn. your players. no other. Krynn was a vast planet and Also in this set are 24 map cards. These At the same time, not everything is to- there were more places than just Ansalon, cards present detailed maps of sites of in- tally new; there are features the two con- but the men of Ansalon were too busy terest, gnome inventions, and examples tinents share in common. The gods of with their own affairs, too concerned with dress and clothing of the people of Tala- Ansalon are also the gods of Taladas. gods and dragons, to learn of the rest of das. Brief key descriptions are found on Their names are different, as are the leg- their world. the backs of the cards. For convenience, ends that surround them, but they have Perhaps now, with the of the the keys are arranged on the backs of dif- the power to overcome mere obstacles of Lance over, those of Ansalon will gain the ferent cards, so that both the map and space and time. Their wars and struggles desire to explore and expand. But what key are available during play. Finally, make up part of the common background will they find? What else is there on the there are four large, four-color maps. Two and history of the world. planet of Krynn? of these join together to form a map of It is important to remember these dif- provides part of Taladas. The other two are a detailed map ferences when dealing with Taladas. The that answer. Within the pages of these of a region of Taladas and a map of Kris- rules and attitudes that you and your books is a detailed description of an en- tophan, capital of the Minotaur League. players may be familiar with do not nec- tirely new land—Taladas—and its inhab- essarily apply here. As the DM, you must itants. For those used to the people and constantly be aware of this so you can re- attitudes of Ansalon, Taladas is a land of A NSALON AND educate your players in an exciting and surprises. Separated by a broad extent of T ALADAS entertaining fashion. ocean, it is very different from Ansalon. What do these people know of the Up to now, everything that has ever Kinslayer War, the arrogance of the been presented about the world of Krynn T HE HISTORY OF Priest-Kings of Istar and their humbling has been from the Ansalonian point of T ALADAS at the hands of the gods? Have their lands view. The world, its gods, its history, and been ravaged by dragons or their children events have all been told as they relate to The people of Taladas, all the cultures slain by draconians? Ansalon, the continent where the War of and tribes, have never had the benefit of Taladas is a very different world from the Lance was fought. To the tellers, An- the services of the great historian Astinus

4 GUIDE BOOK TO TALADAS

of Palanthus. There is no grand record of hammer formed the stars, while the im- Mount Garath, drawing upon the history such as the Iconochronos. Indeed, purities formed the world. The other magical might of Lunias (Lunitari). such a history is nearly impossible, since gods set to fashioning the spirits of Within this gem, Udras (Sirrion) the most of the people of Taladas have no gnomes and men. (Ansalon tradition says Alchemist blends massive magical written language and rely instead on oral that Reorx was forging the world, not power. The gem is presented to the traditions. The primary written histories men.) First King, the gnomoi Aldinanachru, are found among the gnomes of Hi- The All-Saints War: Reorx finishes the as a sign of favor from Reorx to his tehkel, the Lost Silvanesti, and the cities mortal forms. Before they can be set upon kind. In Ansalon this gem is known as of the League. Most written histories fol- the world, the gods fall to fighting. Those the Greystone (or Greygem) of Garath. low the dating conventions of Ansalon of good announce that the spirits must Aldinanachru orders the Grathanich (Pri-Cataclius and Alt-Cataclius) brought have dominion over the world. Reorx placed in the tower of Lunias atop over by the minotaurs of the League and balks at this, holding that he did not cre- the Lost Silvanesti. The gnomes of Hi- Mount Garath. tehkel divide history into three periods: ate this world for dominion. The evil circa 3100 Grathanich Released: Hiteh The Birthing Age, from that moment gods seize the opportunity and plunge (Hiddukel) tricks Milgas Kadwar of the Reorx created them to the releasing of the the infant universe into the All-Saints minoi into releasing the Grathanich. It Greygem; The Cursed Age, from the re- War, hoping in the end to corrupt the drifts off to the west, wreaking havoc leasing of the Greygem to the Cataclysm; new forms to their service. through its magical energies. In pun- and Reorx’s Gift, the current age. End of the All-Saints War: Blindel, the ishment for their foolishness, Reorx For convenience, the timeline below Dolphin-Lord (Habbakuk) persuades banishes the Kadwar, largest of the mi- uses Astinus’s division of history into five Graylord (Gilean) to go to Reorx’s tent noi clans, to pursue the Grathanich different ages: the Age of Dreams, the and chant part of the secret knowledge across Krynn. (When the Kadwar ar- Age of Light, the Age of Might, the Age that only he knows, showing the path of rive in Ansalon, they abandon the mi- of Darkness, and the Age of Dragons. Darkness. Reorx relents in his refusal to noi name to become the gnomes of Some of these ages have significance for aid the gods of good and unites with Mount Nevermind.) the people of Taladas; others are without them. Together, they force the gods of 2140 Kinslayer War (Ansalon) meaning and are provided only as refer- evil to retreat. Fearing imminent destruc- 2050 to 2030 The Great March (Ansa- ence points. Furthermore, the timeline tion of the Balance, the Highfather from lon) also provides dates for selected events in Beyond decrees the Balance of the World. 1241 Fall of Ergoth (Ansalon) Ansalon. These are given when interpre- The gifts are bestowed upon the races and tation of identical events varies widely be- Reorx allows them to enter into the forms tween the two lands or to serve as THE AGE OF DARKNESS he has created. reference points for comparing the two Krynn is Populated: The spirits enter 0 The Cataclysm Strikes: While Ansalon histories. the world according to their forms. There is pounded by a series of disastrous me- is no agreement among the races as to teor strikes, Taladas is rent by a single THE AGE OF DREAMS who was first. The minotaurs claim the massive blow. The central plain is torn asunder and Hiteh’s Night begins. This period of the history of Krynn is ogres preceded all, while the elves set 1 to 20 Hiteh‘s Night: Following the the most mystical and least documented themselves first. Men claim all populated Cataclysm, the sky is darkened by ash of all. At the same time, this period has the world at once. Both the gnomes and the highest correlation between the histo- dwarves of Taladas claim to be the fast and smoke and fire. Moutains rise ries of Taladas and Ansalon, for this is the children of Reorx. overnight from level ground. Torren- age of the gods. tial rains create seas where deserts once were. The black sky is lit from The Gods Awaken: The gods emerge THE AGE OF LIGHT from the Beyond into the chaos of the the glow of volcanoes. Disease ap- circa 4000 PC The Birth of the Minoi: Universe. The Highfather remains be- pears. The priests of Taladas suddenly Reorx foolishly attempts to teach the hind, but charges his children with the discover they have lost their spells and humans the arts of the forge and the creation of all. To this end, the gods pro- are unable to cure or heal. Disease and machine, after having taught these to claim the Balance and slow the Chaos to death sweep the land on an unprece- the gnomoi. They do not meet his ex- make Order. In doing so, they divide into dented scale. Plagues of cholera, Good, Evil, and Neutrality. pectations and so he curses them, black death, and influenza all exact a transforming them into the minoi. (In The Stars are Born: According to the devastating toll upon a population Ansalon, the minoi are the only gnomes, Reorx decided to begin the forg- that has never developed a strong im- gnomes known.) ing of men. In the initial stages of shap- munity to disease. circa 3500 The Making of Grathanich: ing, the sparks from the anvil and 21 Mislaxa’s Return: Priests of Mislaxa Reorx forges the Grathanich atop (Mishakal) regain their powers on Tala-

5 G UIDE BOOK TO TALADAS

das. Mislaxa, unable to bear the torment ter of Taladas. There he works to re- heart of the fire minions’ lands, the of the innocent of Taladas who suffer for lease more dragons and recruit the attempt succeeds in terrifying the en- the sins of Ansalon, secretly returns her strange creatures that live in this fiery emy. At the same time, Erestem power to those of her priests who have re- world. forces Hiteh to withdraw mained faithful through Hiteh’s Night. 243 to 252 The Gnomoi War: The min- from the fight, fearing he will squan- Because her actions are in defiance of the ions of Hiteh attempt to seize the Cit- der valuable resources. No formal other gods, Mislaxa is forced to charge her adel of Aldinanachru, the for- peace is declared, but the fire minions followers with the greatest secrecy. Her ward-most outpost of the Gnomoi curtail any major expeditions against priests go underground, hiding their ex- Lands, as a first test of the infant the gnomes, although they continue istence from all authorities. The Mystery Dragonarmies. This opens the Gno- to conduct raids. The fire minions be- Cult of Mislaxa is begun. moi War between the dragons and come hostile to humans, remember- 210 Returns: Entering through fire-beings of Hitehkel and the gno- ing their part in the attack. the Foundation Stone in Ansalon, moi. For the most part the war is a se- 296 The Oath: The evil dragons brought Takhisis (commonly known as the god ries of small skirmishes marked by back into the world by Erestem call a Erestem) journeys to Taladas to free intense sieges. The Maker Ergormac- Council of the Animal Lords, sum- the evil dragons. She finds an open- droniskar designs the first of the fire- moning the dragons to the Isle of ing to their place of exile at the heart fleet, gnomish ships capable of Dragons. There they exact the Oath of the Burning Sea. Released, the evil sailing across the seas of open lava. of Neutrality from the good dragons. dragons begin to explore the changed The knowledge is spread from citadel 315 to 317 The Usurpation: Erestem, world of Krynn, slowly appearing to citadel as the gnomes commence a having already noticed Hiteh’s activ- throughout Taladas. Contact with the major construction program intended ity, decides to annex it into her plans dragons is infrequent however, as to end the war. to dominate Krynn. Hiteh the Mer- Takhisis does not care to have their 255 Storming the Tower of Flame: Their chant works out a deal with Erestem presence known just yet. fleet assembled, the gnomoi recruit whereby Erestem speaks through 232 Hiteh Appears in Taladas: Follow- human mercenaries and sail them to him. In the end however, Erestem ing the lead of Erestem (Takhisis), Hi- the Tower of Flame at the center of usurps his position, assembling her teh (Hiddukel) appears and extends the Burning Sea. Although they fail own horde of the fire minions. Hiteh, his influence into the lava-filled cen- to capture the Tower, which is the

6 G UIDE BOOK TO TALADAS

enraged at being outsmarted, retreats to PRE-CATACLYSM TALADAS POST-CATACLYSM TALADAS the Void. Stretching from the cold north to the No one knows for certain the precise warmer climes of the equator, Taladas was details of the Cataclysm night, for these THE AGE OF DRAGONS once a single continent surrounded by are hidden in the secret thoughts of the 330 Dragons Disappear from Taladas: In concentric rings of outlying islands. Al- gods. Whether Krynn swept through an preparation for the attack on Ansa- though a single landmass, the continent asteroid field (as the more scientific- lon, evil dragons are sighted leaving was formed by a series of plates. Several minded gnomes believe), sparks from Taladas in mass flights. However, ranges of mountains rose, beginning in Reorx’s forge struck the earth (a dwarven some of their kind refuse to obey Eres- the west central region and arcing to the belief), or the Evil God Erestem (Takhisis) tem, preferring their lives here. These northeast and southeast. Farther north- fashioned a great stone and hurled it at creatures become known as the west, beyond the ranges, lay the Ice Des- Krynn (as the horsemen of the Tamire othlorx (the Uninvolved), the first erts, a cold and bitter land separated from maintain) is not important. During that dragons of neutrality. Erestem curses the mountains by a band of pine forest night, Ansalon was struck by a series of the othlorx. and steppe known as the Tamire. From large meteorites (or mountains), causing 345 Good Dragons Arrive: The first of the shore of the Ice Deserts, travelers the widespread destruction that created the good dragons are sighted over Ta- could see large packs of ice drifting south- the Ansalon of today. ladas. Although prevented by the ward. The Cataclysm came to Taladas with Oath from becoming involved in the The eastern coast of Taladas was rag- one significant change: Instead of a series War of the Lance on Ansalon, noth- gedly split by an arm of the Urdile Ocean, of small strikes, the continent was struck ing prevents the good dragons from creating a large sea, variously known as by a single, massive blow. Why this did searching for their eggs. The search the Taladan or Indanalis Sea. To the south not shatter Krynn completely can only be carries them throughout the lands of of the Indanalis, a low mountain range surmised. Quite possibly this did not oc- Taladas. ran the length of the coast of the penin- cur since the gods sought only to punish 352 Good Dragons Depart: News of the sula. On the other side of the range were and not utterly destroy. secret of the draconians is carried to the jungles of Neron. And punish they did. The blow struck the good dragons searching Taladas. The winds sweeping off the Southern the center of the continental group that Freed from their Oath, most fly off to Ocean normally stalled along the slopes forms Taladas, in a region of open plain the west to avenge their children. of the Neron Mountains, depositing their just east of the great mountain chains. However, some refuse the call, prefer- rains on the southern slopes. Although The impact was tremendous. The conti- ring to remain in Taladas. These drag- the storms occasionally swept over the nent tore apart along the tectonic plates. ons become neutral and are shunned rounded peaks, most of the northern New faults appeared, spreading both ra- by the good dragons, who view them slope was hot, rugged, and dry, though it dially and concentrically out from the with contempt and hatred. Outcast was far from a desert. At the far end of point of impact. The mountain ranges to by both forces, the refusers find the peninsula the mountains tapered out the west, already geologically unstable, themselves identified with the and the land became a swampy delta. roused once more into volcanic fury. othlorx, although the good dragons North of the Indanalis Sea were the Earthquakes and eruptions shook the refer to them as the Oath-bound. rich forests of Aurim. The land here was land. mostly rolling hills mixed with open One major fault split through the ranges and reached the western ocean. THE GEOGRAPHY OF plains. Watered by the warm breezes off the Indanalis Sea, the forests, primarily Water from that ocean flooded into the TALADAS of hardwoods with some pines, were breach reaching all the way to the Indana- filled with game. The plains were noted lis Sea. At the same time, new activity The landscape of Taladas is highly unu- for their good farmland. Indeed even the drove up unseen lands across the mouth sual, a result of the force of the Cata- Urdile Ocean off the coast of Aurim was of that sea, cutting it off from the Urdile clysm. Prior to it, Taladas, Ansalon, and famous for its fine fishing banks. It was Ocean. The western end of the Neron pe- all of Krynn were ordinary places, at least here, among all the riches of the earth, ninsula was likewise shattered, the oceans geologically. The land masses were stable that the first strong kingdoms of Taladas there also flooding into the newly-shaped and relatively unexceptional. All of that formed, assembling the nomad tribes Indanalis Sea. Taladas all but disappeared was drastically changed overnight. To un- into settled and strong governments. in an explosive burst of volcano-heated derstand how Taladas has become what it But all this changed with Hiteh’s steam. is, one must know what Taladas once was Night. With the impact, the rich land of and what happened to it in the Cataclysm northeast was shattered by newly-formed that wracked all of Krynn. fissures. The rolling hills split and rose

7 G UIDE BOOK TO TALADAS

into mountains, while the tectonic plates Arctic winds give most of the desert a layer that support the cities of the League, of the plains tilted and sank, combining of permafrost. During the winters, sting- while to the south are the forests of with the easterly remains of the Indanalis ing blasts of snow and ice rip across the Thenol. Temperate along their upper Sea, while sulphur-filled rain clouds open ground. Only a few mosses and low- reaches, Thenol’s forests gradually be- swept eastward on the prevailing winds, growing plants survive in this region of come subtropical near Thunderbreach all to create the Storm Sea. Farther be- bitter cold and little water. Feeding on Strait. yond it, the grey rains soaked the remain- these are small herds of nasif a type of car- The inner arc of Southern Hosk has ing northern woodlands, creating the ibou tended by the nomads of the desert. risen into a massive block of jagged Black Forests. The incipient kingdoms of Along the inner edge of Northern mountains. Towering over the Indanalis Aurim were shattered and destroyed. Hosk are the Ring Mountains. Part an- Sea, these mountains, known as the The Taladas that has emerged from the cient range, part detritus of the Cata- Steamwall, force back the rising steam darkness of Hiteh’s Night is very different clysm, the Ring Mountains run the and gasses from the Indanalis (or Sea of from the single land that it once was. The length of Northern Hosk. In the south, Poison) and Hitehkel, protecting the continent has divided along several dif- the outer slopes receive the bulk of the land to the west from these noxious ferent fault lines, forming several distinct rains off the Western Ocean, making the clouds. regions. mountain valleys lush and temperate year Westerly winds, sweeping over the The western part of Taladas, though es- round. Farther north, the land becomes peaks and through the Tiderun Gap, caping the massive destruction of the drier and colder. That part of the range push the rain-laden clouds east over east, was split by a fault running east to edging the Panak Desert is often snow- Neron and Aurim, there to drop their west, dividing the land into two sections. bound for months. Only the warming poisonous rains. The Steamwall Moun- These are known as Northern and South- currents from Hitehkel prevent these tains are dead and barren, their ground ern Hosk. The southeastern section of Ta- peaks from permanent glaciation. sharp and coated in pasty acidic ash. Only ladas, although much changed, is still On the inner side of the mountains, a few incredibly hardy plants manage to known as Neron. The northeast, once the vales and snows give way to the Shin- grow here. called Aurim, is now the land of the ing Lands. This is a region of glassified The Steamwall ends at Thunderbreach Storm Sea and, farther out, the Rainward lava flows, polished by the deadly razor Strait, the southern opening to the In- Isles. Parts of the western shore of the storms that sweep down out of the moun- danalis Sea. Here, ground faults opened Storm Sea, where habitable, are remem- tains into the boiling cauldron of Hi- precipitously, like a massive dam break- bered by the old name of Aurim, while tehkel. ing during the early years of Hiteh’s the central eastern area is called the Black Separating Northern and Southern Night. The homes and lands that were Forests. At the very center of the conti- Hosk is the Tiderun, the fault opened to not destroyed by the initial impact and nent is a new land, Hitehkel, the open the Western Sea. Although most of the the subsequent eruptions were merci- wound of Krynn. subsidence was fairly slight (except where lessly swept away by the pouring flood of Northern Hosk is the largest land area the mountains were split), it was suffi- the Windless Ocean. The narrowest point of the new Taladas. It encompasses most cient to drop the channel below sea-level of the strait is still the site of underwater of the lands north and northwest of Hi- in most places. The flow of the run is gov- volcanic activity. tehkel. Northern Hosk is divided into erned by the tides of the Western Ocean. In the waters of the strait outside the three main regions—the Tamire, the During the highest tides, the water Thunderbreach are a series of islands Panak Desert, and the Ring Mountains. rushes freely into the new Indanalis Sea. known as the Fisheries. The largest of Filling the coastal plain, the Tamire is a During periods of low tide, the run re- these islands is Syldar. The warm waters broad expanse of open steppe, dotted cedes, its banks shrinking. At the moun- of the southern ocean combine with the with occasional woodlands and a few low tain gap, the Tiderun withdraws shallow shelf of the strait to create an area mountain ridges. The land is dry, as the completely, leaving a muddy flat that can rich in plankton. Corals abound, slowly westerly winds sweep most of the rain- be crossed. building reefs and atolls around which laden clouds quickly over the Tamire. The Below the Tiderun lies Southern Hosk, strange currents rush. Huge schools of low mountain ranges force some rains to the second-largest land area of Taladas tropical fish make the strait a fisherman’s fall, making them islands of green forests and the most populated. Along the outer paradise, provided he can navigate the in the midst of the open ground. Most of arc of the land are important fishing treacherous waters. the Tamire is covered in tall, dry grasses. banks of Hoor, just outside the Bay of Ar- Some of the winds that blow east out of The roots of these form a near- mach. Armach itself is nestled at the the Indanalis Sea turn to the southeast impenetrable mat, making the land suit- southern end of the New Mountains, a se- and mingle with the tropical storms that able for little but grazing. ries of concentric ranges raised during Hi- come off the Windless Sea. These south- Along its northern edge, the Tamire teh’s Night. These mountains are dotted ern rains thin and dissipate the poisons gradually gives way to the Panak Desert. with volcanoes, hot springs, and other carried from Hitehkel, lessening their This is a stony, rock-pan desert broken by signs of geothermal activity. North of the deadly effect on Neron. The abundant weirdly eroded badlands and dry washes. New Mountains are the rich farmlands rains, hot temperatures, and even per-

8 G UIDE BOOK TO TALADAS

haps the exotic nutrients from the ash weather (another gift from Hitehkel) are of sweltering rain. All exposed goods be- have made the ancient jungles of Neron thought too dangerous to risk, especially come crusted with strange minerals and even darker and thicker. Strange creatures since the water has poisoned all but the infested with mildewy rot. Metals tarnish and wild tribes live in the hidden recesses most fearsome of sea creatures. overnight. Leather molds. Cloth becomes of the forests, where they are rumored to Thrusting out from Aurim is a newly- stiff, then brittle. Food takes on the be locked in perpetual wars with each formed peninsula that appeared when stench of sulphur. other. the lands beneath the Storm Sea sank. Just beyond the Sea of Poison are the As the Neron peninsula extends out, Here the land is far enough from Hi- Spires, cloaked in steam from the boiling the low range of mountains that rises in tehkel to support plants and life, yet close lava that runs down their slopes and into the center gradually tapers away, becom- enough to be twisted and warped by the the ocean. The Spires are the most active ing first thickly forested hills and finally strange gasses that blow ashore. This has volcanoes of all Taladas, an entire range disappearing into a lowland area of created the Black Forests, expanses of belching ash, fumes, magma, and lava swamp known as the Reed Delta. Fed by warped woods draped with gray-green flows. Yet even here there is life, for the the heavy rains and sunken somewhat in mosses. The woods are filled with dark gnomes have found themselves havens of the Cataclysm, the Reed Delta is a mix- creatures, long cut off from all others by safety amid all the chaos. ture of freshwater cane grass and saltwater the wasteland of Aurim. Occasionally in- At the very heart of Hitehkel is Hiteh’s mangrove swamp. The delta has gradu- habitants roam down the coast into Realm. This is the land storytellers iden- ally expanded over the years, slowly de- Neron and similar creatures can be found tify as Hell, the Abyss brought into the positing the ash-laden silt washed down in the darkest parts of both areas. world. It is the open wound of Krynn. from the mountains. To the northeast of the main continent The outer ring is a cooling crust of lava— Beyond the Reed Delta is the island of are the last remnants of Aurim, now thick here, thin there, shifting and crack- Baltch. Split asunder from the peninsula called the Rainward Isles. Consisting of ing, treacherous to cross. It is like a moor, during the Cataclysm, the people of one main island and a number of seaward solid in some spots, quicksand in others, Baltch have isolated themselves from out- banks, the Rainward Isles earn their name where a misstep leads to a fiery doom. side contact. Their island is low, barely from the near-perpetual rains and grey The air reeks with poisonous gasses and above sea level. Dikes and levees protect skies of that land. Here the warm, sweltering heat. the islanders from the fierce storms that moisture-laden winds from Hitehkel Worse still is the very center—the threaten to wash their land away. meet cooler sea breezes, resulting in fre- Great Burning Sea. Here the earth The northern edge of Neron is sepa- quent showers over the land. Although bleeds, constantly churning forth fresh rated from Aurim by a low range of most of the pollutants have dropped magma before the surface has a chance to mountains. Once they formed the back- away by the time the winds reach the cool. It is an ocean of melted rock, un- bone of the peninsula, but since the Cat- isles, black, tarry rains do fall from time crossable by all but the most extraordi- aclysm they have pulled away to the to time. Though warm at the outset, the nary means. The atmosphere here is pure north, creating Udras Bay. The moun- rains quickly become clammy and bone- poison and the temperature is high tains keep most of the poisonous winds of chilling, making the Rainward Isles a enough to scorch a man in a matter of Hitehkel north of Neron with only a por- gray, damp, and cold place. minutes. Few, save the gnomes, have ever tion blowing through the Thunderbreach Finally, at the center of all is Hitehkel. ventured here, for it can only be com- Strait. Once this had been the land of Aurim pared to standing in the heart of a vol- North of the mountains is the land of and the Indanalis Sea, but the great strike cano. Aurim. Once this was a rich and fertile of the Cataclysm changed all that. It is plain. Now it is a dead wasteland. Shat- now a like a great festering sore in the tered by the Cataclysm, Aurim lies di- center of Taladas. rectly in the path of the killing gasses and Between the Steamwall Mountains and choking ash spewed out from Hitehkel. Hitehkel proper lies the new Indanalis The land is gray and dust-covered. Trees Sea or, as it is also known, the Sea of Poi- are withered and petrified by the strange son. Trapped between two massive fumes that rise from the center of the mountain ranges and kept seething and earth. Only the hardiest, most perverse, boiling by ever-fresh flows of lava, the and foulest creatures live among the dead Sea of Poison is rich in deadly salts and ruins of Aurim. brines. Only the oddest and most deadly Lapping at the shores of Aurim is creatures can survive in its foul waters. what’s left of the old Indanalis Sea. The waters here quickly crumble wood Noted for its freakish weather and sting- and etch metal, which makes sailing this ing, chemical-laden water, this is now sea an adventure few care to risk. The sun known as the Storm Sea. Little traffic is blotted out by the constant clouds of plies its waves, for its abrupt shifts in sulphurous steam and the dreary drizzles

9

N ORTHERN HOSK

within the range are the Shining Lands, The northern and southern ranges are N ORTHERN HOSK expanses of smooth glassified basalt called, in the Uigan tongue, Uesi Ilquar scoured and polished by deadly winds of (Big Ilquar) and Burya Ilquar (Little Il- Northern Hosk razor-sharp sands. quar) respectively. Running between them is a broad gap known as the Tamo- “The sunlight guides our paths giur (Land for Passing Through). This To the tents of our mothers. T HE TAMIRE gap has played a role as a major boundary The grass guides our paths and parley site between different tribes of The Tamire (which means “Fair Land” To the tents of our fathers. the Tamire throughout history. in the tongue of the Uigan) is a gently The water guides our path Because they receive more water than rolling plain dotted with low-rising To the tents of our sisters. the surrounding plains, the Ilquar Moun- mountain ranges and scattered areas of The deer guides our path tains are thickly covered in forests of mixed dense woodland thickets. The majority of To the tents of our brothers. pine and hardwoods, although the hearts the land, however, is covered by tall-grass Our liver guides our path of the ranges rise above the tree line. These prairie and thorny scrub. To the tents of our cousins.” forests provide the people of the Tamire Although it covers a broad area of North- —Traditional Uigan greeting with most of their wood for carving and ern Hosk, weather conditions are fairly uni- cart- building. Musk deer, foxes, boars, form throughout the Tamire. The seasonal Northern Hosk is the largest of all the martens, bears, and sables lair in the variations are extreme. The average sum- lands of Taladas and has the second- wooded slopes along with packs of hunt- mer temperature is in the mid 80s to low largest population. It is a land of geologi- ing spiders and goblin tribes. The forests 90s while the winter average is 5 to 10° cal wonders set in harsh surroundings. are filled with woodland birds and small Fahrenheit. Extremes of 100° + to -30° can Fabled and little known to the lands of mammals—mice, shrews, squirrels, rab- occur. The farther north one travels the south, it has been the homeland of bits, and chipmunks, making the forest through the Tamire, the lower the average innumerable nomadic tribes that are con- rich for hunting. The trees also provide a temperatures become. Furthermore, in the stantly melding, splitting, conquering, winter haven for many of the animals of northern regions the temperature drops at and raiding one another. These people the steppe, particularly antelope, horses, night and rises during the day quite have learned to eke out an existence in and the rare steppe tiger, all seeking the quickly, making for scorching, dry days fol- the harshest conditions from the dusty shelter of the wooded lower slopes. lowed by freezing nights. Rains are steppes of the south to the icy wastes of On the steppes dwell herds of ante- infrequent—the average rainfall is a little the far north. lope, wild horses, and camels (to the over a foot a year. During the winter the Northern Hosk consists of three princi- north), all of which live off the tough- ground is normally covered with a thin pal areas. The largest and most settled is stemmed grasses and winter, mosses of the crust of snow and ferocious blizzards some- the Tamire, an expanse of steppe reaching plain. These animals are preyed upon by times roar over the open land. from the Tiderun to the midpoint of the ankhegs, bulettes, wild dogs, and wolves The Tamire rests atop a solid granite continent. This land is known for its that follow the herds as they migrate shield that was pushed up somewhat dur- fierce riders, both human and elven. across the steppes. Less frequently met ing the Cataclysm. Thus the shoreline Along its southern coast, near the mouth are the scarce steppe tigers. Once these along most of its length is cliff-like and of the Tiderun, are several trading cities, roamed widely over the Tamire. Now they jagged, with few good harbors or landing nominal members of the Southern are only found in the region of the Ilquar points. The shore does taper off to the League. Mountains. Around these mountains, south, giving way to broad, open beaches The other major region is the Panak too, are the prized falcons, sought after at the mouth of the Tiderun. Desert. Only a few tribes live in this fro- by chieftains and kings. These birds prey The shield has been thrust up through zen waste, tending herds of nasif and on the rabbits, mice, ground squirrels, the surrounding plain to create two low fishing in the icy waters of the and game hens that dwell in the grass- mountain ranges down the center of the Guurlamskas, the Northern Sea. land. Tamire. The northern end of these ranges Isolating Tamire from the rest of Tala- True is the old Uigan saying that states, marks the edge of the Tamire proper. das are the Tiderun and the Ring Moun- “Only the witless bowman starves,” refer- Though low and rounded, both ranges tains. The former is only a minor ring to the riches of their land. The are dotted with numerous outcroppings obstacle, except for those foolish enough Uigan have indeed fared well in a land of granite, fissured and split with age. not to mind the ebb and flow of the tides. many others would find too harsh, but Their height above the rest of the plateau The latter is much more formidable and they are not the only tribe that lives in the forces more rain to fall on their slopes and harbors both riches and dangers. Within Tamire. Many nomadic and semi- also serves to break the fury of the winter its folds and ridges are goblin tribes and nomadic bands of humans and elves have storms blown in from the ocean. the fabled Howling Demons. Deep long been a part of life in the Tamire.

11 NORTHERN HOSK

Among the human tribes, the Uigan is tively new, as the oldest (Rudil) was ing them from effective action against currently the largest and most powerful founded only 123 years ago. Rudil has their neighbors. Only the elves’ berserk force on the steppes. Other human tribes prospered but not grown, its size re- intensity as warriors has prevented the include the Kazar, Pureshk, Purgi, and stricted by the treaty negotiated with the Uigan and the Kazar from encroaching Alan-atu. There are also many smaller Uigan in the early years of its founding. deeply into their lands. clans that are not yet accorded the status Still, it is the largest of the three cities, of true tribes. Although these tribes bear the other two being trading outposts that T HE UIGAN many superficial similarities, each have arisen to accommodate the increas- proudly considers itself quite different ing flow of trade between the League and The Uigan people are a short, slender from the others. It is a grievous insult to Northern Hosk. race. Skin tones range from a pale, weath- knowingly misname a man’s tribe. Currently, the Uigan are the dominant ered brown to yellow-white. The head is Fewer in number but perhaps more power on the steppes. Their tribe numbers somewhat narrow and long. Unlike their tightly organized and ferocious are the Elf approximately 60,000 to 70,000 people, Kazar cousins, Uigan heads are not de- Clans, the hosk’i imou merkitsa or “peo- divided between 130 different family formed or shaped during childhood. Eyes ple of the land before [the Cataclysm] .” clans. However, sheer numbers alone are dark with the characteristic epicanthic Claiming a birthright to Hosk far older would not be enough to make the Uigan fold. The nose is somewhat flattened and than that of the humans, the elves have formidable. At other times, the total the cheekbones are usually high and maintained their barbaric lifestyle for cen- membership in the tribe has been much prominent. The chin is sharp and strong. turies. Although normally preferring to greater. The Uigan have been successful Most Uigans have coarse black or dark red attack their ancestral enemies the goblins, because they have a strong leader, Yakinf hair. Light brown or blond hair is virtually the elves are not above raiding human Boyla (Boyla being the chieftain’s title), unknown. (When it does occur it is nor- tribes or even other elven clans, should the who has kept the family clans unified. mally the result of marriages outside the opportunity present itself. The Uigan dominate the steppes be- Uigan/Kazar group.) Men have fine- Although they consider themselves to tween the ocean and the Ilquar Moun- textured facial hair; carefully groomed all be of one tribe, tracing their lineage tains and patrol the Tamogiur, thus beards and mustaches are not uncommon. back to a common family, the elves are ef- effectively controlling the majority of Aside from these biological characteris- fectively divided into tribal clans. Each trade throughout the Tamire. tics, Uigan appearance is quite distinc- clan has a separate totem, a quoyai or Loosely allied to the Uigan are the tive. An Uigan male, upon coming of “spirit-protector,” that can be called upon Purgi and Pureshk tribes, smallest of the age, has blue-black tattoos applied to his in times of great danger to the clan. Totem remaining human tribes. The Kazar live cheekbones and forehead. The pattern of clans include the Tiger, Bear, Fox, Horse, in the far northern end of the Tamire the tattoo varies according to family; the Snake, and Falcon. All the elf clans are ex- along both sides of Uesi Ilquar. They mi- size and number of the tattoos give a gen- ceptionally skilled in the handling of the grate to the southwestern end of the eral indication of the prowess and rank of horse and bow, surpassing even the best Panak Desert during the short summer the wearer. horsemen of the human tribes. season and then return to their tradi- Fighting men shave their heads, except Between the humans and the elves are tional winter grounds in the northern Il- for a single lock on the left side. This lock the Goblin Villages. Long hunted by the quars at the beginning of the fall. The is braided and bound with a silver clasp. elves and persecuted by the humans, the Kazar are fierce warriors, skirmishing fre- Priests shave their heads completely. goblins have formed a loose collection of quently with the Uigan, Elf Clans, and Other men (wizards and slaves) wear their family- based villages in the Ilquar Moun- the Ice People of the Panak, but their hair long. Slaves are not allowed to bind tains. Located on the peaks overlooking numbers are small; the entire tribe con- their hair in any manner, while wizards the trade routes, each village is little more tains perhaps 30,000 people. commonly fix theirs into long braids. than a mud-brick and stone fortress. The Alan-atu are a mountain people, Uigan women allow their hair to grow Around these the goblins hunt, grow a raising herds in the green valleys of the Il- long and then draw it up on top of the few meager crops, and raid their human quars. Their concerns are much more head, fastening it with gold and silver and elven neighbors. Centuries of coex- with the Goblin Villages and raiding bands and covering the top with a small istence have taught them not to molest Uigan horsemen than with seldom- cap. Before a woman is married, this cap the that move along the trade encountered elven raiders. is commonly white (which is considered routes and sometimes they will even rally On the inland side of the Ilquar an auspicious color). After marriage the to the defense of a favored merchant. ranges, the Tamire is dominated by the cap worn is normally red or blue, depend- Finally, along the coast near the mouth Elf Clans. Altogether, the clans have a ing on the particular family custom! No of the Tiderun are Rudil, Milgath, and population of about 50,000. However special provisions are made to distinguish Barask—the New Cities of the League of the elves are much divided by long- children of either sex. Minotaurs. These three cities are rela- standing intra-tribal feuds, thus prevent-

12 N ORTHERN HOSK

Clothing is normally made from leath- dering up and down the length of the noted as leather workers, hides being one ers or felts of wool, horse, or camel hair. Tamire during the course of a year. They of the few natural resources they have on Silks, bought from the League traders, do not have fixed dwellings but live in hand. are worn for special occasions. Traditional tents (called yurts) made of thick felt and men’s colors are blue, brown, and yellow, leather. The yurt is stretched over a light Uigan Society while women tend to blue and red. A wicker frame. The dirt floor is covered man’s costume normally consists of loose- with a thick layer of carpets and cushions. The Uigan tribe is composed of about fitting pantaloons, a woolen tunic that During good weather cooking is done 130 different family clans. Each family reaches to the knees, and a vest. Hard- outdoors; fires are brought indoors dur- clan, averaging about 480 members, soled, soft leather boots with slightly up- ing periods of rain or extreme cold. comprises several distinct family groups turned toes are worn to protect against It is said by others that the Uigan will all related by blood or marriage. Each the cutting edges of the tall grass. In eat anything. Certainly it is known that family occupies a yurt or tent. In addition colder weather, fur-lined robes and mit- they dine on the flesh of sheep, horses, to family members, a tent may also have a tens are added. Finally, no Uigan rider camels, antelope, deer, dogs, and even number of bond servants or slaves associ- would be complete without his distinc- mice in times of desperation. A favored ated with it. tive pointed cap. This is normally made feast item is a “twice-suckled lamb,” con- The leadership of a tent is divided be- of felt and lined with fur, extending sidered to be more tender and fortifying tween internal and external functions. down into a huge neck-piece and ear- than normal meat. Their principal drink The managing of the household, in- flaps. In winter a heavy leather and fur is mare’s milk and it forms a regular part cluding the maintenance of the herds and version is worn. of their diet. They drink it straight, make responsibility for foaling, is directed by Uigan women wear the same boots and it into yogurt, press it into curds, and the First Wife. Normally, the First Wife is a longer, dress-like version of the man’s even let it ferment into a strong drink the first one taken by the head of the tunic. In place of the pointed cap, they called kumiss. When on the march or on household. However, he can name an- wrap their heads in heavy wool cowls, the campaign, they eat strips of dried meat other favored wife, if he chooses. Since tops of their hairpieces thrusting out softened under the saddle, curds of dried the oldest son of First Wife is automati- through the back. Children wear simple mare’s milk, and a porridge of millet, cally considered the heir, there is often long robes and use a softer slipper for the mare’s milk, and animal blood. What fierce rivalry among the wives for the af- feet. All Uigan—male and female, few vegetables they eat are normally fections of the head of the family. The ex- youngest to eldest—carry a knife, called gathered from the wild and they eat vir- ternal matters (negotiating with other an “arrow-knife.” To give up one’s arrow- tually no fruit, except for berries when tents, arranging marriages, and attend- knife is the equivalent of surrender. these are in season. ing clan councils) are handled by the In wartime, each warrior outfits him- Agriculture is not an Uigan forte. They head of the household, who has the high- self as best he can. The majority are depend on the herds of horses, sheep, est standing within the tent. The head is lightly-armored mounted bowmen. A and camels for most of their food and the oldest male of the direct branch (usu- standard kit would include robe-like ar- clothing needs. In addition, these ani- ally the father or grandfather). If he is mor of padded leather and quilted cloth, mals are their main item of trade with the dead, then the title falls to his brother or two compound short bows, 400 arrows, a League merchants. Uigan horses, like all his oldest son (if of age). hand-axe, and two light lances. those of the Tamire, are noted for their The family clan is ruled by a tegin or Nobles and wealthy tents provide the toughness and are valued throughout the prince, drawn from the founding tent of heavy cavalry—riders fitted with splint ar- cities of the league. In exchange for live- the clan. This tent forms the noble class mor, medium lance, compound short bow stock, leather, and felt, they receive fin- of the clan. Thus, within a family clan and arrows, and long sword, while the ished goods, such as silk and brassware there is a nobility traced from the founder horse has splint barding. In addition each along with millet and rice. of the clan through the eldest male son man will normally have a number of other Like other steppe tribes, the Uigan are (or brother when there are no surviving personal weapons—daggers, maces, and noted as riders and bowmen. Their sharp sons) and several cadet branches (the chil- battle axes being most common. eyesight is legendary, as is their skill in dren of daughters, brothers, and a few There is no standard uniform, al- fieldcraft. Throughout the Tamire and sons). Over the years some clans die out though those of a particular family may even in the lands beyond it, the Uigan are (as there are no male offspring), while adopt some identifying piece of dress. valued as guides and trackers. Their no- others grow to the point where they di- Furthermore, each man wears as fine madic life has given them an exceptional vide to form two related clans. It can clothing and armor as he can afford. Sa- ability to remember places and shapes. fairly be said that all the clans of the ble, marten, and tiger skins or horsetail They have even mastered the rudiments of Uigan are related to each other to one de- plumes are all used for decorations. stellar navigation although few, if any, gree or another. The Uigan are a nomadic people, wan- have any experience on the sea. They are Once every year, the tegin gather to

13 N ORTHERN HOSK

elect a boyla (great prince or duke). At the ther many heads of his enemies. His The importance of tegin within the council, the tegin of the four boyla fami- enemies are our enemies. When you visit tribe can also vary according to a number lies (the families that claim a direct blood- my door your bow may be strung.” of factors. Foremost of the tegin are those line to the first family of the tribe) offer Upon arriving at the camp of his in- of the boyla families. Second are those te- themselves or others as possible candi- laws, the bride’s father greets him saying, gin who lead the largest families, for they dates. Although the system is ostensibly “Found is my son, bought with my have the authority and wealth to make democratic, it has none of the legal limita- blood! May you sire many daughters to their wishes known. Then come the ma- tions of more civilized governments. Lob- bring us honor among the clans. May you jority of tegin, of moderate wealth or bying, threats, bribery, duels, and even sire many sons to bring us the heads of poor, neither powerful or shunned. Fi- murder are all part of the process. Of our enemies. When you sleep in my tent nally the least important, but most dan- course, violence will result in feuds and your bow may be strung.” From that day gerous, are those tegin who oppose the the possible break-up of the tribe. As the forth the groom’s father-in-law is consid- current boyla. This opposition may be field is narrowed to a few candidates, the ered his father (and he becomes the heir due to ancestral feuds or to stubborn and tegin show their support by placing their of his new father, fitting into the family foolish opposition to the boyla, particu- yurts closest to the candidates they favor. heirarchy as a son in the birth position larly during the election council. Often this also results in the tribe dividing that his wife occupied), while his natural into feuding factions. It has even led to the mother continues to be legally considered Uigan Priests creation of separate warring tribes. On rare his mother. Thus, he has one parent in occasions (such as now under the rule of each camp. The priests of the Uigan occupy a Yakinf Boyla) the tribe is unified behind a Within the tribe there are several rec- unique and troubling position. Before single strong leader. ognized levels of society. At the lowest the advent of the Cataclysm their powers Uigan society is a curious mix of patri- level are the bond servants and slaves. made them respected and important. archal and matriarchal attitudes. Men Above these are the common tribesmen. With the Flight of the Gods, the priests and women are considered to have equal The clan nobility forms the next social discovered themselves stripped of the rights. Either can divorce the other with class, while the priests (and priestesses) open displays of their authority. Denied very little effort, although wrongful di- are generally considered to be even more their spells and their powers, they were vorce can bring shame to both parties in- important. At the highest levels of society unable to heal the injured, cure the sick, volved and may even erupt into feuds. are of the boyla’s council and or stem the raging epidemics of new dis- Property is considered to be under the the boyla himself. Outside of the tribe ease. Feeling betrayed by its priests, the husband’s jurisdiction while he is alive, and yet still a part of it are the wizards tribe lost much of its respect for them. but upon death his widow is allowed to and the mysterious priests of Mislaxa. The priesthoods reacted to this disaster reclaim her wedding gifts before the in- Bond servants, tribesmen who are in two ways. The foremost group was the heritance is passed on. Surnames are not working off their debts or the obligations priestesses of Jijin (Chislev), the great used by the Uigan (each person having a of their families, are of the lowest social goddess of the Tamire. Before, their single name), but family names are taken level. Slaves are normally prisoners taken powers had helped protect the herds, aid from the mother of the clan. Thus a in raids. Although all are forced to wear in the birthing, and ensure good hunt- man’s full name might be Mercho of the the cangue (a heavy wooden wheel- ing. When they were suddenly deprived Taraqua Clan, Taraqua being the name of shaped yoke) except when working, the of their spells, the priestesses were flung his father’s mother. status accorded the prisoner varies with into chaos. There are two Uigan blessings given at his rank. Thus, common tribesmen re- Although many lost faith, those who weddings that best describe the basic ceive no special considerations while remained continued to perform the cere- Uigan view of this relationship. After the those of noble blood receive significantly monies as they had before Hiteh’s Night. two families have secretly negotiated the better treatment. Important prisoners are Where possible, they took credit for nat- marriage of their children, after the moved to different family tents on a regu- ural events, citing their works as success in groom has performed the “yaquadin” or lar basis, both to spread out the burden of stemming the tide of evil and disaster. ritual kidnapping of the bride, and after watching the prisoner and to keep the Every child who recovered from plague the blood-gifts have been exchanged be- prisoner from affecting the loyalties of his was saved by Jijin. Every wound healed in tween the two families, the new son-in- warders. secret by a Mislaxan priest was a public in- law returns to live with his in-laws. At the The common tribesmen, who comprise tervention by Jijin. Over the decades, leave-taking from his parents, the father the majority of the people, are theoreti- new ceremonies were created until the solemnly stands (after drinking quanti- cally all equal in standing. In truth, a priesthood of Jijin had formulated a ties of fermented mare’s milk) and says, tribesman’s importance varies with his whole series of rites, offerings, ceremo- “I cast you out. You are the son of your fa- wealth, personality, and blood relation to nies, and procedures that must be fol- ther no more. May you bring your new fa- the tegin of the clan. lowed.

14 NORTHERN HOSK

Central to the Jijin priesthood is the uals, and cunning, the Jijin priesthood reason for the event, but currently no an- horse. Jijin priestesses can easily be iden- has regained much of its lost status. The swer can be given that satisfies the leaders tified by their white robes and their caps priestesses now commonly serve as advi- of the priesthood. adorned with black horsetail plumes. sors to all the tegin. Furthermore, their The men of the tribe also maintain a At the beginning of spring, an offering knowledge and training has made them special priesthood devoted to Qu’uan the of burned horsehair is made to Jijin. On useful as ambassadors and negotiators be- Warrior (Kiri-Jolith). The priests and the Midsummer Night the priesthood meets tween the different clans and even to followers are all male. Priests of Qu’uan at sacred sites (generally barren hilltops) other tribes. A priestess may be called on can be identified by their heavily quilted and prepares bonfires. The colts and foals to negotiate a marriage, fix a blood-price robes, done up in imitation of war armor, are gathered to be named. Several adepts to end a feud, or carry diplomatic mes- and metal caps. The priests do not have blood each animal, giving it a pattern of sages to the Kazar. They are indispensa- regular rites; they meet and use their scars on the flank that identify the partic- ble to the tegin in dealing with the powers only when the situation requires it. ular clan. Others anoint the animal with League merchants, who have a reputation The priests of Qu’uan concern them- mare’s milk sprinkled from a horsehair for trickery and deceit. Because of all selves with war and manhood. The most whip. Finally, the leading priestess of the these things, the priestesses are normally important ceremony they preside over is group gives the horse a secret name, whis- accorded an equal or even greater status the “anda” or rite of passage into man- pering this in its ear. During the cere- than the average tegin. hood. Taking place at age 14, a boy’s mony, no men are allowed to attend the In the last few years a new event has anda is a major event. The father invites rite. The women of the clan assist with sent the ranks of the priesthood into tur- guests from the other men of the en- the handling of the horses. moil. With little explanation, Jijin has re- campment and prepares a feast in his During the foaling season, the priest- turned her powers to some of her son’s honor. The number and status of esses assist in the birthing. The priestesses priestesses—the most faithful and dedi- the guests is an important way of showing also take the most promising children cated. This unprecedented sign of favor the family’s social status, so normally no and teach them the ancient histories and has created a schism of the priesthood effort is spared. many of the arts that would have been into two factions—those favored by Jijin At the ceremony, the boy is presented lost otherwise. and those not so fortunate. There have to the priests by his father. The boy is ex- Through persistence, education, rit- been several synods called to develop a pected to recite the lineage of his family

15 N ORTHERN HOSK

to the priests as proof of his worthiness. priests have been executed by the tegin of ther memorized or marked by secret The priests then cast brass knucklebones their camp when unable to match the abil- signs. All paraphernalia associated with to determine the omens of the boy’s fu- ities of rivals in other encampments. This the worship of Mislaxa is kept highly se- ture. These omens are told to the assem- is causing a crisis of major proportions for cret, shown only at special ceremonies bled guests and may result in great the family clans. that only the initiated can attend. rejoicing or despair and gloom for the The priests and priestesses of Mislaxa Charged with the need for secrecy, all family. After this, the priests take the boy have adapted to the new world of Taladas the priests of Mislaxa are wanderers, more and smoke his body in a of wil- in an entirely different way. nomadic than the nomads they live low wood and dung. They then apply his When the disaster of the Cataclysm oc- among. They normally travel alone or facial tattoo, the mark of manhood. Once curred, those of Mislaxa who remained or with one or two other people, customarily tattooed the boy is given a man’s name. survived attempted to continue with an herbalist helper, an acolyte, or both. Thereafter he is considered a man of the their healing ways, relying on their scanty A Mislaxan priest renounces all con- tribe and is invited to the feast as the knowledge of herbs and medicine. In the nection to family and clan, adopting the guest of honor. 20 years that they were abandoned by religion as his new home. Thus such The other major function of the priests their goddess, the priests learned many of priests are strangers among every clan is to bless warriors before going into bat- the secrets of natural healing. Even they visit. Arriving in a strange village, a tle. This is a very simple process, but no though they had lost the greatest of their priest relies on the traditional hospitality man feels safe without the word of the powers, their healing arts helped them of the Uigan and the customs that have priest on the eve of a battle. Only reckless remain respected and favored. When arisen among the people about their cult. leaders go to war without having their they regained their powers, they adjusted A stranger in brown robes is almost al- standards dipped in mingled milk and accordingly. ways treated with great respect by the clan blood of a mare. Just as is happening now with Jijin, not members. Before the Cataclysm there were priests every priest of Mislaxa regained his The priests of Mislaxa do not preach to of Qu’uan who were able to perform abilities—only those who were faithful the masses. Indeed, they strive for ano- great wonders, but those times have long and devout. Many who failed to pass this nymity, only revealing themselves when passed. However, unlike the priestesses of test left the calling, some bitter and some they must. Virtually nothing is done by Jijin, the priests of Qu’uan suffered little relieved. Nonetheless, some remained to the priests to spread the beliefs of Mislaxa upheaval from the loss of their powers. continue in their herbal studies and to as- through words. Instead, they rely entirely Although they lost their powers, the sist their empowered brothers and sisters. upon deeds. They are sworn to cure the priests continued as before, claiming At the same time, the priests were com- sick, heal the wounded, and alleviate the credit for victories, while blaming failure pelled by Mislaxa to cloak their new- pain of the suffering. At the same time, on some act displeasing to Qu’uan. found powers in secrecy and double-talk. the demands of secrecy prevent them from The stories of priests from before the Eventually the Mislaxan priests formed a offering their services when they arrive. Cataclysm became those of legendary war secret society and disappeared from the Typically, when a priest arrives in an heroes. Indeed they have been exagger- regular life of Taladas. encampment, he is received with great re- ated in the telling. Over the years she Eday, even though the true gods have spect by the tegin. If anyone in the camp priests have developed a practice of ac- returned to Krynn, the priests of Mislaxa is sick or injured, the tegin offers the cepting gifts for services, particularly for continue to work in secret. After over 200 priest the hospitality of his yurt, an invi- the anda. The better the gifts given, the years, secrecy has become a part of their tation the priest refuses as too great an greater the likelihood of a fortunate read- ritual that cannot be abandoned. Because honor. Normally the invitation is pressed ing of the omens, the all-important part of this, Mislaxan priests and priestesses upon him until he accepts, although par- of the anda. At the same time, the priests (for the cult makes no distinction by sex) ticularly miserly or mean tegin may take generally take care not to abuse this wear no open symbols of their faith other him at his word. No mention is made of power. The more positive readings they than a simple brown coat, often patched the priest’s abilities or the needs of the give, the more business they will have. and threadbare. The priests also use se- encampment at this time. Like the other gods, Qu’uan has re- cret hand-signs to identify themselves to After the priest has sampled the hospi- turned his power to a select few of his each other when necessary. These signs tality of the tent, he can be approached faithful. This threatens to create a major are generally not known to the common by those in need of his services. The power shift among the families. Suddenly Uigan, although they are sometimes re- tribesmen come to the door of the tegin’s there are war priests with real powers. The vealed to others. tent where they are allowed to entreat the families who have these priests have man- Mislaxans have no altars, churches, or priest for his aid. Unless there are excep- aged to increase in power and prestige, all other public symbols of power. Scattered tional reasons, the priest then attends to at the expense of those families served by throughout the land are sites of power or the needs of the supplicants, using both “impostors.” Several of the less-fortunate importance to the religion. These are ei- spells and herbs to heal and cure. During

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his stay, the priest is normally gifted with to come along. Among some families, isolating the wizards, they cannot acci- small and useful things—clothing, the Mislaxans are feared as kidnappers of dentally cause offense. knives, food, perhaps even a new horse— children almost as much as they are re- The wizards themselves do not find given according to the ability of the spected as healers. this offensive, for this is the way it has al- household. Once an acolyte priest has been ac- ways been. The treatment they receive Thus, through his services, the priest cepted, he travels with his master, train- from the tribe recognizes and respects receives those things he needs to continue ing as he goes. Over the course of a year, their difference. In exchange for endur- in his journeys. There is no set time that more or less, the acolyte is taught the fun- ing the taboos, they seldom have to worry the priest will stay; typically it is long damental mysteries of the Mislaxan faith. about their own needs. Tribal members enough to help all those in need of aid. There is no attempt to teach the spells or are customarily expected to provide for Whatever the length of time, the priest herbal skills. the needs of the wizard and his family by always moves on. He may hear of suffer- Once all the rituals and lessons have providing food and goods needed. In ex- ing among another camp or may decide been learned, the acolyte is brought for- change, the wizard gives the spells and there is nothing more for him to do here. ward for initiation in the secret mysteries. advice the clan needs. Although travelers One problem for the priests is fraud. A conclave of 20 or more priests gathers at find the arrangement curious, it has Impostors sometimes dress in the brown one of the places of power. This only oc- worked for the Uigan for as long as they robes and pass themselves off as Mislaxan curs on nights when Ne’ugiar (Nuitari) is know. At the same time, the Uigan have priests. Those frauds who have attempted setting and Toyaqual (Solinari) is rising. no qualms about attacking non-clan or the trick risk a horrible death if discovered The acolyte is presented to Mislaxa, tribal wizards. Their fear of sorcerous by the tribesmen. Since the mysteries are along with a record of his teachings and powers encourages them to view all kept secret, they can dupe others by going deeds. During the ceremony he is ex- strange wizards as threats. through the motions of healing and cast- posed to the “Heart of Truth,” a secret The wizards of the Uigan are univer- ing spells, but those with suspicious minds never revealed by any Mislaxan and thus sally renegades, not adhering to the laws will begin asking uncomfortable ques- the center of fearsome rumors. If the aco- of the Robed Orders (which are much tions. Worse yet is the chance of meeting lyte passes the test, he is receives the spells weaker throughout Taladas, anyway). Al- someone who does know something about and granted powers of a beginning Mis- though few tend to specialize, those that the Mislaxan cult and can ask the right laxan priest. Only those who have passed do tend to be abjurers and invokers. They questions. The punishment for impostors the test are allowed to wear the brown are not common enough to form into is death, normally by drawing and quar- robes of a priest. large groups or play a tremendous part in tering. Such a charlatan cannot expect battles, but many a clever tegin has made much in the way of mercy. Uigan Wizards good use of their powers. The second major difficulty faced by Outside all of Uigan society are the Uigan Justice the priests is the refusal of hospitality or wizards. Almost every encampment has a outright assault. In their own way, the yurt whose members all practice the arts On the surface, Uigan law is very sim- priesthood has developed the perfect de- of sorcery. Male wizards are easy to spot, ple and direct. Criminals are judged by fense against this. Should one of their fol- since none bear the tattoos of the anda the tegin. When the case involves two lowing meet with ill treatment at the common to every other Uigan man. The families, the two must find a third tegin hands of a tegin or his people, other wizard family is excluded from most so- willing to act as judge. This is a delicate priests simply cut that family off from fu- cial activities (such as a boy’s anda) and matter. All the families are related, there- ture aid. This may only be for a short per- yet is treated with great deference by the fore the judge must be no closer in kin to iod (to demonstrate their power) or can tribe. The clan does not hate the family, one side or the other. be permanent (in the case of gross cru- but treats it as a special group outside the The judge cannot bear ancestral loyal- elty). The tegin who has offended the normal social life. ties or grudges against either side. Nor priesthood often finds himself forcibly There are many taboos that govern re- can there be any obligations on the judge replaced by a more practical tegin. lations with a wizard. For example, an or any owed to him by either party. Fi- Since they do not preach and they try Uigan will not eat or sleep in the same nally, in what may be the most difficult to keep their practices secret, the Mis- tent with, buy a horse from, dance with, condition of all, the judge and his family laxan priests must use extraordinary mea- wear the clothing of, or drink from the clan cannot be of lesser standing than ei- sures to fill their ranks. They are always cup of a wizard. These taboos mostly exist ther clan in the dispute. In some in- watchful for quick and bright young out of fear. The common herdsman is ter- stances this requires the case be heard by minds who might be trainable as priests. rified of the powers of wizards, so he tries the boyla and no other. They are not above persuading a youth to to avoid any possibility of offending one Once a judge is found, the case is pre- flee from his family in the night, nor will in everyday life. The Uigan reason that by sented. If the matter is clear, there is no they turn down a promising lad who asks

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difficulty. More often than not, the tegin done before the thief returns to his clan, females. Skin tones range from coffee- must make a decision based on the claims there is very little claim that can be made brown to honey-tan, in part from the in- and characters of the parties involved. against the tracker. However, if the thief evitable intermingling with Uigan in Decisions are not necessarily based on manages to return to his clan, a claim for eons past. Their hair color ranges from truth, but what is best for the clan. Judg- the stolen property must be made with fine honey-blond to brown, although ments are designed to preserve clan unity his tegin. Thereafter the claim is negoti- coarse black hair is also known (again and strengthen the ties of clan loyalty. ated as before. probably the result of ancient Uigan For criminal acts, punishments are nor- Of course, these legal proceedings and blood). mally severe and limited by tradition and niceties apply only within the tribe. Non- Facially, the elves have drawn chins and social standing. For example, if a man of Uigans cannot expect merciful or neces- thin noses. Their mouths tend to be small low standing kills a clansman of higher sarily just treatment if accused of a crime. and thin and the teeth are somewhat standing, he and his tent can be exiled Their best recourse is the threat of fearful sharper and more pointed than those of from the clan. If the situation were re- retaliation (a threat the Elf Clans excel at) humans. Their eyes are more slanted but versed, the payment of a blood-price or bribery (which the League merchants do have the characteristic fold of the would suffice. If a man of low standing must sometimes resort to). Otherwise the Tamire people. Their foreheads appear kills a higher status man of another clan, penalty for a crime is normally enslave- higher than most due to the fact that the criminal can be claimed as a bond ment or death. their hairlines are more receded than slave for a set period of time. If a man of those of humans. high standing kills a lower status man T HE ELF CLANS Beards and moustaches are almost from another clan, a blood-price to the non-existent since their facial hair is very injured family and the injured tegin The inland side of the Tamire is domi- pale and fine. Their ears come almost to a would both be required. nated by the hosk’i imou merkitsa or point and the lobes are long, as it is their Should a settlement be refused, the in- “people of the land before [the Cata- practice to pierce and stretch these with jured party and any kin who care to ally clysm].” These are the Elf Clans of the large plugs. with them can legally raid the camp of Tamire, infamous among travelers for The people of the Elf Clans are some- the criminal. The extent of the raid is lim- their wild savagery. Although they are what vain about their appearance and go ited only by the savagery of the attackers. pressured on all sides by races more fertile to great lengths to present a colorful dis- Those raided can defend themselves but and numerous than themselves, they play. Elven males allow their hair to grow have no rights of complaint against the have managed to keep most of their an- long and then fix it into braids. Normal attack. They are seen as having invited cestral lands through their fierce and war- practice has one braid behind each ear the attack upon themselves. like ways. and another down the back of the neck. When property is stolen, particularly The elves of the Tamire are short, lean- These are normally fastened with carved livestock, the injured party (and any who muscled people. The average height is wood or silver fastenings. The length of wish to join him) can reclaim his property 5’4” . Unlike other species of elves, those these braids is a point of pride and it is by tracking and killing the thief. If this is of the Elf Clans do not have a appreciable not uncommon to see males with hair difference in height between males and reaching almost to their waists. The hair is kept lustrous and supple by applica- tions of an ointment made from animal fat and fragrant herbs. The males also wear earlobe-plugs dec- orated with silver baubles, feathers, and beads. Male dress is very similar to the Uigan—loose pants, over- tunic, belt, and boots. Although they prefer to be bare- headed, in times of intense heat the males wear a simple cloth turban. During the winter they wear fur caps trimmed with sil- ver decorations. They also wear heavy fur coats, cut like dusters and fastened with elaborately carved wooden ties. Elven females wear similar clothing to the males. However, the over-tunic is longer and slit up the front and back.

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Each half can be tied at the ankle or left considered the most wild and berserk of This network of who likes or hates free. The females are also more likely to all the clans. Few who know of their repu- whom is what governs all but most signifi- wear silken pantaloons instead of the nor- tation can face them when they imitate cant of inter-clan activities. It dictates the mal woolen ones worn by the males. Like the coughing roar of a steppe tiger. movements of clans to new grazing the men, they allow their hair to grow In addition to lightly armored war- grounds, the seating arrangements at the long. Instead of braiding, they pull their riors, each clan has a small group of heavy rare grand councils, the permissible inter- hair up and bind it in buns on the sides or cavalry. These riders wear scale armor and clan marriages, and the rights of prisoners fasten it with combs into a cascading fan- wield long swords and maces. The horse is taken in raids. Every elf of the tribe is very shape in the back. Married women dye normally fitted with scale half-barding. conscious of his clan’s position in relation their front bangs with henna, giving In general, however, the elves favor light to all others. Indeed, names consist of them a red-brown color. Widows mark cavalry, preferring speed and quickness to three parts: first the clan name, then the their cheeks with an angled scar as a sign striking power. family name, and finally the personal of their grieving. The number of scars is name. an indication of the number of husbands Elven Society Each clan is identified with a particular a female has outlived. In many ways the elves of the Tamire totem, called a quoyai or spirit The clothes worn are commonly more live a life very much like that of their hu- protector—a particular animal spirit that colorful and patterned than those of the man neighbors the Uigan. They are a no- can be called upon in times of need. Uigan. Virtually any color is worn, al- madic people, living in yurts and Originally, before the coming of the Cat- though reds, yellows, blues, and greens dependent upon their herds of horses for aclysm, each clan was led by a shaman who able to commune directly with the are most common. Clothing is normally most of their livelihood. They generally woven or printed in broad stripes, floral share the same sense of values as the quoyai. A few of the clans are still led by shamans who were alive before Hiteh’s patterns, or clan totems. Uigan—a respect for family, reverence of Leathers are seldom left in natural horses, and a strong sense of position Night. In general, however, the Flight of colors—red, green, and black being the within the clan. They have an even the Gods caused a minor revolution in most common dyes. Like the other tribes greater lust for battle than the Uigan and the leadership of the clans. Where before of the Tamire, the elves use wool and felt, every male, no matter what his calling, is each clan tended to be led by the most but they also wear more silks, linens, and expected to be a warrior. Racially differ- devout person of the clan, after Hiteh’s cottons obtained in trading with the ent from all other tribes, the elves tend to Night power shifted to the most astute League merchants. Winter clothes make be even more suspicious of strangers and politician of the clan. greater use of fine pelts. Overcoats of rab- arrogant about their own superiority than Thus many of the clan leaders over the bit, marten, sable, and fox are all com- do the prideful and haughty boyla fami- next 200 years, while posing as shamans, mon and are trimmed with even more lies of the Uigan. actually have no religious pretensions at exotic furs—bobcat, tiger, bear, griffon, The most basic level of group identity all. The few shamans that have remained and giant weasel. among the elves is the family. This in- in power have had to struggle with guilt When raiding, the typical warrior cludes more than just immediate parents and self-doubt. Several of these shamans wears a robe of heavily padded leather or and children, due in part to the long life have led their clans into attempting to ex- quilted cloth with a large, upright stiff spans of the elves. Thus a single family piate some long-forgotten ancestral sin collar to protect the neck and ears. A can include five to six generations and while others have adopted curious and small metal cap protects the head. Nor- also encompasses uncles, aunts, and all complicated taboos to avoid behavior mally this is adorned with the clan their children. Two to four of these ex- they believe was the cause of their aban- totem—a fox tail, eagle feathers, etc. tended families are normally bound to- donment. Thus the members of the The weapons carried are similar to gether by close ties of blood and marriage Horse Clan cannot eat the flesh or drink those used by the Uigan—an overdrawn into a single clan. the milk of a horse, as had been their an- composite short bow, arrows, light lance, The clan is the only political unit with cient custom, while those of the Bear and sword. The horse is normally unar- any authority among the elves. Although Clan cannot drink water on the day they mored, but is dressed with tassels and they recognize the concept of the tribe set out on a raid. coverings. Some clans dress in special war (all clans trace their ancestry back to a sin- Now the quoyai have returned. Only clothes—tight-fitting suits made to re- gle family), it is not a functional part of in a few cases has the shaman of the clan semble the clan’s totem spirit. their society. The elves do not elect a sin- remained devout enough receive the Most fearsome of the Uigan are the gle tribal ruler. Each clan is more or less powers the quoyai bestows. In most cases elite warriors of the Tiger clan. Dressed in independent of all others, doing as it the quoyai has revealed itself (either yellow and black striped padded leather pleases within the web of loyalties and through event or vision) to a worthy pants and shirt and wearing a tiger-faced feuds among the different clans. member of the clan. This lucky (or un- cap of steel and leather, these warriors are lucky) soul has been granted the powers

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of the shaman and the quoyai expects the elves of the clan are no less respected as raised in its place. Humans raised by the chosen one to assume leadership. This is warriors, wizardesses, and advisors. They clan are treated as if they are elven and are not as simple as it sounds. The current are an integral part of the clan. An injury allowed to marry and create families “shamans,” for the most part, don’t care or insult to a half-elven family is as much within the clan (since they are considered to relinquish control. They have accused an affront to the entire clan as if the same “elves,” they are exempt from the taboos the chosen ones of heresy, blasphemy, had happened to one of the elven families. restricting half-elven marriages). This ac- and possession by evil spirits. The clans Childbirth and children are a vital part counts for the half-elven communities are in turmoil, of elves’ lives. They have always had a low that form part of every tribe. Unlike the Uigan, elven society is birth rate (due to their slow rates of matu- Still there is a lingering prejudice clearly patriarchal. The father rules the rity), but since the Cataclysm, when they against them, effectively preventing a elf- family, both in the tent and outside it. lost the benefit of healing spells, success- raised human from leading a tribe. Hu- Sons are more favored than daughters for ful births have dropped dramatically. man children among the elves quickly their usefulness to the clan in raiding and Thus the occasion of a pregnancy and learn to be tough and thick-skinned to war. Inheritances pass from father to childbirth is one of great importance. In the taunts of their peers. Elven children sons, normally divided between them all. an effort to ensure success, the shamans sometimes learn it isn’t wise to taunt a Females do not have the rights of divorce have created a number of taboos and cer- human child, since the humans mature or property that Uigan women do. In le- emonies for childbirth. The most impor- so much faster than elves! gal cases they are considered of lower sta- tant of these is the sa’qul idri or The other important part of the Elf tus than males of the same rank. birth-rage. Clan culture is death. Given their long However, females are not totally sub- When the time for childbirth comes, life spans, natural death is a rare thing servient. Just as with males, all females the Yasua Egom (Eldest Mother) secludes among the elves, although many more are expected to be warriors, though sel- the mother-to-be in a specially purified meet violent ends in raids and feuds. dom as skilled as the males. The arts of tent of white felt. The remaining females Each year for two weeks around Midsum- magic are practiced almost exclusively by await outside, encircling the tent, and sing mer’s Day, the clans gather at a site near females. Those male wizards that exist are the sacred songs to the clan’s quoyai. No the Turgan Oasis while their shamans per- exceptions to the norm. They are often males are allowed to enter within the circle form the Ancestors’ Ceremony—funeral outcast and may even be treated by the of chanters. rites for all those who have died in the rest of the tribe as if they were female. During this time, the father-to-be and past year. Each elven wizardess proclaims one of the the other males of his family prepare for This is one of the few occasions when moons of Krynn as her guide, choosing the sa’qul idri. They paint their faces in the tribe acts as one. During the days of which according to her nature. There- special ceremonial war-masks (war paint the ceremony, the clans maintain an un- after, the wizardess is subject to the wax- is not worn for normal raiding) and begin easy truce with each other. If an offense ing and waning powers governed by that a ceremony of chants and drinking. Once does occur, it is judged by the entire moon, but she is not restricted in spell se- prepared, the males go raiding. The council of shamans. The punishments for lection. Most elven wizards of the Tamire numbers of heads and horses brought breaking the peace are traditionally tend to specialize as enchanters or trans- back foretells the fortunes of the child, severe—heavy fines or death being most muters. Aside from wizardry, the females thus the father and his relatives fight with common. Several famous feuds have are also highly valued for their ability to great savagery. By tradition, the targets of come about because one family contrived bear children. such raids are non-elven—goblins, hu- to embarrass the family of another clan Occupying a special position within the mans, and ogres are the victims. Rumor during the Ancestors’ Ceremony. clan structure are the half-elves. Unlike that the elves are making a birth-rage raid During the year, the bodies of those many other elven communities, little is enough to instill fear and panic into who have died are either carried with the shame is attached to being a half-elf (due most of the neighboring tribes, particu- clan or are brought to the Turgan Oasis to the practice of sa‘qul idri, explained larly the goblins. and left there. At the Ancestors’ Cere- later). Every clan has several distinct half- Worse still is the sa’qul idri that occurs mony, these remains are properly set to elven families. These form a separate com- when the mother or infant dies in child- rest. Each clan has a sacred burial ground munity within the clan; they are almost birth. Then the raiders become not just around the oasis. Bodies are placed on equal in status to full elves. Tradition savage, but berserk with rage and an- platforms and exposed to the elements, frowns on inter-marriage between half- guish. Oblivious to their danger, the along with appropriate offerings to the elves and elves (so that marriages tend to raiders have only one goal—to kidnap a clan’s totem spirit. Carved effigies are be between half-elf families) and also pre- surrogate for the one lost. made for the dead whose bodies could vents half-elves from holding the highest If the mother died, a human woman not be recovered (as sometimes occurs positions within the clan (particularly that must be captured to raise the child. If the during a raid). New offerings are made of shaman). At the same time, the half- infant died, a child must be taken to be for the ancestors of the clan.

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Throughout the ceremony, the sha- males have scrolling patterns of welts tat- a woody, thick taste and has a heady effect mans of all the clans pray for the strength tooed around their eyes. on those unused to its power. and safety of the tribe. Each night a dif- Goblin dress is both simple and highly The sludge from the brewing is dried ferent clan holds a feast, inviting guests ornamented. Most clothing is leather or in sheets and then used as march rations from all the other clans. Each guest is fur; since the goblins produce only a called issache. Issache is high in protein given gifts to take back to his clan. The small amount of poor-quality cloth, this and quite nourishing, if it can be stom- gifting is a complicated business. Allied material is worn infrequently. The ached. It is quite tough and unpalatable. clans are naturally given ample gifts. Ene- amount and quality of clothing is a clear On campaign, goblin warriors typically mies of the clan can be given lesser gifts to sign of the wealth of the goblin. Poor soften a piece for chewing by sticking it insult them. However, they may also re- goblins tend to wear a simple loincloth, between the foot and sandal and leaving ceive abundant gifts to improve relations long tunic, and thick-soled sandals. it there for the day. They also eat jerky, or to embarrass the receiver. Finally, each Wealthier goblins wear leather breeches drying the meat of virtually any creature clan’s gifts must be balanced against all and lightweight leather armor. This may they can catch. The Ilquar goblins are not others given to avoid accidental insult. be adorned with padded shoulder plates noted for their fastidious cuisine. Wise shamans are skilled in the fine art of and leggings. They too wear thick-soled Although the goblins are organized the feast-gift. sandals. Female goblins wear heavy into villages, they are still, at heart, a leather dresses and cowls covering them simple-minded and brutal race. The vil- from head to toe (so as to prevent a stran- lage system has evolved over the course of T HE ILQUAR GOBLINS ger from seeing too much). The young centuries as the best protection from their Living in the high passes of the Ilquar are most often naked except for a pair of enemies. It is not, although they like to Mountains are the Goblin Villages. Al- simple sandals. claim it is, evidence that the goblins are though it is impossible to take a complete In battle, goblins tend to dress the more culturally advanced than their hu- census, there are probably 40,000 goblins same as in everyday life. With the excep- man or elven neighbors. living in small, fortified villages through- tion of rare and expensive metallic ar- Within each village, the goblins still out the two ranges. Most of the villages mors, they do not distinguish between abide by the rule of force common to have populations of about 150 creatures, everyday and war dress. All the males, ex- other goblin tribes. The male goblin best but there are at least ten villages having cept those too sick or infirm, come out to able to terrorize or exterminate his oppo- 1,000 or more goblins. The villages are fight. Typical weapons include daggers, sition is the headman of the village. scattered through most of the central and falchions (a type of broad sword), spears, While this is sometimes the strongest eastern sides of the mountains. Only a and short bows. The goblins are not goblin, it is more often the most cunning few are found on the western slopes, for horsemen, in part because of their nature and clever. Even the goblins have discov- this is the homeland of the Alan-Atu and in part due to the ruggedness of the ered that brains are more important than tribe. The villages are also less frequent terrain. muscle. Assisting the headman are a along the northern end of Uesi Ilquar, a The goblins are a settled people, each number of chosen companions, bully territory that has been claimed by the Ka- village claiming a certain amount of terri- boys as it were. These aides are normally zar over the past few centuries. tory around it. They live mainly by hunt- brutal thugs, not very bright but obedi- The goblins of the Ilquar are a short, ing (they are exceptional at camouflage ent and ruthless. They carry out the or- stocky race. They are heavier-set than and stalking) and metal-forging, supple- ders of the headman and do his dirty others of their kind and are prone to pot menting this with a few crops and occa- work. bellies and bow-leggedness. Their skin sional raids. The males are responsible for Advising the headman is a small coun- color ranges from yellow-brown to hunting, mining, smelting, and raiding. cil of other wise (or cunning) goblins. brownish-green. The majority of the race The females and children tend the fields Some of these are allies that must be re- is bald. The others have thin and wispy and see to the everyday needs of the warded while others are enemies too pow- black hair. Infants have their heads household. erful or important to terrorize, ignore, or shaped when born so that the back of the The goblins mainly live on meats, sim- murder. These goblins normally have their head is flat and the forehead has a pro- ple breads, and a few paltry vegetables. own bully boys (though not as powerful or nounced slope backward. This shaping They have learned to brew a strong drink, effective as the headman’s) and present also gives them broad flat noses, a feature issca, from a combination of mushrooms the greatest threat to the headman’s rule. that is considered quite attractive among and grain. This is flavored with the dried Indeed, in some villages, the headman is their kind. The chin is very weak, merg- buds of certain bushes and mashed fruits, little more than a figurehead following the ing almost completely into the folds of then allowed to ferment in earthen pots. directions of a powerful advisor. the neck. The males of most villages have In the wintertime, the fermented mix- No matter who is in charge, the goblins long, sharpened canines that jut out just ture is allowed to partially freeze to in- are very political. There are constant below their upper lip. Most claimed fe- crease the strength of the drink. Issca has schemes to remove, weaken, or just em-

21 N ORTHERN HOSK

barrass some enemy on the council (or ruling the village). Thus, the males are very conscious of status. What others con- sider insignificant actions may be griev- ous insults to the goblins. A story among the League Merchants about Haarad the Witless (a cunning merchant of many popular folk stories) tells how he caused a revolution in a goblin village simply by removing his slippers in the wrong house. Who hosts guests, the size and number of gifts, the order of seating, the position of soldiers on the march (most important in the center or rear), type of food served, and number of females are all important courtesies that must be carefully watched. Given that fights and death may be the result of an insult, entertain- ing is a deadly serious affair among the unchosen as children. At the same time, traveled trails, indiscriminately taking goblins. they are responsible for casting the whatever they bag. They are wasteful, sel- Socially, the goblins are very commu- omens, attempting cures, and protecting dom using all of a kill, and normally kill nistic, to a degree. Property belongs to all the village from evil. Clearly, wise head- more than they need. While they seldom the village, but is held and controlled by men and advisors work to keep the sha- go raiding outside their lands, they regu- the male strong enough to claim it. Mar- man on their side. With the return of the larly ambush travelers through the riage and individual families are un- gods, some of the shamans have received mountains. known. Females are “claimed,” and the powers from Hiteh (ever one to cause mis- However, the goblins are also notorious number of females claimed and kept is an chief). As a natural result, these shamans as skilled smiths and traders. The Ilquar indication of status. Children are raised have used their new powers to become de Mountains hold one of the rare deposits communally by the females. facto rulers of their villages. of easily-mined iron ore outside the Fathers make no special claim to the If the non-selection is due to deformity gnomish realms. The locations of these parentage of a child. Instead, a male gob- or infirmity, the child is normally aban- deposits are jealously guarded secrets of lin will occasionally visit the children’s doned in the wild, not necessarily in hopes the goblins. Through accident and out- den to claim a male child. Again, the fit- that it will die, but simply to rid the village side contact, they have learned to mine ness of the child claimed and the fre- of the need for its care. A few of these and smelt the ore. Some of what they quency of visits are tied to the status of abandoned children have survived to be- make is fashioned into weapons and the male goblin. Thus the most powerful come the gurik cha‘ahl, the dreaded ghost crude armor, but the majority of the ore is goblin claims the majority of healthy people. The ghost people are little more cast into bars of pig iron for trade. A few strong goblin boys to raise. He then raises than animals. Some have lingering memo- merchants of the League make regular each child as his own, teaching the boy ries of their village and what happened to trips into the Ilquar Mountains. the important skills—hunting and fight- them, memories that have festered into Unlike most lands, the goblins have no ing in particular. hatred. Stories of the gurik cha’ahl are centralized markets where the smelters Some male children are never claimed told to frighten goblin young and many would gather with their iron to meet with for a variety of reasons. If the child is fit, evil events are blamed on them. merchants. Simply put, no goblin trusts he is raised by the females. By tradition, The goblins are notorious among the any other enough for a central market to the females teach the secret rituals and people of the Tamire as vermin. They live survive. Instead, the merchants must knowledge of the shaman, although they by hunting, but think nothing of de- travel a circuit from village to village, are never allowed to become shamans spoiling a region, especially if it is the trading with each headman independent themselves. Thus, unchosen males be- hunting ground of another village or of all the others. While this adds to the come the tribal shamans, a position that tribe. They claim any kill they find, ig- merchant’s time and bother, it generally can often lead to great power and influ- noring the inter-tribal custom of identi- works to his advantage since the goblins ence over the tribe. fying by arrow markings. They take can’t compare prices paid each village for Shamans are not allowed to be head- anything as meat, including horses, men, its ore. men or have a seat among the advisors—a and elves. They set deadly traps on well- To make the iron trade succeed, the gob- lingering prejudice against their being

22 N ORTHERN HOSK

lins have had to do two things. First, they This kind of behavior does not win the THE ALAN-ATU have learned to be canny traders. While the goblins many friends among the humans merchants do quite well in the trade, they and elves. They are constantly skirmishing Living on the western slopes of the Ul- don’t get away with robbery. Second, the with the Alan-Atu who share their moun- quar Mountains is a semi-nomadic hu- goblins have learned through experience tain slopes. Their contact with the Uigan is man tribe known as the Alan-Atu or Goat not to ambush or rob most merchants, par- slight, since the Alan-Atu lie between the People. Their name describes much of ticularly known traders of the League. two. It is toward the elves that goblin ha- their existence—shepherds maintaining While the iron trade is useful to the tred is most intense. Whereas they some- large herds of goats and sheep that graze League, it is not as essential to them as it is times take human prisoners to serve as on the fertile, grassy slopes of the lower Il- to the goblins. In the past villages that have slaves or to be held for ransom, the goblins quar. Here the thick forests of the upper attacked merchants and succeeded in driv- never take elven prisoners. Whenever pos- reaches and the dry grassland of the ing them out of the region have in turn sible, they massacre every elf they find. steppes meet to form a border of mixed been attacked and annihilated by their irate Peace missions or negotiations between forest and grassland. It is in the fertile val- neighbors who were displeased that trade the two groups are impossible. leys forming this belt that the Alan-Atu had suddenly dried up. Nor are the elves any less vicious in live. Still, trade wars do occur when one vil- their dealings with the goblins. They too In appearance, the Alan-Atu share many lage decides to flex its might. By custom, claim no goblin prisoners and refuse to common characteristics with the other hu- the aggressor village “invites” the mer- negotiate with their enemy. Elven riders man tribes of the Tamire. Their features are chants to its walls or requests that they re- frequently make raids into goblin terri- most like those of the Uigan, although the main away for a set amount of time. tory, hoping to catch hunting parties or men do not have shaven heads and tat- Thereafter, the merchants trade with war bands well away from the safety of tooed faces. Even at an early age, their faces other villages in the area at their own risk. their towns. The walled villages of the develop extreme networks of wrinkles and Of course, those merchants who restrict goblins exist for this very reason. If the it is not uncommon for a traveler to think their trade to the aggressor goblins are elves have any weakness in battle, it is he has accidentally stumbled upon a tribe subject to reprisals by the surrounding their lack of skill in storming fortified of prematurely old people. villages. Not surprisingly, most mer- places. Their teeth and mustaches tend to be chants choose to stay out of the area until Normal procedure upon learning of stained a red-brown, colored by a herbal the fighting has settled down. The victor approaching riders is for the goblins to root they commonly chew. The use of this is usually the village best prepared to sur- withdraw behind their mud and stone root (which has no known properties) also vive a long trade embargo. walls and harass the elves with bowfire. means that spitting is an accepted social Trade is so important to the goblins Secret tunnels provide access to favored custom. that in the last few decades they have be- ambush points outside the town, ena- They dress in white, grey, and green gun to provide protection to the iron bling small groups of goblins to appear, robes of the Uigan style. In addition, they merchants. Within the boundaries of attack, and disappear quickly. If the vil- wear woolen cloaks of woodland colors each village’s territory, the merchants are lage stands and the riders leave, the gob- that they use for camouflage and stalk- under the protection of that headman. lins dog their retreat, picking off the ing. Their boots are of soft leather and Occasionally a caravan is attacked by a unfortunate all the way to the edge of trimmed with fur. In the wintertime, neighboring group attempting to humili- their territory. these are supplemented by thick felt cov- ate the protectors. Of course, the villages are no sure pro- erings that serve as simple slippers. The The goblins have also been extending tection. Sometimes the elves appear men wear a cap of lambskin with long tas- their protection beyond the boundaries without warning, catching the goblins in selled earflaps. The women cover their of their land. The League merchants are the fields or riding through the open heads with cowls like the Uigan. Unmar- often accompanied by goblin raiding par- gates. Sometimes their force is enough to ried women wear veils that cover the face ties at least as far as the foothills of the Il- carry the walls in a storming attack. The below the eye. quar range. Sometimes these guards elves also play upon the character of the Although the Alan-Atu are not noted venture even farther, escorting the mer- goblins. A small force may arrive outside as warriors, each man is expected to be chant onto the steppes and then scurrying the village, then withdraw. The goblins ready to defend the herd from predators back home afterward. Along the way they pursue the small band of retreating elves and raiders (particularly goblins). There- may make an occasional raid, but the only to be led into a trap when more fore, although there is no particular bat- goblins are perfectly aware they are a poor riders appear on their flanks. In the end, tle dress, shepherds in the pasture usually match for mounted horsemen. Instead however, although they are outnumbered have a heavy leather robe on hand to use they prefer to use their camouflage skills and outfought, the goblins have man- as armor. to make quick ambushes that leave no aged to hold their own against the wild Unlike the other tribes of the steppe, survivors who can report their location. elves of the Tamire. the Alan-Atu also make use of a shield. It

23 N ORTHERN HOSK

is oval, made of cured leather and wicker, ranged marriages and occasional disputes tribe to very traditional ways and cus- and is surprisingly lightweight. A man’s over pasture. toms. In some ways this has helped pre- shield is decorated with emblems of pre- Because they are very vulnerable to serve the unity and identity of the tribe; vious kills—bits of bone, hair, pelt, or goblin raids, the families have a highly in other ways, it has prevented the accept- personal items taken from the dead. A developed sense of cooperation. Blood ance of new ideas. Whatever the case, the very successful warriors may have several feuds are not allowed and all disputes are bards today are not about to relinquish shields, each filled with the trophies he settled through argument and negotia- their positions. has taken, kept in his bator or house-tent. tion. Based on the crime, fines of sheep or Perhaps because they are not warlike, The Alan-Atu are skilled in the spear other property are agreed upon by the el- the Alan-Atu are noted for their suspi- and sling. Each man also carries a long, ders of each family. Once these are paid, cion of strangers. Ill-equipped to defend heavy-bladed curved knife called a the issue is considered closed. On the rare themselves from others, they are hesitant shildor. The shildor is a man’s all-purpose occasions when a fine is refused, the other to reveal themselves to traveling stran- tool, used in hunting, battle, and butch- families are expected to sever all trade gers. They greet unfamiliar travelers war- ering animals. It is also well-balanced for with the criminal until the fine is paid. ily and do not invite them into their throwing and can inflict serious wounds Sometimes this results in division within camps as is the custom among other when wielded by one skilled in its use. the tribe, which is not resolved until one tribes. Instead, they have the stranger As said before, the Alan-Atu are a side or the other migrates to a new series camp some distance away and then go out semi-nomadic people. They shift their of mountain valleys. to visit him so he cannot inspect their homes twice a year. In the spring, they Women in the tribe are given equal sta- numbers. When visiting they bring food leave their winter quarters and take the tus to the men in all instances. They may for themselves so as not to be rude, but herds into the cooler pastures up the hold property and serve as family elders. they seldom share this with the traveler. mountain slopes. In the fall they drive Women are also expected to watch and Only after they feel certain of the inten- the flocks to the base of the mountains, defend the flocks, although they do not tions of the traveler do they allow him back to their winter homes. During the take part in the infrequent raids of the into the camp. summertime, the Alan-Atu live in tents men. However, relations between the two However, once the stranger has been set out in the pastures with their flocks. sexes is strictly controlled, especially be- accepted, the family makes up for its There they spend their time watching the tween young men and unmarried rudeness by lavishing the traveler with flocks, hunting, gathering berries, curing women. To prevent intermingling, chores gifts and feasts. Gifts include items such leather, and stripping the bark from the are divided between two separate groups. as birch-bark boxes, bone combs, and birch trees. Thus there are flocks watched only by the woolens. Alan-Atu feasts are affairs of In fall, they return to their bators— women and flocks tended only by the legend, as they are known for their love of round, permanent homes of wood and men. There are men’s tents and women’s good food. A typical feast would include stone. The walls are made of stacked tents, men’s fires and women’s fires. a whole roasted kid or mutton soaked in stones that are packed into place with a Only after a man and woman are married butter, broiled mountain trout, stewed mortar of straw and dung. Built without a are they allowed to associate more freely quail with fruit, goat’s milk cheeses, yo- roof, a leather tent-like cover is raised with the entire tribe. gurts, wild onions, nuts, flat breads, por- when the family returns for the winter. ridges of millet, wild rice or barley Each family has several bators grouped Alan-Atu Priests swimming in honey and butter, dried around a single stone corral for the ani- The tribe had never developed a strong fruits, sweetened spiced tea, fermented mals. The sheep and goats are kept tradition of priesthood or shamanism be- goat’s milk, and fruit ciders. penned for most of the winter. Prior to the fore Hiteh’s Night. Thus when the Cata- The guest is given the best blankets in onset of the snows and ice, the family har- clysm struck (and the true priests the house and, if the weather is cold, may vests the tall grasses around the bator, disappeared), Alan-Atu society was not be offered a live, trussed kid to act as a bundling and stacking them to use as fod- greatly affected. bed-warmer. If the guest looks promis- der later in the season. These same grasses Hiteh’s Night marked the rise to emi- ing, he may be offered a daughter for are spread over the floor of the house to nence of the bards with the Alan-Atu marriage, although this is usually a provide insulation from the cold ground. tribe. Today the bards, with their knowl- daughter no one else in the tribe will have edge of ancient tales and events, act as the for one reason or another. Alan-Atu Society guides for the tribe in matters of great im- The Alan-Atu women are skilled weav- ers and makers of felt, while the men are Socially the Alan-Atu view themselves port. Their advice, often based on the accomplished leather workers. These as a collection of families that forms into a wisdom gleaned from old songs and tales, cloths and leathers, along with their live- single tribe. Generally each family has lit- is greatly respected and sought after. Un- stock, are the main items the tribe has to tle to do with the others except for ar- knowingly, the bards serve to restrict the

24 N ORTHERN HOSK

trade. Once a year, in the fall when the Racially, Kazar and Uigan come from Uigan, hardy bactrians able to better tribe comes down out of the mountains, the same bloodstock. Thus the Kazar withstand the combined conditions of se- merchants from the League and riders have the same facial characteristics, aver- vere cold and desert. Kazar warriors often from the steppe people gather at the age height, build, and skin tones as the ride camels instead of horses into battle. mouth of the Ur’musk Valley. This is the Uigan. Those differences that do appear Having to deal with the snowier regions traditional trading site of the Alan-Atu. are purely cultural. Kazar children are of the northern Tamire, the Kazar have Here, for a week, there is a bustling trade bound into cradle-boards fitted with a also developed more winter skills than the camp. hard pillow of dried grain. As a result, all Uigan (although nowhere near the arctic The merchants and Uigan buy goats, Kazar have a distinctive flattening of the abilities of the Ice People). Kazar regularly lambs, cheeses, sheepskins, birch-bark back of the skull. use snowshoes, a novelty to the Uigan. In- baskets, tooled leathers, and cloth, while Unlike the Uigan, Kazar men do not deed, one of their favored raiding times is the Alan-Atu trade for metal pots, weap- shave their heads. They keep their hair during the heavy snows of winter. Racing ons, silk, silver baubles, grain, and some- trimmed short except for a knot bound in on snowshoes, they strike at a Uigan or times even horses. Canny merchants up at the base of the neck. They are fond elven camp, easily able to escape over the bring along entertainers, while those gos- of long, braided mustaches, kept supple drifts before the enemy can catch them. sips and bards among the tribes come to with rancid butter. Nor do the men tattoo They are practiced trappers, bringing in share stories and songs. It is one of the their faces. Indeed, they consider this many valuable winter pelts of sable, er- few times of the year when the Alan-Atu Uigan custom grotesque and revolting. mine, winter lynx, winter wolf, and lower their traditional hostility toward In dress, there are only two significant . They fish year round, in winter strangers, allowing themselves to mingle differences between Uigan and Kazar. standing over holes in the ice, harpoon in freely. Living farther to the north, the Kazar hand as they have learned from the Ice The greatest threat to the Alan-Atu (be- make greater use of furs and hides. Thus People. sides the strange and horrible creatures it is not uncommon for a man to wear a The Kazar form an important link be- that are sometimes found in the forests) is bear robe (with the fur on the inside) or tween the League merchants of the south the goblins. Since they are not as fierce or heavy leather pantaloons instead of the and the Ice People of the far north. Few numerous as the goblins, the Alan-Atu are Uigan woolens. Boots are normally fur- merchants ever penetrate the icy wastes of a choice target of these creatures. To pro- trimmed or lined. Kazar men wear a the Panak Desert and fewer still come back tect their homes and flocks, the tribesmen woolen turban wrapped in a ball about from there. Instead, most goods are traded have become quite skilled in woodcraft. It their heads, similar to the elven style. The through the Kazar. Each year, the Kazar is said that an Alan-Atu man knows when turban cloth is dyed in a pattern of buy seal skins, whalebone, walrus ivory, a hawk has taken prey in the next valley. stripes, the colors denoting the tribal clan and dried fish from the Ice People, trading While their skills are not this formidable, of the rider. In cold weather, the turban is them metal spearheads, pots, fishhooks, they have become quite talented in detect- covered with a long, scarf-like cowl. This beads, cloth, wool, grains, and dried ing disturbances and intruders into their comes to a point in the back and can be meats. Most of the goods are then sold to lands. Thus they are very difficult to sur- tied to cover most of the face and neck. the League merchants, who in turn sell prise and many a rash raid by the goblins They also wear snow-goggles carved from them to other tribes throughout the has met with disaster. bone, something they have borrowed Tamire and in the cities farther south. from the Ice People. T HE KAZAR Kazar women and children also dress T HE PURESHK similarly to their Uigan cousins, again Living along the northern edge of the making a greater use of fur and leather. The least significant tribe of the Tamire Tamire are the Kazar people, the second The women decorate their clothing with is the Pureshk. Closely allied to the Uigan, largest tribe of humans on the steppe. beads and fringe. Unmarried women nor- the Pureshk have little if anything to dis- Like their cousins, the Uigan, the Kazar mally wear a large number of silver adorn- tinguish themselves from their more pow- are nomadic horsemen. Indeed, they are ments as a way to advertise the dowry their erful protectors. Like the other humans of virtually identical to the Uigan in cus- fathers will pay a potential husband. the steppe, they share the same bloodstock toms and appearance. To the unobserv- The nomadic life of the Kazar carries and are even more closely tied to the ant, Uigan and Kazar are virtually them from the foothills of the Uesi Ilquar Uigan than are the Kazar. indistinguishable. However, to Kazar range to the southern reaches of the As is often the case with minor tribes, and Uigan the differences are profound. Panak Desert. Like the Uigan, they live in the Pureshk have adopted the ways of There is a great enmity between the two yurts, though theirs are primarily made their powerful neighbors. Thus their tribes, even though there have been sev- of leather. They mind herds of camels dress, habits, beliefs, and lifestyle are, for eral attempts to unite them through dip- and horses, along with a few flocks of all practical purposes, identical to those lomatic marriages. sheep. They tend more camels than the of the Uigan. Even Uigan have difficulty

25 N ORTHERN HOSK

separating Pureshk from Uigan. and, in the far north, ice-covered seas nights of winter return. If there is any identifying characteristic of have caused travelers to name it so. To The Panak is a land of extremes. Dur- the Pureshk, it is probably the matter of hy- most it is one of the most inhospitable ing the height of summer most of the giene. Travelers, merchants, and even the places on earth, yet even here there are Panak warms to as much as 80 or 90 de- Uigan agree that the Pureshk people are people who have chosen to live among grees Fahrenheit during the day, then among the filthiest and least hygienic peo- the ice and snow. suddenly drops to near-freezing at night. ple of the Tamire. No experienced traveler Seasons on the Panak Desert can be di- During the winter, arctic air blasts across stays in the tent of a Pureshk clan unless he vided into two basic categories—cold and the land, bringing with it temperatures as enjoys lice and bedbugs. Their meals are of- not cold. Although it has four seasons as low as -40° F. in the far north. The wind ten questionable and their habits disgust- is normal for most of the world, spring whips the snow raggedly across the open ing. The Uigan joke that the Pureshk can and fall on the Panak are so brief as to be ground to catch and swirl around the never surprise an enemy because he smells non-existent. smallest obstacles. During winter large them long before he sees them. They also Several months after spring has arrived open areas remain relatively free of deep maintain that as warriors the Pureshk in the south, the freezing temperatures of snow, but the slightest projections cause would be worthless if it weren’t for their the Panak suddenly break. There is a sud- great drifts. In the farthest north, the odor, which can cause even the strongest den explosion of growth as the hardy ground never thaws, leaving ice and snow enemy to break and run. grasses, scrub, and moss hastily blossom, to thicken and increase year round. The brightening up the land with unexpected long dark nights further compound the color. Growth begins immediately and chill, leaving the few travelers with the T HE PANAK DESERT the summer is begun. During the short impression of a bleak, dead land. North of the Tamire lies a broad ex- summer, the plants and animals furiously The Panak is divided into two distinct panse of icy wasteland known as the grow, multiply and gather to survive the geographical areas: the Lower Panak, Panak Desert. Although it is not properly coming winter. which blends into the grassland of the a desert, the eerie badlands scoured by Just as suddenly as it began, summer Tamire, and the Upper Panak, the north- bitter winds, gravelly plains dotted with ends as the icy blasts from the north re- ernmost part of the Desert. Dividing the scrub, bleak miles of ice-crusted bog, turn. Plants suddenly withdraw them- two is the Great Escarpment. Thrust up selves, animals change color, and the long during the Cataclysm, this wall of weath-

26 N ORTHERN HOSK

ered and broken sandstone juts 100 to The animals that live in the Panak are tail and liberally greased with whale oil. 300 feet above the lower plain. as hardy as the plants. Along the south- The type of clothing used is much In the centuries since the Cataclysm, ern boundaries, in the lands of the Kazar, more a matter of practicality than style. the escarpment has eroded and crum- are bactrian camels and tough ponies, Men, women, and children tend to dress bled, spilling down onto the Lower both able to forage on the tough shrubs alike. Clothing is made almost entirely Panak. In winter, huge banks of snow pile and withstand the winter cold. Living from pelts and hides. The basic dress is an against its base and ice expands into the alongside them are the ubiquitous undershirt and leggings of woven nasif cracks of the sandstone. Because of these mouse, rabbit, deer, fox, and winter wool, simple baggy pants of seal skin, conditions, it is a treacherous wall to wolf. Moose are found in the marshy ar- and a loose-fitting tunic of seal or wolf. In climb. Talus slopes at the bottom are eas (especially along the Ring Moun- colder weather (by their standards) this is loose and prone to slides, while the stone tains). The steppe tiger can be found as supplemented by a knee-length hooded of the face is crumbly and porous. The far north as the Great Escarpment. fur cassock, fur boots, nasif-wool gloves, best method of crossing the Great Escarp- North of the escarpment, different an- and walrus-hide mittens. ment is through the occasional gaps in imals reign. By far the most common are Since the tribes are not warlike, there is the wall. At the innermost end, the stone the nasif, a type of reindeer, husbanded no special battle dress. The favored weap- changes and height increases as the Great by the Ice People. Somewhat less com- ons are spears thrown using a spear- Escarpment rises into the Ring Moun- mon are the shaggy musk oxen. Here also thrower, slings, axes, and compound tains. one finds the mice, rabbits, and wolves short bows of whalebone. The plain of the Lower Panak is dotted that seem to populate all the world. The Ice People are semi-nomadic. with low hills of sandstone, weirdly Mostly farther to the north are the fear- During the short, warm summer season, eroded to form ominous badlands. Eons some polar bears and, even more danger- they travel south to the permanent ho-tii, of wind have flattened the tops of these ous, the remorhaz and ice bears that or peat houses, they have built on the while carving out the sides to make cliff- dwell on the icy slopes of the Ring Moun- pastures of the Upper Panak. Each house sided mesas and table-top buttes. Flash tains. The rarest and most fearsome of all is built from bricks of stacked peat and floods have carved canyons and hollowed polar creatures are the white dragons. rock carefully pressed together. The roofs small caves in the soft rock. The intermit- These normally live in the Ring Moun- are woven branches of evergreen shrubs tent streams flood out into the plains, tains, but sometimes, when disturbed, covered with more peat. The floors are forming cold sand bogs and broad pans of they stretch their wings and satisfy their normally dug out slightly below the level water. appetites by hunting over the plains of of the surrounding ground. Oiled seal Above the escarpment on the Upper the Panak. skins are used to keep water and wind Panak, the ground gradually slopes away out. Those tribes that live near the Ring to the ocean. The few streams run away THE ICE PEOPLE Mountains where trees are more plentiful from the south to pool into the marshy build cabins of wood and stone. The ho- tundra of the far north. A layer of perma- Even in the frozen lands of the Upper tii remain from year to year with improve- frost exists, coming closer and closer to Panak there are humans. These humans ments and repairs made as needed or the surface the farther north one goes. At consist of a number of different tribes desired. the northernmost edge, the ground is known by the collective name of Ice Peo- In the winter, the coastal families move solid frost year round, and the shore dis- ple. Although not organized into tribes or farther north into the cold regions. There appears into blinding white expanses of even clans, the Ice People consider them- they hunt on the ice packs for seal, walrus, pack ice. selves to all be one people, united against whale, and bear. They move their homes Plant life is sparse and low-growing the hostile conditions of their world. As as needed, first setting up seal-skin tents throughout the Panak. In the south it is such, the Ice People are not particularly and then packing the outside with snow or dominated by tough, woody-branched warlike or hostile. They have few natural cut snow blocks. More skins are laid on the evergreen scrub. Where there is sufficient enemies and none who are organized floor to keep the ice from chilling the oc- water these bushes form a thick mat over enough to present a serious threat. cupants. Tribes that live farther inland the ground. In their shelter are tender The Ice People are tall, broadly built, drive their herds of nasif into the sheltered mosses and short grasses. Tiny flowers usually with a thick layer of fat over their valleys of the Ring Mountains to winter brighten the landscape, tucked away in bodies. Their faces are small and flattened ho-tii that await them. the warming beds of moss. Farther north, with tiny eyes protected in part by a thick To get about, the Ice People have devel- the scrub gives way to arctic moss and tiny brow. The nose has a distinctive pug shape oped several unique forms of transporta- ground-berries. Even these barely cling to and the mouth is broad. The ears are small tion. When moving their camps across life in the harsh conditions. Finally, all with virtually no lobes. Hair and beards land or pack ice, they make use of nasif- plant life fades away till there is nothing are coarse black. Beards are kept short drawn sledges. One or two of these power- but ice, snow, and rock left. while hair is normally tied back in a pony- ful reindeer are hitched to a large sledge,

27 N ORTHERN HOSK

which is built from a wicker frame with shamans without power, the Ice People mies. There are the occasional clashes leather thongs and whalebone runners. were thrown into a panic. By their beliefs, with the Kazar, although these are nor- When the snow is deep, the people use someone had committed some great mally quite brief and often bloodless af- snowshoes to get about easily. (The Kazar wrong. The tribes went through great per- fairs. More dangerous are the thanoi or learned the art of snowshoeing from the secution and agony trying to find the walrus men. So rarely are these creatures Ice People. ) cause. Unable to find a reason, the people encountered that most Ice People know Those tribes living along the coast finally decided that the evil had been com- them only through stories told at night in build canoes from oiled seal skins. From mitted by the shamans. They saw that the the ho-tii. these they are able to hunt seals along the people themselves had not suffered greatly The thanoi are very real, however. Ac- ice packs, fish in the open floes, and even (except for the loss of the shamans’ spells) cording to legend, they come from some- harpoon whales on the open water— and that the makou (wizards) had not suf- where beyond the farthest polar ice. although this last takes the combined ef- fered at all. To their reasoning, since the When they do appear, it is always to raid fort of several men. They also collect and shamans were at fault, they had to be and kill. Their attacks are always savage carve ivory for trade. killed or driven out before the entire tribe and are beaten back with the greatest of The Ice People are skilled hunters and was blamed. Thus, in the short space of a difficulty. Many a small tribe has been to- fishermen. Not surprisingly, they have no few years, the Ice People destroyed their tally exterminated by the walrus men. talent for growing plants. They are expert entire priesthood. The makou then at preparing seal skins and are relatively stepped in to fill the role. accomplished in tanning other leathers. Thus it is that today the wizards serve THE RING MOUNTAINS Those on the coast are skilled in the han- as the guides and advisors for the Ice Peo- Beyond the Ilquar ranges, the Tamire dling of small boats. In all of Taladas, ple communities. They have taken on gradually rises as one goes farther inland there are none better at surviving the bit- many of the public ceremonies the sha- until the gently rolling ground gives way ter cold temperatures of the north. mans once performed. Much of their to broken foothills and finally the jagged The Ice People seldom see strangers. magical ability has been cloaked in mysti- peaks of the Ring Mountains. A series of Those they have met universally report cal mumbo-jumbo to the point where ranges, the Ring Mountains are a combi- them to be a friendly and trusting peo- even they believe some of it is necessary. nation of old and new peaks, some ple. They unhesitatingly welcome trav- Thus spells usually have more compo- formed over the centuries, *others thrust elers into their homes to feast and nents and steps than are necessary and upward in the weeks after the Cataclysm. entertain. The contents of such a feast creating magical items includes offerings The ground is alternately old and new, vary according to season. In the summer- and prayers that other wizards would find wooded and loamy slopes mixed with the time, it includes meats, berries, young pointless. thin, sandy soils of lava flows. shoots, fish, and nasif milk. In winter- The makou have assumed important Warmed and watered by the winds time, the meal is more spartan—fish, roles in their tribes; sometimes as leaders, blowing off the Tamire, the lower western seal, whale blubber, stewed mosses, and other times as trusted and vital advisors. slopes of the southern end of the Ring dried meats. Delicacies include bear liver, To distinguish themselves from others, Mountains are temperate and lush. Thi salmon roe, and fresh fruits. After a feast, they often wear special headdresses made spring arrives quickly and lasts long, the Ice People stay up far into the night from animal skulls and pelts. Common to warming the ground and gradually fad- telling stories and jokes. They are noted those along the ocean are cowls made ing into summer. Summertime is warm for their good sense of humor and their from a walrus head, while wolf and bear but not hot, the temperatures moderated willingness to laugh even at their own skull pieces are worn by those more in- by the cooling breezes from the snow- misfortunes. land. capped mountain tops. Fall is rainy and Hunting and the nasif are the two Even though the gods have since re- gray and the winter chill descends foundations of the Ice Peoples’ lives, thus turned, shamans have yet to reappear quickly. The winters are marked by heavy their most important ceremonies revolve among the Ice People. The now- snowfall and cold, though the tempera- around these. In their beliefs, every traditional prohibition against them has ture seldom drops to extreme lows. event, every instance of good or bad luck, just been too strong to overcome. Still, On the higher slopes, the air is thin and is caused by some action (or failure to act) some gods have managed to inspire select chill, even on the sunniest days of sum- among the Ice People. Thus, if disease individuals and instill in them the faith mer. The snows last well into summer in strikes a herd, it may be due to an im- and powers of their cult. For example, the shaded nooks and crannies of forests. proper offering made before the last there are priests of Mislaxa, but they have In the heart of the range, the peaks are butchering or because a herdsman found it necessary to pose as makou in or- snow-capped year round with small gla- washed his hair. Complicated taboos der to perform their healing arts. ciers waxing and waning from year to year. abound within their society. Though not greatly threatened and not Farther to the north, the character of the When the Flight of the Gods left their very warlike, the Ice People do have ene-

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mountains changes. Arctic air sweeps over mud-pots, hot springs, and fumaroles. pire of Aurim. With the devastation of the Panak Desert off the Guurlamskas They are treacherous areas to cross, boil- Hiteh’s Night, the Empire was destroyed Ocean and rushes over the slopes. Sum- ing pools covered by thin layers of decep- and its people scattered. Yet there re- mers are brief, marked by furious growth. tively solid-seeming earth. Because of mains evidence of its former greatness. The dry desert winds drop what little rain their warm and soothing waters and their Here and there throughout the Ring they have, first snow, then turning to overall unusual terrain, these places are Mountains are ruins and traces of Aurim’s slush, and finally cold gray rain through- considered sacred and special by the sur- might. Some have been long-lost; others out the summer. Even the lower peaks are face dwellers. are revered as sacred or shunned as taboo. capped year round by snow and glaciers fill On the inward arc of the Ring Moun- Best known of all these is the Pillar at the valleys, slowly advancing through the tains, the sloping peaks give way to jut- Malad-Thoor, at the edge of the Dwarven range. In the northernmost part of the ting columns of stone. Formed when Caverns. range, the glaciers pour out onto the level large masses of basalt were slowly thrust The Pillar is a towering monument of plain of the desert. from below by tremendous pressure, the carved white marble, almost 1,500 feet As noted earlier, the mountains are a stone hardened into crystal columns. high. Once it stood much taller, but as combination of old and new. The oldest Roughly hexagonal in shape, most are much as one-third to one-half of the up- parts of the range are low and rounded, weathered and cracked across their tops, per part has cracked and broken away, tapering almost imperceptibly into the although a few are smooth and level. scattered in gigantic stone shards over the foothills bordering the Tamire. Deeper Some columns are small, no taller than surrounding region. Carved bands of in, the ranges have split along concentric ten or 20 feet; others are gigantic, tower- glyphs encircle the Pillar (which is over faults that radiate outward from Hi- ing over 1,000 feet in the air. The largest 200 feet in diameter) at vertical intervals tehkel. The earth has tipped along these are supported all around by smaller of 50 feet. The Pillar is built in a series of faults, thrusting up mountain ridges. columns bracing and buttressing them. steps, with the column’s diameter lessen- Quite new, these are extremely high and The columns lean and tilt at all angles, ing every 500 feet. jagged. some quite perilously while others stand While it is known that the Pillar was These same faults split open huge lava straight and true. Narrow canyons and built during the time of the Empire of flows. The seething magma poured into crevasses, their floors strewn with rubble, Aurim, the exact reason for its construc- the remains of the Indanalis Sea, boiling separate the columns. Secret trails exist tion is unknown. It is commonly believed away the water in a tremendous explosion between each, but there are many dead to be an emperor’s tomb, although local of steam. The sudden cooling glassified ends and cul-de-sacs. legend describes it as the spear of Qu’uan the lava’s surface, creating the bizarre, The creatures that live in the Ring the Warrior cast to earth during the All- brilliantly smooth fields of the Shining Mountains vary according to the terrain. Saints War. Naturally, there is rumored to Plains. Bordering on these strange lands The lower slopes of the southern moun- be a great treasure hidden in or around are upthrust cones of basalt surrounded tains are rich with deer, fox, wolf, rabbit, the Pillar. Adventurers and grave robbers by dunes of black sand, each grain a owl, hawk, boar, bobcat, cougar, and have scoured the area in vain. razor-sharp splinter. This sand blows bear. There are colonies of giant ants, For all their volcanic convulsions and across the land, polishing the already great flocks of bats, giant beetles, and horrible contortions, the Ring Mountains smooth plain to create a vast sheet of lone ankhegs. Farther up the peaks are are inhabited, in some areas heavily pop- glass. It also cuts and abrades, and the mountain goats, marmots, and eagles. ulated. Those dwelling in the mountains fierce black sandstorms will flay the skin There are rumors of a race of half- are divided between the surface and un- and strip flesh from the bone in a matter animal, half-humanoid people, the sa- derground. On the surface are the ogres, of minutes. qualaminoi (white-furred people) of humans, and small groups of gnomoi. When the plain was formed, the cool- dwarven legend, hidden away in the Underground, so deeply hidden that ing lava flowed and formed tubes and coldest and most isolated ranges. Farther they are almost forgotten by the surface, caves underneath the ground. Thus north, these rumors grow stronger, as do are the dwarves. much of the plain is honeycombed with reports of the fearsome remorhaz and The ogres, or First People as they call underground tunnels and caverns that cave bear. Across the outer ranges, even themselves, live mainly in the woodlands run for miles. In places these break the stranger creatures dwell on the Shining of the western valleys. They dominate surface, in other areas the glassified plain Plains—the horax and skrit, great insec- this region, defending the land from the covers them like a thin sheet of ice. The toid beasts able to survive through all but occasional attacks of the elves (who gener- tunnels are substantial enough to form an the most fearsome of the black sand- ally find it much easier to attack the gob- entire world beneath the surface. storms. lins in the Ilquar ranges). During Dotted throughout the Ring Moun- Before the Cataclysm, the Ring Moun- extremely cold winters, the saqualaminoi tains are many still-active volcanoes and tains (or what existed of them then) had may come down out to wreak havoc geothermal areas. The latter have geysers, stood on the edge of the burgeoning Em- among the ogres.

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The frosty highlands are the strange underground, until now when they rarely, common material is buck- and doeskin. and mysterious stronghold of the sa- if ever, venture into the sunlit world. It is Males wear simple heavy leather trousers qualaminoi. Little is known of the white- not uncommon for a dwarf of this empire and shirts. These are trimmed with fringe haired men, for they dwell in a land few to never leave the enclosed world of the and bone—often the prize kills of the reach. Even should a traveler have the de- underground tunnels. ogre. Females wear long dresses of doe- sire, he would first have to traverse the Far underground, the dwarves discov- skin, decorated with appliques of dyed homeland of the ogres —a race not noted ered something or someone else, the leather patches. During the summer, for their hospitality. Approach from the duramkinarchsa or “beasts of the stone.” they go about barefoot. In winter they other side would be no easier—skirting Living even deeper than the Scorned add bearskin robes and fur-lined boots the edge of Hitehkel, crossing the Shin- Dwarves, the stone beasts have never for extra warmth. In general, they need to ing Plain, and finally scaling the up- been seen on the surface (at least in recent wear less for protection than others, be- thrusts of the mountains themselves. times) and are only known through the ing far hardier than other races. Once there, he would have to survive in a stories of the dwarves and the legends of By custom, only ogre males are allowed frozen land where even the Ice People of miners. While such tales normally por- to carry weapons (although knives and the Panak would find their skills put to a tray them as monsters, it is quite possible daggers are worn by all). An ogre’s nor- sore test. Little wonder that no traveler they are an organized people barely be- mal complement of arms includes a has gone to the trouble. yond the stages of savagery. Tales and leg- stone-tipped war club, a fire-hardened Barely better known are the nomads of ends give them a horrid and fanciful spear, several smaller throwing clubs, the Shining Lands. Even in this deadly appearance, but the common thread is throwing stones (chosen for weight, bal- and inhospitable land, humans have that they are stooped and squat, barely ance, and looks), slings and stones, and a fought to make a home. The nomads are able to stand erect, and that their skins metal-bladed dagger. Aside from their a bizarre and mysterious group, with- are heavily crusted and stiff. Sometimes leather clothing, the ogres wear no armor, drawn to themselves, with customs they are described with fangs or horns or relying on their natural toughness. shaped by the unforgiving demands of both; other times the description is Much knowledge has been lost since the land they dwell in. Their enemies in- mixed with that of other creatures—apes, the Cataclysm, including the secrets of clude not just the voracious horax and oxen, even elephants. the origins of the ogres. Today, popular skrit but also the most implacable foe— tales and superstitions fill the void. The the tearing black sand of the Plain. THE FIRST PEOPLE elves of the Tamire believe the ogres are as In a small way, their hardships have they have been since the beginning of been lessened by the gnomes to the east Living in the western woodlands of the time—that they were created in these of them. The gnomoi who dwell among Ring Mountains are the Abaqua ogres forms and shall remain so for all time. the land of columns are their principal (Abaqua means “First People” in their Scholars of the League argue endlessly trading partners. In exchange for miner- tongue). These brutes are a simple race, about the matter (as is their wont). Some als and other goods, the gnomoi provide organized into a loose nation. Although maintain the ogres are a crossbreed of hu- the nomads with sandsuits and useful de- hardly pacifists, their needs and wants are man and saqualaminoi; others react to vices to make their lives both possible and relatively minor and so they stay to their this idea as sick blasphemy, suggesting safer. These gnomoi, a branch of the own lands for the most part. that the combination is more likely be- more numerous and powerful gnomoi of Ogres are classed by humans as part of tween the dwarves and the saqualaminoi. Hitehkel, live among the twisted paths of the giant races. They stand eight to ten (The dwarves have never heard this idea.) the columns. There they live like their feet tall, although they are normally The Scorned Dwarves believe the ogres cousins, designing, testing, fabricating, stooped, which somewhat lessens the im- are the result of Reorx’s rage against the and redesigning. They make some trade pact of their full height. Both males and humans when they failed to learn his with the nomads, other gnomoi, and females have broad shoulders and barrel- teachings. Frustrated by their stubborn those brave merchants of the League and like chests. They stand bent-kneed, giv- minds and slow wit, he cursed them with old Aurim who reach them, but their ing the impression they are bow-legged. forms to match. They consequently refer most important trading partners are the Their skin color ranges from swarthy to ogres as human-kin and humans as Scorned, the deep-dwelling dwarves un- brown to a purplish-black. Their bodies ogre- kin. der the Ring Mountains. are covered in large knobby warts, some- The ogres themselves have the closest The Scorned, as they call themselves, thing others might find unpleasant but answer to the riddle of their origin. Ac- are an ancient race of dwarves. Once, be- which they consider to be a sign of cording to their tales, they (the ogres) were fore the Cataclysm, they lived near the sur- beauty. Their hair is black and stringy, once the First People of the Earth. When face and were commonly seen throughout normally cropped short all around to they were created, the gods give them spe- the surface lands. Since Hiteh’s Night, the keep down lice and other vermin. cial gifts of virtue and fairness. dwarves have retreated farther and farther Males and females dress simply. The most

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They were tall and fair, clever and intelli- homes but maintain regular campsites are the most common drinks. gent. In time there rose among them a tribe where they spend parts of their year. In the At the head of the tribe is the warchief. that grew evil and corrupt listening to the summer the Black Peak tribe can always be This ogre, the strongest and canniest who words of men. This tribe, , waged found in a clearing on the banks of the has proven himself in battle, leads the great war upon their brethren and finally Mashk River; in winter they camp at the warriors in battle, acts as tribal judge, and stole all the gifts the gods had given unto caves of the Tamaf Cliffs. Other tribes fol- is responsible for the grouping of the the First People. These they fled with, hid- low a similar pattern. Each tribe has a tradi- hunt. It is a powerful position and dan- ing the gifts away in the secret places of the tional range that it considers its territory. gerous at the same time. While the war- world. Ever since, the ogres have searched Although all one nation, entering the land chief gains many benefits, blame for for the stolen gifts, hoping to restore them of another tribe is done only at great risk. failure in battle or times of starvation are to their kind. Naturally, they bear a great The tribes take a dim view of others hunt- placed directly on him. The ogres do not hatred for the thieving Irda and their allies, ing, camping, or sometimes even crossing forgive failure with a simple “I’m sorry. the humans. their territory. Trespassers from friendly Next time I’ll do better.” Death is a far The true origin of the ogres is close to tribes (bound by blood relation) are treated more common punishment. this, except for several key differences. Yes, as special guests—and the same treatment Most activities take place outside they were once fair and wise, but their own is expected in return. Trespassers from hos- around a central fire. It is taboo to cook powers were corrupted by evil. It is also true tile tribes are killed or driven off. As a nec- over this fire, spit into it, or douse it with that a great war was fought among the essary ingredient for survival, all ogres are water. Maintaining the fire is symboli- ogres, between the Irda and the remainder well aware of tribal boundaries and the cally important to the tribe, arising from of the nation, a war virtually unknown to landmarks that identify them. practical necessity—the fire-making abil- men. However, the Irda, having forseen the Tribal life is very simple. Upon arriving ity of the ogres is limited, and it is far eas- inevitable decay of their race under the at a new camp, the ogres build dome-like ier for them to keep one fire going at all force of evil, were attempting to halt the houses of young saplings covered with times. One elder ogre, too old to fight, slide. In the end the Irda were forced to flee sheets of bark and leaves. Depending on has the position of hoorac or “fireten- to distant lands for their own safety. Being taste, the floor is left bare or covered with der.” In rank within the tribe it is second the victors, more or less, the remaining pine boughs. Good hunters show their only to the warchief. The firetender not ogres have conveniently rewritten history to skill by covering their floors and the area only maintains the council fire but acts as favor themselves. outside the entrance with hides. Most the speaker of all councils at the fire. The The ogres view themselves as a single cooking, when food is cooked, is done firetender is chosen on the basis of his nation formed of related tribes of about outdoors well away from the huts. Cook- fame and wisdom to advise the warchief. 100 members per tribe. Each tribe has its ing fires are moved into the flammable Like the warchief, his life is forfeit if the own name, usually chosen from a land- huts only during bad weather. They have fire goes out or his advice is exceptionally mark or place name that is central to the few iron utensils—some simple pots bad. Of course, if he gives bad advice he traditional lands of that tribe. Tribes in- bought or taken from merchants. Most can always try to blame it on the warchief. culde the Black Peak People, the Deer- cups and bowls are made of wood or Although the ogres are powerful, brut- wood People, the Grass People, the gourd. Each warrior has a drinking skull ish and violent, they are not particularly Falling River People, and so on. Each fashioned from the bones of a particularly aggressive. For the most part they stay to tribe is an extended family, with broth- notable enemy. For a young warrior this is themselves (just as they have since before ers, uncles, children, etc., living within normally his first kill; older warriors may the Ogre Wars). However, their violent the same group. Although it is accepted have one or several depending on how spirit cannot be quashed and so they ea- that a male can have more than one wife, their foes rate. In battle, the ogre who re- gerly go to war to avenge any raids made tradition usually limits him to one. Addi- quests to “drink from his opponent” is on them by outsiders. At times they ven- tional wives are taken most often when a giving the highest compliment he knows, ture onto the plains to attack the elves, but brother dies, leaving a widow who must ranking his foe as worthy of being his the horsemen are often too dangerous for be cared for. Children are raised by the drinking skull. them. The saqualaminoi of the high parents with the assistance of the rest of The ogres are not particular about the mountains are too difficult and reclusive the tribe. Those too sickly, aged, or quality of their food or dining habits. Wise to make good targets. Their preferred vic- wounded to travel with the tribe are travelers eat their own meals well away from tims are the Scorned living deep under- killed. Ogre tribes do not have too many the fires of ogres. Kills are normally cached ground. The ogres know the entrances elderly members. The tribe, as a whole, in tree branches or buried, the meat used as into this underground world and the tun- forms a supportive group with each mem- needed. Spoilage is of no concern to the nels that lead to the edge of this dwarven ber responsible for the health, safety, and ogres. Raw, broiled, and stewed meats, empire. Of course the dwarves are not ones protection of all others. supplemented by a few berries and wild to be helplessly raided and retaliate in The ogres do not build permanent herbs, are common fare. Water and blood kind with their own bloody raids.

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Although the tribes function indepen- without roots to any other spoken on Ta- T HE GLASS-SAILORS dently, there are occasions when the nation ladas. They dwell in ice caves and feed on can be brought together to act as one. If mountain goats and sheep that dwell at Of all the humans who survived the Cat- their lands are threatened with invasion or the base of their glaciated lands, storing aclysm, none have adapted more thor- if a charismatic and successful warchief the frozen carcasses in their caves until oughly to the bizarre circumstances of their arises among the tribes, they will act to- they are consumed. Curiously, they do environment than the nomadic Glass Sail- gether. While they do not understand the not prey on humanoids by choice but are ors of the Shining Lands. Cut off from con- full value of money (they do not use it drawn to them by curiosity. They attempt tact with their fellows and thrust into a among themselves), they will occasionally to capture those humanoids they encoun- deadly wasteland of flesh-tearing sand- venture beyond their own lands and work ter. However, their methods are rough storms, deceptive glass traps, blinding sun, as guards or soldiers in distant realms. and they kill those who resist. The ogres, shimmering mirages, and deadly foes, the in particular, resist quite vigorously, be- Glass Sailors have not only found a way to survive but even multiply. In doing so, T HE SAQUALAMINOI lieving the saqualaminoi to be blood- thirsty snow-demons. There are reports of however, they have adopted a harsh and Above the lands of the Abaqua ogres, humans who have actually escaped from unforgiving outlook on life. above the timberline of the Ring Moun- the captivity of the white-haired men, The Glass Sailors are a tall and slender tains, is a region of jagged rock and gla- but these accounts are quite possibly ex- people, descendants of the people of an- cier fields. Here nothing grows except aggerations or lies. cient Aurim. The average height for men scrawny lichens and hardy mosses in the Living so isolated from all else, the is six feet; women stand slightly less than warmest sunlit regions at the edge of tree white-haired men do not normally be- this. Their legs are long while their torsos line. Here even that most adaptable crea- come involved with others. Their most are average in length. They have excep- ture, man, chooses not to dwell. To him notable contact is in times of poor hunt- tionally long arms, reaching almost to and others, it is a bleak and desolate land ing, particularly during the winter. Then, their knees. Facially, the typical Sailor has of lifeless ice and stone. But it is the home driven by lack of food, they come down prominent cheekbones and sunken of the saqualaminoi. out of the mountains to raid the villages cheeks. The chin tends to be long and The saqualaminoi, or white-haired and tribes nearby, again most often the squared and the nose small but sharp. people, are a race of ogre-like people who ogres. These raids are usually made under Once, long-ago, they were pale com- dwell in the snowbound peaks of the in- the cover of fierce blizzards that blow plected, but generations of sun and ner Ring range. They stand seven to nine down the mountains. The ogres call such weathering have given them a deep red- feet tall (slightly smaller than an ogre). snows the “demonstorms.” In their leg- brown skin tone. Their hair is blond to Their bodies are covered with white- to ends, the saqualaminoi are not real crea- pale-white. They grow it long and braid, gray-colored hair—a soft, downy layer tures but evil spirits of the mountains bind, and tie it into patterns. Ponytails, close to the skin and a longer oily layer sent to perform their wickedness on the braids, buns, and twisted locks are all covering this. The down traps body heat true people of the Abaqua. common. while the longer bristles shed water, More recently, Hiteh the Merchant, god Most startling are their eyes. The arrest- snow, and ice. Their heads are compact of mischief, has taken an interest in the sa- ing blue of the pupil is accented by the taut and press down between their shoulders, qualaminoi. In their primitive state, they folds of skin above and below, narrowing leaving the impression they have no neck. stand at the threshold of good and evil. He, the eye to a simple slit. The eyelashes, Prominent fangs, small eyes, and an al- for one, is working to tip the balance to though bleached pale, are long and partic- most flat nose mark their faces. Their ears evil. Through his powers, he has inspired a ularly thick, while the eyebrows are almost are hidden under their hair. Both their powerful bull of that race with ambition— non-existent, plucked to a fine arc as is their hands and feet are thickly padded, cov- cruel and brutal ambition. This bull now custom. The skin around the eyes is paler ered with hair, and taloned to give them works to dominate and lead the others, than the rest of the face, a result of the sand purchase on the ice. They can deliver making them more warlike and aggressive. goggles they almost constantly wear when massive blows with their fists and cause As is the way with evil, Hiteh has taught on the surface. horrendous gashes with their claws. The the bull, named He-of-the-Great-Ice- The dress of the Glass Sailors is divided males (bulls) are larger and more aggres- Cleft, that taking is easier and more success- between underground and surface cos- sive than the females, except in the de- ful than work. He-of-the-Great-Ice-Cleft tumes. The dangerous conditions found fense of young. has led others of his people on longer and on the topside demand special garb to Although the white-haired ones are in- more intentional raids than before. Their- protect from the razor-like sand. Even telligent, they are extremely primitive. victories, bringing back meat and new lux- underground, special effort is taken to They do not wear clothing or make any- uries like metal-bladed weapons, have keep the black sand away. Because of this thing beyond the simplest of stone im- increased Hiteh’s influence over the whole need, clothing for men and women tends plements. They have a language, one tribe. to follow the same pattern.

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The underground costume has three fled. The leather is often molded and amount of importance through the barter main parts: the pantaloons, the shirt, painted into fanciful animal faces. The of sons and daughters for marriage. and cowl. Both the pants and the shirt are entire mask laces onto the edge of the Unlike many other peoples of Taladas, of a tightly woven cotton, grown around cowl. The sand goggles have lenses of the Glass Sailors tend to treat men and the oases of the Shining Land. Points of glass (cut from the Shining Land) set into women equally. Unmarried women and frequent wear— knees, elbows, and the leather cups that flare to overlap the mask men are both expected to work and fight seat—are reinforced with thick leather and cowl. These may be plain or elabo- for the survival of the family, thus women pads stitched to the outside of the cloth. rately carved to match the mask. are equal warriors to the men. Within the The shirt and pants are loose and billowy To complete the surface outfit, each family there are a few roles that are tradi- to reduce chafing by what sand does get traveler has a leather overcape and gaunt- tionally defined by sex. Navigation of the inside. The shirt is double-breasted, the lets. The cape is carried but, since it is hot glass skimmers is taught to men; ancient two sides overlapping. The inner layer is and doesn’t breathe well, is only worn songs and stories are learned by women. fastened by a set of ties. The outer layer during the black sandstorms that sweep The seemingly enlightened attitude of has large brass toggles. When relaxing in the plain. Then the tribesmen draw the equality changes with marriage. At this safe conditions, the toggles are normally cloak tightly about themselves and hud- point the women bear and raise children, left unfastened, allowing the shirt to dle down behind protection as best they a role considered even more important by drape open somewhat. The cloth at the can. The gauntlets are also of heavy the tribe, especially considering their low wrists, neck, ankles, and waist is gathered leather and are worn as needed. numbers. into tight cuffs. These are further sealed The Glass Sailors are not warlike in the The families live nomadic lives, shifting by overlapping thongs and sashes, often sense that they go out and attack each with the seasonal movements of the horax brightly colored and decorated. The third other or any neighboring tribes (the and the production of the oases. While part of the costume is the cowl. This is gnomes are their only neighbors of signif- there are many watering points (including part tight-fitting hood, part flowing icance). However, they are constantly flowing rivers) throughout the Shining cape. It fits snugly over the head, sealing threatened by colonies of horax and at- Land, most do not provide the shelter tightly around the face. From this it tacks of lone skrit and so have developed needed for long stays. These sites are used hangs loosely down the back and shoul- their fighting skills to a fine art. Battle ar- as stopping points on the longer journeys to ders reaching to the mid-thigh, splitting mor consists of a breastplate and half- the oases. What makes these oases special into two tails. Ties can be used to fasten it cuisse (leg armor that protects the front of are the lava caves nearby. These caves pro- to the sleeves and the tails can be the thigh) made from the carapace of the vide shelter for the Glass Sailors. wrapped around the waist for. additional horax. Their favored weapons are metal- Each family group occupies a single cave protection. When well away from tunnel bladed swords, clubs set with razor sharp and it is normal for several caves to be entrances, the cowl is normally worn off pieces of black glass, glass darts, and found around a single oasis. Just as other the head, only pulled up when stray slings. nomads have traditional hunting grounds, breezes blow the sand about. Tight- Because the Shining Land has few re- the families of the Glass Sailors each have fitting socks with thick leather soles are sources to support people, the Glass Sail- particular caves. Battles sometimes erupt always worn, the tops reaching to the end ors are few in number and live in small when squatters attempt to occupy the cave of the pants. Finally, small nose filters groups. There are approximately 10,000 of a particular family. The cave is important (carried on a thong around the neck) of these nomads all told, although no as the living quarters, emergency shelter, complete the outfit. The entire costume census has ever been taken (for obvious and storage for the family. Most activities, is customarily black or dark grey to blend reasons). Each group tends to be about 25 such as cooking, are still conducted out- in with the tunnels. individuals, all related by blood. Thus doors in the oasis itself. On the surface, the underground cos- there are about 400 different families Upon claiming a cave, the family first tume is supplemented by additional pro- sailing the Shining Land. erects the door seal which can best be tection. When the time on the surface is Although they are truly independent imagined as a primitive airlock. Outer- short and the conditions are not danger- of each other, the families nominally rec- most is a wicker frame of stretched leather ous, no special protections are worn. In ognize a monarchy within the people. that covers the cave mouth. This has one other situations, the full surface suit is This monarchy traces its descent to a royal small entrance door. Beyond this are sev- worn. The most important features are prince of pre-Cataclysm Aurim and is eral heavy curtains of cloth, each with a the filtermask and sand goggles. The now concentrated into a few select fami- slit for passing through set in a different mask is made of molded leather. It fits lies. The monarchial privileges are mat- place. In this way, the windblown black over the mouth, nose, cheeks, and chin. ters of courtesy only. They have no ability sand is blocked or trapped before it Built into it is a filtering screen to block to influence the actions of others except reaches the living quarters of the family. the blowing sand and a simple mega- by the prestige of their name. This pres- Beyond the seal are the general living phone to keep the voice from being muf- tige does allow them to maintain a certain quarters of the family. Since lava tunnels

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gators learn to watch for telltale signs, the drumming waver of the glass, the crum- bled pitted holes, and the hollow thrum- ming of the runners. The land is dotted with gaping holes and the ruins of skim- mers whose navigators failed to heed these warnings in time. These tunnels hold an even more fear- some danger, the horax. These insectoid creatures live in great colonies in the tube- ways just below the surface. Seasonally they migrate throughout the interconnected tu- beways, moving from one part of the plain to another. At night they leave their caves to hunt in packs, swarming over lone skim- mers or unprotected camps. They also dig new tunnels, sometimes bursting into the sleeping caves of the Glass Sailors. It is tend to be a single chamber, curtains are their name—their unique transportation, fighting these and the predatory skrit that hung to separate different sleeping quar- the glass skimmers. The glass skimmers are train the warriors of Glass. ters. Each is furnished with hide spreads similiar in appearance to iceboats. The The Glass Sailors were not an organized and woven reed mats. Lighting is pro- skimmer has a hull, one or more sails and people prior to the Cataclysm. They vided through magical means, phospho- outrigger arms ending in special runners. formed from the survivors of the wreck- rescent fungi, and occasional candles or Here the skates are not metal blades, but age. Because of this, the families did not fires. The latter are discouraged since specially oil-soaked and prepared pads suffer as much from the upheaval caused they quickly foul the air of the cave. fixed to the bottom of the runners. Each by the Flight of the Gods. There was no es- Of course, the Glass Sailors don’t live skimmer can carry four to five people and tablished set of beliefs that suddenly on the Shining Land just because they their belongings. Larger skimmers are not needed modification when the priests lost think it is a wonderful place—personally, practical. Using the skimmers, the Glass their powers. Instead, the beliefs of the they think it is far from paradise. Driven Sailors are able to “sail” vast areas of the Glass People grew out of the events that out of more abundant lands by ogres and Shining Land. Only areas drifted with the have occurred since the Cataclysm. This the like, the Glass Sailors have learned to razor sharp black sand are impassable and has given them a different view of life exist here. They gather the most polished these areas are to be avoided anyway for from most other groups of Taladas. sections of the land for sale to the gnomes the sand would easily get into clothing to The Glass Sailors have become convinced and dwarves who sometimes come up chafe and cut. that the land of Taladas (as they remember from below. The glass is used as windows, Glass sailing is not without its risks. Of it) is being punished and tested by the lenses, or even cut into pretty baubles. course there is the chance of being over- gods. In their tales, told by the female They also mine small deposits of exotic turned by a sudden gust—slamming into bards, the gods have become angry with metals for sale to the gnomes. the hard ground at 30 or 40 miles per the evil of their children and are now test- To supplement their living, the Glass hour is not a pleasant thought. More ing them. Those fit to survive and endure Sailors hunt the wild gazelles that live treacherous dangers exist, however. The the tests shall be taken by the gods into the along the broken riverbanks, the giant black sandstorms can catch a skimmer out realm of paradise, the realm of the lizards of the hot land, and the fearsome in the open. Little can be done then but High Father. The Shining Land is the test of skrit and horax of the tunnels below the to bring down the sail, anchor the points, their people. If they can survive and prosper surface. They grow cotton around wa- and take cover from the cutting sand. Nor in this land, they will prove themselves wor- terholes, planting the seed in one season is the Shining Land perfectly smooth; thy. If they fail, including leaving the plain and returning for the harvest in another. there are many areas of jagged shards and for more hospitable terrain, they will have They collect fruit from the thick-barked collapsed cave roofs. Navigators need to failed in their test and will never be able to trees that grow at waterside. In short, know the lay of the land lest they sail onto enter the paradise of the gods. they do everything they can to make their the rocks. There are other areas where the To this end, the wizards and wizar- lives easier. lava caves almost break through the sur- desses of the tribe have assumed the roles The most notable achievement of the face. Here the Shining Land is nothing of seers and prophets. They tend to spe- Glass Sailors is the one that has given them more than a thin fragile sheet. The navi- cialize in divination and invocation. It is

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their duty to aid and guide the families convulsions of Hiteh’s Night, the Bilo time. The sergeants and captains are nor- through the trials set by the gods. They (for short) have settled in the region that mally older, more experienced men who advise the family and lead it in battle forms the border between the Shining have proven themselves leaders of the against all enemies. Thus, the wizards are Land and Hitehkel. Here they practice community. Unfortunately this does not found at the forefront of any fight, not their gnomish arts, making devices and always translate to military skill. Young necessarily in actual melee but standing living in quiet peace. women without children form the prominently where all can see them. The Bilo gnomes are similar in appear- auxillaries—companies of slingers and Because all that has happened since the ance to the gnomes of Hitehkel. They bowmen with simple leather or padded Cataclysm is a test, to turn away from the stand about three to three-and-a-half feet armor. They avoid contact with the en- challenge is to fail. Those who fail do not tall and are hefty framed little fellows. emy if at all possible. Mothers, the aged, reach paradise. This makes the Glass Sail- Like all of their kind they have large noses and children serve as cooks, water bear- ors fanatically brave. They will not sur- and high, domed foreheads. Their skin ers, wound dressers, and runners, han- render and almost never flee. They will has a ruddy, waxy complexion. Males nor- dling all the non-combat tasks that must not shirk a task or avoid a responsibility. mally wear their hair long and scraggly— be dealt with. Thus, although the Unlike other fanatics, the Glass Sailors personal appearance is not particularly gnomes of Bilo are few in number (no view the test as personal to their people. important, although they are not slov- more than 10,000 total), they can mobi- There is no need to spread their view to enly. Females pride themselves on their lize themselves to present a formidable others. The test is their test alone. Others prim and proper look. Bathing is a com- defense, especially when combined with only exist to pose challenges. They can mon and important practice, unusual the fortifications of their towers. never be part of the Glass Sailors’ test. among the peoples of Taladas. So particu- The Bilo gnomes are united into a sin- Their belief that they are being tested lar are they about hygiene that visitors are gle nation, composed of the ten different on the Shining Land has led the Glass usually bathed before any audience. This towns that form their land. The Ten Sailors to believe that leaving the land is is presented as a special honor, what with Towns are ruled by the Council of Bur- evil. On those occasions when they carry the attention lavished by the gnomish ghers, the mayor of each town having a goods to the gnomes, all those who take servants, but outsiders tend to view the seat at the Council. From their numbers part in the caravan must be specially puri- whole thing as a necessary ordeal, espe- the Burghers elect a Burgomeister, Grand fied when they return. The purification cially since the gnomes apply the soap Imperator, and a Warden of the Eastern ceremony, conducted by the family wiz- and brush with great vigor. March. ard, is harsh and painful, involving ritual The Bilo gnomes dress simply. Men The Burgomeister is the head of the burial up to the neck in the sharp-edged wear knee-length tunics, patterned with Council and presides over all the affairs of black sand. By suffering through this cer- vertical stripes or divided into two colors the gnomes. The Grand Imperator is a war emony, the traders drive the evil that has (one half blue and the other yellow, for leader. During peacetime the Imperator entered them out of their bodies. example). Brightly colored hose, soft has no powers or duties and is often not This same belief is used to set punish- shoes, and a leather belt finish the cos- even consulted on military matters. How- ments for crimes. While most crimes are tume. In bad weather a hooded cloak, ever, in the event of attack, he assumes dealt with by servitude or payment of a fine perhaps trimmed with fur, is added to complete control of the gnome militia and (in goods), the worst crimes—patricide in this basic garb. Women wear floor-length is the sole authority for the course of the particular—are punished by branding and gowns with wide sleeves and a short man- war. During this time the Burghers act as banishment from the land. The expelled tle. Young women usually bind their hair councillors. The Warden of the Eastern criminal has essentially lost all hope of en- in long braids and wear a golden or silver Marches, originally charged with the pro- tering paradise. Of course, the banished circlet. Upon marriage, a wife usually tection of the easternmost towers, is respon- still believe they are being tested and thus dresses in more somber colors as befits her sible for the security of the gnomes in times still have a chance for the reward of the important station. of peace. It is his duty to protect the gods. Many of the Glass Sailors encoun- The Bilo gnomes have no standing gnomes from raids, gather intelligence, tered beyond the land view every event as a army, but everyone, male and female and quell disorder as quickly as possible. test or challenge to their beliefs. alike, is expected to serve in the militia if Should a war occur, he becomes the second- it is called up. The actual rank and task in-command, taking his orders from the T HE GNOMOI OF THE depends on the age and abilities of the Grand Imperator. These three terms are for gnome. Men capable of wielding a sword life. C OLUMNS form the bulk of the militia, serving as Each mayor is elected by the citizens of Living in the land of the basalt common soldiers. Common soldiers have his town. Citizenship is limited strictly to columns are the Bilogastandirachgno- a chain mail hauberk, helmet, spear, and gnomes who are eligible to or have served mius, a branch of the gnomes. Separated short sword. Each man is expected to have in the militia. The votes of those bound from the main line of the gnomes by the his own equipment ready for use at any in service to another (an apprentice, ser-

35 N ORTHERN HOSK

vant, or sharecropper, for example) are Tower,” and the other is Ilmachtothtalch- The gnomes, filled from childhood with held by the master. Thus, guildmasters der, the “Tower of Ghosts.” tales, lies, and half-truths about dragons, and large landowners control a larger por- Provoerhoosktalchder is called the simply could not withstand their might. tion of votes than normal craftsmen. The Warden’s Tower because of its location. It Some fled, panicked at the mere thought mayor retains his position until chal- was the easternmost of all the Bilo towns, of dragons. Others, remembering the lenged; there is no set term of service. He the first line of defense against the hob- tales of lone heroes bravely besting the can be challenged by any citizen at any goblins of Aurim. Governorship of the fearsome reptiles, foolishly marched for- time, but such challenges are normally town was always assigned to the Warden ward on their own only to be destroyed only made when the challenger feels he of the Eastern March, the second-in- before the eyes of the others. has a decent shot at victory. command of the Bilo militia forces. How- The dragons ravaged the town. The Below the mayor of a town is the town ever, 53 years ago, the hobgoblins, aided fortunate gnomes fled to other towers; council. These vary in size from town to by the fire minions of Hitehkel, stormed the foolish fled into their tower for safety. town. The aldermen are nominated by the the tower and claimed control of it. Al- These the dragons toyed with for sport, mayor and approved by the citizens. An al- though the invasion was later defeated sometimes allowing them moments of derman’s term of service is dependent on (with the aid of the Scorned Dwarves), hope only to then reappear with horrible the mayor; an alderman can be replaced the hobgoblins have managed to retain fearsomeness. Through magic the provided the citizens approve a new nomi- control of the Warden’s Tower. gnomes broadcast their pleas of help to nee. Clearly the system promotes cronyism Today the situation is a standoff. the others, but no aid could reach them. and block voting; however, the gnomes are Within the tower are about 1,500 hob- In the end none escaped. independent minded enough to make the goblins of all ages. Ringing it outside, Since that time the tower has remained system work fairly well. under the permanent command of the deserted and the land around it is shunned. The Bilo gnomes dwell not just among Warden of the Eastern March, are 1,000 Occasionally the farmlands of neighboring the basalt columns, but also within them. gnome militia. Every season each tower towns are raided, but there is little the The ten communities are scattered must provide 100 men to this duty. The gnomes have been able to do to date. Every throughout the land of columns, each ap- gnomes know they have insufficient few years the Warden sends a party to scout proximately 1,000 strong. Each town is or- numbers to storm the tower—after all the tower. The fortunate return with grim ganized around a central pillar, a huge they built it and know what its defenses news and nightmares. The dragons remain basalt tower that rises above the surround- are like. At the same time, the hobgob- and their numbers seem to be increasing say ing terrain. This tower is honeycombed lins lack the overwhelming superiority the scouts. Masud has raised a brood of with tunnels, chambers, granaries, armo- necessary to encourage them to attack the hatchlings who are now entering the early ries, council rooms, barracks, and quarters. gnomes. Both sides are given to raids and ages of maturity. Her old mate died some As a rule, however, the gnomes do not small skirmishes, each waiting for an op- time ago. Soon she will leave the tower to dwell here. Instead they live in small homes portunity to appear. find a new mate. Together they will return of the town built in the shadow of the The town and wall at the base of the and she will breed again. Meanwhile her tower. The whole thing is then surrounded tower were destroyed during the battle and children will be sent out to manage on their by an outer wall of defense. have never been rebuilt. Indeed, in the own. The gnomes have had many enemies in years since, the rubble and waste outside the past—goblins, ogres, hobgoblins, and the tower has actually increased. The Gnomish Society elves. Although their enemies are now few, gnomes attribute this to the filthiness of the Gnomish society is divided into two they must still contend with formidable hobgoblins. While this is true in part, most main classes. Largest among the Bilo and threats from the creatures rising out of Hi- of the debris is the result of tunneling being most influential (because they are more tehkel and hobgoblin raiding parties from done by the hobgoblins. Occasionally competent) are the gnomoi—the True old Aurim. Should the outer wall of de- gnome sappers detect this tunneling and Gnomes of Reorx. These gnomes are the fense fail, the gnomes retreat to their tower, manage to dig a countermine, leading to leaders of the community, the supervi- there to outwait the besiegers. fierce underground battles. They have sors, the captains, the engineers, and the Of course, the gnomes have not always never been able to achieve more than a guildmasters. As True Gnomes they have proved victorious. Several towns have standoff against the hobgoblins, however. the knowledge and ability to build and fallen in the past, particularly to the arm- So the situation now stands. construct successfully. ies of the fire beings of Hitehkel. Most of The second tower, the Ilmach- Working under gnomoi guidance are these are reclaimed and resettled since tothtalchder, is not occupied by anyone. those of the second class, the minoi or the attackers come only to pillage and de- When the evil dragons were released onto Cursed Gnomes. These fellows, although stroy, not conquer territory. Two towns are Krynn and flew over Taladas, two of they try sincerely, cannot build and craft notable exceptions to this. One is Pro- them, Masud the Hateful and her mate, successfully. True, they have the necessary voerhoosktalchder, the “Warden’s chose this gnomish tower as their home.

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skills, but they lack the insight needed to of the surface for the comforting safety of by women eligible for marriage, make design and construct items. It is only un- the deep caverns underneath the Ring use of sheer fabrics and soft leathers. der the careful supervision of the gnomoi Mountains. So deeply have they delved More practical materials include heavy that they have proven useful. They are la- that those on the surface have all but woolens of goat yarn and stiff leather. borers, workers at the forge, assistants to forgotten of their existence. They, in Soldiering is a reputable and full-time the master craftsmen, shepherds, and turn, now tell grim and fanciful tales of trade in the eyes of the dwarves. Each clan is ploughmen. the surface world to their small children. required to shoulder the cost of outfitting Although the gnomoi watch over the After more than 300 years of isolation, and maintaining a company of males (who minoi carefully and block them from the only the oldest of their people remember are part of the War Clan). The soldiers of powerful positions in the society (truly for what life near the surface was once like. the company are given a standardized uni- the good of the community), the gnomoi The centuries of isolation have altered form, although the dress of two different love their kin no less. At worst their feel- the appearance of the Nylgai. Males companies may be quite different. Each ings toward the minoi can be described as stand about four to four-and-a-half feet man in the company may have identical paternalistic. At best, they hope to im- tall. The women average a half a foot shirts, a cap done in the same color, or a prove the abilities and minds of their less shorter. Once they were a rotund and leather badge fixed to their breast. These fortunate cousins. The minoi, for the well-fleshed race. Now they are naturally marks are enough for the dwarves to iden- most part, find no fault with the arrange- lean, although they have retained the tify each other by unit. ment so long as they are able to occasion- large-boned frame of their people. Their Master smiths that they are, the dwarves ally indulge their whims for construction. skin tone, once dark and ruddy, is pale have greater access to fine iron than all other The gnomes of Bilo, unlike their Hi- brown tinged with red. Their eyes are races but the gnomes. This they fashion into tehkel brothers, do not have easy access to large, a washed-out blue in color. Hair finely made suits of chain mail and plate ar- rich mineral deposits. Thus they have color ranges from flame red to straw mor, swords, spear heads, and shields. Typi- turned instead to the fabrication of small blond. Their noses are large and broad. cal arms and armor for a dwarven warrior and intricate devices. Most of these de- Men sport beards and the same is consid- consist of a chain mail hauberk, pot helm, vices they keep jealously to themselves, ered attractive in females. shield, leaf-head spear, and double-edged but a few they make specifically for trade. The dress of dwarven men depends sword. Each man carries a field kit in a Most desirable of all these are the com- greatly on the social class of the dwarf. leather backpack or bandolier. The kit usu- pact timepieces they make in elaborately The majority are miners, sturdy workmen ally contains blankets, rations, honing stone, designed and decorated cases. These are engaged in honest labor. These men wear polishing oil, and personal items. capable of telling the time to within a rough coveralls and heavy smocks, As a further identifying device, each quarter of an hour. However, not satisfied brightly embroidered with clan designs company has a particular crest and name. with this, the gnomes also load them with around the neck and bottom hem. Boots There are the Anvil, Chisel, Bonecracker, clockwork mechanisms—parading fig- are heavy and stout with loose-fitting Rock Lizard, and Red Beard companies, ures, chimes, telescoping rods with flags tops. No miner would be found without to name a few. Each has its crest painted that wave, clockwork voices, and other his bandolier and tool pouch. In this he on its shield, usually in as fearsome a de- fanciful amusements. keeps his chisels and hammers, the signs sign as can be created. When arrayed in Other items they make for export in- of his trade. solid ranks, shield to shield, the dwarven clude clockwork toys, elaborately trapped Craftsmen dress similarly, although companies present an awesome spectacle. chests, and mechanical spit-turners. many wear a tighter fitting shirt (it does Although the Scorned Dwarves have Their output is not great and their prices not do for a smelter to have his sleeve forgotten much of the surface world, are high, limiting these things to the flapping into the molten ore). Craftsmen their long retreat has preserved much of wealthy. These are often used as status can be identified by the heavy leather their way of life. Unlike most of the sur- symbols in the upper class of the League apron that each wears, emblazoned with face dwellers, the Scorned did not lose Cities, while the gnomes of Hitehkel are the crest of his trade. Upper-class dwarves their culture in the upheavals of Hiteh’s galled to find that the Bilo gnomes do (clan leaders and wealthy merchants) Night. They have remained highly orga- better work than they on such items. forgo the common dress of the working nized and civilized, especially in compar- class, favoring heavy brocade robes deco- ison to the humans and the elves, T HE SCORNED rated in runic designs. Small caps gar- The Scorned Dwarves are organized nished with bright leather tassels and into a single nation. Regular censuses Living deep down at the roots of the furred tails top off their outfit. taken by their High Kings have placed Ring Mountains are the Nylgai Hadirnoe, Dwarven women wear floor-length the population at approximately 200,000 the Dwarven Scorned. These are the dresses, bound by sashes and gaily pat- souls throughout the caverns of the Od- dwarves who, with the coming of the Cat- terned with ribbons and embroidered ap- derRhing or “Land Beneath the Moun- aclysm, fled the horrendous destruction pliques. Fancy dresses, such as those worn tains.” These folk are spread throughout

37 NORTHERN HOSK

the length of the OdderRhing, the exten- tremely wealthy and powerful. (not hereditary titles) include Imperial sive series of caverns that undermine the The second clan of note is the Outcasts. Exchequer, Publican, Proconsul of the mountains. Each dwarf belongs to one of This clan is shunned by all others. Con- Black Gate, Chamberlain of the High the clans that form the core of the dwar- tact with the Outcasts is kept to a mini- King, Chamberlain of the High Queen, ven government. mum and marriage to one is almost Steward of the Household, and Com- The dwarven clans are organized along unthinkable. The Outcasts perform du- mander of the Faithful. the basis of classes or trades. Once they ties that are unclean and taboo to the rest There is one post within the dwarven were guilds to which any number of fami- of the people. They are responsible for empire that is not under the sway of any lies might belong. Now, profession and burying the dead, cleaning wastes, cut- clan. By rights, the post is one that should family are united under the single banner ting wood on the surface, trading with fall under the duties of the Outcasts. of the clan. All members of the clan are surface merchants, and interpreting the However, its position is far too important inter-related to one degree or another tongue of the disir, the deep-dwelling en- for that clan. The position of Imperial and are expected to take up the same oc- emy of the dwarves. Although their posi- Ancestral Caretaker is a hereditary title of cupation upon coming of age. Those clan tions give them access to unusual routes the Strompdal family. They belong to no members unsuited to the trade, for what- to power, they are generally poor and clan. Their duties include the prepara- ever reason, can apply for adoption in a poorly treated by the others. Centuries of tion and burial of the Chieftain’s Clan more suitable clan. If accepted as a son or tradition have bound them to their roles dead and the execution of those of that daughter, the adopted dwarf can enter with little complaint. clan who are sentenced to death. For the his new profession. While this rigid struc- The third clan is the War Clan. This rest of the people, these duties are per- ture ensures stability and continuity of clan is the army of the dwarves. Only formed by the Outcasts. However, the the dwarven traditions, it can also stifle members of the War Clan can become royal family cannot be defiled by contact and constrict the spirit of dwarven initia- soldiers and guards. To maintain the with the Outcasts, hence these duties are tive. This, however, is a price the dwarves ranks of the military, the War Clan fre- performed by the higher status Stromp- are willing to accept. quently enters into adoption pacts with dal family. Unattached to any clan, they Not all the clans are equal in impor- other clans, even with the Outcasts. do not receive any stigma from their du- tance. This varies according to the size These clans provide suitable sons and ties, nor do they bring shame to any clan. and trade of the clan. The largest is the marriageable daughters in exchange for The clans form the basis of the govern- Miner Clan. A respectable, though not guarantees of protection and safety. This ment. At its head is the High King. He is particularly impressive trade, the miners is in addition to the maintenance costs the sole ruler of the nation, after a fash- make up for this by their sheer numbers. the High King has decreed the clans must ion. Only he has the power to pass laws, Other clans (in no particular order of size pay. In a way, the security of the nation is muster the army for war, and levy taxes. or importance) include the Smiths, Cast- a brokered business. Appointed by him or one of his predeces- ers, Scribes, Jewelers, Goldsmiths, Ar- The final clan of importance, indeed sors are his administrators—those who morers, and Weavers. Each of these plays the most important, is the Chieftain’s see that the laws are enacted, enforced, an important role in the community. Clan. This is the royal house of the and upheld. Four clans are of particular note, for their dwarves. It is from the ranks of the Chief- The High King does not have absolute roles are special. The Guildmasters are a not tain’s Clan that a High King is chosen. dictatorial rule. Advising him in all matters particularly loved clan but are crucial to the The selection is made by the votes of the and expressing the will of the people is the economy of the nation. The Guildmasters other clans, chosen from the princes of Council of Clansmen. This is composed of do not produce goods but act as traders, ex- the Chieftain’s Clan. Once chosen, that chosen leaders from each Clan. The num- changing the production of one clan for that chieftain is High King for life. ber of advisors each Clan is allowed de- of another. The clan is very small, but its The other princes of the clan receive ti- pends on a complicated formula that power is immense. Everything produced by tles and offices as they are available and considers the size of the clan (at the insis- anyone outside the local community must according to their abilities. These offices tence of the Miner Clan) and the taxes paid pass through the hands of a Guildmaster. are normally given for life, but they can by the clan (by which the Guildmaster Clan Iron weapons produced at one end of the be revoked for treason or other high makes sure it is well represented). OdderRhing are traded for food grown at crimes. In addition, the members of the To determine that representation in another. Furs trapped are traded to the Chieftain’s Clan have a number of hered- the council is accurate (and that the Guildmasters in exchange for equipment itary titles that lend prestige and, in some proper taxes are being paid) the High and money. The furs are then traded to the cases, actual authority. Hereditary titles Kings regularly conduct censuses of peo- Tanner Clan for finished furs, the finished include Great Revoker, Treasurer of the ple and property. One is always done furs to the Furriers, and so on. Through all Imperial Guard, Sergeant of the Black when a new High King takes office. these transactions the Guildmasters make a Gate, Imperial Drillmaster, Keeper of the Thereafter, a new census must be done little profit at each stage, making them ex- Holy Forge, and Lord Firemaster. Offices any time the High King attempts to levy

38 N ORTHERN HOSK

greater taxes than have been customarily (who were never particularly religious any- vorings, spices, or herbs. Lacking abundant paid. In addition, the High King can call way), but it has prevented the cult of Mis- supplies of wood, their furnishings are spar- for a census any time he feels the clans laxa from gaining a foothold in their land. tan, carved from stone and padded with have succeeded in hiding too much of The dwarves are a self-contained soci- wool- and moss-stuffed cushions. their property from his inspectors. ety and thus do very little trading with Dwarves do have their passions. They This method of raising and collecting the surface world. When they do trade, rightly claim that no one makes a better taxes is the best method the clans have for they are most interested in novelties they ale, stout, or lager than their brew- resisting the edicts of an unpopular High cannot find in their underground world. masters—and they are quite willing to King. More than once a High King has Finely carved woods, cotton, silk, paper, prove it to their guests. Another passion been forced to accommodate the clans wine, olive oil, herbs, and spices all com- is for the spoken word. The dwarves have when they have threatened him with mand high prices. They cannot abide the a love of stories, sagas, and plays— open tax revolt. In general, those of the taste of most fruits and vegetables, which anything where the spoken word is im- Chieftain’s Clan have learned not to push are too flavorful for their bland palates. portant. Dwarven bards chant the tales of their power and authority too far. Valued dwarven goods include stone great heroes at feasts that last for days. carvings, weapons, ingots of valuable The clans hold competitions, staging the Dwarven Priests pure dwarven steel, and magical items, classic works of ancient and modern play- particularly weapons and armor, which wrights. Poetry challenges, particularly of Working with the High King and the are almost priceless. They find the con- the demanding poem riddles and ken- clans are the artisan-priests of the Order structions of their cousins, the gnomes, nings, fill their evenings. of Makers, the religious core of the fascinating in their mechanical splendor. But the greatest passion of the dwarves is dwarves. Unlike other religions, the The intricacy of the work is something stone. In the centuries the dwarves have Makers did not lose their powers with the they can appreciate, although they can- spent deep underground, one of their ma- Flight of the Gods for the simple reason not understand how or why the gnomes jor goals has been to expand and beautify that they never had priestly powers to be- persist in creating these devices without the tunnels, halls, and caverns that form gin with. The Makers are experts at the the aid or use of the magical power of the their land. Thus there are work gangs min- mystical dwarven art of smithing, earth. Indeed, the dwarven smith’s ing, chiseling, carving, and shaping dwarves who through devotion to their chant, as he hammers out a bar of iron on throughout the complex of tunnels. In this, work are able to create magical items. his anvil, goes “Magic and steel— most of all, they give the lie to the dour and They are neither wizards nor priests; they CLANG! Magic and steel—CLANG! austere image others have of them. are masters of the forge. Forge gods give us magic and steel— They love to embellish and decorate Their lives are dedicated to the three CLANG!” their stone in baroque styles. They are in- Earth Powers: Ferros, Auros, and The dwarves lead simple lives. Their food capable of carving a simple pillar. It must Orgentos—the givers of earth’s magical is bland—roast meats, stews, mushrooms, have capitals, fluting, plinths, even elab- power. These three powers wax and wane roots, milk, and butter. Except for salt and orate faces. Walls are never simple according to complicated calendars the metal powders, they do not have many fla- dressed stone (unless it is to highlight an Makers have prepared. (In actuality, the Makers are tapping the powers of the three gods of magic, which wax and wane according to the cycles of the three moons of Krynn. Having never seen the moons, however, the dwarves can only feel their influence as it flows through the earth. Thus they equate these magical powers with earth gods.) Before the Cataclysm, there were other beliefs among the dwarves. However with the Flight of the Gods, these priests lost their powers and their cults all but col- lapsed. Taking this as a sign of the suprem- ity of their beliefs, the Makers have managed to convince the High Kings to proclaim the Order of Makers the state reli- gion and ban all others. For the most part this has gone over well with the dwarves

39 NORTHERN HOSK

even greater effect). They are covered up. Now, Outcast spies have been able to the Western Ocean. The banks are lined with scenes, faces, and geometric de- listen in on secret conversations of the with thick stands of woods and brakes of signs. Some are meant to educate. Others disir. This is risky work, for spies meet the salt marsh cane. are purely artistic, carved to highlight the worst ends of all. The Tiderun gets its name from the ebb strata of the rock. There is no one in the The war has changed little in recent and flow of its waters according to the influ- world better at creating carved works of years. At the southern end of the Odder- ences of the moons. It has three basic great beauty than the master carvers of Rhing the disir have seized several levels conditions—flowing, ebbing, and dry. the Scorned. of chambers and are now almost within Flowing describes when its waters are high- Their carving has brought them disas- reach of the ancient human mines, the est, those times when the three moons of ter, also. As the dwarves continued their pathway to the surface. Previous attempts Krynn are not in conjunction with each mining, they became obsessed with dig- throughout the OdderRhing to sweep the other. During these times, water flows from ging deeper and deeper into the earth. disir from their tunnels have met with the Western Ocean into the Indanalis. The They confidently believed they were the failure, for there always seem to be more estuary can be navigated by shallow-draft masters of all the land under the surface, secret tunnels that are only found later and flat-keeled ships in its flowing stage; that they had the right to claim it all. It when the disir emerge from them. merchantmen and rafters use this stage to was during this deep delving that the Now the dwarves are trying a new strat- make the dash to and from the Western miners breached a cavern moldering with egy with the aid of a few gnomish and hu- Ocean with their cargoes. the thick scent of death and decay. Some- man wizards (a great concession on the The ebbing stage occurs as any two thing slaughtered those miners and left part of the Scorned). Their latest cam- moons near conjunction with each other. bodies as a sign. Thus the dwarves made paign, which seems to promise a chance Then the waters of the Tiderun slow and their first contact with the disir. of victory, is to hunt out and destroy the the banks recede, leaving muddy flats of The disir, a race of great evil and sav- breeding chambers of the disir. These cane to either side. The shallow draft agery, has lived in the earth far deeper than raids are risky especially as time goes on boats are forced to beach and only the any man or dwarf of known time has ever and the disir deduce the dwarven strat- rafters can ply the low water. ventured. Here they preyed on other deni- egy. To delay this, the dwarves are contin- The rarest condition is that of dry. This zens of the dark realms and on their own uing in their old tactics, although these occurs only when the three moons are all kind. Until their discovery by the dwarves, are done in areas well away from the sus- in conjunction. During these times, the the disir had never ventured closer to the pected sites of breeding chambers. Tiderun actually retreats so much that the surface. Now that has changed. They have The war has also caused a profound estuary dries up completely in the center discovered a rich world in the tunnels above change in the people. Before the disir at- section. All that is left are two greatly re- them. In the decades since they first ap- tacks, the dwarves were confident and self- duced arms, one by the Western Ocean peared, the disir and the dwarves have been assured as to the righteousness of their and another by the Indanalis Sea. During locked in a bloody and merciless war of ex- actions. Now it seems as if the gods have these times, the trading caravans hur- termination. struck back at them. Disir raids are so sharp riedly cross the vast, muddy expanse of Very little is known of the disir. It is and sudden that the confidence of the peo- the Tiderun. Timing is important as the clear the disir are fecund, for the dwarves ple in the security of their homes has been waters return rapidly. No trader wants to have killed enormous numbers of them. undermined. Travelers are loathe to journey caught in the center when the ocean wa- The disir also have magical or priestly from settlement to settlement alone or even ters return. power over the dead and can even turn in small bands. Children grow up with the Since it is a major, though erratic, wa- the dwarven dead against their living fear and hatred of the enemy. The clans terway, the Tiderun has attracted a wide brothers. Dwarves captured by them ei- place the blame for every failure on the disir assortment of settlers and rogues. The ther escape quickly or meet gruesome threat. The dwarves are slowly becoming minotaurs of the League have established deaths. This choice prevents the dwarves cynical and pessimistic, perhaps even de- several trading cities on the northern from learning much from freed captives. featist. They are suffering a crisis in confi- continent—Rudil being the largest. Over the years in the colony chambers dence akin to that felt by others at the time Where the Tiderun pierces the Ring and the dwarves have found, they have dis- of the Cataclysm. Steamwall ranges, smaller trading towns covered and deciphered samples of the have sprung up to accommodate the mer- disir tongue. The few prisoners they have chant caravans crossing during the dry peri- taken have taught them the words of THE TIDERUN ods. While the southern of these two towns their enemy, but no prisoner has lived Separating Northern and Southern (Faroen) falls under the nominal jurisdic- long enough to provide a very complete Hosk is the great estuary known as the Ti- tion of the League, the northern town vocabulary. It is only by the persistent derun. This is a broad, shallow fault (Malton) is a law unto itself under the rule work of Outcast scholars over the years opened during the Cataclysm. It connects of the self-styled Count Ricar. Both are that a working vocabulary has been built the boiling waters of the Indanalis Sea to rough-and-tumble places, but Malton is

40 N ORTHERN HOSK

particularly noted for its quick justice and Rudil and the surrounding lands come of the square, traveling merchants lay out free-wheeling style. It is a particular sore under the control of the League, the their rugs piled with exotic treasures from point to the League, which regularly ac- minotaur-dominated government of north and south. cuses Ricar of harboring the river pirates Southern Hosk. As such it follows the Whisking away flies and calling out in that ply the estuary. laws and customs of the South. The terri- a melange of droning, piercing, boom- Aside from the nuisances of occasional tory is ruled by an appointed governor ing, and sing-song chants, the merchants goblin raiders from the Ilquar and the liz- who lives in the keep built on the small bide their time. Soon the square fills with ard men who sometimes attempt to bluff at the edge of the waterfront. people. The odors of roasted meats, ex- board unwary vessels that pass their As is the case in all League towns, otic spices, heady wine, sweat, tobacco, settlements in the canebrake, the greatest minotaur law and order is rigorously and over-ripe fruit intensify in the heat of danger of the river is the pirates. These maintained through the swift and dis- the sun. As the day’s heat increases, the buccaneers patrol the river in their keel- criminating use of force. Brawlers are crowd thins. The merchants crawl back boats and rafts, swooping down on mer- beaten senseless first and then questions into the shade of their awnings or stretch chant ships to make off with their are asked. Few citizens in their right out under an improvised tent to sip thick, cargoes. The best known of these pirates minds resist arrest or make trouble when sweet coffee and rest until the late after- is the renegade minotaur Haralt the Gray. the guard is around. Caravan guards, sail- noon. Gradually the crowds return. En- He commands a small fleet of five keel- ors, and Uigan warriors are more likely tertainers come—singers, jugglers, boats and over 100 men and minotaurs. troublemakers. To lessen the problem, acrobats, and puppeteers—to provide en- When not prowling the river, Haralt can the town has set aside a separate caravan- tertainment in exchange for coins. The be found in Malton, enjoying the com- sary compound on the outskirts of town. morning’s cycle of sights and sounds re- pany of Count Ricar, whom he keeps well This area honest citizens try to avoid, peats itself. Finally dusk falls and the supplied with stolen booty. while those who own businesses there shoppers go home; the merchants wearily hire numerous burly peacekeepers or pack their goods, roll up their carpets, R UDIL bouncers. and close their shutters. The guard makes Although it is small, Rudil has a wide its rounds to collect the governor’s tax. To call Rudil a city (as the inhabitants variety of services. It is a gateway to both Just behind them come the enforcers for do) is perhaps stretching the truth. Origi- the unknown Western Ocean and the the local protection racket out to collect nally founded as a trading post for the wilds of the Tamire. The caravansary com- their fee for another peaceful day. Tamire trade, it has grown into a large pound is filled with inns, taverns, stables, As with all towns, Rudil has its tales. It town, the most sizeable seaport on the and outfitters. Along the waterfront are is, after all, a gathering place for adven- coast of Northern Hosk. (Of course it is chandlers, shipwrights, and sail makers. turous souls preparing to set out into the about the only seaport in Northern There are horse dealers who trade with unknown. Gossip and rumors abound. Hosk.) the Uigan, ironmongers who purchase There are tales of rich townsmen who Rudil has a population of about 5,000. goblin steel, wholesalers, grocers, mer- make their way posing as crippled beg- (Its sister settlements, Milgath and Barask, cers, guides, navigators, riverboatmen, gars, homes of eccentric (and absent) wiz- have populations of about 1,000 each.) By fishermen, clamdiggers, and oyster div- ards piled high with treasures. the terms of the agreement reached be- ers. There are wrongs to be righted and evil tween the Uigan and other tribes of the Outside the city, farmers struggle with to be overcome. The harbormaster is said Tamire, Rudil is allowed only a small area of the hard, rocky soil to grow the crops to by some to be in league with the river pi- the coast. Rudil sits at the center of this feed the town. Cowherds sit watch to rates, alerting them to rich cargoes area, surrounded by the farmland needed keep the nomads from rustling a cow here headed their way. Secret meetings of Hi- to maintain the population. and there. Optimistic horsebreeders try teh’s followers have been reported near Currently the three towns are straining to improve the bloodstock of the Tamire, the North Wall. A dragonrider may have at the seams. Before further growth can while camel trainers ready their animals just landed outside the walls. Secret po- occur, the League must reach a new agree- for trips across the dry steppes. But most lice of the Great Illustrious Leader of All ment with the nomads of Tamire or risk colorful of all is the great bazaar that fills Nations, the minotaur emperor, may be going to war. The latter option the inhab- the central square. scouring the city looking for a certain itants of Rudil do not relish, for they have Each morning as soon as it is light, the thief. But of course, all of these are gossip heard tales of what the Uigan do to pris- square begins to fill with merchants. and rumors. oners. Some of them even remember the Around the outer edge are the perma- earlier wars with the Uigan. One re- nent stalls of established dealers. Every minder of those days are the stone and morning the gaily colored awnings are earth walls that still surround the outer- raised and goods are laid out on rugs and most perimeter of the city. low tables for all to inspect. In the center

41

S OUTHERN HOSK

these valleys provide abundant pasture and even mewl and moan in hungry little S OUTHERNH OSK and lumber for the people living there. voices. More likely these are heat-fired At the southern end of the New Moun- delusions of fever-stricken castaways, “If a man seizes property by force and tains is the Confederation of Armach. their brains boiled by the steaming mists the property is recovered, the plaintiff The land here falls away abruptly from of the ocean. Other things, perhaps once and the defendant may enter the Arena the high pastures to the coastline at the animals, are said to be even more loath- in what armor they can afford. If a man Bay of Hoor. As a result, much of the some and dangerous. Most often the seizes property by force and it is not re- coast is rugged cliff, a sharp drop to the memories of these bring only shuddering covered, that man may not avail himself rocks below. The weather is warm year terror to those travelers who have become of armor. If the man maliciously disposes round and the rainfall is good, but the lost in the Steamwall. of the property or renders it unrecovera- soil is thin and badly eroded, making Nonetheless, the Steamwall holds a ble by intention, the combat is to the farming only fair. lure for the courageous or foolhardy. In death.” Traveling farther to the south, one de- the taverns of the League there are tales of —Regulations of Ambeortin VII, scends from the plateau formed by the this fellow or that fellow—always the Legal Codex of the League continental shield. Now the underlying cousin of a friend or a traveler met by a layer of granite gives way to softer be- caravan—who has discovered ancient The second largest landmass of Taladas drock. The ranges of the New Mountains treasures hidden in the deep valleys of the is the southern half of the old continent taper off and become lower and rounder. range. Perhaps there are treasures to be of Hosk, now known rather unimagina- With the exception of the areas immedi- found; perhaps there was only one trea- tively as Southern Hosk. In addition to its ately around the lower ranges (now barely sure and the tale has been repeated over great size, it is also the most populated more than hills), the land drops almost to and over; perhaps it’s all a lie. and civilized of all the lands of Taladas. It sea level. Warm, wet southwestern The region once held the burial valleys is the home of the Imperial League of the breezes blowing off the Windless Ocean of kings and princes; once there were Minotaur Cities (commonly called the drop large amounts of rain over this re- great monasteries and temples there. An- Minotaur League or Merchant League or gion. The kingdom of Thenol and the cient Aurim’s might once extended to the just the League), the Kingdoms of Ar- wilds around it are dotted by subtropical old mountain ranges. Here nobles spent mach and Thenol, and the thunderous forests and swamp. the hot winters in palatial villas. Here also mountains of the Steamwall. Moving inland from the coast, the dwarves lived in great caverns just below Like its northern counterpart, Southern ground changes little. Along the inner- the surface. Here elves hunted and Hosk spans a broad arc, forming the most edge of Southern Hosk, the played. Perhaps lost treasures from these southwestern part of the continent. The Steamwall blocks the access to the In- times were not all destroyed. northern portion of this arc is an extension danalis Sea. Except for a series of foothills Where the people of Northern Hosk of the underlying shield that spans the in the north, the range rises with little are wild and savage for the most part, the Tamire. This has split along a fault at the warning. Unlike the New Mountains, the people of Southern Hosk are settled and Tiderun. This shield creates a level plain in Steamwall is high, rugged, and bleak. civilized. The most significant group on the northwesternmost corner of the conti- The western foothills (what little there the continent is the Imperial League of nent. As this extends to the south and are) are covered with darkly twisted rain Minotaur Cities. Dominated by the sea- east, the ground gradually rises. This forests. Downpours occur almost daily faring minotaurs, the League carries the forces river drainage into this plain, carry- and the lush growth is recast in darker mantle of ancient Aurim. It can trace its ing rich silts to nourish the land. The com- forms by the polluted rains that blow history in part to the people and rule of bination of rich land, water, and down out of the mountains. Higher up Aurim, although that great Empire never temperate climate, moderated by the the slopes, the overgrowth gives way to had minotaurs to contend with. The winds off the Western Ocean, makes this rock-hugging ground plants and eventu- League is the greatest power, both cultur- the most fertile farmland of all of Taladas. ally lichens. At the very heights, just be- ally and politically, within Southern Farther to the south, the rising lands low the snows, only the hardiest plants Hosk. Over the centuries it has been give way to the New Mountains. Created can survive the deadly rains blown over steadily expanding and increasing in by the abrupt uplift of several underlying from the Indanalis. power. faults, these mountains are not particu- While the western slopes are merely Beyond the borders of the League are larly high, but they are still growing. bleak, the eastern slopes of the Steamwall the barbarian peoples—at least according There is mild volcanic activity, but this is are a nightmare. Hideously corrupted to the minotaurs. Some of these such as very minor as these things go in Taladas. plants with pale, gelatinous leaves and the wildmen of the New Mountains fit The New Mountains are divided into a se- pus-like sap suck up the foul minerals this description. Others are barbarians in ries of small ranges separated by broad and breathe the acidic steams of the In- title only, named so for the simple fact valleys. Higher and cooler than the plain, danalis. It is said that some crawl about that they are not citizens of the Empire.

43 S OUTHERN HOSK

The most significant of these are the na- was before the terror of the Cataclysm and starvation, new horrors, dogged their tives of Armach and Thenol. that shattered the provinces and satrapies steps. The people became convinced they Armach is an anomaly in the land of Ta- of Aurim. The greatest wonder of the were being led to a wonderful promised ladas. It would have been a barbaric back- world was no more. land. As the weeks passed and utopia water had not a great storm driven the However, the Empire of Aurim was not never appeared, they became disillu- elves of Silvanesti (in Ansalon) into the completely cast down and forgotten. Like sioned and restless. Many dropped out to sheltered bay of Hoor. These elves were the shards of a broken plate, parts of it form small villages in peaceful-seeming part of the Great Armada that set sail from splintered and broke, spinning away mountain valleys and river bottoms. Silvanesti to the lands of the Qualinesti, from the whole. Most were ground into Some of these have succeeded and now voyaging around the entire span of the dust in the black years that followed. Un- proudly maintain their independence continent. Forced to scatter by minotaur able to prevent the ravages of plague, the from the Children of Aurim (as they call pirates from Mithas, this portion of the convulsions of the earth, or the assaults of Kristophus’s band). Others were not so fleet was caught up in a raging storm. foul creatures, the satraps and generals fortunate. Their meager homes have long Running before the wind, it was all they quickly found themselves overwhelmed since been swallowed up by the wild. could do to stay afloat. Finally the ships by the troubles of Hiteh’s Night. Petty Among those who continued the trek, were driven into the rocky coast of Hoor. claimants to the title of emperor and in- there was disharmony and dispute. More Marooned in a strange land, the elves have dependent kingdoms suddenly appeared than once Kristophus had to rely on the worked together to build a new life. and vanished as quickly. Still the dream guardsmen loyal to him and his family. Farther south is the Kingdom of of Great Aurim lived on. Rebels were given the choice of being left Thenol. Though the inhabitants are hu- One of the farthest outposts of the Em- behind, which was often little more than a mans descended from the same stock as pire was a small, rustic province, Styrllia. sentence of death, or surrendering into those of the League, these have since It lay on the western edge of the great Kristophus’s custody. Those who surren- gone into greatly different territory, both mountains that divided Taladas, barely in dered he spared at the cost of their proper- physically and morally. Thenol is a sinis- contact with the rest of the Empire. ties and then assigned to the care of the ter land, its leaders evil and corrupted. When the Cataclysm struck, Styrllia remaining loyal families. His measures Few travel there and fewer still enjoy their managed to escape the worst of the de- were draconian, but the people held to- stay. struction, but it was evident to the people gether. Empires and kingdoms are not the only they could not remain among the unsta- Eventually, Kristophus and his people places where people (and other things) ble mountains. Under the leadership of reached a good land. In a narrow band live. The Steamwall, a place many would Guidan and Kristophus, the people set along the coast, the forest gave way to consider uninhabitable, is home to many out on a trek for safer lands. grassy meadows. Here the farming was creatures. Living in the forests near its Scouts were sent in all directions. From good, lumber was close at hand, and the base are the Hasmana Clan, a small col- the east and west came back grim reports sea provided fresh fish, a novelty to these lection of dwarves with a very different of boiling seas, burning lands, and more people. Kristophus chose to settle his view of life. Farther up in the mountains towering mountains. From the west and people here and founded the town of are other dwarven clans that live more tra- south the scouts returned with reports of Kristophan in the land of New Styrllia. ditional existences. Also hidden in the primitive forests and swampy jungles, The settlers were not many and the first tucks and folds of the Steamwall are colo- both filled with dangerous creatures and decade for their settlement was hard, but nies of goblins, ogres, and hurdu, a other, perhaps even worse terrors. eventually it grew into a network of group of evil lizard-like men. And of Based on the reports of the scouts, towns. course, there are dragons. The Steamwall Guidan and Kristophus decided to divide The trek had changed the society of the is home to many of the dragons of Tala- the people into two groups. Guidan Styrllians profoundly. Before their depar- das. The great creatures seem to like the would lead one expedition to the south ture, the majority of the people had been foul and difficult conditions of the and west, looking for a new homeland freeholders, farmers and herders with mountains. beyond the mountains and swamps. Kris- property of their own. A few families tophus would lead the other to the west, made fortunes in the trading business, searching for a path through the forests to shipping products to and from Aurim. A THE IMPERIAL LEAGUE the sea beyond. So ordered by their lead- small group of skilled craftsmen formed a OF MINOTAURS ers, the people of Styrllia gathered their tiny middle-class, beholden to the mer- goods and set out. chant families, but not bound to them. Once the world of Taladas counted the For the people following Kristophus, By the time the group reached the sea, Empire of Aurim the greatest wonder in the trek was far from easy. Their route car- Kristophus’s measures for dealing with all the world. No other land could rival it ried them through trackless forests inhab- the rebels had changed things dramati- for magnificence and splendor. But that ited by hungry, evil creatures. Disease cally. The people who arrived were di-

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vided into two classes, the Loyal Families they again crossed the ocean and found of the Empire. These are Kristophan, and the Rebels. Few had managed to re- the settlements of Kristophus. Facing Trilloman (both in New Styrllia), Vinlans main neutral during the march. During landward, these were easy victims to the (in Highvale), and Morgad and Thera the rebellions on the march, the Loyal horned raiders from the sea. (both in Eragala). Families received favored treatment by This would have been little more than Each city has its own character. Kris- the Satrap, such that their fortunes dwin- a sad chapter in the history of New Sty- tophan remains the imperial capital and dled less. They were exempted from gru- rllia had it not been for the far- is the center of government and culture eling labor taxes and appropriations of sightedness and ambition of Eragas the throughout the empire. Trilloman, its sis- equipment for the guard. The property Brutish. Like all minotaurs, he was fired ter city, is the hub of trade throughout of the Rebels was divided among the with ambition to rule. Backed by his fel- the empire. To the south, Vinlans is Loyal Families. During the course of the lows, Eragas seized the government of noted for its fine crops, wines and grapes march, many weak and unimportant New Styrllia and proclaimed himself the in particular. Morgad is the greatest sea- households actually managed to increase new Emperor. His challengers were port of the League, second in trade only in importance and wealth. quickly dispatched in a makeshift Arena, to Trilloman. Finally, there is Thera, the For the Rebels, the situation was re- according to minotaur fashion. A new era Pleasure City. Noted for its cool summer versed. Once classed as a Rebel, all prop- was begun, weather and natural hot springs, Thera erty was confiscated and given over to the In the centuries that followed, the has become renowned as the playground Loyal Families. Each Rebel household minotaur lands have expanded and of the wealthy and powerful, minotaur was then assigned to the service of a Loyal grown. There have been many factors and human alike. Family. In exchange for service, passed contributing to its success. A strong tradi- However, the League is more than just from father to son, the masters provided tion of empire, among both the humans the Five Great Cities. Each province is for the needs and protection of the Rebel and the minotaurs, made acceptance of dotted with towns, villages, farmland, family. By the time Kristophus’s Styrl- Emperor Eragas easier. The military and industries that provide the lifeblood lians reached the ocean, institutional might of the minotaurs left their rule un- of the empire. The population is densely slavery was an established practice. challenged. The minotaurs had tried and packed into the areas of good land, the The hardships of the Styrllians were tested systems of governing, copied from farmers gathering together into small not over yet, however. A mountain peo- the Pirate Kingdoms of Ansalon, but also towns. These are connected by roads ple settled by the sea, they were poor sail- wisely accommodated the laws and cus- maintained by the taxes of the people. ors and fishermen. For the most part, toms of the humans into their own sys- Convict and slave gangs are constantly they turned their backs on the ocean. tems. Finally, the land and other people engaged in building and repairing the They became farmers, gradually clearing of the region were ripe for conquest and road network. Well-constructed bridges more and more of the forest away for their civilization. A combination of these fac- span all but the largest rivers. fields. Concerned with the land, they tors (and perhaps the blessing of the Other areas are covered with thick for- built their defenses to face inland, pro- gods) has caused the initial conquests of ests. Here lumbermen and trappers rely on tecting them from the attacks of hostile the minotaurs to become the lands of the the rivers to carry their goods to the market neighbors and wandering creatures. They Minotaur League. towns. On the fringes of the Steamwall lacked the skills of boat-building and range and on the slopes of the New Moun- navigation and so never developed fleets T HE LANDS OF THE LEAGUE tains, miners dig for ore, particularly the or naval tactics. Indeed,. they had never valuable steel. Garrisons are stationed seen a threat from the sea. Then the Currently the Minotaur League consists throughout the provinces to protect the minotaurs arrived. of five provinces: New Styrllia, the capi- people and quell any rebellions. For centuries, the minotaurs had been tal of the empire; Eragala, along the Ti- derun; Okami, the forest region; master sailors, plying the oceans of Ansa- T HE PROVINCES lon on the other side of the world. They Highvale, along the edge of the New had sailed all of Ansalon and crossed the Mountains; and the Conquered Lands, Of course, the cities are not the only Western Ocean to the land of Taladas, the most recent addition, one that presses thing to be found in the Empire. Al- though there was nothing to find. With close to the borders of Thenol. The though the cities are the most spectacular the Cataclysm, the shackles of Istar were League also has the outpost towns of Ru- features, the provinces are equally impor- broken and the minotaurs took to the seas dil, across the Tiderun, Faroen, at the tant to the strength of the Empire. Grain, in earnest. Their skill as sailors quickly base of the Steamwall, and Brilmantar, fruit, lumber, ore, milk, leather, indeed made them formidable pirates and their deep in the Steamwall range. everything needed to feed and supply the ambitions of empire made them danger- When one speaks of the Minotaur cities comes from the rural lands. Woods- ous raiders. As they ranged farther and League, however, one normally means men from the frontiers serve in the army wider, it was only a matter of time before the Five Great Cities that form the heart as scouts. Dwarves trained in the arts of

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mining build the monuments that fill the vived to return. These ruins are shunned night by handsome and beautiful stran- cities. by the locals and not even the temptation gers, perhaps elves of the watery deep. A Nor are the provinces lacking in won- of prize pearls will persuade them to dive night is spent and the stranger is gone. A ders natural and man-made. Here and there. The divers tell stories of horrible woman will bear a child different from there are the evidences of ancient Aurim sea monsters and strange fish-eyed peo- the others or a strange babe will be found or far older kingdoms of the demihu- ple still dwelling among the ruins. in a basket washed up on the shore. Such mans. The uplift of the Cataclysm has are the Children of the Sea. changed ordinary landscapes into exotic Eragala The wise father treats his foundling vistas. Often located far from civilization, Stretching from the rocky cliffs over- child well, for then his nets will be full these places are little visited except for looking the Western Ocean to the and his boat will never founder on the deadly creatures and intrepid explorers. swampy plain of the Tiderun, Eragala is rocks. Ill fate awaits the man who mis- the second-most populated province of treats his child. The child, held in both New Styrllia the Empire. A practical land inhabited by awe and contempt, grows mysterious and wild. More than one strange story is told Aside from Kristophan, Glory of the practical people, Eragala is not without of the powers of such children and more Empire, New Styrllia is best noted for its its wonders. One of the more mysterious than one has disappeared later in life un- wide plains of farmland. Once it was can be found along the secluded bays and der mysterious circumstances. thick with rich forests; now these have inlets. There, far from other settlements, Not mysterious but majestic is the been reduced to small copses that remain are lonely hamlets where the villagers are Luminari, the lighthouse at the mouth of in the waste ground, land unsuitable for decidedly odd. More withdrawn than the Tiderun. Build atop the chalk cliffs of farming. Along the sea are many small even the naturally reticent peasant, they the shore, it is a slender tower rising 400 picturesque fishing villages. The greatest look normal—almost. They carry them- feet above the land. At its pinnacle is an wonder of all, however, is not found selves slightly differently and deep in ever-burning light, visible for miles, that within the province but in the pearl beds their eyes is a hidden longing for the sea. aids sailors in finding their location and off its coast. There, among the riches of These villagers are the Children of the in avoiding the dangerous shoals at the the sea, are sunken ruins according to the Sea. Over the generations, men and Tiderun’s mouth. It is said the lighthouse divers who have ventured there and sur- women of the village have been visited at was built by Eragas himself, with the aid

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of black sorceries. Its perpetual light is ru- their clutches, all the time intoning the The Conquered Lands mored to be powered by a fabulous trea- grievances they have against the living. Carved from the wilderness and the sure. No man tends the light nor will any territories of savage barbarians, the Con- local climb its stairs, even though the Highvale quered Lands are wild and untamed. It is door at its base stands enticingly open. Forming the border with Armach, a province for the hardiest pioneers, those Tales are spun of master thieves who have Highvale province has seen more than its who shun the corrupting comforts of civi- entered and never returned. Just what share of battles. Scattered along its bor- lization. Each town, each village is a for- horrors, if any, are inside no one knows. ders, at the mouths of passes and along the tress ready to defend against marauding coast, are fortifications of all types. Now beasts and raiders from Thenol. Vast sec- Okami more concerned about Thenol, Armach tions of the province, especially away Covered in thick forests blanketing and the League have entered into a truce from the rivers, have yet to be mapped. rugged ground, Okami is a vague mem- and most of the forts and castles are aban- Only a few roads have been built into the ory of evil to those who are descended doned. Although funds are allotted to wilderness so far. from the original settlers of New Styrllia. maintain those deemed most strategic, The wonders of the Conquered Lands It was through these dark forests that the these monies are siphoned away by corrupt have yet to be cataloged. On its border is wanderers suffered the greatest hardships administrators long before they reach the the current homeland of the hulderfolk, and terrors. Foul creatures stalked their Highvale frontier. Because of this, most of beyond that are the dark lands of Thenol. route, while dissension split the ranks. the buildings are falling into min. Within it still are undefeated villages of Many small settlements were left in the Furthermore, most of the garrisons goblins and tribes of ogres. Great caves wake of the march. Most of these were have been pulled from the Armach bor- that lead to the realms of powerful wiz- never heard from again. der to strengthen the forces along the ards are supposed to be found in the hills. The dark forests of Okami were the Thenol frontier. The creatures of the New Dragons and their mysterious riders are original home of the hulderfolk, people Mountains have taken advantage of this said to live in the forests. There are even who have long since moved to the outer and have returned to their old haunts. tales of a forest in which the trees speak fringes of the Empire. However traces of Although the peasants have complained and grow tall enough to reach the moons! their lives still remain. Hidden among about suffering the attacks of great mon- But, as with all frontier tales, there are ex- the trees are pleasant-seeming glades sters, the current emperor has done noth- aggerations and half-truths. Practical where the hulderfolk once gathered. ing to ease their hardship. men are certain that when all is said and These still have lingering traces of hulder- One fortification was not built by the done, half the wonders described have folk magic. A man may nap in such a Empire. Surrounding the base of Mount never existed and the other half are less glade dreaming of a night in the com- Bluetop, at the very edge of the frontier, than what the storytellers claim. pany of the hulder, only to awaken and is a wall. Built of crudely cut, unmortared find a decade has passed. Another pro- stone, it stands almost 15 feet high all S OCIETY AND SOCIAL CLASS fanes the powers of these people and their around. At regular intervals are small sacred grounds, only to lose the memory watchtowers and the wall is pierced by The Minotaur League is a very class- of his own life. A third may foolishly en- many gates. Curiously enough, it appears oriented society. Every citizen— ter the glade during the full moon, only that the wall is made to protect against minotaur, man, elf, gnome, or to lose his wits, forever touched by the something on the inside, something dwarf—has a position that affects his lot power of the hulder. dwelling on the mountain. The towers in life and even extends to minor details A greater evil than that in the glades look inward and the gate bars are on the of his daily life. While the law gives pro- lurks in the forests. Those who stayed be- outside. tection to all classes, even slaves, its appli- hind on Kristophus’s march did not vanish Many a curious wizard has hired adven- cation varies from class to class. entirely. Their fields and villages were re- turous souls to investigate the region, but Socially, there is no one more impor- claimed by the forest, but the people did none have met with any success. Outside tant than the Emperor and the Royal not disappear. Now the people remain as the wall, there are no signs of who built it Family. This includes not just the Queens bergasts, undead lurking among the rot- or why. Inside, the bold have scoured the and Royal Children, but also the uncles, ting remains of moss-covered huts, contin- mountain, searching for a clue as to what aunts, nieces, and nephews of the Impe- uing on in a grotesque parody of their was kept there. Many a skeleton of man or rial Line. In recognition of their status, sunlit lives. Sheltered by the unnaturally demihuman has been found, but there members of the Imperial Family are nor- thick canopy, they hunt, chop wood, draw are no clues as to what the builders so mally assigned government posts. For the water, and work at phantom fields, all most part these posts provide a good liv- without purpose or result. Driven by hate- ing for little work. No one (especially not ful energies, they slay any who fall into the Emperor) wants members of the Im-

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perial Household to have too much rights, taxation, magical patenting, and unfranchised people—those who are not power, Thus the positions received are a Arena settlements. slaves but have not earned the rights of method of buying them off. For example, General Rilkin Conners- citizenship. These include sharecroppers, Still, the Imperial Family is not above baugh has earned the minotaur status by free servants, apprentices, and others the law, although they are immune to virtue of his victories against the Thenol. who work for a master but are not owned large sections of it. With the exception of In a great ceremony, he was given the full by him. Their legal rights are among the the Emperor, the family is subject to law- title Commander of the Imperial Left least, both by law and circumstance. Im- suits and trials just as anyone else. How- Rilkin Connersbaughiskis, although in perial decrees limit their ability to com- ever, their wealth and position make normal communications he is still re- plain against their landlords and masters. these impractical matters at best. The Im- ferred to as Connersbaugh, the -iskis Lack of money prevents them from press- perial family has much power among the saved for formal proclamations. ing those cases they can. Many a strap- judiciary (Praetors) and bureaucrats. Of the normal humans, the Loyal Fam- ping man of the unfranchised has chosen Only flagrant crimes or those that present ilies are the highest in status. Although to risk his life for the fortune and fame of a threat to the Emperor (or a more power- they originally fought and resisted the the Arena. ful member of the household) ever seem minotaur invasion, their families and At the lowest level of society are the to come to trial. power provided the structure on which slaves. Many are descendants of the Rebel At the same time, the Imperial Family the empire was built. Ever adaptable, families given into the custody of the is limited by the Emperor and the Em- most of the families learned to accommo- Loyal Families. A few can trace their lin- peror relies on the support of his people. date and profit from their new masters eage more recently to one of the families It behooves him to prevent his family and thus retained their positions. Those that defended Kristophus against the from gross excesses and flagrant viola- families that remained truly loyal to the minotaur invasion, the true Loyal Fami- tions of the law. Those emperors who Kristophus family (and so actually de- lies. Others are captives taken in the wars have allowed themselves and their fami- served the title of Loyal Families) were ex- of expansion the minotaurs have waged lies to become decadent find themselves terminated along with Kristophus or on their neighbors. Not a few are peas- brought into the Arena to stand trial for were broken and scattered, their lands ants who failed in their attempts to rebel their crimes. Weakened by their ways, and holdings claimed by the minotaurs against their horned overlords. they have more often than not been and their allies. Because of their actions Even slaves have certain legal protec- proven guilty. against Kristophus, to this day the name tions. While few of these concern them- After the Imperial Family, the next in Loyal Family has a bitter and hateful con- selves with a master’s treatment of his status are the Horned Houses, the mino- notation to the common people. property, there are many that set the legal taurs of the League. Much lip service is The bulk of the empire is composed of responsibilities of a master for his slave. given to the credo that any minotaur, no common citizens. These include journey- There are strict conditions regarding sale, matter what his station, has precedence men craftsmen, freehold farmers, fron- responsibility for crimes committed, con- over members of other races. In actual tiersmen, small merchants, and ditions by which a slave can stand in the practice, this standard is observed more tradesmen. Citizenship is allowed to Arena, and set terms whereby a slave can in the breach than in the observance. property holders and the creators of man- purchase or receive his freedom. Still, even While the wealthy and strong minotaurs ufactured goods—vintners, craftsmen, with all these conditions and protections, a have clear dominance over all others, smiths, etc. These are the people the Em- slave’s life remains vile and undesirable. those bulls and cows of lower status often peror must protect and please. Although Within this carefully outlined social find themselves indebted to the human their rights are much less under the law structure of legal rights and obligations, and dwarven merchants of the League. As than the highest of the high, they are a foreigners fall through the cracks of the a result, many of the creditors raise them- significant force. They are numerous system. As a solution, no foreigner is al- selves to a status approaching that of the where the rulers are few. Though the Em- lowed to represent himself in any legal minotaurs. peror may have better men and weapons, action. Instead, he must have a sponsor to This has led to the rise of a special so- these cannot be everywhere. present his claim. The social level of the cial class, technically lower than mino- In the past the people have stormed sponsor, who must be a citizen of the em- taurs but higher than the “pure” human governors’ palaces, rioted in the streets of pire, determines the social level of the families. These people, through their Kristophan, and burned the harbor of foreigner in the subsequent inquiry into wealth or service, are allowed to place the Morgad. In each of these cases, retribu- the case. Foreigners (especially those formal “-iskis” at the end of their name, tion was swift and brutal, but the damage from the Tamire) find this fascination a appellation reserved for minotaur clans. caused and the threat of more forced the with the legal process stupefying if at In addition, they are accorded the status Emperor in command to revise his poli- least not mystifying. However, given the of minotaur in the eyes of the law. This is cies or tread more lightly. government and legal system of the particularly important for property Beneath the common citizens are the League, these distinctions are important.

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these proxies divides the minotaurs into Although the Emperor and the Senate T HE GOVERNMENT different factions. rule the empire, the day-to-day issues are With all its bizarre collection of races, Each Loyal Family is allowed one Sena- dealt with by the appointed officials. The temperaments, and attitudes, it is tor. Again, the costs are prohibitive for greatest of these are the governors of the amazing that the government of the many of them and the selling of proxies is provinces. Under them are the com- League functions at all, let alone that it is a common practice. manders of the garrisons, the revenue able to function as efficiently as it does. It Finally the common citizens elect agents, and the myriad of bureaucrats is not a perfect system and evil emperors Publicans. Each of the Five Great Cities is needed to make a large government and incompetent governors often appear allowed one Publican. Since the costs of work. For the most part these officials do under it. Still it is resilient enough to these Publicans are borne by the state, their business with little interference or withstand these abuses and continue to they are not allowed to vote by proxy. To guidance from the capital. The Emperor hold the empire together. further ensure their honesty to the com- issues edicts and determines the general At the head of the empire is naturally mon people, once a year each Publican course of policy. The governors imple- the emperor. Each emperor is able to must appear among the common people ment these policies and keep order in trace his bloodline directly to the founder of his city without the protection of the their lands. Although the governors’ du- of the empire, Eragas. Of course, the em- law. This event is known as Publican’s ties are defined and limited by the volu- peror is always a minotaur. The current Day. minous legal codes of the Empire, the emperor is Ambeoutin XI. The emperor On this day, the Publican is required to actual working of the system is left to the is the greatest power in the realm. All walk the streets of his city from sunrise to individual leaders. laws and edicts are made in his name and sunset. The event can be likened to a small In keeping with the minotaur tradition theoretically with his consent and ap- war. The Publican parades through the of justice, appointees to office must ap- proval. Of course, few emperors have streets, protected by as many troops as he pear in the Arena against their predeces- time to see every law passed and so gener- can afford. Meanwhile the people op- sors. The winner of the combat has ally confine themselves to sweeping pro- posed to him attempt to amass their forces earned the right to the office. Unlike nouncements that are then interpreted to overwhelm the guard and seize the many arena combats, these challenges are and implemented by under-secretaries Publican. Of course, factions loyal to him seldom to the death and are often purely and minor functionaries. The emperor’s may try to stop the mob and before long ceremonial. In the latter case, the depart- word is absolute law, within the limits open street warfare begins. Sometimes the ing official simply submits to the incom- presented by army mutinies, provincial enthusiasm of the rioters spills over into ing official as soon as the bell of the rebellions, and armed mobs in the street. the night and next day. By tradition, the Arena is sounded. Surrounding the emperor is his house- army is loosed on any remaining mobs and Although the assignment and removal hold. In addition to wives and family, this no mercy or quarter is given. Still Publi- of appointed officials is normally an or- includes chancellors, secretaries, scribes, can’s Day is the traditional spark that has derly business, the death of an emperor stewards, and treasurers. Most of these started open revolt in the cities. Attempts results in a mad and bloody scramble for positions are filled by Imperial princes, to outlaw it have been futile, for the peo- position. New emperors frequently sweep dukes, and other family members. Wise ple are far too fond of it. out the old administration and post their emperors allot these positions with great The Senate’s power is more limited than own appointees. The current office- care, reserving the most powerful posts that of the Emperor. First and foremost, holders may not care to give up their posi- for non-family members. A chamberlain the Senate hears high court cases. For tions and then the challenges in the can have great influence on who can and those they can set the terms on (by mutual Arena become quite real. Although it cannot see the emperor—a powerful tool agreement), they settle and send to the provides great entertainment for the in the hands of an ambitious relative. Arena. Any cases that remain are deemed masses, one unfortunate effect is the loss Even the Emperor is not all-powerful, to be the jurisdiction of the Emperor. of talented but physically weak adminis- for he must work with the approval of the Thus, the Senate screens the Emperor trators. Senate. Each minotaur family is allowed a from a number of unnecessary cases. The Senator. Since supporting a Senator at Senate can also propose new Edicts for the M INOTAUR JUSTICE the Imperial Capital is a costly proposi- Emperor to consider. He is not required to tion, most of the smaller families offer follow their suggestions, although given For the minotaurs and all those ruled their proxies to the wealthier households. their ability to make his life miserable by them, there is one overriding principle Some of these proxies are bought out- (through their control of the caseload), it of law—“Might makes right.” The right; others are traded for some special is often wise to heed their words. Finally, strongest is also the one with the legal consideration—a law providing tax relief the Senate can vote to censure any Edict of right. This, known as the rule of might, specifically to that family or a title to be the Emperor although this is best done in forms the core of all law. The minotaurs conferred on the family. The amassing of only the most extreme cases. have followed this principle for centuries

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and have over time managed to refine The laws of due process carefully sepa- they are not trying to prove guilt or inno- this system into a large body of law. rate violence done in the name of the law cence (that is left for the Arena), they are To others, this system would seem im- from ail other types of violence. This is trying to show that laws have been broken possible and unworkable with bullying important, for it prevents anarchy and and that the case is worthy of going to brutes slaughtering any who oppose mob rule in the streets. trial. them. It is a credit to the ingenuity of the To enforce the distinction between After hearing their arguments, the minotaurs that they have actually created proper and improper use of might, the Praetor rules on the fitness of the case. He a system that works. To make it work, minotaurs have always made use of the must first decide if any laws have been they have established two absolute Arena. This is the formal courtroom, the broken or if any party has sustained any precepts—the laws of due process and the place where all cases are tried. Of course, injury (physical, property, or of reputa- Arena. trial in the minotaur sense is vastly differ- tion). If he does find the law has been The first rule, the laws of due process, ent from that held in other countries. For broken, he then sees if settlement can be is that no action can be taken without le- the minotaurs, guilt and innocence are reached. No one wants every case to go to gal sanction (unless it can be shown that it fixed by who wins in the arena. Judges trial since the caseload would quickly be- was violence taken in desperation). If a and juries do not debate and decide guilt come unworkable. If at all possible, the man kills another in the street during an or innocence. This is decided by skill at Praetor and the citizens (or their lawyers) argument, it is a case of murder. The arms, strength, and valor. Within the reach a settlement. This may involve pay- murderer cannot claim that by success- Arena, the plaintiff and defendant are ment of a fine, replacing damaged goods, fully killing his opponent he has rightly exempted from the consequences of their or a public statement of defeat (an apol- exercised the rule of might. The killing actions. No legal action can be taken ogy in a sense). If necessary, the Praetor was done without proper regard for the against anyone for the results of an Arena can impose a settlement on the two par- legal procedure. If a swindled man beats fight, even if the result is accidental, un- ties, without their agreement. This hap- the swindler until his money is returned, less the Praetor rules there is Contempt of pens most often when one or both are he cannot claim the rule of-might, again the Conditions. being stubborn and unreasonable about for the same reason. The swindler can file The Conditions of Trial are what keep a minor matter. a claim of battery. (Of course, the other the empire from depopulating itself in If no settlement can be reached, the can file a claim of fraud.) bloody lawsuits. Not all battles need be court begins a new process, the fixing of fought to the death and setting the con- the Conditions of Combat. This is where ditions of the combat is part of the legal lawyers truly earn their pay. The Condi- process. Battles can be fought to the tions of Combat establish the rules that death, first blood, first blow landed, un- will be followed in the Arena. They are til unconscious, or even until one party is reached by a mixture of established law pinned. Indeed, the majority of cases and negotiation. A smart lawyer can tilt brought to trial are not fought to the the advantage of the combat toward his death; this penalty is reserved for the client or at least prevent the other fellow most serious capital crimes. from getting much of an edge. Of course, not just anyone can walk There are four conditions that must be into the Arena and claim the right to set before any combat can occur: Victory, fight a case. There are procedures that Weapons, Armor, and Champions. After must be followed before entering the these are decided and fixed in writing, a Arena. Only after these have been fol- date is set for the appearance in the lowed (part of the body of law that de- Arena. fines due process) can the actual trial The first condition, victory, determines occur. what must be done to prove guilt or inno- The first step is for the case to be filed cence. In civil cases, combats are rarely before a judge, the Praetor. This is known fought to the death. Typical victories in- as the Inquiry. Filing can be done by any clude first blood, wounding an arm or citizen, but since it involves filing the leg, cutting the horn (if the opponent is a proper papers, knowing who to bribe, minotaur), unconsciousness, or surren- and how to behave before the Praetor, der. This last allows the contestants to most citizens (or at least those who can af- fight to whatever extreme they wish; it is ford it) hire a lawyer. Lawyers present ar- often used as a way to withdraw from a guments pro and con for the validity of case—one person quickly surrenders to the case presented to the Praetor. While the other before any harm can be done.

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The law does establish the range of victo- he has a contract dispute with a home- of his league. In these types of situations, ries allowed for different types of cases. owner. Instead both parties will go out the lawyer would turn to one of the For example, slander is limited to first and hire champions. Of course, for some Champions’ Guilds found throughout blood, while theft can only be fought to crimes—murder, treason, and any of- the Empire. cripple, at worst. Patricide can only be a fense against the state—champions for The Champions’ Guilds provide the fight to the death. the defendant are not allowed. If a man services of legal champions for anyone Arms and armor allowed are used to commits murder, he must personally ap- who is willing to pay. Although the actual balance out the inequities of the two pear in the Arena. functioning of the Guilds varies from combatants, reduce the chance of death, Of all the champions, there is none place to place, they tend to operate along and reflect the cruel or unwarranted na- greater than the Emperor’s Champion. the same principles. For a fee, the guild ture of the case. A human is usually al- This minotaur or man is more than just a offers a selection of warriors. The cus- lowed some armor if his opponent is a warrior. He is the figurehead of the Em- tomer gives a price range he is interested minotaur and the case is deemed equal. peror’s right to rule. As the Emperor’s in and the guild provides a listing of reg- A person who murders an official, how- Champion, he enjoys the special protec- istered champions that come within that ever, must fight without weapons or ar- tion of his master and few willingly cross range. They maintain records of wins and mor, while his opponent is equipped him. Underneath him are the Imperial losses, specialties and weaknesses. Using appropriate to the station of the official Champions. These are warriors of all races this information the customer can make slain. At the most extreme, a person who specialized in different weapons and his choice. assassinates an emperor must fight un- styles of combat. There are experts with In accepting the fee, the guild prom- armed and unprotected against a foe the bow, bulky wrestlers, sword masters, ises to ensure the champion appears in wearing magical armor and wielding and spearmen. Each receives a yearly sal- the Arena on the appointed time, sober magical weapons. ary in exchange for being ready to enter and ready for combat. Of course, the Finally there is the issue of champions the Arena at any time. Like the Emperor’s guild must provide an alternate cham- and this is what makes the minotaur jus- Champion, these warriors enjoy special pion should the first become incapaci- tice system truly work. In most cases, it is protection, They are a rough and danger- tated or be in less than optimum fighting not necessary for the actual defendant or ous lot, paid to risk their lives in one-on- condition. plaintiff to risk their own safety. Instead, one combat. Normal citizens give them To become a champion in a guild, a they can hire someone to represent them wide berth. warrior need only register with the guild in the Arena. This prevents the strongest There are more champions however and demonstrate fitness for battle. Citi- and most powerful from dominating all than the official ones maintained by the zenship is not required. Indeed, having others. government. Governors and other high Outlanders fighting in the Arena is tac- The concept of championing comes officials find it wise to keep a Personal itly encouraged as a good way to keep from the official champions of the gov- Champion to defend or prosecute for them under control and occupied. The ernment. Certain cases are tried by the them in purely civil cases. A wealthy mer- warrior may be asked to list any special- government, murder in particular. Since chant will keep one or more champions to ties, strengths, and weaknesses he has. the government is a thing and not a per- represent himself and his business in the He is then placed on probation until he son, it is necessary to have people spe- Arena. Successful lawyers maintain sta- has proven himself. During probation he cially designated to represent the bles of champions to represent their cli- acts as champion in minor cases, simple government in the Arena. These are the ents in the Arena. When a person hires a and not deadly combats. The guild keeps Imperial Champions. Over the years, this lawyer he can also choose to pay an addi- all his fee at this time. If he does not lose idea of champions has spread to the rest tional fee for the services of that lawyer’s any of these (or if his loss can be attrib- of the people. Powerful nobles did not champion. Clients often shop around to uted to some other circumstance), he ad- relish the idea of dying in the Arena over find the lawyer with the champion who vances in the ranks of the guild. The more some petty dispute and so applied for the has the best record or who has the skills dangerous the cases he successfully cham- right to use champions. In time, the that best suit the case. pions, the more in demand he becomes. wealthy merchants bought the right from Not all lawyers can afford to maintain a Of course the guild always collects and the Emperor. This set the precedent for selection of highly skilled champions, keeps a portion of his fee, although the extending it to all who could afford it. however. A typical lawyer has perhaps amount becomes less with his growing Champions are allowed for any type of one champion, a general-purpose type of fame. It is not uncommon for highly suc- civil case. It is not necessary for a mer- fellow, on his staff. This champion is cessful champions to leave the guild and chant to enter the Arena when he is ac- good for the everyday type of cases the found their own stables. cused of selling shoddy goods or lawyer may handle, but for a serious Of course, guilds do more than just overcharging his customers. A carpenter crime or against high-power talent, the connect warriors with clients. The draw- does not have to fight personally because champion would quickly find himself out ing power of a guild is the skill of its

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champions, therefore the guilds do all ise a relatively minor fight. If a defendant to bet seriously affects the odds given for they can to train and improve their men. or plaintiff voluntarily chooses to appear each champion. Experienced champions Guilds provide sword masters, armorers, in the Arena instead of using a cham- can tell from the crowd’s reaction just healers, masseurs, and burial services for pion, public speculation increases (espe- how the betting is going and whether free to their champions. Of course, the cially if he is facing a hired champion). their clients have any faith in them. champion is expected to win. Lose too of- However, by far the biggest draw is a fight The Praetors (who prepare the docket) ten and the warrior finds himself on the to the death between two professional are not blind or aloof to the drama of the street. He certainly won’t be able find a champions. Professional death fights are Arena. Like good showmen, they care- position with another guild as reputable. uncommon and rarer still are matchups fully arrange the docket to build the ex- Around the system of champions sev- between highly rated champions. citement throughout the day. The initial eral other enterprises have sprung up. As A good Arena Day takes on all the trials are minor court cases. Depending the number of champions increased, the trappings of market fair. Masters release on the size of the docket, several may be best choice of champion for the money servants for the day. Peddlers line the fought at the same time, each battle oc- became unclear. Professional handicap- streets to the Arena, hawking their curring in a different part of the Arena. pers track the records of each champion goods, and food vendors congregate at As the day goes on, the importance and and calculate the best combination of the entrances to sell fruits, roasted meats, deadliness of the cases increases and the champion, weapon, and armor against a pies, breads, and drinks chilled with ice number of cases fought at a time is re- given opponent. Lawyers often use their brought from the mountains. Itinerant duced. There may be a number of major services to negotiate the best possible trial wizards put on shows for the public, hop- contests fought early on, to hold the in- for their clients. ing to collect a bounty of coins for a few terest of the crowd, but the most exciting As ghoulish as the handicappers may hours of simple work. There are jugglers, case is held till the end of the day. This is seem, even more unsavory types lurk acrobats, bards, dancers, pick-pockets, not always the most important case from around the arena. Like a sporting event, and bawds—ail the things that make a a legal standpoint, but it is the one that Arena combats are not above fixing. festival colorful. has the best crowd appeal—the best There are those who make a living fixing The Arena is built to accommodate champions and the deadliest or the most (or claiming to fix) the fights. It is a haz- these crowds with tiers of seats for the exotic conditions. ardous business, since a suspected fixer common people and elaborate boxes for Once ail the contests are finished, the must prove his innocence by a personal the wealthy and titled. As a method of results of the cases are announced and the appearance in the Arena against one of raising revenue, the governor of the prov- victorious party is presented with a writ the Imperial Champions (who are re- ince is entitled in the name of the Em- proclaiming his legal rights in the matter puted to be incorruptible). He also risks peror to charge a tax for each seat. The at trial. Standing at the side of each man the wrath of those who lost because of his price of the seat varies with the quality, is his champion (if he had one). The los- fixed fights. Even more bizarre are those the most expensive being those closest to ing party is given his terms of punish- who wait around the Arena to collect the the Emperor’s or Governor’s box and the ment before the crowd and is forced to dead. Those unclaimed by the guilds or cheapest being the standing-room-only parade around the Arena bearing a sign next of kin are spirited away by these ma- upper tiers. explaining those terms. In some rare in- cabre phantoms for unknown purposes. To reduce the occasional riots in the stances, the losing party is executed on It is rumored the bodies are used by wiz- stands, men and minotaurs are carefully the spot, if that is the penalty (although ards for dark purposes. segregated from each other. Were they in most such cases, the party would be re- To show the people that justice is being seated together, there would certainly be quired to appear in the Arena person- properly served, Arena combats are open outbreaks during the man vs. minotaur ally). The justice given out is very severe to the public. Thus they also serve the matches. The tensions flare more than and is intended to discourage frivolous purpose of providing entertainment for enough with the crowd frequently di- suits. the masses. In the cities, the Arena is nor- vided into factions supporting different mally opened once per month although champions. T HE ARMY OF THE LEAGUE this may be more frequent if the caseload The action is intense with heavy wager- is heavy. Once the docket is set, the cases, ing on the outcome of each trial. For the One of the cornerstones of the Empire the champions, and the Conditions of spectators, the betting is more important is its finely trained and highly efficient Combat are posted throughout the city. than the nature of the trial itself. The military forces. These have provided the Public turnout then depends on the same handicappers who advise lawyers might needed by the Emperor to occa- excitement level of the cases. Fights to the now make odds and take bets. Even this sionally enforce his will, to protect the death are always good for a crowd, as is betting has formal traditions. The first empire, and to expand its borders. With- any appearance by a major champion bets down are made by the plaintiff and out the support of the Legions of Eragas even if the Conditions of Combat prom- defendant and the amount each is willing (as the army is known), the Emperor

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would be unable to control the far-flung corners of his realm. The core of the army are the foot sol- diers, the legionaries. These men form the largest part of the army. The legion- aries are divided in turn into different categories according to the weapons and armor used. The front line of troops are men armed with short or long spear and battle-axe. All carry two or three javelins that are thrown just be- fore the enemy makes contact. These troops wear heavy body armor—a breast— plate of bronze bands, a skirt of metal- studded leather strips, greaves, and a helmet. Supporting the heavy infantry are lightly armored bowmen and slingers. These men wear padded or quilted armor at best and carry a short sword in addition properly used, they make excellent scouts 1,000. The legion, the strategic unit of to their missile weapons. and screens for the advancing legions, the army, varies in size according to the However, the foot soldiers are not warning of the approach of the enemy need, but normally comprises 1,000 to alone in the army, nor could they alone well in advance. These men are wild, dif- 5,000 men of all units. (The exact per- win all the battles the army has fought. ficult to control, and considered unruly centages of infantry to cavalry, light to The cavalry has been growing in impor- by the army commanders. They will go heavy, varies according to need.) tance over the years, particularly now that home if dissatisfied or refuse to work if Each legion has a particular identifying the League has settlements in the Tamire, they take a disliking to the way they are symbol and name; within each legion are where the Uigan horsemen rule. Al- treated. separate units, each with their own titles, though contact between the two armies But the finest of the cavalry are the traditions, and history. For example, the has been small, the legionaries have been heavy mounted riders. Composed in part Black Horns of Wallbreaker Legion (so helpless against the faster, more mobile of the vain sons of rich noblemen and in named for its reputation in sieges) is one horsemen. To provide adequate defense, the other part of seasoned campaigners of the most feared units of heavy mino- the Legions of Eragas have relied on the chosen for their skill, the heavy cavalry is taur infantry. protection of fortifications and increasing the shock force of the battlefield. Man Most units are divided according to numbers of cavalry. and horse are armored in scales of bronze race, in part to prevent difficulties within League cavalry is of three different and the rider has the additional protec- the unit, but also to best exploit the types. The most common is light cavalry. tion of a large shield of wood and iron. strengths of that particular race. There These men (and those minotaurs who have For weapons he carries several javelins, a are unit of minotaurs, humans, dwarves, learned to be horsemen) ride unbarded lance, battle axe, long sword, and per- and even a small contingent of dark elves. horses and wear no armor. They carry a haps even a short bow and arrows. The However, one unit, the Black Cloaks of shield, a brace of short javelins, and a heavy cavalry, the mantari, is not to be the Legion Imperius, are an exception to sword. In battle, they gallop on the flanks wasted in battle. Most often it is the re- this rule. This unit (of 5,000 soldiers) of the enemy, using their javelins to harass serve force used to break the enemy and consists of the finest warriors of any race. him. They do not close with the enemy put him into rout with a crucial final Taken from their parents (many of whom and use their swords only when forced. charge. consider it a great honor) as little chil- Even then, they are likely to dismount and The heavy cavalry is a glamorous arm dren, the Black Cloaks are taught from lock their shields for protection. and always leads the way in the triumphal that point on to surrender their lives for The second group of cavalry are the processions to celebrate the latest victory the Emperor. Outlanders. Especially since the expan- over the barbarians of the frontier. In They receive the finest military train- sion into Northern Hosk, the League has wealthy families, if a son must enter the ing possible, beginning even before other recruited horsemen from the tribes on its army, every effort is made to secure him a children have stopped sucking their borders. Among the Legions of Eragas are post in the mantari. thumbs. They live together, officers and companies of Uigan horsemen, Tumesh The soldiers are organized into groups men, recruits and instructors, as a single riders of the New Mountains, and the of ten, then 100, then 500, and then family. All their needs are seen to, so that Black Woodsmen near Thenol. When

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they will never want. They are kept care- other garrisons of the Empire as an object R ELIGIONS fully isolated from the politics of the Em- lesson. pire, so as not to pollute their minds. Religion has never played an impor- tant part in the lives of the minotaurs of The end result is a highly-trained le- THE MERCHANTS OF THE gion of soldiers, fanatically loyal to the Taladas and is even less so now that the Emperor. They will do anything he com- L EAGUE power of the gods is no longer apparent to mands of them. So long as the Emperor is Third in importance to the Emperor them. For the most part they believe in threatened they will not surrender or and the Legions of Eragas is the League of the power and might of the individual. flee—or at least that is what they would Merchants. Growing out of the pre- Nor, by their culture, will they willingly have people believe. invasion Loyal Families, the Merchant submit or admit inferiority to another— Every legion is commanded by a “du- League is a strong guild of traders that including the gods of Krynn. Thus they ces ,” a general appointed by the Em- regulates and monitors most business have little use for organized religions and peror. This general is never of a social trade of the Empire. The Merchant the trappings that go with them. rank lower than the Loyal Families and is League does not control the production Over the years, the humans too have more often a minotaur or -iskis. When of goods, but it is responsible for the lost much of their faith. With the Great several legions are grouped under one shipping and distribution throughout Trek, many came to believe the gods had command, the supreme commander is the Empire and beyond. Its near total forsaken or cursed them. If this were so, known by the title Imperator. Again the monopoly gives it great power within the then they had no use for such cruel and Imperator is appointed by the Emperor, Empire. Although the guild has no offi- capricious gods. Denied the powers drawn from the ranks of the dux. He cial position, its merchants are able to in- granted by the gods, they denied the holds the position only for as long as he is fluence most official policies to its gods entirely. needed, after which he returns to the advantage. In the centuries that have passed, little command of his legion. The merchant guild also supplies unof- has changed to alter this view. Indeed, To reduce the risk of an attempted ficial ambassadors and spies for the Em- the atheism of the minotaurs has rein- coup by his generals or his governors, the pire. Their trading carries them far forced the views of the humans. Because Emperors have carefully regulated the beyond the borders of the Imperial of this there are no large temples or state army. The dux and their legions come un- League of the Minotaurs. They travel the religions in the Empire. der the direct command of the Emperor. length of the Tamire, to the land of the Of course, faith is not entirely absent The governor of a province has no power goblins, into the Ring Mountains, to Ar- from the Empire. A practical-minded of command over the military in his area math and Thenol, even to the dark jun- people, the citizens preserve their dead unless the Emperor issues a specific proc- gles of Neron. They carry the seeds of the on the chance that the gods will return lamation empowering him with com- Minotaur Empire with them, making it and restore the dead. There are no cults mand. At the same time, the legions are easier for the Legions of Eragas to annex native to the Empire, but the beliefs of garrisoned in smaller units throughout new territories in the name of the Em- Outlanders have entered into the society. each province. Only a few legions are gar- peror. Thus there are small followings for such risoned altogether. These are com- The merchant guild jealously protects gods as the Uigan Mislaxa, Qu’uan, and manded by the most loyal dux the its position from all interlopers. Although Jijin. The beliefs of Thenol and Armach Emperor can find. it is not an officially recognized monopoly, have recently started to appear among the Even with all these precautions, there it does not brook any competition. Enter- common people. And of course, Hiteh have been mutinies. Unlike the elaborate prising merchants who try to set up their has not ignored the opportunity for mis- process of the Arena, mutineers are own operations are squashed if they are lit- chief. Particularly in such places as the judged guilty by their act. The standard tle, driven out of business by the price- Old City of Kristophan, he has prompted practice is to send other army units to cutting practices of the guild. If the the creation of cults to follow him. These crush them. Care is taken to send rivals newcomer shows a particular talent for the have remained secret, as Hiteh does not within the army, if at all possible, to do business (i.e., he survives the attempts to care to bring attention to his followers the job. The risk always exists that the drive him out of business), an invitation is and their evil activities just yet. mutiny will spread to other units. There- extended to him to join the guild. If he fore, the most draconian punishments refuses this, driving him out of business are handed out to mutineers. Normal gets serious. Threats, beatings, arson, even men are beheaded and their bodies killing will be used if necessary. Given this staked along the highways as warnings to type of attitude, the League of Merchants others. The leaders are tortured and then has few competitors. publicly drawn and quartered. The parts of their bodies are then sent around to the

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T HE CITIES OF THE LEAGUE ease is a close second, for the narrow, well enough alone. The back streets of twisting streets are muddy with sewage the Old City have always been a good By far the crowning glory of the Empire and the buildings are infested with rats. place to hire desperate men for a desper- is the Five Great Cities. In the minds of Once the heart of Kristophan, the Old ate task. many citizens, the Five Great Cities are City is now a gloomy and dangerous Given the rough and dangerous nature the Empire. The farmland and the Outer ghetto. The majority of those who live of the Old City, it is not surprising that Provinces are only small backwaters of the here are humans, elves, and dwarves. Few the city watch, the saiones, tend to leave cities. But which city is the greatest of the minotaurs dwell in the Old City, prefer- that part of town to its own devices. They five is open to endless argument. A mino- ring the company of their own kind in the tend not to be concerned about the taur of Kristophan will refuse to believe New City. The majority of inhabitants are crimes committed within the Old City, any other place is greater. A man of Thera also poor and unskilled, making their unless they are of exceptional infamy. will extol the wonders of the pleasure gar- meager livings at hard labor. At dawn The greatest reason for them to enter is dens of his home. In truth each has its they leave their homes to work elsewhere, when a crime is committed outside the own character, different from the others. returning at dusk to their bleak and boundaries of the Old City, particularly if dreary homes. Although their entertain- the crime was committed in the Imperial Kristophan ments are not grand, they go at them City. At such times, the saiones enter the As the seat of the Empire, Kristophan’s withgreat gusto. There are numerous district in force. claim to greatness is clear and obvious. cheap taverns, tea shops, coffee stalls, Their methods are not subtle and they Here is where the Emperor rules, the Sen- houses of ill-repute, gambling halls, and are unloved by most of the inhabitants ate meets, and the Imperial Arena smoking dens. therein. In times of extreme emergency, stands. Kristophan is the center of all These are the meeting places of high- such as the frequent summer riots or a government throughout the Empire. lawyers (bandits), versers (card cheats), rare imperial assassination, the Legions of Every soul seeking political appointment nips (cutpurses), foins (pickpockets), ruf- Eragas join the saiones in their peace- is drawn here. Every minotaur household flers (muggers), charms (lockpickers), keeping duties. The army is even more of consequence and every Loyal Family jackmen (forgers), and anglers (burglars). brutal than the saiones and the rumor of lives here close to the Emperor. These gather into informal fraternities their deployment can trigger bloody riots In terms of raw power, no other city of led by an upright man, a thief and co- of protest. the Empire can rival Kristophan. It zener of such skill and authority that the Of course, the Old City is not all bleak- rightly boasts the finest champions, the others defer to him out of respect and ness and decay. There are many things most skillful lawyers, the most spectacu- fear. that make it lively and exciting, an attrac- lar buildings, and the largest population. The company will take orders from tive adventure for the wealthy to visit— It is gaudy, ostentatious, and domineer- their upright man, milling the gentry by day. There are the colorful open-air ing in its displays of power. cove’s ken (robbing the wealthy houses) markets. Plays, bear- baiting, cockfights, It is not, however, a beautiful city. and spying out the conies (marks) for the puppet theaters, dog fights, and staged Built around the old human settlement, crooked games. Although they speak the duels all provide popular entertainment. the capital is divided into three districts: tongue of the Empire, these men fill it But with the coming of dusk, the markets the Old City, the New City, and the Im- with words of new meaning, hiding their close down and the wise go back to their perial City. trades, tools, and targets behind these ex- homes. The Old City district centers around pressions. Each gang has its own laws, Another feature of the Old City is the the original human town of Kristophan customs, and territories, which are nor- small enclaves of wealth. Hidden away and the neighborhoods immediately mally respected and honored by others of down back alleys, carefully concealed around it. The buildings here are older their kind. However this is not always the from notice, may be the private apart- than anywhere else in the city. Most of the case and sometimes bloody feuds break ments of a powerful wizard or the rooms buildings are of two storeys and built of out between different gangs. maintained by a powerful noble for his il- wood, except for the Old Armory and the When this happens, the upright men licit mistress. Of course, few openly dis- Forest Gate that, though no taller than turn to others for help, particularly the play their wealth in a community filled the rest, are all that is left of the stone for- disreputable and fallen champions that with thieves. tifications that defended the town from fill the taverns. These men are always Only the most successful and powerful land- based attacks. Most of the walls have willing to risk death for money and so of the upright men can freely show their long since been torn down, and the stone provide a ready source of muscle for any wealth. These men, the dons of the crimi- carted off to build the Imperial City. Fire, job at hand. The taverns they frequent nal community, disdain from showing especially during dry summers, is the are rough places, for although a cham- fear of robbery and with good reason. greatest danger to the inhabitants. Dis- pion may only want a quiet drink, his Most Old City inhabitants know that to combative nature seldom lets him leave rob such a man is to invite sure death.

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ferent Champions’ Guilds, dealers in an- tiquities, sellers of rare cloth, goldsmiths, jewelers, and seamstresses. At the farthest end of the Highroad, where it becomes the Great Way, are inns, stables, horse dealers, farriers, cart- wrights, wheelwrights, and grain dealers. Nearer the Plaza of Champions (which is not far from the Imperial Arena) are the city’s armorers, swordsmiths, trainers, surgeons, and doctors. A few of the Champions’ Guilds can be found in this area. The bulk of the New City, however, is made up of the twisting lanes that run be- tween the main boulevards. Here live the greatest part of the people of Kristophan. These are the homes of craftsmen, mer- Not only is his home likely to be well are found in the New City, built by the chants, and minotaurs. On these streets guarded and fitted with dangerous traps, minotaurs for the great ocean fleets. can be found ship captains, carpenters, he also has a network of informers and The preferences of the minotaurs are importers, respected champions, lawyers, killers to carry out his wishes. More than also reflected in the layout of the New clerks, scribes, shopkeepers, hostelers, once the hand of a foolish thief has been City. There is no orderly pattern to the ar- and more. They do their best to live their found nailed to the door of his favorite rangement of streets. Avenues, alleys, and lives peacefully and without fuss. Unlike tavern, an example to all others who lanes twist and turn almost randomly, the Old City, the New City is regularly might follow in his footsteps. making the New City a dense maze of patrolled by the saiones, who are gener- Almost forgotten on the edge of the buildings. Apparently the minotaurs seem ally respected and liked by the citizens Old City are the Tombs, catacombs dat- to like things this way, for most other cities there. ing from the first settlement of Kris- of the Empire follow suit. Others (particu- The typical home in the New City is a tophan. These are unused now, the dead larly the dwarves) find the system mad- small villa built around a central court- being buried in the necropolis outside of dening and frustrating. yard. At the gate may be a storefront town, but the catacombs have never been As a concession to the sensibilities of where the owner displays his goods or filled in. The underground caverns, once non-minotaurs, the New City is pierced crafts for sale. Inside is the courtyard, per- cool and dry, have become dank and by several straight boulevards that run haps decorated with a few trees (and for clammy over the years. The bodies once from one major landmark to another. the well-to-do, a private well). This is buried there have decayed long since into The Breakwater runs from the docks to typically paved for appearances and the crumbling gravemold. More recently de- the Old City. The Emperor’s March ease of carts. Surrounding this courtyard ceased are left there by assassins, hiding crosses the New City from the Imperial are the rooms of the house, facing in- their crimes. The air is thick with decay City to the Old City. The Highroad goes ward. Poorer citizens, nearer the Old and rot and only the homeless, seeking from the Plaza of Champions to the City, make do with single-storey homes or shelter from fierce storms, and fugitives Great Way, the major road leading from share their houses between several fami- from justice or wrath choose to go there. Kristophan to Moldar. lies. Wealthy families have two-storey vil- Surrounding the Old City is the New Major businesses line these streets, to las and may even have attached gardens City. This section of Kristophan was built save customers from trying to find their enclosed by a separate wall. after its conquest by the minotaurs and way among the confusing lanes of the in- Within a wealthy villa will be more reflects their tastes and skills in architec- ner blocks of the New City. Each boule- than just the family. Also living there, in ture. Most of the buildings are low, of vard attracts merchants appropriate to its separate quarters, are free servants and one or two storeys, and built of brick. nature. The Breakwater is lined with the household slaves. There will be grooms, Only a few stone or wood buildings exist; warehouses of the League of Merchants. cooks, maids, and various assistants all to stone is reserved for the Imperial City and At the seaward end are the shipchandlers, see to the needs of the family. Although the forests were long ago depleted during provisioners, and sailmakers. Near the there may be minotaur servants, it is the building of the Old City. The better Old City there are taverns and grocers. against the law to keep minotaur slaves, part of the docks and quays of Kristophan Along the Emperor’s March are the dif- except for those being punished for im- perial crimes. Such prisoners are never

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given positions as household servants, citizens of the Old and New City must At the edge of the palaces, forming a serving their sentences in quarries, leave before the gates are closed or be ar- border between the nobles’ villas and the mines, farms, and on board galleys. rested for breaking the curfew. Only palaces, are the Ministries, the bureaucra- The citizens of the New City are per- those bearing a pass, issued by the Office cies that make the Empire go. The Impe- fectly aware of what tempting targets of the Chamberlain of the Imperial City, rial Senate is part of this ring of they make to the thieves of the Old City, can legally remain within the walls after ministries, flanking the Emperor’s March and they take appropriate precautions. dark. to the left. To the right stands the Impe- Villas and homes are built with no out- Of course, there are those willing to rial Treasury. Beneath it are the secretly side windows, all views looking into the take the risk of discovery. The Imperial tunnelled vaults holding the riches of the courtyard or gardens. Gates are barred at City is the richest picking ground for Empire. Short of the Emperor’s Palace, night. Everyone who can afford it has a thieves—and also the most dangerous. no building is more heavily guarded than gatekeeper, a warrior, to keep watch at Here the saiones is particularly active, pa- this. night. Guard dogs are loosed into court- trolling the streets and guarding public Also among the ministries are the bar- yards or, more exotically, cheetahs are re- buildings day and night. In addition, the racks of the rest of the Legion Imperius, leased into the gardens. The rich hire Dux’s Wall is manned by the Black the most trusted and best equipped of all bodyguards to stand watch, although Cloaks of the Legion Imperius, the Em- the Emperor’s troops. Their placement they do not approach the scale of the pri- peror’s elite bodyguard. These soldiers at- here is intentional, as a protection from vate armies the noblemen maintain. tack to kill anything or anyone who the ambitions of the nobles. Of course, Finally, there is the expedient of buy- attempts to cross the wall. The first great there is no guarantee that the Legion Im- ing off the thieves. It is a common prac- task for any thief is just to get into the Im- perius will remain loyal, so the Emperor tice for powerful upright men to collect perial City unnoticed. carefully monitors it at all times. protection money from the homeowners Once inside, things do not become any Outside the city are two other areas of of the New City. These upright men then easier. The noble villas, larger and more importance. About two leagues away is place their “mark” at the doors of the vil- lavish versions of those found in the New the vast necropolis of Kristophan. Here las to show that they are protected and City, are also better and more danger- the dead are entombed to await the re- who protects them. While the marks are ously protected. Instead of a mere gate turn of the gods. Early minotaur custom supposedly secret, anyone willing to go to guard or handful of watchmen, nobles was to cremate their dead. After conquer- a little effort could learn them. Some mi- keep up to 200 guards patrolling their ing the Styrllians, however, they adopted sers have attempted to use counterfeit grounds, led by their personal champi- the practice of entombment. Those who marks only to have their homes ransacked ons. Like the Black Cloaks, most of these can afford it pay for sturdy mausoleums at the orders of the indignant upright guards attack without question, seeking to house their dead, in the belief that man. As a result, counterfeiting marks is to kill any intruder. Most nobles maintain when the gods return those who have a seldom- tried practice. one or more wizards on their staff and been worthy shall be restored to life. The most isolated and secure section of part of their duties are to use their spells (This belief is unique to the lands of Sty- Kristophan is the Imperial City. Nestled to prepare magical traps. A few have even rllia and its conquests; it is preached, in in the center of the New City, this is sepa- employed master thieves to act as advisors one form or another, by all the temples of rated from all else by the Dux’s or Gen- for preparing precautions, although this the city.) erals’ Wall. This wall not only keeps the is risky, given the chance the master thief Some of the tombs are quite old, dat- common people out of the Imperial will decide to use his knowledge against ing from the time of the human settle- grounds, it also serves as the final line of his master. ment. For centuries the necropolis was a defense for the city. It is not a ceremonial Within the Imperial City are more popular site for a day trip, enlivened by or decorative wall but a solid and well- than just the villas of the nobles. Con- the old tales of the undead things that manned fortification. tained within the walls are most of the might be lurking below. In the absence of Entrance into the Imperial City is functions of the Empire. At the far end of priestly powers, these were little more through one of only four gates: The Em- the Emperor’s March is the Imperial Pal- than stories. Recently, however, unwhole- peror’s Gate, through which passes the ace, home of the Emperor (although he some things have been stirring there. Emperor’s March; The Oceangate, the spends most of his time at Thera). Ad- Cultists of Hiteh are rumored to hold cer- one closest to the sea; The Wood Gate, joining this is the Queens’ Palace, where emonies among the tombs in the dead of which faces inland; and The Bloody his wives live when he is present. Ad- night. Fewer and fewer picnickers choose Gate, where the bodies of traitors are dis- joined to these two palaces are the bar- the shaded glens and lonely retreats once played after death in the Arena. racks of the Black Cloaks, the Emperor’s so popular with lovers. During the daytime, citizens are al- bodyguard. Radiating out from this are The second place outside the city is the lowed to pass through the gates, but at the palaces of the other great households Encampment. Located five miles from night they are closed to all. Furthermore, of the Imperial Family. the outer city wall, this is a permanent

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barracks for the Bearkiller Legion and the With the coming of spring this all To the left of the Basilica, forming the Marines. These legions, the greater part changes. As the snow- blocked roads clear, final side of the Forum, is the Palaestra, of the Emperor’s elite troops, are sta- the advance guard of the summer season the public gymnasium. Here the citizens tioned here as the strategic reserve of the begins to filter in. First to arrive are the of Thera indulge in their second great army. It just so happens that they are close heralds and trusted servants. Their task is passion —sports. Daily, youths come to by to deal with difficulties in Kristophan to inspect the villas, begin the prepara- wrestle or challenge each other in the jav- itself. The two legions together maintain tions for the summer, and (to the terror of elin. Less bloody-minded than the about 8,000 soldiers in readiness for com- those who have stayed all year) send back Arena, the gymnasium is popular with bat. Portions of these legions are fre- reports on the activities of the winter care- summer visitors seeking a little diversion quently sent to deal with disturbances takers. from the bubbling springs and grand vis- elsewhere, so it is rare for all 8,000 to be After them come the household ser- tas. As is their habit in Thera, spectators available at once. vants accompanying the baggage of their bet vigorously on these contests, just as masters and mistresses. Then comes the they bet heavily at the Arena. Scouts Thera rush of courtiers and supplicants, scurry- from the Champions’ Guilds watch the Where Kristophan radiates power and ing and jockeying for suitable rooms from exercises, always on the lookout for a might, Thera gives the feeling of sophis- the innkeepers of the city. At last comes likely recruit. tication and relaxation. Nestled in the the final wave, the summer residents. In the streets surrounding the square hills of Eragalla, Thera is the playground Each year on the third moon of spring, the are wine shops, street-side cafes, smoky of the wealthy. Not on any major trade Emperor and his household—wives, chil- taverns, bakeries, cheese shops, fruit and route and far from the centers of power, dren, secretaries, undersecretaries, valets, nut sellers, and oil vendors. Farther away Thera has gained its fame as the summer and ladies-in-waiting—arrive, surrounded from the center are the homes of the resort of the nobility. It is blessed with by the Black Cloaks and a throng of hope- craftsmen—cabinet-makers, marble- numerous medicinal hot springs. How- ful hangers-on. The minotaur nobles, the workers, tilers, dyers, mosaicists, gem- ever, hot springs alone would not have iskis, and the Loyal Families arrive imme- cutters, weavers, cleaners, tinkers, and been enough to distinguish it. Thera is diately after and in no time at all the city is more. Outside the gates are hawkers ped- also blessed with rich, cool forests provid- filled to beyond bulging. dling melons, rib bon, sulphur matches, ing both scenery and comfort. This com- Thera naturally divides into two sec- grapes, charms, sandals, wild animals, bination of hot baths, cool weather, and tions, the city and the villas. This division caps, fish, and smoked meats. Wander- scenery has made Thera the place to go was not intentional but was an outgrowth ing through the streets, going from door- during the hot season. of the increasing number of summer visi- to-door, are bards, acrobats, Where most cities grow in size from tors. The city, built first, clusters around a fortune- tellers, jugglers, and bear- year to year, Thera’s population fluctu- group of hot springs near the floor of the tamers. Thieves often disguise themselves ates wildly depending on the season. valley where Thera is nestled. These as these wanderers, perhaps even making During the winter it is a small, sleepy city. springs were the easiest to reach when the a modest living at some honest art, so Deep, gently-falling snows close it down, first settlers arrived. they can case potential victims for return cut off from the outside world. Those The city now sprawls across the narrow visits later in the night. who remain are the citizens who make valley floor, the oldest parts around the Running from the Forum toward the their homes there year round, the crafts- hot springs with newer buildings farther hills is the main street of the city. Unlike men needed to build and maintain the and farther away. A public bath house has the streets of many other cities, this runs villas, the innkeepers who provide rooms been built over the old hot springs. It straight and true. It passes through the for the lesser entourage that follows the opens onto the Forum or main square, low city wall and then winds its way nobles wherever they go, the provision- the heart of Thera. Facing the baths from through the villas on the slopes until it ers, the grocers, and the laborers. Of the across the Forum is the Basilica, the seat reaches the outermost gate of the Impe- summer people, the only ones who re- of the city government. Here the Praetors rial Villas. Although the villas were once main are the caretakers and guards for the and lawyers gather to deal with the cases outside the walls of the city, today they great villas. This is still no small number, of the day. are extensions of the city wall. Each villa for the places, such as the Imperial sum- To the right of this, between the Basil- has its own walls and many of these join mer villa, cannot be left casually un- ica and the baths, stands the Arena. at various points to each other and even- guarded. During the cold months there is Compared to the majesty of the Imperial tually to the city walls. Thus the defensive still a complete garrison, servants, crafts- Arena of Kristophan, this seems a modest walls of the city are a jumble of separate men, painters, gardeners, cooks, and affair—but Thera has always been more walls and gates. scribes, all under the command of cham- attuned to the relaxation and leisure of Once, when Thera was much younger, berlains and stewards. the baths, not the blood and anger of the there was a need for strong defenses to Arena. protect the inhabitants from the savage

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creatures and peoples of the wooded raiders. Fortunately, most of these are (Just because the Empire is cultured hills. Now the area is civilized and peace- easily contained. Sometimes though, be- doesn’t mean it is safe.) ful. The tribes that lived in the area have fore things can be brought under control, Aside from violence, another problem been conquered or have moved away. The the skirmish spreads throughout several of Thera is the infrequent earthquakes. dangerous animals, hunted for sport, villas as others throw their support to one Aware of this danger, architects seldom avoid men and minotaurs whenever pos- side or the other. build higher than one storey. Stone and sible. With the passing of these threats, Each villa is more than just a summer brick, which are the common building the city walls have become more symbolic home. It is like a private community. materials throughout the rest of the Em- than functional, marking the boundary Within the grounds are a main house, of- pire, have proven too inflexible for use between the citizens of Thera and the ten with wings for the wives and cour- here. Wood is the favored material both summer people. Villa walls, however, are tiers. In addition there may be separate in the city and among the villas. How- strong and well-maintained. Their own- guest houses, gardens, viewing ponds, ever, it is seldom left plain, for simplicity ers value their privacy and security. While fisheries, orchards, servants’ cottages, has never been to the taste of the mino- riots of the citizens or the poor are rare in barracks, granaries, stables, temples, and taurs. Buildings are lavished with carv- Thera, political plotting and assassina- slaves’ quarters. There is almost always a ings and statuary. Beams are carved and tion is not. More than once a scheming or hot spring and bathhouse on the property painted in polychromatic colors. Wooden enraged noble has sent his private guards (this being the main attraction of Thera). panels are painted according to the whim on a raid to storm the villa of a rival. Some villas, such as the Imperial Villas, of the owner—hunting scenes, land- Of course,’ the Emperor cannot allow are built with more than just leisure in scapes, tales of heroes, and amorous such behavior to go unchallenged. Just mind. These places are small fortresses, scenes of the boudoir are all scenes of within the gates of the Imperial Villas are ready to provide a haven should life else- choice. barracks for the Legion Imperius and the where become too dangerous. These vil- Wood, in turn, leads to the danger of Black Cloaks. Should report come of las, sited not just for their hot springs and fire. More than once disastrous fires have armed men on the march, troops are in- vistas, are hard to reach and are built swept through the closely packed streets stantly dispatched to the scene. Normally strong enough to withstand sieges, Incor- of Thera, all but eradicating the city. Each it can be figured that once or twice a sea- porated into their design may be watch- time, the Therans have stubbornly re- son the guard will be called to deal with towers, secret gates, moats, and keeps. built their homes and started over.

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Because their science is not up to it, the the wind and waves to find some safe har- culture of the Silvanaes. The humans, un- Therans do not realize the scope of the bor. Several ships were crushed against able to overcome the better-trained elves, danger earthquakes present. The hills the rocky cliffs as they worked their way eventually turned on each other. Those as- and hot springs that have made the area up and down the coast, until finally, with tute leaders who shared borders with the so attractive are also signs of a major fault the aid of an adrift fisherman they had elves turned to the Silvanaes. that runs almost directly under the city. rescued from the sea, they sailed the se- were made and the culture of the elves To date, even the most destructive trem- cret ways through the treacherous shoals gradually spread. Although the leaders ors that have shaken the town are small of the Outer Banks to reach landfall in were only interested in the elvish arts of compared to the major quake that is the Bay of Hoor. Here they came ashore. war, it was not long before other aspects of building. Each year pressure increases on Asking the blessing of the landspirits, the elvish culture became sought after. the fault and minor shocks ripple Silvanaes called the land Armach, Dry- As a result of this process, the Confed- through the city. These do little to relieve land. eration of Armach was created and solidi- the immense strain underground. Some- What they found in their new land of fied to the state it has reached today. As time soon there will come an earthquake Armach was a disorganized collection of befits its foreign origins, it is different that will irrevocably shatter the city. petty tribes. The Silvanaes were amazed from any other nation of Taladas. However, the danger has not gone to- at what they considered the primitive tally unheeded. As noted, the science of state of the locals. They were accustomed T HE PEOPLE AND SOCIETY earthquakes and faults is not up to under- to the grand cities of Ansalon and the glo- standing the exact dangers building. rious history of their own people and the Armach is divided between two dis- However, those accustomed to the earth, human empires. Here they found people tinct groups— the elves and the humans. particularly dwarves, have noted the fre- living at a level of barbarism almost be- There is occasionally cross-breeding, but quency of quakes and their severity. yond their imagining. In Ansalon, the half-elves are rare and not well-received. These and other telltales—the hot only creatures who lived such lives were The Silvanaes of Armach are the survi- springs, for one—make them concerned. dark and evil. Humans, elves, even ken- vors and direct descendants of the Grand To their minds, Thera is not sited wisely. der had advanced past this barbaric state. Armada. In the few years that they have Most, recognizing the futility of chang- Thus, the Silvanaes at first saw the na- been here (by their standards) they have ing things, merely note their reservations tives as evil and dangerous and set about changed little. Like the Silvanesti of An- and move away. Some feel compelled to carving their own homeland. Fighting salon, they are slender with finely shaped give quiet warning and then move away. quickly broke out between the natives features. Their average height is slightly A few zealously take up the cry of dan- and the elves, based on these misunder- shorter than that of a human’s ger, warning anyone who will listen. Al- standings and confusions. However, the Men commonly dress in long robes, though they try earnestly, they are superior equipment and training of the embroidered and decorated in bright universally regarded as fanatics and crack- Silvanaes quickly carried the day in such woodland colors, when in city or town. In pots. Denied legitimacy by the magical, battles. Within a little time, the elves had the woodlands, typical clothing is a jerkin religious, and scientific community, the established themselves as masters of the and trousers of muted browns and doomsayers haunt the Forum, gates, and Hoor Bay basin. greens. Belts and scabbards are made of taverns of Thera. Here they do what they In setting up their new homeland, the finely tooled leathers, often dyed and can, preaching the truth. The laughter elves did not seek to conquer and rule the varnished in elaborate patterns. While and mockery endured has pushed more natives. Instead they drove the humans finely-wrought pieces of gold and silver than one beyond fanaticism and into away, attempting to set up an empire of jewelry are the preferred ornaments, madness. elves only, just as they had in Silvanesti. most of these are heirlooms since the At first they were easily successful, attack- Silvanaes no longer have the contacts to ing the humans and seizing their proper- the dwarven smiths they once had in An- A RMACH ties. As their own land expanded, the salon. Resting in the broad valleys south and task became more and more difficult. New decorative pieces—pins, buttons, west of the New Mountains is the small The elven warriors were few in number toggles, combs, and necklaces—are more country of Armach, ruled by the and quickly reached the limit of what often than not made of wood. Such Silvanaes-Quarti, the Lost Silvanesti of they could defend. The tribes became pieces may be intricately carved—a jacket Ansalon. Blown off course from the larger and stronger, as the refugees from toggle consisting of a ball of heartwood Great Armada that set sail around Ansa- the elf lands joined with the natives on trapped within an unbroken pierced fili- lon, the Silvanaes-Quarti (or Silvanaes, as the borders. Eventually growth of the el- gree cage carved from the same piece; a they call themselves) were driven to Tala- ven lands came to a halt. man’s snuff box with elaborate moving das. Storm-shattered, they beat against Here the situation would have re- pieces that must be slid, pressed, and mained had it not been for the superior twisted before the box will open; a comb

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with flame-cut teeth made from the iron- the superior elves, they have begun to ble), their advisors (which every tribe wood tree; or a mirror-locket made by wear belted robes. However, traditional has), and their advantage in trade. They polishing the purest beech until it shows decorations and colors are still used for use their skills to maintain dominance a reflection, then hung by a slender chain these robes and the tooled leather belt over the other members of the confedera- of carved wood. has been replaced by the bright tribal tion, but, with the exception of the First The humans of the Hoor region all sash. Elvish style moccasins and boots Edicts, they have avoided abusing their come from the same bloodstock, thus have also come more into favor. However, power. there are no strong distinguishing charac- the elven taste for decorative items has The Silvanaes are themselves divided teristics from one tribe to another. All not been popular. The humans of Ar- into two factions. These are divided by have black to brown skin tones with black math consider displays of wealth (such as their occupations and outlooks on life, hair. Their eyes are dark and the pupils jewelry) to be offensive to the gods, but not by their social standing. tend to be large. Both men and women whom they think still observe their lives. The first group is the Nestiroml, the have prominent cheekbones. Men tend In battle, the elvish dress and weap- People Workers, made up of the sailors, to have broad foreheads and decidedly onry is favored. The typical warrior, one mates, captains, craftsmen, and their square jaws, while the women have faces of no great means, is a light infantryman. families—the actual laborers of the fleet. that are much more pointed. Women also He wears a tunic of thickly quilted leather They are held in high esteem for the cou- tend to be heavier-boned than the men but no helmet. He carries a small shield, rageous service they performed in bring- although the men are more muscular. long sword or spear, and a bow either ing the fleet safely to shore. Now their The Hoor people are taller than average, short or long, according to his taste. He members in council are noted for their standing about 5’ 10” tall or more. may also have a variety of small pragmatic view of matters. They are con- When first encountered by the elves, weapons—a dagger or hand axe are most cerned with knowing how, organizing the people of Hoor wore simple tribal cos- common—that are useful while on cam- the effort, and seeing projects through. tumes. Each tribe could be identified by paign. Each man carries his own kit on his From their ranks come many of the ad- the colors and patterns of clothing worn, back or in a bundle slung around his ministrators, captains, and generals of although the basic dress was the same shoulder. This is of course left in camp the Confederation; those who have a will throughout the area. When the weather during a battle. The army is entirely in- to get things accomplished. was warm (most of the year), the man’s fantry, cavalry being unknown to these The second faction is the Neskijir, the costume was a simple vest and baggy people. Robed People. Formed from the passen- pants, tied at the waist with a colored Socially, the people of the confedera- gers of the fleet—the scholars, artists, sash. When hunting, men wore only a tion are also divided by race. The elves heralds, squires, knights, and princes— loincloth or went naked, painting their form the ruling class, although their di- these people are honored as the keepers bodies with colored muds and dyes to rect power is limited to the Armach-nesti, and protectors of the Silvanesti tradition. blend into the terrain. Women wore large the Land of the People. Their influence This is no small task. The elves have al- sashes, one tied about the bodice and over the other tribes is limited to their ways jealously protected their way of life others tied to form a skirt. An unmarried diplomatic skills (which are considera- and the Silvanaes, alone in a strange woman covered her head and shoulders with a heavy shawl, hiding her face be- hind a veil. Again a brightly-colored sash completed the outfit. Commoners were normally barefoot, while town-dwellers and the upper class people wore hard leather sandals or soft slippers. In cold weather, sheepskin coats were worn for warmth. Although elven dress has not replaced the traditional garb, it is often imitated. Workers in the field and those who do hard labor still favor traditional clothing (which is better-suited to working). Al- though many hunters still go naked, more and more are favoring soft leather trousers in the elven fashion. The greatest changes have occurred among the well- bred and townspeople. In imitation of

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world, are fanatical in this regard. The lands but worked the property of others the Confederation is that it is not sup- task of preserving their old way of life is a in exchange for a portion of the crop. posed to interfere in the internal affairs of solemn duty, a role the Neskijir take seri- They were not slaves (slavery being un- any ally. Thus, although the elves disap- ously. known to these people) but they were not prove of slavery, they cannot ban it From their ranks come the leaders, free to do as they pleased either. throughout the Confederation. They councillors, judges, and speakers. Under Since the founding of the confedera- cannot insist that taxes be applied equally their guidance laws are written, ambassa- tion, the elves have attempted to change to all inhabitants of the Confederation. If dors are sent out, and the Confederation this structure. Recognizing that talent is one kingdom chooses to exempt certain is governed. The Neskijir like to see not confined to. a particular class, the peoples from taxation (hoping to lure themselves as wise and benevolent, and elves have instituted a system of examina- merchants into its borders), it can do so, to most observers they are exactly that. tion and review to fill the posts in the ad- although this may bring protests from the Faced by barbarians, they have stressed ministrative bureaucracy of the other lands that it is unfairly hurting the nobler and more ideal codes of con- Confederation. These examinations are them. duct. However, they are not as perfect as open to anyone who has the necessary The Confederation cannot raise a sepa- they seem, especially considering that training in the basic skills of reading and rate army, and is limited instead to issu- they were the authors of the First Edicts. writing, which effectively reduces the po- ing a call to arms. Each kingdom is then For the rest of the Confederation, the tential applicants to a workable number. supposed to provide a company or more type of society varies according to the Each year, just before the High Sum- of men. The number and type of soldiers kingdom or tribe. In general most follow mer Day, the exams are given and the ap- provided is supposedly set by treaty. the basic pattern of a hereditary ruling plicants are placed according to their The Confederation does have impor- class and then various divisions of social performance. Currently the idea is still tant duties. It is responsible for keeping classes underneath this. Some of the new to the people of the Confederation peace between members. Disputes are kingdoms practice “benevolent” and so a dual system exists, one where sta- brought before the Magisterial Council, a slavery—convicts, debtors, and heredi- tus is determined by birth and another select group of jurists, for hearing and tary slaves—while others traditionally where it is fixed by skill. Those claiming judgment. Only the Confederation can forbid it within their realms. In addition, birthright have a longer tradition than approve armed action by one member there is a sub-culture that has arisen the examined and so frequently look state against another (most often to sup- around the Confederacy itself, centered down on their peers who have attained press an attempt to secede). The Confed- at the Council Town, Bok. their posts through placement. eration approves the extradition of Here the society that centers around fugitives from one land to another. It al- the elves is much more class-oriented. Al- T HE CONFEDERATION locates the tax burden among the king- though each tribe originally had minor doms, the money used for public works differences, they all tended to divide into The Confederation of Armach is tech- (roads and bridges), and the mainte- classes based on birth. At the top were nically formed by treaties of alliance be- nance of a merchant fleet, which no sin- those born into the nobility or ruling tween the Silvanaes and 16 tribes that are gle kingdom could otherwise afford. class. This class was closed to all others. A found on their borders. Thirteen of these It alone is allowed to negotiate with brilliant peasant could never hope to be- tribes are human-based. One is a group foreign powers—particularly the League come one of the rulers of a tribe. of dissident Marak kender, one is gnom- and Thenol. Any separate kingdom that Under them were those born into ish, and the sixteenth is a tribe-herd of enters into negotiations is guilty of high wealth, but not of the ruling class. These centaurs. Altogether, these people make treason to the Confederation if discov- included powerful landowners, mer- up the Confederation. ered. Finally, the Confederation approves chants, and moneylenders. After this As indicated by its name, the Confed- the claim of any successor to a throne. came the families of craftsmen. A son eration is not a nation of a single people While this is mostly a formality, it must born of a carpenter learned the trade of (as the Uigan), a country united under a sometimes to used to prevent civil war carpentry. These families jealously pro- single ruler (as in Thenol), or even a bu- over a disputed throne. Stability and con- tected their dominance of the crafts, but reaucratic government with appointed tinuity are more important than absolute a peasant could hope to become an arti- leaders carrying out the wishes of a gov- justice (in this particular case). san if he were adopted by such a family. erning body. It is collection of indepen- The Confederation meets in full coun- The small landowners came next. dent governments (petty kingdoms, cil twice per year, although it can be Here, however, was a class a lowly peasant principalities, dukedoms, and manors) called for an emergency session at any could someday hope to attain should he that meet to settle disputes and to act on time. The day-to-day business of the ever have the opportunity to start a issues that threaten them all. Thus, the Confederation is handled by the Cabinet homestead of his own. Finally there was Confederation’s power is strictly limited. when the council is not in session. The the peasantry, laborers who owned no The greatest limitation on the power of

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Cabinet has five members: the Chancel- is not part of any kingdom, its neutrality property or goods of any outsider.) lor of Nations (the head of the council), established by the Charter of Confedera- “No heerikil shall be allowed as master Steward of the Treasury (the controller of tion. It maintains its own guard (primar- of a greatwater vessel, nor shall any heerikil the Confederation’s funds), Grand ily elvish) and defenses to discourage a claim title to captaincy of a command that Knight of the Realm (commander-in- coup attempt by a member. However, may be of more than his own kind.” (No chief of all military expeditions), First Bok is not allowed any representation on outsider can be captain of a ship that sails Justicar (head of the Magisterial Coun- the council as this would compromise its beyond the Outer Shoals. No outsider can cil), and the Prince of Armach-nesti (the absolute neutrality. Even when the full command a force of troops from two differ- leader of the elves). council is not in session, each kingdom ent nations. Only the Silvanaes can lead an Of these five, the first four are ap- maintains a representative, an Ambassa- army with forces from all of Armach. ) pointed by the full Council. Their terms dor to the Cabinet, in Bok. Diplomats These laws were created with two pur- of service are indefinite—they hold their and agents of Thenol and the League also poses in mind. First, the laws create a sep- offices until they die or the Council votes make their homes here. With so many arate land for the elves, just as they had in to remove them. The Prince’s presence is people from so many different king- Silvanesti. Second, the laws keep the automatic, an insurance that there will al- doms, Bok is the largest and most cosmo- non-elves (humans in particular) from ways be at least one elven representative politan city in all of Armach. becoming too powerful, limiting them to in the Cabinet, although there are usu- positions unlikely to threaten the elven ally more. T HE FIRST EDICTS powerbase. With these laws in the Char- To carry out the decisions of the Cabi- ter of Confederation, the non-elves have net, each member has a staff of aides, sec- Not all of the history of the Silvanaes found it difficult, if not impossible at retaries, scribes, inspectors, and couriers. has been bright with the glow of enlight- times, to challenge the elves in council. In short, each commands a bureaucratic ened rule, and nothing shows this better When the laws were first written, the arm of the government. This gives them than the First Edicts. These are a set of elves felt these harsh measures were nec- even more power, for not only do they four laws, enacted by the Silvanaes prior essary. Death to their minds was the only make many of the decisions of Armach, to the founding of the Confederation. penalty suitable for the barbarians but they are also responsible for seeing These laws, written into the Charter of around them. Since that time, both the that all decisions are carried out. Confederation by the elves, establish elves and their neighbors have changed, In the weeks prior to council, there is a strict limits on the rights of non-elves. but the laws have not. great deal of behind-the-scenes politick- The laws of the First Edicts are: Furthermore, these laws have been in- ing. In every session at least one nation “The land of the Armach-nesti is the terpreted and expanded on over the will have some complaint with another. sole possession of the People of Silvanos, years. What constitutes property that can Zendas is excessively taxing the caravans their’s to use and dwell alone. Unto this be legally taken? Does mental telepathy of Hoorbay that pass through on their land may the Sons and Daughters of constitute trespass into the Armach- way to the Centaurs. In retaliation, Hoor- Silvanos come alone and no other. Death nesti? What is the status of a half-elf? An- bay is exiling its criminals to Zendas, giv- is the punishment for all who trespass swering these questions has strengthened ing the Zendarians a new headache. upon these lands. (No one other than a the inherent injustice of the First Edicts. Tallmark has granted asylum to Arnhold, Silvanaes elf is allowed to enter the land Now, even though many of the Silvanaes the False Prince of Vesterlund, a man who of Armach-nesti.) feel the Edicts unjust, they have become attempted to overthrow the current King “No heerikil shall know a daughter of ingrained into the society. of Vesterlund. Silvanos, nor shall a man of our people have relations with a heerikil. If it be There are also emissaries from foreign THE ARMACH-NESTI lands, Thenol and the League particu- shown a Child of Silvanos entered into larly, who must be heard, debated about, this pact foreknowing, the punishment is The heart of the Armach Confedera- and replies drafted for. There are reports exile from Armach-nesti. For a heerikil tion is the Armach-Nesti, the Dry Land of from ambassadors and scouts to be con- who breaks this law through deceit or vio- the People. Nestled between the New sidered. In some of the fiercest debates, lence, the punishment is death. (Inter- Mountains and the Bay of Hoor, this is there are taxes to be assessed and quotas marriage between the Silvanaes and the private preserve of the Silvanaes, a of soldiers for service to be assigned. outsiders [heerikil] is forbidden.) homeland they jealously guard. No one is These debates, negotiations, and votes “No heerikil shall bring suit against a allowed to enter and disturb the life of last several weeks each session. During Child of Silvanos for ruination of prop- the elves. Those who have tried in the that time, the council site is the most im- erty should that accused hold a letter of past have been executed and their bodies portant place in all of Armach. warrant for the deed from the Prince of thrown into the sea. Council is always held in the city of Bok the People. (If an elf has secured the per- Clearly, the Armach-Nesti did not exist on the borders of the Armach-nesti. Bok mission of his Prince, he can seize any before the elves arrived. Originally the

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territory belonged to several of the petty arts for illusion and charm, they have mercy. Bound with elven rope, they are kingdoms that filled the valley of Hoor. fashioned concealed homes among the brought to the chambers of. the Prince. When they first arrived, the elves settled woods. One is built into the spreading Here they are presented to the Knight- quietly in a corner of this area while they branches. Another disappears into a Protector, the guardian of Armach-nesti. regrouped and struggled to survive. hollowed-out trunk. An open glade con- He hears the details of capture and passes During this time they were attacked ceals a small mansion of grasses and the judgment. Intentional entry is pun- several times by the king on whose land flowers. There are no concentrations of ished by death and failure to know the they had settled. The raids and wars houses; no villages, towns or cities. The borders is no defense. The only possible stretched out over many years, hardening entire Armach-nesti is home of the elves. hope a trespasser has is to prove involun- the hearts of the elves. Fearful for their At every point there is a hidden dwelling, tary trespass—that he was forced to cross way of life, the concept of the Armach- in a tree, a low mound, behind the water- the border by another. This exception to nesti was born. No longer content with fall of a rilling brook. Each is sited to take the hard and fast laws of First Edict be- the idea of simple survival, the elves set advantage of the natural beauty. Each came necessary when the elves discovered out to conquer their neighbors, thereby home is unspoiled by development and their neighbors using the borders as a ensuring their own security. With their construction. method of committing murder. A man, superior organization and administra- There are still blighted areas within the wishing to eliminate an enemy, would tion, their victories were swift and sure. Armach-nesti. The fields, once tended by force him to enter the Armach-nesti (ei- The natives of the conquered lands were human farmers, are allowed to grow rank ther through force or spells) and then let driven from their homes by fire and with weeds. Human villages, little more the elves perform the actual deed. Not sword and the Armach-nesti was de- than ashes and stone foundations, are caring to be pawns of the evil desires of clared. slowly succumbing to the advance of the the humans, the elves began taking more At first, the elves attempted to recreate forest. The elves shun these places, for care in their punishments. Still, this leni- the land of Silvanesti, now referred to as they are reminders of evil days, the atroci- ency is rarely exercised. “The Land Not to Be Forgotten.” At the ties they perpetrated on others. heart of the land is New Silvanost, a jum- They have a better reason than just R ELIGION ble of towers and palaces, half-empty and memories, however. Within these old vil- forlorn looking. Here they futilely at- lages lurk unavenged spirits. They are One would have expected the Flight of tempted to recapture the glory of their normally confined within the barren the Gods to have created upheaval and ancient capital in Silvanesti. However, grounds of their destroyed homes, but on change in the culture of the elves. This they had not the years nor all the master gloomy nights when the moon is dark, was not the case. The elves have lived a craftsmen needed to raise the great towers they roam farther abroad seeking out long time and seen much. The chaos of and palaces of their homeland. Nonethe- their persecutors. On these nights the the Cataclysm, brought on by the hu- less, they persisted in trying, deluding Armach-nesti is lit with a thousand mans, was just another event in their long themselves, rationalizing their accom- points of light, bonfires and torches lit by history. The actual destruction of the Cat- plishments and efforts as necessary to in- the Silvanaes to keep the spirits at bay. aclysm was more traumatic than the loss still the proper virtues into their children These are nights of quiet terror for the of clerical abilities. Although they had and their children to come. elves. clerics, the elves were never particularly However, the whole effort has failed. By the tradition established by the First religious. It is their nature to be self- New Silvanost is a town of ghosts, inhab- Edicts, the border of Armach-nesti is reliant, not looking to the gods for aid. ited by those unable to accept the fate of fiercely guarded. There are no roads into The flight of the gods only reinforced this the People here in the land of Taladas. the land. Wagon-borne goods bound for attitude. The building has stopped and little effort this region are brought to the border and However, just because their powers is made to maintain those palaces that unloaded, kept in warehouses until elven (and their most faithful priests) disap- have been completed. Vines have begun bearers come to carry them away. Trade by peared does not mean that religious life to wrap around window sills. Doors are sea is brought to small island just offshore has disappeared completely. The prac- blocked by trees. Flowers crack through and unloaded. From here it is carried into tices, tales, titles, and all the other trap- the floors. Instead most elves choose to the Armach-nesti by elvish sailors. Just pings have been preserved as an live in the deep woods that make up most within the borders are a maze of paths. important part of the elven culture. The of Armach-nesti. Some lead safely to the interior. Others ceremonies are performed without partic- In the copses and glades, among the are trapped with magical enchantments ular feeling, often for the edification of towering trees and flower-filled mead- to lure and imprison the unwary. Patrols the children and the amusement of the ows, the elves have found a new home, of elven guards regularly sweep the bor- community. The attitude reinforces the not a pale copy of Silvanesti. Using their ders, checking for intruders. human prejudice that the elves are flighty love of natural things and their cunning Those that are captured can expect no and irresponsible.

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In spite of this attitude, two particular him that a new child can be born. At this call the Earthspirit. The faithful of those cults have flourished among the elves. point, supposedly, the Sea Lord sends a who sought her she granted with powers of The first cult, that of the Sea Lord, has soul to inhabit the silvaama and the ship healing and wisdom and sent them back much to do with the circumstances of is born. Baby’s food is offered to the new- to their people. There they have sought to their arrival. The Great Storm that blew born vessel. aid all people, not just the elves, and them off course, the search for a safe Based on the omens observed during spread the teachings of Ildamar. landfall, the sailor who guided them the birth, the ship is then named and its Priestesses of Ildamar (for the majority through the Outer Shoals, and the sur- fortunes predicted. Although it seems of the followers are female) are an intense vival they owed to the wealth of the sea in that the priests can always find good in group. They are strict vegetarians and the first years have all served to the worst omens, there have been times even then cannot eat without first asking strengthen a belief in the Sea Lord. Previ- when an ill fortune was predicted. Such forgiveness of the Earthspirit. They wear ously the elves had never had much in- ships are viewed as cursed, even evil; it is nothing made from the fruits of the soil volvement with the sea, so the Sea Lord not unknown for the master to break the or the hides of dead animals, restricting held a minor position in their beliefs. silvaama to release the evil spirit. Of them to scratchy woolens, chafing Now that their lives rely, in part, on the course, a new silvaama must be found hairshirts, and silken soft spider threads. bounties of the sea, the few priests of the and the feast held again before it is ready They cannot use metallic items, for Sea Lord have gained in importance. to go to sea. All at the feast then salute metals are dug from the ground. Most of- These priests (and priestesses, for the the child and the celebration begins. ten they have staves or clubs made from Sea Lord has appeared as both a male and The priests of the Sea Lord have many fallen tree branches. Because of these re- female) wear the traditional light blue other, lesser tasks. Each day one goes to strictions, they are most often barefoot and green robes of their sect, the colors the beach, before the fishing fleet sets and threadbare. Their clothes are not cool supposedly of the ancient dress of elven sail, to pray for the generosity of the Sea and during the hot summer months, they seamen. Males crop their hair short, while Lord in the day’s fishing. They preside at wear as little as possible. By some they are females wear theirs in a severe and unflat- the funerals of sailing men. They bless considered mad, although few can deny tering style. About their necks they wear fleets going to war and are often found in the existence of their powers. a rosary of chain and shells. Each carries a the foremost ranks of warships. They call Ildamarian priestesses have two main fishing spear, a ceremonial weapon that upon the Sea Lord to soothe raging tenets they attempt to follow. First, they denotes their office. storms so that wives may see husbands attempt to ease the suffering and pain of Since the Sea Lord had such a small role again or to rouse the waters to a fury so all living creatures, using their spells to in the beliefs of the elves before the voy- that an enemy armada might be driven do so. Second, they act as protectors of age, the priests have found it necessary to on the rocks. Lacking powers, they have the Earthspirit. This can make them diffi- create rites and ceremonies to perform. no certainty their requests are heard or cult to deal with, for they are opposed to This has not been too difficult, since the acted upon by their god, so anytime their such activities as mining, lumbering, importance of the sea has increased since prayers are fulfilled they see it as a mirac- hunting, trapping, and the like. Al- the landfall in Taladas. ulous intervention. though most members realize the neces- Priests are integral to the building of The second religious cult never existed sity of such activities and allow them so any boat, invoking the Sea Lord when the before the Silvanaes arrived in Hoor. This long as they are conducted with care and keel is laid and guiding the shipwright to is the cult of Ildamar the Earthspirit. Upon respect for the Earthspirit, radical ele- the “silvaama” (heart-wood), a special their safe arrival, the elves asked the bless- ments of the cult view all such actions as timber cut from an equally special tree. ing of the earthspirit of this new land. wrong and evil. This beam will contain the soul of the Earthspirits, like those of wood and water, Prevented from using force against the ship when all is done. The priest paints are common beliefs of the elves, who see transgressors, these priestesses will act in- the eyes that adorn the bow of every ship many things animated or touched with the directly against the offenders. They steal and through his visions selects the design glory of the gods. For most, this request tools, tear up trap lines, drive animals that is dyed onto the sail. was sufficient; no more thought was given away, and even use their spells to mislead When the ship is finished and ready to to the matter. However, a few sought out and confuse their opponents. Such radi- be launched, the master invites the priest the earthspirit to protect the people and cals are none too popular with the locals to the feast of welcome. For this meal, learn her mysteries. and most are shunned by more moderate part ceremony and part celebration, the What they found was not an earthspirit members of their faith. They take to liv- master provides a banquet for the ship- (for there was no earthspirit proper), but ing alone or in small groups in the woods. wright and all his workers. The food is Mislaxa seeking to ease the pain of those At times when tensions are running high, laid out before the bow of the vessel, un- suffering. Still charged with the need for they have even been hunted and killed by der its eyes. Before the feast begins, the secrecy, she appeared to these seekers in those they torment. priest calls upon the Sea Lord, notifying the guise of Ildamar, whom they came to Because of the influence of the elven

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culture, the humans of the region have ders of Armach. Those followers of Usa Initially a small knot of lands, Thenol adopted one or both of these religions who are discovered are given the opportu- has grown by conquest to its present size. into their own societies. The centaurs fa- nity to forswear their ways and curse their To the south it has expanded as far as vor the cult of Ildamar, the humans on god or die.- The choice has proven effec- where the marshy Trillium River flows the coast that of the Sea Lord. In the proc- tive even among a group noted for its into Blackwater Glade. Beyond this are ess they have all added in rituals and in- treachery, for Hiteh is unforgiving of the lands of the dragonmen, who dwell in terpretations unique to their own those who betray him in word or deed. the reedy jungles deep in the Glade. cultures, perhaps incorporating the cere- None can hope to falsely repent and later Once dragonmen raided Thenol out of monies observed for another earlier sea return to the fold. Indeed those who ac- the glade, now they are recruited for god (and rationalizing the whole thing cept conversion often die by the hands of Thenol’s army. away as a new incarnation of the god). their ex-fellows. To the east, the borders of Thenol have Local myth and legend become inter- There is a difference between banning been pushed up to the Steamwall Moun- twined with that of the elves, so there are and defeating, however. Usa’s followers tains. Here further expansion has proven many regional variations of the same be- have only gone underground and now impossible. The mountains are inhospi- lief. -Although this has led to some dis- their role in things is harder to detect and table, home to hobgoblins and other pute between the different temples, most expose. There is a tendency to blame creatures. Some of these too have been re- are content to see their version as correct every evil event on them whether justi- cruited into the legions of Thenol. and all others as well-intentioned but fied or not. Furthermore, their goals have To the west is the sea. Unlike the mino- slightly errant. become more mysterious. Those in the taurs and the Silvanaes of Armach, the Beyond these adopted gods, the hu- Confederation concerned with the threat Thenolites have never developed the man kingdoms of the Confederation spend much time double-guessing the skills of shipbuilding and sailing. All have theirown, older beliefs. Like all oth- actions of the Council, trying to decide their ships stay close to the coast, mostly ers, they suffered the effects of the Flight which decisions (if any) may have been small fishermen trying to earn a living. of the Gods and in many ways had the Usa-inspired. Indeed, combatting the For Thenol, there is no future on the sea. same reactions—astonishment, loss of cult has become a paranoid’s dream and North is the only direction left for faith, and rationalization. For the most nightmare. Thenol to expand its borders. However, part, these cults are small, limited to a Because the cult is so secretive, the going in this direction has not been easy. single kingdom or group of people. How- leaders of the Confederation are con- Near the Steamwall are thick forests that ever, one—the forbidden cult of Usa the stantly looking for new sources of infor- resist the incursions of the Thenolites. In Mighty—has developed a large following mation about the Usans. What little they these woods, shadowy forms, the hulder- throughout the Confederation. do know suggests some type of alliance folk, slip through the ranks to strike sud- Usa the Mighty is actually another between the Usans and the Thenolian denly and secretly. All attempts to claim name for Hiteh the Merchant. His role (as king. This worries them and they want to these dark forests have failed, and now portrayed by his followers) is that of uni- know more. Just because they are leaders the Lords of Thenol argue that the forests fier of kingdoms, the god who shall bind does not mean they are above using spies are worthless anyway. all to his following. As befits Hiteh, this or making midnight raids on suspected Bypassing the lands of the hulderfolk, is primarily accomplished through cun- lairs. Indeed, in recent years there has Thenol’s armies have come up against the ning diplomacy, although force of arms is been a growing secret war between the legions of the League. For the first time, always another possibility. His followers two factions. the Thenolite army has encountered seri- are fanatically dedicated to the goal of ous opposition. Compared to the exact- uniting all of Armach (especially those ing discipline of the Imperial Legions, troublesome elves) and then neighboring T HENOL the Thenolites are nothing but an armed Thenol and the League under one ruler— Filling most of the lower arc of South- rabble. However, they have the advan- the Grand Holy Knight of the cult. To ern Hosk is the bleak kingdom of Thenol. tage of mass. Their undead warriors are this end, his priests attempt to influence Although it is the largest nation in land slow and lack initiative, but they are re- kings, bring -about certain events, and area, it is not as mighty as the Imperial lentlessly single-minded in the execution even eliminate opposition to their goals. League nor as fiercely defensive as the of their orders. In the battles fought on All this is done according to Hiteh’s di- Confederation of Armach. While the the borders of Thenol and the Conquered vine direction. ruler of Thenol, Bishop Trandamere, Lands, neither side has yet scored a deci- The Usa cult is not popular with the el- lacks subtlety, he has more than his share sive blow. Each nation is mustering more ven rulers, for it threatens their security of ruthlessness. Under his leadership, troops to the border and sending more and the security of all Armach, especially Thenol has become a kingdom of fearful spies into the enemy camp in preparation the Armach-nesti. They have used their citizens, slaves, and unholy armies. for the next major campaign. power to have it banned within the bor- Along the coast, Thenol has also met the

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soldiers of Armach. In this case, however, it T HE THENOLITES was the warriors of the Confederation who pushed against the borders of Thenol. The Thenolites are a tall, straight- Finding it lightly defended, they choose to limbed race, whose blood is a mixture of expand across the border. At first they were the survivors of Styrllia and the natives successful, but Thenol reacted quickly. The they found in their new homeland. Their Confederation was shoved back, no match skin is reddish-brown, a blend of the for the hordes of undead of Thenol. Indeed lighter-skinned Styrllian blood and the all the warriors succeeded in doing was darker tones of the ancient Thenolites. drawing the attention of Thenol to the rich Their hair is straight and red to dark farmlands of Armach. The future looked brown in color. Their eyes are narrow and hopeless for Armach. set far apart. They have long necks and For a time it seemed that Armach was sharp, strong chins. indeed doomed. The armies of the Con- The clothing of the typical Thenolite is federation were forced back in rout be- a combination of different styles. The cut fore the advance of Thenol’s companies. and styling of the clothing is similar to Each failure left a battlefield of dead that that of the mountain people of ancient only swelled the ranks of Thenol’s ghoul- Styrllia. Men wear trousers, tied at the an- ish legions. kles and the waist, and large, loose But the continued advance worked smocks. These have half-sleeves and both ways. While the Armachians lost reach to the mid-thigh. The traditional ground, they gained experience and belts (which were heavily embroidered) time; while the Thenolites advanced, have been transformed into large, dyed they stretched their lines of communica- sashes. During hot weather, field workers tion and supply. Zombies may not re- change their trousers for loincloths and quire much in way of feeding, but their dispense with the sashes. In the worst of masters and the elite troops with them weather, the men wear nothing but their did. The men tired and grew rebellious. loincloths. The women wear ankle-length Defectors, lured by the better life Ar- dresses, slit to the thigh. The Thenolites mach promised over Thenol, made have exchanged the heavy wools and through the lines to betray their com- leathers of their mountain clothing for manders. Eventually even minor Lords the lightweight cottons of the warmer changed sides, taking full companies of Thenolian climes. Bright colors have re- men with them. The resistance stiffened placed the dour browns and greens of the and the pace of the advance slowed. Styrllians. Although the situation was headed for The noblemen and women of Thenol stalemate, with Thenol well inside the dress similarly in style to their everyday Confederation borders, the balance was counterparts, but there the comparison abruptly changed when elsewhere Thenol ends. The materials used are much more reached the frontier of the League. The lavish, the colors brighter, and the orna- battles against the League quickly drew in ments finer. Silk (which is made in cer- all the men of Thenol. With no reinforce- tain parts of the land) is worn almost ments, the army facing Armach was exclusively, dyed in dazzling yellows, forced to rely heavily on its undead con- reds, blues, purples, and greens. Much tingent. While good for the attack, these use is made of embroidered appliques, mindless creatures fared poorly in the silver fastenings, and rare ivory pins. Sup- more complicated defensive role. Thenol ple, dyed leathers are used to make slip- has been forced to fall back at a painful pers, gloves, vests, and the like. At cost for Armach. The old borders have formal occasions, a warrior-Lord may been restored, but the armies have ex- wear a elaborately wrought suit of steel hausted themselves and cannot fight fur- armor, something brought out only for ther for the moment. parades and triumphs.

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baron, or other titled man. These nobles tightrope are potentially as powerful as H ISTORY made up the Senate of Lords, which was the Great Lords, One who has mastered Thenol was the second land created by headed by the king. Even the Senate had this game is Bishop Trandamere. exiles from Styrllia. Led by Guidan, the little power, since no lord would consent Styrllians endured great hardships in to pay its taxes or raise troops to its com- Bishop Trandamere their march to the coast. Like those on the mand. In the end, Thenol was a kingdom The danger that Thenol presents today other expedition, these Styrllians were a in name only. would not exist were it not for the domi- difficult and rebellious lot but, unlike Thus the lands of Thenol continued for neering spirit of Bishop Trandamere. Kristophus, Guidan did not resort to several centuries. Fifteen kings, all of the With little more than a simple title, he harsh measures. He viewed the malcon- blood of Guidan, have ruled since the has ruled Thenol for 40 years. In that tents and rebellious with kindness. Al- founding of New Aurim. There have time he has transformed the people and though he occasionally had to act to crush been changes in their fortunes, some the land. Supremely confident and su- an uprising, he often tried to hear their more influential than others, but no king premely evil, Bishop Trandamere is the complaints justly and act upon them. has managed to wrest power from the chosen vessel of Hiteh’s plans to gain While this was noble and commend- Lords. The kings have been suffered out power over all the people of Taladas. able, it fatally undermined Guidan’s of respect for tradition and the moral When he first came to power as the power, especially when he tried to ap- value they add to those who control head of the Temple of Hith (Hiteh), it was pease the powerful by granting them ti- them. The king has palaces, servants, nothing more than a small cult, one of tles and rights. By the time they reached bodyguards, titles, consorts, and a many, that preached among the baronies, the future land of Thenol, Guidan was in queen, but all his duties are ceremonial. principalities, and duchies that composed command of his people in title only. The He brings the Senate to order, signs proc- Thenol. Trandamere, though, was marked trekkers were split between different fac- lamations, and appears at holidays to give by Hiteh as his agent, even before the tions, each with its own prince, duke, or his blessing to whatever is asked. Bishop was aware of his own role. Sud- baron. These nobles were the true rulers, True power, such as it is among this denly, he received the blessing of his god, deferring to Guidan only for the sake of quarrelsome group, is held by the Lords, empowered with abilities like the great appearances. the Great Lords in particular. The Great priests of legend. With such clear sign of Indeed, even the decision to found the Lords are largest landholders of Thenol. favor, Hith’s temple flourished. Under city of New Aurim (the future capital of They alone have the power to make or Trandamere’s guidance, the cult quickly Thenol) was not Guidan’s; the choice was break kings and are not hesitant to exer- spread throughout the lands of Thenol. forced upon him by his nobles. Tired of cise it. What keeps them from total con- The people were amazed—the Temple endless journeying, they said enough was trol is their intense dislike of each other. of Hith had actual priests, just as in the enough and demanded an end to the Acting together they have the power to old stories. This was something no other trek. Although Guidan argued that a bull through any proclamation they wish, religion had. The priests of Hith could better and safer home would be found if but no one trusts any other enough to co- perform miracles. With this power, the the people pressed on just a little further, operate. Most often, the Great Lords split Temple of Hith easily attracted followers. the nobles would have nothing to do with and the remaining Lords swing the bal- Soon Bishop Trandamere could approach it. Many now wish the nobles had lis- ance one way or the other. Of course there the lesser Lords with something of value. tened to those words, for New Aurim is are times when the Great Lords do act to- In exchange for support in the Senate, an ill-famed and grim place. gether. They are wise enough to band to- Trandamere provided the Lord with sol- With the settlement of New Aurim, gether in the face of a threat to them all diers, taken from the ranks of his fol- the nobles seized the lands around the and sometimes they act as a group to lowers; soldiers used to annex town. In no time at all they fell upon each show unity (even when not all agree). neighboring lands. He quickly became a other, struggling for control of territory. The remaining Lords form the bulk of force to reckoned with in the Senate. Each man sought to create his own coun- the kingdom. They hold small manors, Still, at this point, he was less powerful try and control the office of the king. Per- fiefs, and territories. Many aspire to the than the Great Lords. He was a significant haps those who were wiser moved away ranks of the Great Lords and work to ex- force and the Great Lords even made use from the center to find their own lands, pand their claims by expanding the bor- of him in their own power struggles, but although such decisions may have been ders of Thenol. There are Lords who have he was no threat to their position. Most motivated by fear. fixed their fortunes to one of the houses found him boorish and grasping, not a Whatever the reason, the end result of the Great Lords. There are also inde- peer of their level. Although they used was the same. Tenuously united under pendent Lords, playing a chancy game of him, they snubbed him and constantly the rule of a king, Thenol was founded, a balancing one power off against another. reminded him of his place. quarrelsome collection of manors and Many who try are swallowed up by their However, Bishop Trandamere had an counties, each under the rule of a duke, own schemes, but those who can walk this

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entirely different idea from the Great the naive, gullible, or uninformed, it ap- is always the risk that some commander or Lords of just what his place was. Others pears that Trandamere has no say in gov- priest will decide he can run things better saw his selling of followers as a crude (al- ernment matters beyond that of a than Trandamere. Thus, Trandamere though effective) bid for power and dis- friendly councillor. As in the past, all of- controls all appointments of officers. In- missed it at this. However, Trandamere’s ficial functions are handled by the king deed, being an officer in the Thenolite plan was even more sinister. In selling the and the Senate. army can be a dangerous business. Be- services of his followers, Trandamere The king is as much a puppet as he ever come even suspected of treason and exe- spread his priests throughout the land, was, a ruler without power or influence. cution is the reward. With his army, gaining access to more and more courts. The only real differences are that he is Trandamere is able to keep Thenol easily At the same time, select followers gained now under the control of the Bishop and under his command. experience in the arts of war, learning the that he appears at a few less ceremonies However, Thenol is not the end of lessons of battle. Their observations re- than before the coup. Indeed, the only Trandamere and Hiteh’s plans. Indeed, it sulted in changes; a cavalry force was ceremonies he appears at are non- is only the start. Since stabilizing his rule trained, siege trains were assembled, and religious or those favoring the Temple of in Thenol, Bishop Trandamere has sent others were taught the intricacies of the Hith. The many other religious functions his armies against his neighbors, particu- quartermaster’s corps. These things were the king once attended are banned from larly Armach and the League. At the obvious to the Lords, but still did not re- the state by Royal Proclamation. same time he has sent his priests to poten- veal Trandamere’s true intentions. Through the king, Trandamere has made tial allies throughout Southern Hosk. Finally, on the Dragon’s Night, a sol- Hith the one and only god of Thenol. Agents of Thenol can be found in the var- emn festival in the dead of winter, the The Senate is in the process of being re- ious courts of the Confederation, among forces of Hith acted. The priests of Hith duced to puppet status. Certainly the the Marak Kender, and in the camps of were skilled in the arts of , a Bishop controls enough of the Senate to the hobgoblins of the Steamwall. These little something they kept secret from the have his way. The majority of the Lords agents are attempting to build a coalition uninitiated. On Dragon’s Night, they have openly sided with him, attracted by of evil to gain control of Southern Hosk went to the cemeteries and graveyards promises of wealth and domination over and eventually all of Taladas. and secret places where they had stock- others. A few have been forced to join, piled the dead and there worked their like it or not, since their lands are infested T HE ARMY dark arts. Coffins broke and the grave with followers of Hith. More than one earth was pushed aside as the dead an- Lord has been butchered in the night, his The Army of Thenol is Bishop Tranda- swered the call. Suddenly, Bishop Tran- family massacred, and his titles dispersed mere’s instrument of diplomacy and ter- damere’s army was immense, its ranks to loyal followers of Bishop Trandamere. ror. It is second only to the Temple of swelled with unquestioning undead. Un- It is through tactics like these that the Hith as a prop for his power. Without its der the command of his experienced Bishop has seized control. support, it is doubtful Trandamere could men, this mongrel army assaulted the However, he is not without opposition. keep his grip on the Senate of Thenol. manors and castles of key Lords. By the Two of the Great Lords, Baron Markeides The army of Thenol has three distinct dawn of Dragon’s Night, Thenol be- and Prince Raimos, have resisted Bishop groups of warriors. Each supplies a differ- longed to Bishop Trandamere. For 40 Trandamere throughout the years. Al- ent aspect to the overall structure of the years he has kept it under his control. though they do not oppose the Bishop in army. First, there are the undead. These the Senate, for this would be suicide, warriors are under the absolute control of the Temple. Second are the fanatics. T HE GOVERNMENT OF they labor behind the scenes to reduce his power and increase their own strength. While willing to sacrifice themselves for T HENOL There are times when the Bishop must the cause, they can turn on the Temple In forty years, Bishop Trandamere has still deal by compromise and negotiation. leaders if they feel their faith has been of- changed the face of Thenol, although the As much as he would like to, Trandamere fended. Finally, there are the Companies land is still far from what he desires. He cannot crush these two outright lest he of the Lords, the only part of the army not has succeeded in altering the balance of lose the support he already has in the Sen- under the Bishop’s direct control. power and reducing his opposition, but ate. Thus, Markeides and Raimos repre- Trandamere is perfectly aware of the he has not yet broken it. At the same sent one threat to the Bishop’s power. importance of his legions and has taken time, new challenges to his power have What gives the Bishop power in the steps to see that it always follows his bid- come from unexpected sources. Senate is his army—the hordes of undead ding and that of no others. Although he Although Bishop Trandamere is essen- that unquestioningly do the bidding of claims no rank, he is the supreme com- tially the leader of Thenol, he holds no their clerical commanders and fanatically mander of the army. He does not need a office and works behind the scenes. To loyal followers of Hith. However the rank. Through the Senate, he controls army also needs careful watching. There the appointment of the few officers. He

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sets the quotas of troops that must be These leaders, self-proclaimed seers, are a kill all living things before you,” al- supplied by each Lord. He allocates funds great danger to the Bishop. He must take though there have been occasions where from the treasury to support the army and care to see that none of them become too even this simple order has transformed it- determines where they will quarter when popular or preach ideas contrary to his self into disaster. On the defense, they are not on campaign. Finally he determines own. Sometimes such men are brought all but useless. The only effective order were the army will go and what it will do. into the Temple hierarchy only to be they can be given is “Kill all who attempt Such power tends to be self- shuffled aside, out of sight. Some men to pass.” This transforms them into little perpetuating. Since he has control of the are cleverly discredited. A few conven- more than a wall. True, they form an im- army, he can use it to squash any attempts iently die, martyrs to the cause of Hith. pediment to the enemy, but he can easily to seize control away from him. For the Another problem is that the fanatics confound them. challengers, it is a no-win situation. are fanatics. They fight because they be- The priests are another weakness. Only Although Trandamere rigidly controls lieve in certain things, the righteousness they can command the undead (or so they the foremost command post, the army, of their cause in particular. The Bishop claim) and each priest can only practically especially the Companies, is actually has to be careful not to offend the beliefs command a few. After a few encounters rather lax about chains of command. This of the fanatics. At the same time, he can- with the undead, clever enemies order is due, in great part, to the tradition of not allow himself to become captive to their men to hunt out the priests and kill pride and stubbornness held by the them. Sometimes this is a very careful them whenever possible. This tactic has Lords. Unlike the League, there is no offi- balancing act. proven effective at both crippling com- cial organization like a legion. Troops are Lastly with the fanatics, there is the is- mand and slowing the speed at which the collected, rearranged, and disbanded sue of failure. Fanatics are a fickle lot, fol- undead ranks are refreshed. freely, without any regard for a perma- lowing this person and that person, On campaign, the other troops keep as nent arrangement. Commanders and hearing the voice of a god here or there. far as possible from the undead. Aside rank are determined by seniority and Each failure increases the risk that the fa- from their evil reputations and repulsive agreement. Prestigious and powerful natics will decide the blessing of Hith has habits, the undead, especially the Lords command large companies, while departed Trandamere’s expeditions. ghouls, are difficult to control. Some- junior Lords seldom have the chance to Once convinced of this, there is no re- times they grow hungry and take what lead more than a file or squadron. Some- gaining their support. they want—other soldiers. Even their times overall command is wielded by ma- The Bishop must pick battles for his fa- own priests have fallen prey to them. jority, especially when there are many natics wisely. He dares not use them Nighttime is the most dangerous, for that powerful Lords present at the battle. At where the outcome is uncertain, but he is when they are most active. all times, the Lords can be depended to also cannot afford to waste them on cer- The second group are the Fanatics of obey orders only when it suits them. tain victories. He tries to send them on Hith. While the fanatics have no uni- As insurance against the whims and campaigns where their presence can make form, each has taken an oath of poverty treacheries of the Lords, Bishop Tranda- the difference between victory and de- (turning over all wealth to the Temple of mere enforces a rigid discipline on the feat. For example, the fanatics were with- Hith). Thus the common soldier wears rest of the army. His strongest control is drawn from the Armach long before the nothing but simple ragged clothes and a over the masses of undead. These warriors situation began to reverse itself. brimless cap, both dyed yellow as a sign can exist and fight only because of the There is no standardized dress, armor, of his devotion. Most use a sword or spear. Temple of Hith. The commanders of the or weapons for any group of the army. Yet None carry bows, crossbows, or slings, undead are all priests of the Temple, each has certain common features that since they do not have the training or placed by the Bishop. Only they can give characterize the troops of that faction. temperament to stand off and fire at an orders to their host and only they can ani- Some of these are grossly physical, such as enemy; they are best suited to mass mate newly fallen men to serve as replace- the rotten stench of the zombie encamp- charges. Leaders of the fanatics, usually ments. The Bishop’s only risk is that one ments, while others are subtle differences warrior-priests, give the oath of poverty or more of these men will attempt to seize of personality. lip service by avoiding ostentatious dis- his power. These men would be ambi- The undead forces are the most distinc- plays of wealth, but they are not about to tious with or without the army and Tran- tive. Their ranks are composed of zom- forgo armor and high-quality weapons. damere watches everything they do. bies, skeletons, and a few ghouls. No Tactically, the fanatics are best on the The fanatics are more difficult to con- concern is paid to their outfitting—the offense. They are good at following sim- trol. The problem here is that they are commander-priests will let them fight ple orders, since they are untrained in the loyal to the ideas of the Temple of Hith barehanded if necessary. Tactically, they lessons of war. When properly enthused and not to the temple or the Bishop. Most are only good on the attack, when the by their leaders, they fight with berserk of their leaders rise from their own ranks, commands are simple. They do well- fury with little regard for their own losses. charismatic men who inspire the others. enough when ordered to “Advance and In these ways they are like the undead.

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They are also headstrong and impatient, manders, although the larger files might mor and carry body shields. They carry very much unlike the undead. It is diffi- have a number of lieutenants. long swords and spears. In battle they cult to restrain them from the field, espe- While the Companies are far superior fight in tight formations, shields overlap- cially if things look like they are going in training and ability to the undead and ping and advancing at a slow march. badly. They cannot be held in reserve the fanatics, they still vary widely in qual- The cavalry is organized around the since their fever pitch cannot be main- ity. Those whose masters are too poor to knights of the Lords. These knights form tained. outfit and train them properly or are just the heavy cavalry. They ride chain- barded They share one final weakness with the incompetently led are average at best. horses and wear scale or banded armor. In undead—their leaders. The fanatics fol- Most are veterans, seasoned in campaigns the charge, they use the heavy lance, flail, low the most persuasive of their number, against the dragonmen and hobgoblins. and sword. The rest of the cavalry is made not necessarily the wisest, best-trained, or Quite a few have been used to suppress up of their squires and attendants. These even the sanest. Their leaders are not pro- rebellions in the lands of other Lords. men ride unarmored horses and wear fessional soldiers but professional rabble- Some of these are crack troops, kept on lighter armor, typically leather or chain rousers. Some are rare combinations of permanent duty. Some attain even mail. They carry any variety of weapons: talent and charisma, wise enough to work higher, elite status. Indeed, poorly served javelins, swords, maces, flails, lances, etc. with the professionals and well aware of is the Lord who cannot point to an elite The cavalry is supposed to perform two the limitations of their own followers. bodyguard, whether it be a whole com- roles. First, the light cavalry is the eyes of Most are headstrong, domineering, and pany or just a few brave heroes. In the the army. But since the squires do not self-righteous. After all, the power of land of Thenol, bodyguards are more consider this task worthy of them, it is Hith is on their side. than just showpieces. difficult to get them to make effective re- The third part of the army is the Com- In combat, the Companies provide the ports. They are also used to deliver the panies of the Lords. This is the home of backbone of the Thenol army. They get important final charge to break the en- the trained soldiers, men who view the fa- the pick of the tough missions, basically emy line. This the knights do with great natics with professional scorn. Most re- anything more complicated that the un- gusto, so much that it is nearly impossible gard the undead with disgust, at best as dead or fanatics can handle. The Com- to restrain them. Recalling them from the tactical tools and nothing more. These panies are most often held in reserve charge is the greatest difficulty of com- men chafe under the leadership of Bishop when the army is attacking, except for mand. Trandamere and bristle at each other over tricky assaults. This rankles them, know- Command of the Companies is an- old feuds between the different houses. ing they are missing their opportunity to other major problem. It is by right and By law, each Lord provides a group of loot the enemy camp. At the same time custom in the hands of the Lords and it is men, a file or a squadron depending on they take the forefront of any defense, a not something they intend to relinquish the type of troop. A single Lord provides difficult job for which there is no reward to the clerics. Command is a matter of 200 to 1,000 or more men. The exact size or recognition. honor. Thus no Lord relishes being given depends on a quota set by the Senate, Since each Lord outfits his own men, orders and all desire to give orders. Su- which in turn supposedly considers the there is little conformity of dress among preme command of a Company often in- Lord’s ability to support his troops. (The the Companies. In general the infantry volves compromise and diplomacy more levying of a sizeable troop quota is one of divides into three groups. The poor Lords than the issuing of commands. It is alto- the Bishop’s tools to break an opposing supply light infantry, men dressed in long gether too common for the commander Lord.), leather coats studded with brass bosses of a file, squadron, or Company to simply Each Lord is assigned a certain number carrying large shields. Swords, nine-foot- decide to do what he feels is best, regard- and type of men to provide, as set by the long spears, battle axes, and maces are less of his orders. Senate. Wealthy Lords must provide cav- the commonly carried weapons. Helmets Command and control problems are alry and infantry. Lesser Lords raise troops of all types are worn. the greatest weakness of the Thenolite of infantry. The men are then organized The second group consists of archers army. Their successes have come about into larger companies under a single com- and crossbowmen. They are most often through their great numbers and their mander. Within a company of infantry dressed in heavy quilted cotton tunics. ability to absorb grievous losses. While will be files belonging to various houses, Aside from the bow or crossbow, each these assets have not been enough to each file with its own commander, often a man carries a sword or other hand-to- overcome the superior professionalism of noble of that House. Thus a company of hand weapon. They are not particularly the Imperial Legions of the League, their 1,000 men might have one file of 500 skilled at close-in fighting and more of- deficiencies have not been so serious as to from Lord Vernol, a second file of 300 ten than not they break and run if guarantee their defeat. from Lord Arghon, and a file of 200 from charged. The last group is the heavy in- Lord Hepzibah. The company would fantry, raised by the wealthy Lords. These have one commander and three subcom- men wear chain mail or brass-banded ar-

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forbidding, and dying. This last is more thought it best. Main streets turn into NEW AURIM accurate than most. dead ends, narrow lanes suddenly widen Once, a long time ago, New Aurim was Once New Aurim was not such a into circles, open sewage ditches flow to the hope and dream of the people of haunted city, before the dominance of the the river; all these things can be found Thenol. Here was their new home, their Temple of Hith. Now the people live in within. chance to rebuild the shattered Empire of fear of the Temple Inquisitors, the secret The wall that surrounds the city is ap- Aurim better and greater than it ever was police of Bishop Trandamere. Almost proximately 20 feet high. Once it was before. weekly there are public executions of crim- kept in good repair. Now the battlements The reality is that New Aurim is a de- inals. On unusual occasions these are real have crumbled and sections have started pressing and secretive city. Some cities criminals, ones who cannot be induced to to collapse. Zombies and skeletons patrol have colors; New Aurim’s is dead gray. It join the ranks of the Inquisitors or the fa- the walks. From the guard turrets they seems to rain constantly in gray sheets of natics. More likely they are political pris- stare with empty eye sockets out over the cold rain. The narrow cobbled streets glis- oners, unfortunates who have foolishly plain. The houses near the wall have been ten dully with the gray of worn slate. The angered someone within the Temple hier- abandoned by the honest folk of the city. buildings are gray with wormy wood and archy. The bodies are hung over the main Squatters and creatures of the night have rotting stones. The mud is gray with filth gates and in the public square, left there moved into these buildings. Here among and slime. The people—hunched, shuf- until all the flesh is stripped from the the deserted buildings and dark alleys can fling, and suspicious—are gray with their bone. Vultures have taken to roosting on be found bodies, the victims of foul lost dreams. Their clothes are gray, the the eaves of the old temples around the deeds, preyed on by their own kind. color drained away. square. Once a bustling market, it is now Farther from the wall there are more Travelers to New Aurim cannot fail to shunned by the locals. homes, the strongholds of honest people. note its character. The bleak desolation is Built on the banks of the Evole River, These are the folk who live in terror, inescapable. Some travelers have noted New Aurim is a sprawling mass of un- afraid of the things that prowl at night, the suspicious nature of the citizens; oth- planned streets and neighborhoods, all afraid of the Inquisitors, afraid of their ers have been struck by the atrocious enclosed within a crumbling wall. The neighbors. At night all the doors are weather. Words used to describe Aurim streets follow no pattern, twisting and heavily barred and the windows sealed include ill-featured, cold, unfriendly, turning where some ancestral builder with thick shutters. Screams in the night

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are not investigated and the windows re- and great serpents. The air is stale and H AWKBLUFF main closed even on the hottest and most mildewed, even on the brightest of days. humid nights of the year. Each dawn Within this moldering mausoleum of a Fifty miles away from New Aurim, in brings relief and thanks for surviving an- home lives the King. the rugged hills at the lower end of the other day. For the King, the Palace is a prison. He New Mountains, is Hawkbluff, site of the At the heart of the city are the public is surrounded by guards and servants, all Temple of Hith. This is the home of buildings, or what remains of them. carefully chosen by Bishop Trandamere. Bishop Trandamere and is the true power Once there were temples to a multitude He cannot leave the Palace without spe- center of Thenol. It is also a desolate and of gods at the heart of New Aurim. If cial consultation with his chamberlain lonely place far from any city or town. nothing else, the people enjoyed their re- Montiendo, the man who rules the Royal Hawkbluff is a jutting tor that stands at ligions. Now these are abandoned, their Household. Montiendo schedules audi- the edge of a jagged valley. In and on this doors closed by the edicts of the King un- ences with the Lords (a power he has used pillar of rock, the priests of Hith have der the Bishop’s guidance. The Senate to increase his own wealth). Even the carved the First Temple of their faith. The building is little used now, most of the king’s visits to his queen and children are rock has been honeycombed with pas- Senators meeting at Hawkbluff, site of carefully staged and monitored. So accus- sages and chambers. At the very top is the the First Temple to Hith and Bishop Tran- tomed is he to this treatment that he no main audience chamber of the faith. Just damere’s home. longer protests or complains about the re- below this is the chamber where the Sen- The only major buildings still in use strictions. The walls of the Palace now ate meets, when Trandamere desires to are the city’s Temple of Hith and the mark the boundaries of his life. call it. Around this are the private recep- King’s Palace. The Temple is a stately yet But all is not without hope in New tion halls and special altars used for pub- sinister building. Its scale is massive, the Aurim. True, the people are oppressed lic and governmental affairs. Descending building upstaging the people inside it. and fearful, but there are a few willing to farther into the rock are libraries, study It is meant to inspire awe, but instead it is risk their lives to oppose Tyrant Tranda- chambers, and private apartments. There cold and heartless, inspiring fear in many. mere, as he is sometimes called. These are treasury halls where relics and won- The second largest temple to Hith in the rebels hide throughout the city, avoiding ders are kept. There are chapels and pen- land, it contains many secrets, though the eyes of the Inquisitors. In small bands ance rooms. Going even deeper are the maybe not those it is rumored to hold. they kill guards, rob tax collectors, and practical chambers: kitchens, wells, lava- Bishop Trandamere has perhaps foolishly free accused criminals. Some of their sup- tories, storerooms, pantries, and armo- boasted that the Temple at Aurim holds port and aid comes secretly from the rebel- ries. Below these are a small set of cells for more secrets than there are rumors about lious Lords. The rest comes from what they detaining heretics awaiting judgment. the place. It is known that the temple was can take. But they are small, disorganized Around the base of the tor have sprung built over an extensive series of old cata- groups. They oppose the Bishop, but have up outbuildings necessary for the combs. There may be entrances deep no plan for bringing him down. At best priests —stables, granaries, workshops, within the temple to dark places under- they try to build resentment and hatred to and sleeping quarters. Farther out are the ground. his policies and his followers, a task that is residences of the Lords, small simple The other major building is the King’s far from easy. The Temple of Hith has the buildings. Their construction regulated Palace, actually a prison and not a home. power to heal or slay, appealing and terri- by law, these buildings are unfortified Construction first began with the found- fying choices to the common man. and built of wood. Their size and adorn- ing of the city and has continued ever Recently, the rebels have made contact ment is carefully limited to prevent any since. The Palace is a sprawling jumble of by way of Armach with priests and priest- house from eclipsing the majesty of the different architectural styles squeezed to- esses of Mislaxa. These men and women First Temple. They are far from luxurious gether with little sense or reason. In its are a revelation for them. Like the fol- and so are not popular with many of the heyday, the Palace had a staff of several lowers of Hith, the priests of Mislaxa are Lords who must come for the Senate. hundred caretakers and gardeners. Now able to heal the injured and cure the sick, Within the heart of Hawkbluff are the there are only a few. but without the odious demands of the apartments of Bishop Trandamere. He The Palace has suffered greatly from Temple. These priests are treasured and makes no secret of where he lives—close lack of attention. Weeds push up the pav- revered by the rebels as a reason and cause to the Senate hall and the main ing, breaking the mosaic tiles floors. for hope. Many of the rebels have con- chambers—yet his rooms have secrets. Roofs leak and water runs down the walls, verted to the word of Mislaxa, while still Unknown to all but the highest initiates, rotting beams and floors. Entire wings retaining their militant passions. They Trandamere has installed secret dungeons have been abandoned, left to the rats and see themselves as warriors of Mislaxa who and catacombs deep beneath his quar- other vile creatures. The extensive cellars will fight the evil of Hith to spread the ters. Secret viewing chambers and listen- are all but forgotten, and secret dungeons word of their goddess. ing posts, connected by these passages, have become the lairs of carrion crawlers enable the Bishop to know all that tran-

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spires within Hawkbluff. Hidden en- folk of ancient tales were all blamed. Pre- the Steamwall to feed the Blackwater. trances throughout the complex give him cautions were taken but the children kept This water, warmed by thermal springs, quick access to virtually any point. The vanishing. Soon the people began mutter drowsily eddies along reed-choked chan- dungeons hold many enemies who have about dark goings-on at the Temple, nels into lakes covered with algae. just “disappeared” from the face of the speculating to themselves. In return, the Shallow-rooted giant cypress trees hung earth. The catacombs hold the bones of Inquisitors began to roam the streets, ar- with moss cling to the clumps of high many who have crossed the Bishop and resting heretics and blasphemers. ground, barely above water level. Large lost. Undead patrol these hallways, aided Most villagers moved away in a virtual areas contain thick brambles of berries by living guards of even more hideous flood of humanity. Soon only the old and growing in marsh water. Along the coast, and sinister natures. childless remained. Some died naturally, sea water mingles with the fresh in a belt The land around Hawkbluff is de- but many others fell prey to the beasts of saltwater marsh. Here mangroves serted. Once there were a few villages in that were slowly reclaiming the valley un- slowly march out into the sea, extending the valley, but all have been abandoned til finally, the last family loaded its packs the Blackwater delta. for many years. Some existed here from and trudged out of this valley of decay Blackwater Glade is a sweltering, bug- before the building of the First Temple, and death. Now all that remains is the infested place. Alligators and water others were founded by the men who did Temple of Hith, untouched and uncaring snakes are the simplest of dangers a trav- the work. After the Temple was com- of the horrors around it. eler faces here. Some dragons make their pleted, livestock began to disappear. homes along its unexplored channels, less Strange clouds and sickly lights were seen than pleased should their peace be dis- day and night over the top of the tor. BLACKWATER GLADE turbed. Huge insects buzz between the Crops grew poorly. Many families left in Filling the lower tip of Southern Hosk boughs only to be trapped by giant spi- search of better fortune elsewhere. is a broad drainage basin. This part of the ders that spin thick webs in the tall trees, Then the children began to disappear. continent has sunk with the Cataclysm to cunningly disguised to look like the Mass searches were made at first, the vil- create an immense swamp watered by riv- moss, or struck by the sticky tongues of lagers believing some terrible accident ers, such as the Trillium flowing out of enormous frogs and toads. Strange crea- had occurred. Nothing was ever found. Thenol. More water comes down from tures hoot and howl at night, leaping Wild animals, gypsies, and the hulder- from branch to branch, their eyes glow-

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ing dully in the moonlight. The Swampers only touch the edges of nized along family lines like most human Men do not live in Blackwater Glade, Blackwater Glade. Even they are leery of tribes, for the bakali do not have a con- nor are they ever likely too. The very air probing too far into its weed-choked cept of family. Females lay eggs in the reeks of disease. Many an explorer has paths. Many a man has gone into the nesting grounds at the center of the vil- been wracked by fevers, chills, and pain- deep country and never returned. The lage and when the young are born they ful spasms for years after a foray into the few who have braved it, once or even sev- are expected to fend for themselves. swamp. The few settlements that have eral times, come back with tales of dark The young keep to themselves, playing been attempted have disappeared, swal- terror. These men are brave, but even and imitating their elders, and for the lowed by the verdant undergrowth. they only venture in-country for extraor- most part the elders ignore them. Food is Still, a few hardy souls make their liv- dinary reasons. One of these reasons is to thrown into the nesting ground for the ings off Blackwater Glade. These are a make treaties with the dragonmen. young to eat and the young scramble for close-knit group, the Swampers, as they The dragonmen are the true rulers of whatever they can get. By this process the call themselves. They live at the edge of the swamp. Called dragonmen by the hu- weakest starve and the strongest survive. the great glade, close to their livelihood. mans, they are the “Bakali” in their own As the fry get larger, they begin their In their canoes and flat-bottomed boats, sibilant tongue. The bakali are powerful, lessons. At first they observe their elders they paddle along the lazy channels. humanoid lizards. The average male is and imitate them making weapons, Other men would quickly be lost in the seven to eight feet tall from the top of the cleaning kills, and battling for domi- twisting byways and flows, but the head to the tip of the toe. They seldom nance. This imitation reaches the stage Swampers have not spent their lives on stand fully erect, however, walking where they are making their own weap- the swamp for nothing. They know the hunched over or on all fours. Their hands ons. Once a fry has fashioned his own use- best routes and the finest hunting areas and feet have long, finger-like talons able spear, he is allowed to go on the for the alligators, giant toads and swamp with webbing in between. Their faces hunt. Here his training continues, as he cats that are their quarry. These are secrets have powerful lizard-like snouts. They learns where game is found, the methods they keep to themselves. have no noses, only breathing nostrils set of stalking, and how to make the kill. He Each Swamper has his own territory above their large, lidless eyes. Their is still not considered one of the elders. To and he knows the territories of his neigh- bodies are covered in thick alligator-like gain acceptance by the tribe, he must kill bors. The honest man stays out of his leather, ridged and spiny down the back, a bull alligator without assistance. Only neighbors’ waters and he expects them to soft and supple on the underside. Their after he has done this does he become one stay out of his. An evil man pays no mind skin is various shades of greens, browns, of the elders. This method of growing up to his neighbors and may even try to drive and yellows, giving them a natural cam- is hard and dangerous and many die in them off. The swamp is a frontier and its ouflage in the reedy waterways of the the process. Bakali females lay a lot of justice is that of frontiersmen. swamp. eggs. This can create problems, for the The bakali are an ancient race; those Tribal size among the bakali is deter- Swampers are Thenolites and come under alive are only degenerate reminders of mined by dominance and submission. the rule of the Lords and the Bishop. How- what they once were. Once they were Each tribe has a chief, a powerful male ever, they are not ones to pay such things powerful and terrifying as they raided all who rules over all others. His position is any mind and so the government has only along the waterways of Taladas. But that gained by force and he holds it only so slight control over them, if any at all. was long ago and their decline began long long as he defeats all challengers. The Dealing with the Swampers is always a case before the Cataclysm occurred. Indeed chief has the largest harem, the choicest of bargaining. For example, the Swampers the rupture of Taladas during Hiteh’s parts of the kill, and first claim to any keep an eye on the dragonmen of Black- Night actually aided them. For centuries prize found. The males under him have a water Glade, watching the border for the the great swamps that had been their strict pecking order, established in the Lords. In exchange, they pay no taxes. homelands were diminishing, drying out same way—by who can terrorize whom. They will serve as woodsmen and and being drained. The Cataclysm Rank determines all the privileges availa- scouts for the Companies, but refuse to abruptly reversed this process with the ble to the bakali males, from females to be levied for service in the Companies creation of the Blackwater. Nonetheless, part of the kill. Males must either accept themselves. They are fiercely indepen- by the time this occurred, the greatness of their rank or leave the tribe. Invariably dent loners who have little use for others, the bakali had been lost. when the tribe becomes too large, males except perhaps those of their own kind. In the present age, the bakali are a leave. Those that survive on their own Still, those of good heart cannot turn primitive race, barely above the level of seek to found their own tribes and often their backs completely on others. The mindless savages. They are intelligent raid their birth tribe or other neighbors same cannot be said for those blackguards but are culturally undeveloped, even for females. This continual struggle who have fled to the frontier to escape backward. They live in small villages of strengthens the bakali people, making their past. 20 or 30 individuals. These are not orga- them powerful warriors.

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The villages of the bakali are simple af- known, the greatest treasures of all. caused them to abandon their towns and fairs. Although the bakali are amphib- Other weapons include nets, clubs, and lose their skills is forgotten; even the ba- ians, they build their homes on dry land, bone daggers. Spears are favored above kali have only a dim idea of what they usually a low hummock or steep river- all else, for they work best in the watery once were. bank. When sited on a hummock, the environment of the bakali. Not everyone is afraid of the saraki. village is a collection of simple reed huts, The bakali are ferocious warriors, able Several of the ruins are now the abodes of only about four feet tall. Inside, the floor to fight with their weapons and their dragons, Othlorx who seek solitude to is dug out into a two-stage pit. The deep- claws. Their hides are tough, giving them raise their broods, perhaps in hopes of est part extends below the water level natural protection. Their greatest weak- someday sweeping back over the world. (only a few feet). Here in the mud and nesses are that they are sluggish at night, Giant spiders and frogs skitter and hop slime is where the bakali sleep. Next to slow to react, and that they cannot ven- about the ruins. Sometimes restless bones this is a higher level where possessions are ture too long from their life-giving water. move, bones dead for more than a thou- kept dry and food is stored. The huts are These faults notwithstanding, the bakali sand years. built in a rough circle around the nesting are zealously recruited by the Thenolite Although shunned by the bakali, the area, which is usually marked by a fetish- army. They are assigned to commands ad- humans who have reached the interior covered post. vancing along river lines or are posted to have been fascinated by these ruins. A When the village is on a riverbank, the guard duties at places where abundant few attempts have been made to explore homes are dug into the side of the bank. water can be assured. It is rumored that and study these, although such efforts are The entrances are broad but low and the Bishop Trandamere keeps a special body- fraught with danger. In particular, the bakali crawl in on all fours. The tunnels guard of bakali at Hawkbluff. wizard Amrocar spent the better part of slope downward almost to the water line. Thenolite commanders have found the his life tracking down clues to the riddles Here several chambers are dug out for bakali to be clever and eager to learn. the ruins posed. storage. The sleeping chamber is again While they have difficulty controlling This information, along with his maps, half below the water line, creating the de- their savage natures, particularly in bat- sketches, deductions, and speculations he sired mud pit. Dried reeds are pushed tle, their amphibian abilities give the noted in writing. Upon his death, the through to the surface to create air pas- Thenolite commanders a surprising book passed into the Imperial Libraries at sages. The nesting ground is on the top of weapon when crossing rivers or breaching Kristophan where it has remained to this the bank over the tunnels. The fetish post watery defenses. day. Amrocar was able to name the build- that marks the nest area is set close to the There are things in the Blackwater ers of the ruins and his maps are water, with the fetishes looking out over Glade even deeper and more remote than accurate—as of 100 years ago. the stream. the bakali. While some Swampers have His deductions concerning the size of Whether hummock or riverbank, all dealings with the bakali and visit their the Bakali Empire suggest that it must bakali villages are enclosed by a palisade. primitive villages from time to time, per- have once been very powerful and rich, a Just what kind of wall the lizard men haps no more than one or two humans sure lure to treasure seekers. Most inter- build depends on the materials they have have penetrated deeper into the glade. esting are his speculations. He surmises at hand. Bakali build walls of woven There, in the thickest portions of the the Bakali were exceptionally talented reeds, thorn bushes, branches, or even swamp are low hills, cluttered with tum- wizards, fabricators of magical potions, skeletons. They never use boards or logs, bled ruins that march out into the water, pills, and powders from natural materi- lacking the tools to fell the trees and slowly submerging from sight. These ru- als. Most audacious (and least supported) shape them. The palisades are flimsy and ins and the lakes around them are taboo of his beliefs is that the bakali of his age can be pulled down easily. But then the to the bakali. They know that evil spirits, are not the same people as those of long walls aren’t meant to keep determined “saraki,” wait to snatch up anyone foolish ago. Instead, he maintains the dragon- attackers out. They do discourage attacks enough to violate the waters. At the same men were the creations of the original ba- by wild animals and at least form a hin- time the lure of the ruins is irresistible. kali, creations that survived and derance to raiders. Brave (and lucky) bakali that have en- prospered when the empire crumbled. The bakali lead very basic lives. Most of tered the ruins and survived sometimes However, his findings and his specula- their time is spent lounging in the sun find great treasures—metal weapons and tions have been long forgotten. His life’s (they are cold-blooded after all) or hunt- armor that fits their bulky frames. work sits in a musty niche of a dark corri- ing. Their weapons are wooden spears, There is a good reason the armor fits, dor, among hundreds of thousands of fitted with sharpened bone or fire- for the ruins in the swamp are bakali- other books, waiting for someone to find hardened to a point. Stone outcroppings built, dating from that time millennia it and take an interest. are all but unknown in Blackwater Glade, ago when the bakali were powerful and so stone-tipped weapons are a valuable great. Then the bakali had the skills to rarity. Metal weapons are all but un- build towns and rule lands. Just what

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result, their homelands have been stead- come with them. The invitation may be THE HULDERFOLK ily shrinking and their efforts to drive out to join the others in games, share a meal, the humans have become more and more or spend the night out of the storm. The The hulderfolk are elves, but not like violent. Where they once were content to guests always tell of the fine hospitality any elves who have lived for more than mislead and lure away, now they use their they receive. They are plied with marvel- 3,000 years. Found only in the small for- spells to injure or terrify. ous food and drink and no one says ill of ests of Okami and the great woodland be- The second part of not being seen is the them. Usually they are overcome by sleep tween the League and Thenol, the masterful camouflage ability of the well before the others, exhausted by the hulderfolk are secretive people. They do hulderfolk. Living only in the deep entertainments of their hosts. not freely reveal themselves to humans. woods, they are almost impossible to spot They awake to find themselves where They do not join armies. They do not or hear. Indeed, bards describe their the stranger first greeted them. Some- build villages (that anyone has found). world as separate from the real world, times they have aged greatly. Their hair is They do not go exploring to distant crossable only at unknown invisible bor- long, their clothing faded and the rest of lands. They are the most mysterious of ders. While in truth it is not like this, the their gear worm-eaten and rusty. Other the elves. elves do seem to vanish before one’s eyes, times they awake and nothing seems dif- The hulderfolk are elves who live by using their camouflage and their elven ferent. However, in all cases more time the old ways, ways so old that even the cloaks. The hulderfolk are skillful has passed than a single night. Through stiff-necked and tradition-bound Silva- enough to walk around the farms of men some secret magic of the hulderfolk, the naes abandoned these practices long be- without alarming the farmer or his ani- flow of time has been altered for that hu- fore they left Silvanesti. Only the mals. Only dogs seem to be sensitive to man. Fortunate ones find they have been hulderfolk continue these practices, their presence. gone only a week; more often the victim refusing to change even though the times While shunning forbids dealings with comes back to discover he has been gone a have changed greatly. humans, it does not exclude tricking year or ten years. There is a story told of The hulderfolk gain their name from them. In fact such tricks are encouraged. one man who entered the woods a cen- the first and foremost of their This is another strong tradition of the tury before the Cataclysm and came out traditions—shunning. Hulderfolk means hulderfolk. They take a great delight in 200 years after it occurred! “hidden people” in the tongue of an- luring hunters deep into the woods and Tricks of deception are much more sub- cient Taladas and that best describes leaving them there, inviting lost travelers tle. The victims of these tricks are usually shunning. Long ago the elves took slight to dinner or games, or posing as an absent young men and women, particularly those to some act of the humans. Who did it or husband or wife. With the dawn the handsome or attractive. The hulderfolk what they did has been long forgotten. hunter may find he has a stag’s horns. visits when the person is alone, usually What came of it was that the elven nation The lost traveler spends the night and is coming in the evening. The elf may pose (for they were a united people back then) courteously guided back to his path the as a suitor come to court or a wife come to choose to forever forgo contact with the next morning, only to discover a decade visit her husband minding the cattle in the world of men. For a long time the elves has passed in the world of men. The hus- high pastures. The trickster uses his natu- disappeared from sight of man, not ap- band may learn he has sired a hulderfolk ral grace to charm the victim, lulling any pearing in his records. child. suspicions. Young women may be per- Yet man’s inexorable expansion even- The exact reasons for these tricks are suaded to run away and marry the hand- tually doomed this policy, as more and unknown, but the effects are widely some suitor or maybe just spend the night more contact was forced between the two talked about, for they are bizarre and un- together. A wife may bear a child not at all groups. The explicit code of shunning usual. Most humans assume these tricks resembling her true husband, while a hus- was forgotten, though the elves still kept are some type of capricious and malicious band may discover years later that the the contact to a minimum, continuing humor. While other elves admit a certain hulderfolk claim him as kin. the tradition without even realizing it— irony in the whole thing, particularly the Sometimes the victim is tricked into all except the hulderfolk. ones involving time, they deny the hu- swearing an oath. Once sworn, the At the heart of the hulderfolk shun- mor is somehow racial. hulderfolk consider the word binding ning is the practice of not being seen. The tricks of the hulderfolk can be and they expect it to be fulfilled. Such an First, the elves do not mingle with hu- grouped into those of time, those of de- oath may be as simple as moving a barn or mans. If humans settle in a hulder wood, ception, and those of gifting. The tricks swearing not to cut a certain tree, or it the elves first attempt to drive them off, of time all follow the same pattern. The may be more complicated such as leaving harassing them by stealing tools, loosing human enters a quiet clearing or ventures the region or turning over the first-born animals, and luring children into the deep into the woods. There he meets a child. Humans often foolishly enter into woods. If these efforts fail or the hulder- strange man or woman, one of the these oaths, believing them easily bro- folk fear discovery, they move away. As a hulderfolk, who invites the human to ken, only to discover that the hulderfolk

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have magical methods of enforcement. matter of the elf should not break his They also visit the elfchild left behind, Tricks of gifting are the rarest of all, for word. For the hulderfolk it is inconceiv- leaving special elven gifts for the child. they seldom start with that intention. In- able not to honor an oath. It simply is not Nor do they forget the human families stead of whatever it intended, the elf done. Only some of the rules (and there- whose child has been taken. If the hu- winds up giving the human a valuable fore methods of protecting oneself) are mans raise the strange changeling with gift. On some occasions, the gift is given known to humans. If touched by cold care and love, the hulderfolk see to their spontaneously by the elf. Sometimes the steel (which is more than ordinary metal), success by secretly giving them aid when- trickster is struck by the nobility, honesty, the elf must abandon any disguise and ever possible. The hulderfolk have a debt and spirit (the elves care little for human flee. It cannot enter a place of worship. If to repay. However, if the humans treat virtue) of the victim. He may be struck by its name is spoken, it must flee and never the elf-child badly, their luck is as bad as her grace and beauty, dazzling even to return. Other laws of shunning may ap- the elves can arrange. the eyes of an elf, or smitten by his pas- ply but they are known only to the The elves can also be compelled to take sion and romantic spirit. hulderfolk, who do not go about telling the changeling child back, although this Gifts that are granted freely tend to be these to others. is rare and there is no certain method. particularly bittersweet, however, for Shunning is not the only custom the Sometimes humans abandon the child in some price seems unavoidable. A man hulderfolk keep alive. Another, more sin- the woods, whereupon the elves may re- may be shown a treasure but denied ever ister one, is the practice of changelings. turn the human child. Sometimes the seeing his elf-love again. A bard may gain For mothers living on the edges of the humans can make a bargain with the a wonderful voice, but go blind in the hulderfolk lands, there is nothing more elves for the return of the child. There is process. A farmer may succeed at all his terrifying. The elves sneak to the cradle of no certain method of regaining a change- efforts, but only after he has lost a son to a newborn and take the child, leaving a ling child, however. the hulderfolk. For the fortunate the sickly elven babe in its place. It is a sight The elves keep to the old ways in dress price is not as steep as this, perhaps only a no mother wishes to ever see. as well. Their clothing is reminiscent of lost year or the effort of performing some Like shunning, the practice of change- the time when the elves were truly Chil- deed for the hulderfolk. lings has customs the hulderfolk must dren of the Forest. The men wear cloaks Sometimes the elf is trapped, caught follow. Only newborn children can be of green leaves and wondrously supple by an intended victim cleverer than it. taken and only sickly elven children can cloth of bark. The elven women wear di- There are tales of maidens who saw be left behind, which is the whole reason aphanous gowns of spun spider silk and through their suitors’ disguises and then the switch is made in the first place. En- flowers, loosely draped in flowing forms set a trap in return. There are mighty he- chantments are cast to disguise the child, around their slender bodies. Caps of roes (to the humans at least) who have but no amount of magic can perfectly leaves and garlands of flowers are the only gotten the better of the proud hulder- hide the change from the mother or ornaments they wear. folk, but such heroes are very rare. In nurse. The stolen child is raised with love They do not mine metal and forge it these cases the elf is forced to bargain for and care by the hulderfolk, although it is only seldom; most of their implements its freedom. Just as they consider the never accepted fully as one of their kind. are obtained in trade from the dwarves. word of others binding, elves do not break their own oaths. Once forced to swear, they will abide by their own condi- tions. The hulderfolk respect their oaths be- cause shunning has its own rules and laws only vaguely understood by humans. These rules all make shunning more diffi- cult for the elves. Perhaps when the tradi- tion was begun the elves felt the need to give the poor humans a sporting chance. Perhaps shunning is only a game, little more than an exciting test of wits, of which they have so much more than the humans. Whatever the reasons, the hulderfolk follow strict rules concerning shunning. A hulderfolk cannot break his word when given to the shunned. This is not a

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Since the Cataclysm this trade has all but have no use for intruders. Since contact and simplicity that was destroyed centu- ceased and now their swords and jewelry between the two has been infrequent, ries before the wrath of the gods de- are of ancient design. This suits them just conflicts have seldom occurred. However, stroyed the rest of their world. as well, for they have no desire to change. when the two races do meet, it is seldom Those dwarves who know the hulderfolk uneventful. Aside from the tricks the T HE STEAMWALL dream of seeing the elven armory (which hulderfolk attempt, the humans, who they are sure exists), for it surely contains consider the elves to be evil and danger- Blocking Southern Hosk from all of the brilliant of examples of dwarven work- ous, treat them accordingly. east are the great volcanic mountain manship done in the great styles of an- Ordinary peasants react in fear, not ranges collectively known as the cient times. wishing to risk the ire of the hulderfolk. Steamwall. For man and elf, this is a hos- Elven warriors dress for war as they do Braver or more foolhardy souls often at- tile, uninhabitable land. Clouds of corro- for daily life. The only concession to dan- tempt to capture or kill any hulderfolk sive steam roil up from the Indanalis ger that a hulderfolk might make is to they find. This in turn leads to retaliation topping the jagged rock peaks of the don a shirt of light elven chain. Instead of by the elves, although they confine this mountains. Here the steam mixes with thick protection, they prefer to rely on solely to the offender and his family. It ash and gas from the volcanoes of the their invisibility and their speed. They also confirms elvish opinion about hu- Steamwall to form a hellish brew. Chilled are masters with the short bow and fine mans. This behavior has been going on at these heights, the steam and gas form fencers, favoring lightweight blades to for decades, effectively preventing any rain clouds. the heavy, slow swords of humans. Spears understanding between humans and the Most of the clouds are blown to the east are also carried, being useful in all man- hulderfolk. to mingle with the poisonous fumes of ner of situations. The shunning attitudes of the hulder- Hitehkel, but some amount of rain falls Although the hulderfolk have a king folk apply almost exclusively to humans. on the mountain slopes, eroding away and queen, they have no obvious govern- Many other creatures share or enter the the lifeless rock. These rivulets turn to ment. There are no appointments, no woods of the hulderfolk and have little streams, black and poisonous, rushing elected officials, no titles, and few of- trouble finding the inhabitants. They down gullies past steaming vents, fuma- fices. Those positions they do have don’t make no attempt (beyond practical cau- roles, and bubbling mud pots. Eventu- even seem to relate to governmental du- tion) to hide from gnomes, goblins, hob- ally the waters form small rivers. These ties. There are, for example, offices for goblins, even dwarves, nor do they view tumble down the mountains, spilling the Tale-Spinners, those elves called to these races as necessarily enemies, al- over waterfalls that reek of a sulphurous sing at the banquets or on other, more though they are not blind to the evil na- stench. The banks of these rivers are dead melancholy days. The king and queen are tures of some. Creatures such as except for small clumps of red and gold served by a court, but none of the cour- hobgoblins are tolerated so long as they mosses. tiers bear titles of any sort. In general the cause no harm. Gradually these rivers run through the hulderfolk seem to rule themselves with- Elves who enter their forest are greeted strange and twisted forests that cover the out the need for bureaucrats, ministers, warmly as long-lost kindred and are al- lower slopes. Here flowers, trees, and police, or an army. Their disputes, more ways invited to stay. The gulf between the even animals have been twisted and along the lines of personal spats, are set- old ways of the hulderfolk and the mod- warped by the noxious air and water of tled by custom or by the king himself. ern ways of other elves is too great to the land. Oaks, mighty trees elsewhere, The hulderfolk make no villages or cross, however. Neither can understand are gnarled and tortured. Brambles grow settlements. Their homes are carefully the other or accept what they have be- to immense size. Animals—bears, rab- concealed by magic and are little more come. Thus, modern elves almost never bits, squirrels, deer—sport strange de- than sleeping quarters. They consider the come to live among the hulderfolk and formities and ulcerous patches on their entire wood their home, the sky their ceil- the hulderfolk fear their sons and daugh- skin. Temperaments change. The meek ing, and the grass their carpet. As such, ters will be lured away by the “good” life become aggressive, the aggressive vicious. the “home” of a hulderfolk may be noth- of their cousins. Marriages between the The rules of nature are turned upside ing more than a hollowed tree trunk or an two groups often end sadly, adding more down. abandoned burrow. They do not live like songs to the repertoire of the bards. The rivers continue on through the animals, however. These nests are care- It may be that the hulderfolk have land, carrying their poisons. Gradually fully built and even decorated. They sim- clung too long to a way of life that no the air and rain become cleaner, less nox- ply view the necessities of life differently longer makes sense. Things have changed ious. Still the flowing waters cut swathes from humans. around them and they have refused to of death and distortion through the hills. Because of their customs, the hulder- follow suit. On the other hand, it may be Gradually the small rivers gather into folk are not overly loved by human set- that the rest of Taladas has lost something large flows, forming the great deadly riv- tlers. The feeling is mutual, as the elves the hulderfolk still have—an innocence

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ers characteristic of the foothills of the shot. The males wear little the Marak kender and the dwarves of the Steamwall. As these flow toward the sea, clothing—nothing more than a loin- area, both of whom have a fierce hatred the deadly water is gradually diluted as cloth. Females dress only slightly more for the hobgoblins. Toward strangers such the poisons leach into the soil and fresh modestly. Both sexes are fond of orna- as merchants or explorers, the hobgoblins waters join the flow. Eventually these riv- ments. These are usually of bone— employ a slightly more tolerant ap- ers, though brackish and sour-tasting, are fingers, hands, teeth, and toes from their proach. Although most expect them to no longer lethal. victims. Other decorations include feath- attack on sight (having heard tales of Although hostile to men, the ers, bright bits of cloth, pieces of gold, their bloodthirstiness), the hobgoblins Steamwall and its foothills are not unin- and beads. Most of their weapons are instead observe and greet strangers and habited. Many creatures, animals and in- spears and knives of chipped stone, al- even show them gracious hospitality. So telligent beings live hidden on its slopes. though they also have some metal weap- long as the guests take care not to offend Monsters of all types have chosen it as ons taken from their victims. When their hosts they will be treated as well as is their homeland. Already fearsome, these prepared for battle, they wear bits and possible for the hobgoblins. beasts have been made even more dan- pieces of stolen armor or breastplates In this way, the hobgoblins have man- gerous by the harsh conditions of the made of bones. aged to set up some trade with the out- mountains. The hobgoblins once lived in the caves side world. Known merchants (who have Monsters are not the only creatures of the mountains, but the earthquakes dared to befriend the hobgoblins) ven- found in the area. Intelligent beings have and volcanic activity of the mountains ture into the edges of the mountains. also struggled to make a home here. They have made this impossible. Now they There they trade their useful goods for are not pleasant beings. The most numer- build simple long-houses, thatched and the rare products of the mountains gath- ous are the hobgoblins that seem to thrive set on stilts to keep out dangerous ver- ered by the hobgoblins, mostly exotic under the terrible conditions of the min. The long-houses are cold and drafty, hides and plumes, although there are al- Mountains. Second numerous are the barely adequate shelter. Though cool in ways strange ingredients needed by wiz- Marak kender, an off-shoot branch of the summer, the houses, with their ards. Sometimes the merchants come that pestiferous race found in Ansalon. poorly-made roofs, offer little protection with specific requests to be filled—a Life in the Steamwall has hardened them from the frequent rains. In winter, icy stone from a certain place or sap of a so they are much different from their kin. winds cut through the flimsy walls and twisted tree. The hobgoblins haggle the Finally, there are the ‘Traldor Dwarves, be- strands of ice hang from the rafters. More prices for their services and then venture leaguered and struggling in the dark than one house has burned to the ground out to fulfill their tasks. shadows of the peaks. They most of all during a freeze as the hobgoblins care- The hobgoblins have never had any have been changed by the upheavals of lessly built fires inside to warm them- strong belief in a pantheon of gods, ex- the Steamwall. selves. cept for the spirits of their ancestors, They The hobgoblins place great importance have a simple belief in an afterworld (it is a land just like the real world only with- T HE HOBGOBLINS on their ancestors. After a hobgoblin dies, his skull is picked clean (large nests out the enemies of their people and of a The most successful of the Steamwall of ants are kept to do this). Then it is inhabitants are the hobgoblins. Under placed in a special niche at the front of the most adverse of conditions they have the long-house. Old houses have entire thrived and prospered, growing stronger front walls covered with the skulls of an- and more dangerous in the process. For- cestors. tunately for other races of the region, Taking heads is a sign of valor and wor- their lackluster intelligences keep them thiness. In battle, the hobgoblins nor- from exploiting the great advantage of mally try to bring back the heads of their their numbers. Even though they are enemies as trophies. These are also generally stupid and disorganized, they cleaned and then stacked in pyramids be- are still a significant threat to travelers fore the door of the long-house facing the and small communities of the moun- ancestors. The more ferocious the family, tains. the greater the pyramid of heads. Truly Hobgoblins stand about six feet tall. valiant and long-lived families may have Though normally burly and muscular, several stacks of heads outside their long- the hobgoblins of the Steamwall are houses. scrawny fellows, the skin hanging loosely Given this practice, the hobgoblins on their frame. Their skin is a deep red- frequently go raiding. Their favored tar- brown. Their eyes are large and blood- gets (mainly because they are close) are

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judge who decides the fate of all spirits. ouflage. When they do gird for war, their selves, believing their innocent trust had Once this was Hiteh (Usk-Do in the hob- armors are amazing collections of stolen, somehow become wrongful pride. Not goblin tongue), but since the gods began cast-off, and captured pieces—a helmet surprisingly, this view did not last as the to return to Taladas the position has been from a League legionnaire, the breast- kender came to blame the gods and not claimed by Erestem (Mwarg). The hob- plate of a Thenolite, a full suit of pre- themselves. goblins don’t find this change confusing Cataclysm dwarven armor (liberally Today, their friendly cheerfulness has at all, for it is obvious to them that Mwarg stuffed with pillows to fit the slimmer vanished, replaced by grim suspicion. Al- overthrew Usk-Do in the after-world and kender), or a Hitehkel gnome’s breathing though they remain incurably curious, it thus became their new god. helmet and a bone breastplate taken is the curiosity of fear and paranoia. They from a hobgoblin. They present a tre- are curious not because they just want to know but because they want to know T HE MARAK KENDER mendously interesting and amusing spec- tacle when arrayed for battle. whether it will hurt or help them. If they Living in isolated Marak valleys of the However, what truly makes these ken- meet a stranger, they want to know every- Steamwall, well down on the lower der different from all others is their phi- thing about him—who he is and what he slopes, are a cluster of small kender com- losophies. Once the Marak kender were a has on him-to see if he presents a threat munities. These kender (a race that is carefree and happy-go-lucky race just like or danger. To this end they constantly somewhat rare in Taladas) are unique in the rest of their kind. Their curiosity, hu- peek, poke, and pilfer. Taladas and perhaps throughout all of mor, and cheerfulness were quite remark- Their understanding of morals, espe- Krynn. They, perhaps more than any oth- able and infuriating. It seems they had cially regarding property, have not ers throughout Taladas, have undergone retained the sense of innocence and changed. Anything not nailed down is a distinct change in their way of life. childishness from the day that Reorx theirs if they want it. The rationalization Known as the Marak kender for the re- touched them to bestow his blessing, as has changed. Now they take things to gion of their birth, these kender are phys- the Marak say. Others, particularly the “check them out.” Caught with his hand ically like the rest of their race, though dwarves, agree that Reorx touched them in the pouch of a wizard, the Marak ken- perhaps a bit longer in the face. In dress all right, touched their wits and made der says, “I’m only making sure nothing they favor grays and blacks, colors that them addled. in there is dangerous. Of course I kept fade into the gloomy stone walls of the The Marak kender lived in a series of this wand I found in there. After all, you canyons that make up their homeland. isolated and sheltered valleys. To the might decide to use it against me some- The typical costume is a shirt, heavy trou- north were the humans of the Aurim Em- time.” The Marak naturally assume that sers, and hard-soled moccasins. A pire. To the east were the elves. Neither everyone and everything is a potential hooded half-cape, permeated with wax or threatened the kender nor came too close threat against them. fat, is frequently worn since the weather to their safe lands. The hobgoblins pre- Nor has their sense of humor totally is often foul and rainy. Although they sented only a minor threat. The kender abandoned them. It has, however, be- grow their hair long, they bind it in tight, believed they lived under the best of all come a very black humor. They still de- spiraling buns or head-hugging braids. protections in the best of all times. The light in fun, defined as harsh practical Their weapons, too, are very tradi- good gods loved them like children and jokes and mischief. The preferred targets tional for their people, although modi- protected them from all evil. Then came of these jokes are outsiders, particularly fied to their particular conditions. Living the Cataclysm. non-kender. Failing that, the jokes are in the rocky mountains, they are experts The Cataclysm unleashed on the cheer- used as a method of revenge and comeup- at flinging stones. Lacking the stands of ful, smiling kender horrors beyond any in pance among the kender. They have de- straight-limbed wood needed to make their memory. Worse still, they were hor- veloped an elaborate system of face based the sling-like hoopak, the Marak kender rors wrought by the gods themselves. No on who has last had the better of whom. instead use the springier twisted wood of man could rend all their homes or crash Kender society is built around strongly the Steamwall’s forests to make bows for down the walls of their valleys onto entire knit families and relations. Generally all hoopaui or stone-bows. These weapons, villages. No elf could cause rains of ash for those within a valley are related, tracing similar to a crossbow, fire pellets carefully weeks, poisoning their water. No hobgob- back to a common group of ancestors. chosen for their size and shape. lin could light the sky with the glow of vol- The Cataclysm has strengthened the fam- In addition to the hoopaui, they also canic fires, heralding the scouring flows of ily bond of the kender to the point of fa- use short swords, spears, daggers, and lava. Only the gods could do such things. naticism. Insults to the family are not axes. Perhaps because of their larcenous Suddenly the gods the kender always tolerated and have been the cause of natures they seem to carry a great number knew as protectors had turned their backs more than one murder. Long-standing of magical weapons, Most of the time and betrayed the faithful kender. They feuds have been started by the slighting they wear no armor in particular, relying never imagined their punishment was ac- comments of one kender against the fam- on their natural ability to hide and cam- cidental. For a time they blamed them- ily of another. Meetings between the ken-

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Because the kender are known to be ex- traordinary collectors of things, it is as- sumed they have managed to collect great treasures. If they have, they certainly do not show it. They do not wear fine cloth- ing, flash wonderful jewelry, or carry sharp steel weapons. This has led to the persistent rumor that the Marak kender are a race of misers, hiding their wealth away from all sight. Certainly their vil- lages must have hidden storerooms filled with wonders beyond belief, or so the be- lief goes. Like all rumors, no one can ac- tually say he has seen these things, but everyone has it on the best of authority that it is so. Even the kender have come to believe these rumors, always thinking the kender in the next valley are secretly hid- der of different valleys are strained and For days they will lay up in the hills ing some powerful item. formal to avoid accidental insults by ei- overlooking the region, watching the Of course, what these rumors fail to ther side. movements of the kender, trying to see take into account is just what the kender The kender live by working their small the routes in and out of the village. Once consider valuable. Even the hardships farms. Good lands in the Steamwall are they are satisfied, they move in. The at- that changed their views on the world and rare. Fields close to the rivers needed to ir- tack normally begins at night as the hob- life could not alter this. True, they do rigate the fields are often dead, poisoned goblins slip out of the mountains in small “collect” magical items and weapons, by those same rivers. Fields farther away groups and encircle the town. Once the but only to prevent others from using are dry and often ash-choked. It takes ring is closed, they begin the dangerous these things against them. Bright bau- much hard work to grow even poor crops business of probing for the safest ap- bles, odd bits of information, unreadable in the soil, but nonetheless the kender proach to the village. Scouts are sent out scrolls, and other things (that just might try. This hardship too has added to their to search along the routes. More often be potentially dangerous) are treasured as bitter outlook on life. than not, the hobgoblins fail to see all the great finds. The treasure troves of the The fields are scattered widely traps. In their villages, the kender can kender are likely to be overlooked by oth- throughout the valley floors, while the hear the screams of the scouts as they ers who see only a pile of assorted junk. kender cluster in small villages for de- “discover” undetected traps and by the fense. The Marak are no builders, so the noise know that the siege has begun. T HE FIANAWAR villages appear to be lightly fortified with What comes thereafter is a battle of The third major group of the a few simple walls of field stone. How- wits. By night the hobgoblins probe and Steamwall Mountains are the Fianawar, a ever, the kender, following their natures, advance further along a safe route. Dur- tribe of dwarves found in the northern have prepared rings of devious traps, har- ing the day they lay up, ready to defend ranges near the Tiderun. Unlike the assing and deadly. Many times the hob- their newly won advances. By day and larger colony of Scorned Dwarves in goblins have made assaults on kender night, the kender seek to slip out and Northern Hosk, the Fianawar live on the viiIages only to break and run before ever make new craps. By night the hobgoblins surface or at most just below it. They reaching the stone walls that mark the continue their probing, seeking out the make their living digging ores out of edge of the village. new traps and attempting to advance far- open-pit mines and tending farms. Aside from the attacks of lone crea- ther toward the town. The Fianawar come from the same an- tures, hobgoblin raids are the greatest The security of the kender depends on cient stock as all the dwarves of Krynn— threat to the kender. Having learned by the effectiveness of these insidious de- creations of Reorx to learn his secrets of painful experience, the hobgoblins at- fenses. It is rare for a kender village to the forge. When the Grathanich brought tempt to make raids on workers in the have enough males to withstand a full about the Scattering of the People, the fields, well away from the deadly traps of hobgoblin assault. Once the hobgoblins Fianawar wandered south into the moun- the villages. However, sometimes they clear a large enough route through to as- tains that touched the very edge of the become ambitious and lay siege to a vil- sault in force, the outcome of the battle is Aurim Empire. Here they carved their lage, using special methods. usually decided even before it begins. homes out of the low mountains, slowly

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expanding these as they dug the mines in from happy with life on the surface. They the floor, tidbits for the household pets— search of valuable iron ore. Aside from do not like the bright sunlight, the open usually ferrets or tamed weasels. Clothes occasional battles with the hobgoblins or expanse of sky, the cold rains, or even the are washed by beating them in the creatures stirred from the bowels of the blooming flowers of summer. They have streams. The chemicals in the water only earth, the lives of the Fianawar were little talent for farming, although they serve to make the cloth stiff, scratchy, and peaceful and calm. must to survive. They still manage to sulphurous-smelling. When the Cataclysm struck, it drove practice the arts of smelting and smith- Fortunately, most of their clothes are the Fianawar out from their underground ing, digging open-pit mines to reach sur- leather, sparing travelers the reek of their world. The mountain plates tilted and face deposits of ore, but this is little garb. A male dwarf who spends most of heaved. Fiery lava surged through the comfort to them. his day at the forge wears heavy leather mine shafts scouring them clean. The The Fianawar live in small villages pants, thick boots, linen shirt, and a stiff roofs of great caverns buckled, crushing built close to the cliff walls that mark leather apron. For men, the apron is more entire communities. Vents spilt sulphu- their old homelands. Their houses are than a piece of work clothing. It is also a rous fumes to roil through underground squat structures, solidly built from blocks sign of position and duty; as such, the corridors, asphyxiating all caught within of stone in imitation of the caverns that apron is worn on almost all occasions. them. The dwarves had no choice but to were once their homes. The roofs are Dwarven women wear long dresses of flee to the surface. made of sod and the walls have few if any white linen, stained yellow-brown by the At first the dwarves lived in rude camps windows. waters, embroidered with mythical near the entrances to their old caverns. Each village is a cluster of houses, scenes. These are often smudged and Certainly, they felt, things would settle workshops, granaries, and stables. Smelt- soiled, but the good wife or prospective down soon and they would be able to re- ers belch thick smoke as the dwarves stoke bride goes to great effort to keep her turn home. After a few weeks of volcanic the fires to work the ore. Streams are re- clothing spotlessly clean. displays, patrols ventured back in. They routed to flow through the villages. The For battle, the dwarves have one great were never heard from again. The Fiana- flowing water turns the wheels that drive advantage over their neighbors—an war were forced to wait even longer. the triphammers beating out the metal. abundance of skillfully made metal ar- Over the next century, the dwarves at- Farther down it carries away the effluents mor and weapons. Each village assembles tempted to return to the land under- and garbage of the villagers. Outside the and maintains its own armory, providing ground several times. A few of these towns are mounds of cinders and slag, the complete equipment for every able- attempts met with immediate disaster— tailings from the smelters. Beyond these bodied male of the village. A typical ar- the passages explored were still danger- are the scraggly fields of the farmers. mory has a mixture of field plate and ously volcanic. Floors collapsed into pits Beets, turnips, rutabagas and other good, chain mail armors, along with leaf- of boiling lava. Scalding, poisonous gases solid root vegetables fill the rows of the headed boar spears and hefty swords. suddenly spewed from burst fissures. At fields. Rank generally determines who wears other times the new settlements met with The Fianawar themselves are a dour what, although valor in battle is also rec- slow and evil disaster. A child would wan- band. To non-dwarves they look like any ognized. The heavy (noble) infantry der off, never seen again. Fire demons other of their kind, short-legged stocky dresses in elaborate plate mail, while the leapt out of flaming pools to seize vic- fellows with long beards and unsmiling lowest soldier has no less than a suit of tims. Attempting to reopen old mine faces. To other dwarves they are quite dis- chain mail. All use shields, the size de- shafts, miners died in streams of lava acci- tinctive. They stand slightly taller and pending on the arms carried. Lighter in- dentally released. It was more than the leaner than others of their kind, though fantry (those wearing chain mail) carry Fianawar could take. Each time the survi- their muscles are gnarled and hard. They spears and small shields that can be vors returned to the surface with new tales have fairer complexions than most, if strapped to the arm without interfering of horrors underground. their skin can be seen under the layers of with the spear. The heavy. infantry wield As a result, the Fianawar have been dirt and coal smoke. swords and large shields. forced to make a life above-ground. The Fianawar are not the cleanest peo- Worse still, the failed attempts and the ple in the world. With the waters that gruesome descriptions brought back by flow down from the Steamwall being survivors have made instilled a mass ter- what they are, the Fianawar seldom ror in the people. After several centuries bathe. Soap is almost unknown. Nor are of failure, they have become afraid of the their table manners particularly good. underground and no longer make major Knives and bowls are the only tableware. attempts to settle it. The Fianawar are re- Most meals are eaten with the fingers signed to life on the surface. from a common pot. Beards and aprons At the same time, the Fianawar are far are used as napkins. Scraps are thrown on

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F ISHERIES AND NERON HOSK

livelihood for the humans and human- into the Great Reed Delta, an uninhab- T HE FISHERIES oids who live among the islands, for the ited and unexplored swamp with which Fisheries are not completely deserted. no man is familiar. This coastline is con- AND NERON Scattered throughout the islands are tinually battered by huge tropical storms In the age before the Cataclysm, Neron small villages of fishermen. Most are hu- and hurricanes. was famed as a great untracked wilder- man settlements, men and women who And yet beyond this coast, resisting the ness. It was a place where men did not trace their ancestry back centuries before onslaught of the waves, are the fiercely live. No man explored it, indeed no man the Cataclysm. In those ages they were independent people of Baltch. Split off even knew what might be found there. Its hunters and nomads, roaming the great from the rest of Neron in the Cataclysm, coasts were only partially charted and no plain of Neron. Since the creation of the the Baltchians survived the nightmare of maps at all existed of its interior. It was Fisheries, they have adapted to a sea- Hiteh’s Night on their own skills and re- known there were jungles and strange going life, learning the arts of canoe sources. They have stubbornly refused to beasts, but beyond that there might be building and fishing. Their skill has surrender and have turned their island anything. reached the point where they are daring into a fortress against the forces of nature. Like all else of Taladas, Neron was shat- to venture beyond the sheltered channels Baltch is a low-lying island, barely above tered by the explosion of the Cataclysm. of the Fisheries and into the broader ways sea level; great storms have more than Like all the other lands it suffered the of the Windless Ocean itself. once threatened to sweep it away. It is drastic changes of new mountains, volca- Not all the fishermen of the Fisheries only through a series of massive engineer- noes, and sunken lands. Of all these are human, however. Other inhabitants ing projects—great dikes, breakwaters, changes, the creation of the Fisheries of the Neron plain were also forced to and canals—that the people of Baltch were the greatest. When the southern adapt to the ways of the water. Thus, have managed to survive. channel to the Indanalis was ripped among the channels are small popula- Inland, in the steaming forests of open, the flooding waters from the tions of hobgoblins, goblins, and elves. Neron, live the Wild Elves, dangerous Windless Sea swept through the widen- Of these, the hobgoblins have been the but noble savages. Little is known of this ing fissures that split the swampy plain most successful. Like their human neigh- people. Few travelers choose to venture dividing Southern Hosk from Neron. bors, the hobgoblins have become skilled into the heart of the Neron jungles, nor The massive tidal waves gouged out the builders of canoes and catamarans and are the few who dare welcomed openly by channels, driving great walls of mud be- use their skills to fish and raid. The gob- the naturally shy and suspicious Wild fore them. The mud and debris snagged lins have been more hapless and timid in Elves. Thus contact with them is infre- up on anything that would hold it. Grad- their sailing, making their efforts on the quent and dangerous. The culture of ually thick dams were created and the water almost comical. While the elves of Aurim never reached into this vastness Fisheries, a cluster of low islands, once the Fisheries have the talents to be master and those peoples about to step out of part of Neron, were born. boat builders, they lack the ambition. their infancy and become kingdoms were The Fisheries are now a group of sub- Most of the few elf villages look inland, cast down in the darkness of Hiteh’s tropical islands, barely above sea level. the capricious elves fascinated by the riot- Night. Neron has reverted to barbarism. The shorelines are thick mangrove ous and exotic abundance of nature. In addition, travelers must contend swamps amid which rise silty mounds of Neron, to the east, is all verdant jungle with giant poisonous spiders, huge liz- dry land. Sea water flows and mingles and wild beasts. Of the empty lands of ards, snakes, hobgoblins, ogres, and the with the streams of fresh water from in- eastern Taladas, it is the most populous; sinister yaggol. The yaggol are only myths land. Most of the islands are like this most of the inhabitants live deep in the and bogeymen to outsiders, used to scare throughout their area, treacherous mix- jungles of the western side. Rising children. Yet, the Wild Elves stoutly tures of dry land and bog, the boundary quickly from the low coast along the Fish- maintain these evil creatures are quite between each vague and changing with eries, the heart of Neron becomes a rug- real and both fear and hate them with the monsoon rains. Tropical orchids, lil- ged highland jungle. Though the land equal passion. ies, and other brilliant flowers fill the never reaches to great heights (except along the backbone), the hills are steep swamps and the trees, concealing deadly THE PAYAN MAKO serpents and brilliantly colored birds. and razor-edged, covered with thick for- The lush jungle growth of these islands ests of mahogany and teak. The largest island of the Fisheries is provides more than just a haven for exotic Fast-flowing rivulets rush down the Syldar, home of the Payan Mako, the birds and animals. The shallow channels slope, tumbling into the rivers that fill most populous of the human villages in that run through the Fisheries are fertile the narrow valley floors. These rivers in the Fisheries. Although there are other spawning grounds for millions of fish. It turn roar through the narrow gorges, settlements, both human and nonhu- is these fish that provide the food and flowing to the lowlands of the east. Here man, on Syldar, the Payan Mako are con- the collection of waters slows and eddies sidered to be the de facto rulers of the

85 F ISHERIES AND NERON HOSK

island, although there is no government chief usually sends a canoe to meet the and only know of them through stories as such. They control the selection of the boat and ascertain its business. Once this and legends. The only threat to the Payan fishing waters, new settlements, and even is done, the ship is welcomed into the chiefs, as it is a threat to all the people of the territories of the charcoal burners in harbor. Of course, this is only the way it is the Fisheries, are the shark men. the forests. supposed to work. More than one captain The Payan Mako are a short people, av- has met his end when the villagers didn’t T HE SHARK MEN eraging about five feet in height. Al- care for his friendly overtures and came though not large-boned, their bodies out to visit his small boat in force. A recent arrival in the Fisheries, ap- have a generous layer of fat. Their skins The villages of the Payan are typical of pearing only in the last three decades or are a deep bronze and are almost entirely all the villages of the Fisheries. The so, is the secret cult of the shark men. hairless. Men shave their heads as a mat- houses are clustered on a low rise of land, This evil group has managed to spread ter of custom and hygiene. Women wear close to the beach. Each house is set on like a cancer throughout the islands of the theirs closely cropped. legs five to six feet tall. The posts are Fisheries, attracting followers to its dark Since the Fisheries are a tropical land, studded with sharp pieces of shell and cause. Led by priests empowered by Eres- clothing is kept to a minimum. Men most serve as protection from both high water tern, the shark men seek to crush and sub- often wear a simple loincloth of pounded and the giant rats that come out at night. jugate all the tribes of the islands. bark and fish skin. Women wear a larger The houses are built of various woods and Unknown, even to themselves, they are sarong of bark cloth, stamped with inked thatched on the sides and roof with palm. another branch of Evil’s efforts to rule designs and patterns. Young children are The floor is covered with thick mats and a and dominate Taladas. most often naked. Shoes or sandals are fire pit is built into the center. This fire is As a secret society, the shark men do not commonly worn. In battle the men not used for cooking, which is done out- not advertise their presence in a village carry rectangular shields of woven palm side, but provides light and thick smoke until they are in complete control. The fiber. Since most fighting is a result of sea to drive away insects. Sometimes it also members of the cult come from all walks raids, few wear any other armor. How- provides warmth on the infrequent cold of life, but are most often blackguards ever, those wishing to show off their nights. A simple pole ladder is used to and ne’er-do-wells to start with. While it wealth and prestige may have a breast- enter. This is pulled up at night to keep is impossible to identify a shark man in plate made of bone and shell or even a out rats, snakes, and enemies. Among everyday life, they are easily identified suit of metal armor taken or traded from the sleeping houses are also granaries, when dressed in the trappings of their an explorer or traveler. Spears and short built in the same fashion. These store cult. Each man makes a mask-headdress- bows, both of which use shark teeth or dried fish and fruits, as very little else is war helmet in the shape of a killer shark, sharpened shells for heads, are employed harvested on the islands. his own face looking out through the as everyday weapons, but each warrior The Payan are fishermen, seldom ven- fearsome jaws of the monster. Over his also has a set of prized metal-edged weap- turing very far inland. Indeed, their main shoulders he wears a cape of sharkskin ons used for formal battles and special oc- reason for going inland is cut a large tree and instead of weapons he wears gaunt- casions. for a canoe. These canoes, some up to 40 lets set with razor-sharp shark teeth in the The Payan Mako live simply. They have feet long, are dugouts fitted with an out- hand. Victims of the shark men are nor- few ambitions to conquer their neighbors rigger or sometimes two. All are capable mally found washed up on the shores of or explore beyond their known bounda- of raising a simple sail of palm thatch. In the lagoon, savagely ripped and shredded ries. This means, however, that they are these canoes the men sail out long dis- by the claws. fiercely protective of those boundaries, as tances into the channels of the Fisheries, In their goal to dominate the villages of everything within them is their territory. sometimes gone for a week or more. the Fisheries, the shark men follow a basic Neighboring villagers (who are equally as Upon their return they bring back fish to pattern. As the cult spreads into a new defensive about their lands) know the be eaten fresh or dried and smoked for area, agents of the cult, usually men from limits and prudently avoid entering the later use. a nearby village, begin recruiting new territories of the Payan Mako. Aside from the occasional disputes members. At first those recruited are the Strangers who enter the villages of the with their neighbors, the Payan have no dissatisfied and the scoundrels of the vil- Payan must be careful not to antagonize rivals to contend with. Although they call lage. Lured by promises of power and im- the villagers, lest they prompt an attack. the hobgoblins “demon-men” (and the portance, such men are easily recruited. Entering a village without warning, com- goblins steal their children), they are not Once this is done, tales of the power, im- ing in large numbers, or carrying weap- particularly afraid or hostile toward this portance, and wisdom of the shark men ons are all likely to anger or upset the race. In turn, the hobgoblins are content are spread. A priest-leader arrives and villagers. Experienced traders anchor to raid other, more vulnerable villages holds secret meetings, using his spells to their ships just offshore and enter the la- and leave the Payan in peace. The elves of demonstrate the miraculous power of the goon of the village in a small boat. The the Fisheries they have no contact with cult and draw in new recruits.

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Once the cult becomes established, it These methods have enabled the shark ferent. They are a small race, averaging turns to deal with dissenters through a men to spread quite effectively through- about 4’9” in height. Rare is the individ- campaign of terror. Chosen critics are rit- out the southern parts of the Fisheries. ual who reaches five feet. Their bodies are ually murdered, both to terrify the others They have managed to get a strong toe- slender and well-proportioned for their and bind the local members closer to the hold onto Syldar, challenging the author- height. Their hair is dark brown to a dark cult. The mutilated bodies are left for ity of the Payan Mako. However, here green-black and their eyes are deep forest others to find with a shark tooth as a sym- they have met strong resistance. The green. Most notable is their skin, which bolic threat. chiefs, wizards, and shamans of the seems to reflect the colors of the jungle After a few deaths, less vocal oppo- Payan, being all one people, have orga- from deep wood brown to shades of nents receive ominous warnings, usually nized to fight back. No longer are the green. a bloody shark tooth hung from the door- shark men preying on isolated, unsup- A savage people living in the warm post of the lodge house. Villagers are told ported villages. For the first time they are jungles, the cha’asii wear little in the way to hang shark teeth or jaws from their attempting to overcome a network as or- of clothing and what little they wear is roof-poles as a sign of allegiance or suffer ganized as they are. The secret struggle similar to their kin the hulderfolk. Males harm. Those who refuse are slaughtered between the Payan and the shark men go most often naked or with a simple or their properties are destroyed. This will certainly last for many years to come. loincloth of woven leaves, while females binds most of the people to the shark wear a barely modest covering of leaves. men. Finally, when the majority of the THE WILD ELVES OF NERON During the rainy season, they weave sim- population is cowed, the shark men ple rain capes from grasses and palm openly enter the village and challenge the Certainly the most secluded people in fronds. Under the hot sun it is typical to authority of the elders. Some chiefs and Taladas and perhaps the most barbaric are improvise a quick, simple hat from a elders readily submit, while others accept the Wild Elves of Neron. Although they palm frond. the challenge. This usually results in share the same designation as the Ka- In addition to their clothing, the death for the elders, but in some cases the gonesti of Ansalon, the Wild Elves of cha’asii love bright decorations. Both villagers (finally given a tangible target) Neron (known as the cha‘asii) make the sexes make and wear necklaces of exotic throw off their fear and drive the cultists Kagonesti seem like gentrified squires. feathers, earrings of shells, and hair orna- out. Cha’asii appearance is startlingly dif- ments of carved bone. Along with steel

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weapons, brightly colored ribbons and trinkets are prized treasures of the cha’asii. This is not because they are simple-minded. Those who deal with the outside world are perfectly aware of the power of money; it’s just that they have no use for it. The weapons of the cha’asii are partic- ularly suited to their world. The thick jungles make most long-range weapons, such as powerful long bows, impractical. The cha’asii use some small, light-weight short bows but more often favor carefully lacquered blowguns. Slashing weapons such as swords are also impractical for combat, since they are too easily tangled in the thick undergrowth. Throwing jave- lins and heavy thrusting spears are the weapons of choice for warfare. tices that draw out inflammations and cha’asii wizard who learns something Large outcroppings of workable ore or poisons, powders to relieve headaches, other than natural magic. hard stone are rare, so most of their weap- potions to bring forgetfulness, and subtle Another aspect of their philosophies of ons (and tools) are made from the wood juices to bring sleep. They eschew the use magic is that every thing is imbued with of the irontree, elaborately carved, pol- of poisons and the art of poison-making is hidden magical energy. A wizard does ished, and sharpened. Much use is made taboo. However, they have no qualms not create a magical item by instilling it of other natural materials, too. Blowgun about dipping their darts in sleeping with energy, instead he invokes it by darts are made from the five-inch thorns juice or building fires to carry sickness bringing out the hidden power within it. of the inya vine, whittled to barbed smoke (which causes fierce bouts of nau- Thus creating a magical item requires heads. sea) into the camps of their enemies. that the wizard learn what power is Throwing bombs are another favored The herbalism of the cha’asii is much within the item that can be tapped. The weapon of the cha’asii. A crude gas bomb more than just an minor, though interest- more aesthetically perfect the item, the is made by stuffing the cleaned bladders ing, aberration because of their excep- purer and more powerful the magic. Per- of monkeys with certain noxious fruits. tional skill in the arts of nature magic. haps this is a better understanding of the These are then allowed to ferment in the The cha’asii have mastered the arcane se- magical creation process, for the cha’asii sun and swell up with the rotting gases. crets of their homeland. Many of their are masters of the art. Around the fires, Once ready they are carried in gourd cases people are able to cast magical spells and the chanters sing the old legends about until needed. When it bursts, a bladder among them there is an almost universal the great wizards who could bring out the fills an area with a foul stench intolerable specialization in spells of nature. magic of a thing simply by touching it. to nearly all animals and effective for foil- This specialization is far different from Whatever the method, the cha’asii ing creatures that track by scent. the “known” schools of magic, those di- make many magical items, most of them Hornets’ nests, collected at night in- vided according to the theories of princi- unfamiliar to the outside world. A won- side leather bags, are used to drive off ple. The cha’asii view magic differently drously shaped tree, a naturally veined dangerous monsters, flush beasts out of from all others, seeing the source of all and rounded pebble, a colored turtle dens, and cast enemies into confusion. magical energy as either coming from na- shell, all of these can become magical Inya vines, woven into balls, are carried ture or from unnatural sources. To their items in the hands of the cha’asii wizards. on strings inside bags. These are used like minds, the differences of conjuration ver- The very forest around a cha’asii village is caltrops or are hung from low branches sus abjuration versus enchantment are alive with magical creations of the and concealed by leaves to act as traps. nothing more than differences in meth- wizards—enchanted vines, stones, and What metal weapons they have are prized odology. They instead key in on the flowers. treasures, valued more often as tools than source, use, or constructions of the magic Of course, such an approach has its actual weapons. cast and these identify it as natural or un- limitations. Foremost of these, at least in The cha’asii are also skillful herbalists natural. The cha’asii have no use for un- the belief system of the cha’asii, is that and have the pharmaceutical wonders of natural powers—something they equate the wizard has no control over the power the jungle at their finger tips. They can with the yaggol—and thus rare is the hidden within the item; he can only prepare salves that speed healing, poul-

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bring forth what was in it. Certain items Given the apparent simplicity of this responsibility themselves in a may have relatively consistent properties, cha’asii, it is usually assumed that they complex web of taboos and awe. It might but effects could also be widely different have always been a primitive and barbaric also be as they claim, that the last dwell- between two similar items. people. Some, upon finding the strange ers in those halls charged the cha’asii with Part of a wizard’s training is to learn ruins that crop up in the jungle, assume the responsibility of protecting the halls the different categories of things and that the cha’asii were once the masters of until they returned. Whatever the rea- what magic each is likely to contain. He these ruins and have culturally regressed. son, it is a duty they accept with great so- must learn to recognize the different The cha’asii singers have another answer lemnity and reverence. types of plants, the small signs that dif- in their secret songs. (Through these the Many travelers have fallen prey to the ferentiate between stones, and so on. It is singers tap the power of nature to cast lure of treasure the mysterious halls offer, said throughout the League and else- spells and thus the songs are kept secret to but all have run afoul of the cha’asii. where that great wizards are born with prevent dilution and weakening of the Some have survived this encounter, most the magic in their eyes; in the jungles of great magic they contain.) These songs have not, but those who have sometimes Neron it is said a great wizard is born able suggest the cha’asii did not regress but bring back strange magical items that to see the magic through his eyes. advanced, reaching the stage where they made the risk worthwhile—swords with The cha’asii live in small groups in the chose to abandon the trappings of civili- great powers, magical cloaks in spotless deep jungle. Since they live by hunting, zation to return to harmony with nature. condition after 2,000 years in mildew- the groups are widely scattered through It is certainly true that the cha’asii are festering heat, or cups and bowls that the jungle valleys. Nonetheless, the more a part of the jungle than just vil- when filled offer terrifying yet realistic groups all share a close feeling of kinship. lagers trying to live in spite of or off of the glimpses of other worlds. In their tales there are no accounts of one jungle. Because of this duty and because of the family ever attacking another. Those in Sometimes the traders ask about the threat of the yaggol, the cha’asii are a the village are members of the same fam- strange ruins found in the region, mas- hostile people. Strangers are not welcome ily or sometimes several families. Males sive halls of stone-like wood. Vines wrap among them and winning their trust re- and females are considered equal. Tasks around fallen pillars, insects swarm over quires extraordinary patience and toler- are divided between both and, with the eroded carvings, saplings crack through ance for a human. Living the long lives of exception of child-bearing, there is little the floors, steaming rays of sun shine elves, the cha’asii seldom hurry in any- difference between the two sexes. Fe- through the fallen roofs. It is clear the thing. A new trader attempt to contact males are welcomed as warriors and cha’asii never built these places. To an- them may have to wait for years, during hunters and are often fiercer than their swer the questions, the cha’asii shake which time they watch him without ever male counterparts. their heads and say they do not know, but once approaching. Only after they are From life the cha’asii seem to ask little. their eyes belie their words. satisfied will they approach. Their homes are simple grass huts built In truth the cha’asii know much more Fortunately most of the traders are car- on the ground or in the broad spreading about the ruins in the jungle, for these rying on work started by their fathers, branches of trees that grow along the have an important place in their secret simplifying things somewhat. Few new streams and rivers. The huts are arranged songs. These songs tell of a time when the traders can manage to do business with around the central fire pit where the ruins were home to the ancient ancestors the cha’asii. Even after being accepted, cooking and feasting is done. Some time of the cha’asii. At one time the ruins were strangers are always treated with extreme each day is spent in hunting or tending part of a great empire, more enlightened formality. A trusted human visit to a the small gardens nearby, but most of the and far older than the Empire of Aurim. camp means there will be dancing and a day is spent lazing in the heat. During It was an empire of the elves from the very feast, but there will not be familiarity. this time they work on wood carvings and beginning of time. It ruled in a time be- Those who attempt to force their pres- repair their equipment. fore men began writing histories. Indeed ence on the cha’asii, in numbers large or Their carvings are works of art, combi- it is so ancient that even the wizards of small, are be greeted by death. The nations of intricate detail and natural the League, noted for their long memo- cha’asii simply do not like strangers. Of grains and curves. These carvings, along ries and curiosity about things long- course, there are exceptions. Should an with the exotica of the forests, are desired forgotten, do not know its name or outsider save the life of one of the by those few traders who have found and location. All that remains are the halls, cha’asii, he may be accepted by that fam- befriended the cha’asii. In exchange the built of a wood so strange that it has out- ily. More importantly, any who fight elves receive trade goods such as jewelry, lasted stone and withstood the darkness against the yaggol earn the respect of the knives, cloth, pots, and magical spells. of the Cataclysm. cha’asii. This last item commands great prices, but The songs also tell of the cha’asii and The yaggol are the sworn enemies of many traders have received interesting re- their duties as the protectors and care- the cha’asii and the two races have been wards for the spells they provide. takers of the wood halls. It could be they warring in their own way for centuries.

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The yaggol are a race of mind flayers, a field, men and women prefer floor- night. Thus the people have formed isolated group that has slid into decadent length flowing robes of cotton. Headgear corps to repair and extend the works of barbarism more savage than their already is most often a scarf or headband, al- the Seawall. Each corps is responsible for depraved natures. They lurk in under- though brightly decorated hats of straw a certain area or a certain task and is held ground colonies and in the thickest areas are also worn. The upper class wear sev- accountable for the success or failure of of the forest where sunlight never reaches eral layers of loose cotton robes, dyed and the Seawall. To be the commander of the forest floor. printed in clashing patterns. A sash such a corps is both a great honor and a Dressed in nothing but loincloths draped over the shoulders identifies offi- great responsibility. made from the hides of their victims, cials of the bureaucracy according to their But such things as Seawalls and engi- they use only their formidable mental rank and office. neering corps do not spring into existence powers and their taloned hands to feed During the Cataclysm, Baltch was split by themselves. There has been a price, their loathsome appetites. Driven by from the mainland of Taladas. At the perhaps more grievous to some than oth- their desires to dominate and their con- same time, the continental plate that ers. The people of Baltch have had to sub- tempt for all other life, the yaggol do not supported both the Reed Delta and mit to the absolute rule of the Master just prey on the Wild Elves; they also ter- Baltch subsided a considerable distance. Engineer, the leader of the nation. Under rorize and taunt them. Bodies are gro- What had once been upland plain sud- his guidance, life in Baltch is more con- tesquely staked to trees or floated denly became swampy lowlands, barely trolled and regimented than anywhere downstream past their home village. Vic- above sea level. Now Baltch and its peo- else in Taladas. Each inhabitant of the is- tims are horribly tortured for days, their ple live in continual danger of being land is a citizen and the birth and death screams floating over the jungle for fami- washed away in one of the ferocious hur- of every citizen is recorded in the Great lies and relatives to hear night after night. ricanes that sweep out of the southeast. Registry. Here wizards use their spells to The cruelty of the yaggol and the pleasure Fortunately, the Baltchians are not to- locate and record all the information they derive from it is beyond description. tally defenseless in this war. Even before needed to fuel the great bureaucracy of the Cataclysm they were known for their Baltch. Under the Master Engineer, the citi- B ALTCH engineering skills. They supplied many of the master builders who erected the zens of Baltch have submitted themselves Separated from the mainland since the monuments of Aurim, the great bridges to a thorough accounting of their lives. In Cataclysm, the people of Baltch have and roads that linked the distant corners been forced into a battle for survival of the empire. Their hands guided the unique among all the lands of Taladas, building of the old capital, Amoushek even Krynn. Their foe is not dragons, not the Golden, with all its towers and pal- the fiery hordes of Hitehkel, nor even the aces. When disaster struck and the land volcanic forces from the earth’s interior. sank, it was not long before they realized Their enemy is persistent, uncaring, and the need for protection from the sea. unconquerable. The people of Baltch are Their solution has been to create the locked in a never-ending battle against Seawall, a system of dikes, canals, break- the sea. waters, and levees. Beginning on the sea- The people of Baltch are an ordinary- ward side, the Seawall has gradually come looking lot. Men and women are neither to enclose all but a tiny portion of the is- tall nor short and tend to be a little on the land. This small gap remains as both a plump side. Their faces are tanned and drainage flow and their largest port, weatherbeaten by the constant assaults of opening into the strait between Baltch sun and salt air. Men grow full beards and and the Reed Delta. The Seawall cannot mustaches and women wear their straight stop the storms, but through careful hair long and loose. planning it blunts their force. The tower- Clothing is made from cotton grown ing waves tear across the breakwaters, on the island and brightly dyed in pat- slowly losing force while the canals drain terns of yellows, reds, oranges, and blues. the water away from the settled lands. A peasant’s dress in the field would be Dikes in series protect the farmlands that short pantaloons, easily pulled up above lie below sea level. the knee, and a loose, short-sleeved All of this requires constant mainte- jacket. Women wear a similar pair of nance. A lapse of vigilance can be fatal. If pants when working, but wear a tight- a weakened dike is ignored, hundreds of fitting, high-collared blouse. Out of the homes could be destroyed in a single

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addition to births and deaths, each citi- ards attend special universities to learn this is a long and dangerous journey. zen must register in the town where he their arts. Here they are taught to under- There have even been small sea skir- lives, list his occupation, and the size of stand the effects of the moon gods on mishes between the ships of the mino- his household. A citizen can move or their powers and to select their specializa- taurs and the Baltchians, though never change jobs only by obtaining the appro- tions in much the same way others select serious enough to cause bad blood be- priate permit. Land ownership is natu- master’s degrees. tween the two. rally recorded and new land, cleared Although many of the Engineers are Regular trade routes include voyages to forests or drained swamp, must be sur- trained soldiers, there is no standing the Fisheries and the tribes of the veyed and approved by the Engineers army. On an island far from other civiliza- Rainward Isles. Occasionally ships ven- from the capital. Every citizen is assigned tions, they have had little need to defend ture to the southern coasts of Thenol, an to a work gang and required to work on from invasion. On those rare occasions unpopular voyage as the Thenolites are a the canals for a set number of days each when an army is needed, the Engineers dour and sinister lot. A few risk the dan- year. raise the work gangs and arm them as mi- gers of the Storm Sea to reach the shores The organization of the government litia. While the peasants are poorly of old Aurim. The risks here of the Storm reflects this obsession with the Seawall. trained as soldiers, the experience gained Sea and trading with the temperamental Some of the more powerful offices in- in mobilizing for storm repairs is equally hobgoblins outweighs the reward for clude the Grand Surveyor, the Ministry of applicable to the muster of the gangs for most captains, so that most of these voy- Excavations, the Ministry of Prediction troops. The Engineers may have poorly ages are done out of curiosity or the sense (for weather), the Commander of the trained armies, but they can raise huge of adventure. Quarrymen, and the Commander of the numbers and amass them in one spot in When trading, the fleets of Baltch fill Outer Dikes. There are also more normal record time. This has been enough to de- their holds with bales of cotton and bags posts including the Admiral of the Fleet, ter or defeat any foe. of rice grown in Baltch, rare woods and the Lord Assessor, the Lord of the Trea- On the other hand, as an island nation, spices taken from the forests of Neron, sury, and the Steward of the Master’s the people of Baltch have had need of a copper and iron taken from the moun- Household. strong navy. Here they lack the powerful tains of the Rainward Isles, silks from The ruling class of the island is made resources of the League to assemble a Thenol, and exotic artifacts plundered up of the Engineers. These men are huge fleet and so have had to rely on the from the ruins of Old Aurim. These they trained at the university in various engi- quality of their ships and crews instead. carry from land to land, some to their neering sciences. Beyond the arts of ge- The Engineers have applied themselves own shores and some to other places. ometry, mathematics, reading, writing, to the task of ship design with the same Thus the sailors of Baltch form the links and architecture, their training also in- vigor that they have given to the design of between the two peoples of Taladas, those cludes more unusual topics, such as strat- the Seawall, resulting in stronger and of east and west separated by the flaming egy, assessment, law, and rhetoric. faster ships for their fleet. Since so many hell of Hitehkel. Engineers are expected to be more than of the island’s inhabitants make their liv- just builders. They also serve as com- ing from the sea, there is no lack of able manders of the armies, clerks, judges, seamen to man these ships. heralds, tax collectors, and ambassadors. Materials to build the fleet are another The Engineers fill all the important gov- matter. Baltch has little in the way of for- ernment posts. ests needed to build the fleet. Instead, The Engineers are assisted in their du- workmen sail to Neron, sometimes up- ties by the Recorders, wizardly assistants. river into the Reed Delta and sometimes These men use their arts to handle most around the southern coast, to cut the of the paperwork created by the bureauc- wood needed. Normally the ship is built racy and serve as advisors to the Engineer there on the spot, with a temporary camp lords. The advisors tend to specialize in built for the workmen. Some of these greater divination; the wizards in the temporary camps have been revisited so field are more often specialists in altera- often they are almost permanent. If tion, an art useful in manipulating the things continue in this course, it will not stone for the builders. be long before these camps become per- The wizards have such titles as Grand manent villages, outposts of a fledgling Registrar, Master of Storms, Assistant Baltch empire. Commander of the Outer Dikes, and With their fleet, the Engineers have Finder of the Hidden (a master tax- traveled far and wide. A few have sailed collector). Like the Engineers, the wiz- as far as the great cities of the League, but

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and moved on. With time they chose to Like the stories of lost dwarven gold O LD AURIM AND stay and expand their homelands. mines and wonderful gnomish machines But the hobgoblins are not alone, for frozen into glaciers, there is more talk THE RAINWARD ISLES Erestem has left behind a little something than truth to most of these tales. Thanks to the seething cauldron of Hi- for the people of Taladas. An integral The Rainward Isles, at the northern tehkel, Taladas is a land divided into two part of her schemes to conquer the world fringes of Taladas, are covered with halves. To the west are the towering of Ansalon were the hordes of draconians gloomy pine forests and craggy outcrop- mountains and vast plains of Hosk. Al- she created to serve as her armies, but pings of rock. The islands are grey lands, though broken, these lands still teem they did not spring from nothing. The se- usually cold and misty. During the sum- with life. To the east are the gray and cret methods by which they were made mer, wet winds blow off the Storm Sea. In dust-choked lands of Aurim, as well as had to be discovered and perfected. Shat- winter, cold ocean breezes meet the the Rainward Isles. These lands, caught tered Aurim was the land she chose to warmer winds from inland, shrouding under the poisonous clouds blown from conduct her experiments. Thus she has the islands in thick mists. The cold winter Hitehkel, are the home to only a few left behind traces of her handiwork. skies can suddenly explode in fierce brave and hardy souls. Scattered throughout Aurim are the storms that come roaring out of the track- Old Aurim, once the seat of a vast em- results of her experiments. Only a few are less ocean wastes. The few sailors who pire, is only a narrow shattered strip cov- true draconians. Most are twisted failures venture into these waters fear sailing dur- ered in ash and lava. There was a time or unsuitable aberrations. Most died ing these times for the waters surround- when it was larger, the greatest land of all quickly, others were infertile, but some ing the isles are strewn with jagged rocks, Taladas. But that was before the stone have bred and prospered. These evil crea- often hidden just below the surface. from the sky ripped the better part of the tures, calling themselves the traag, are a Yet the isles are inhabited. Humans, land away and threw up the towering breed of draconian unique to Taladas. Ig- dwarves, and kender—tough and fiercely mountains across the plains of Aurim. In nored by their makers up to now, their independent—have managed to build a single instant, the Empire of Aurim dis- success in the hostile land of Aurim has lives here out of the ruins of Aurim. Al- appeared forever. once again piqued Erestem’s and Hiteh’s though the land seems inhospitable, it is Still, there was worse to come for the interest in this line of draconians. Now rich in animal life. Elk, deer, and bear people who survived that first blow as the they, the hobgoblins, and a few beasts are roam the forests. Otter and beaver play in darkness of Hiteh’s Night descended the only dwellers remaining in Old the many streams that wind through the upon them. Dark clouds of ash and gas Aurim. rocky valleys. Wild apples, pears, and swept out of Hitehkel and scoured the re- Still, Old Aurim does have its won- plums grow in natural orchards. Sweet mains of Aurim. Thick black rains fell, ders. The ruins of the old empire are still rasp berries, blueberries, and gooseberries coating everything. Epidemics of plague, majestic, sometimes rising in the most line the banks. Strawberries cover the cholera, flu, dysentery, and others even unlikely places. Greedy, foolhardy, or ground of open meadows. For those will- worse swept through the remaining brave men have ventured into the do- ing to look and hunt, the Rainward Isles towns and cities. The people, accustomed main of the hobgoblins hoping to find are a treasure trove of delights. to the healing of priests, knew almost treasures from that age. Just enough have The isles are not without their risks, nothing of the needs for sanitation. The survived and returned with great wonders however. Just as it has an abundance of dead from the epidemics were piled in to encourage others to try. shelter for wild game, it also provides a the town squares while the coffins were Even more fabulous is the rumored hiding place for many creatures more made. The disease spread from them, in- Field of Dragons. Somewhere, perhaps in dangerous than even the great grizzly tensifying the epidemic all that much Old Aurim, is a concealed valley where bears. Dragons, seeking solitude from more. Entire towns were emptied. A few the oldest of ancient dragons go to die. the interference of men and gods, lair in fortunate ones had the time and where- The floor of this valley is said to be buried remote corners. Wild centaurs, while not withal to flee; most died before they real- completely beneath the bones of the evil, have been known to attack in- ized the full danger. In the decades after dead beasts. Surely, fortune hunters rea- truders. Giant wolves have laid siege to Hiteh’s Night, the remaining people of son, there must be among those bones lonely farms in the dead of winter. People Aurim dwindled away until there were great treasures: gem-encrusted scales and who should have been dead, restless spir- none. heaps of treasures that once filled the giz- its of Old Aurim, roam about at night Now, Aurim is a land of dust, petrified zards of the old beasts. taking unwary travelers. Human, dwarf, trees, ruins, and hobgoblins. These ubiq- Of course, while there are many who and kender have been forced to work to- uitous creatures arrived over the years to claim to have been there or who know gether to survive, creating a unique sense claim what the humans had left behind. someone who was there once, there is no of trust and cooperation among the three At first they only looted what they could one who can say precisely where it is or races. just exactly what is to be found there.

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T HE HOBGOBLINS built. Hides and thick leathers are most terrorize all the others without getting common, often mixed with bits of metal killed in the process. The tribes have no Although the traag draconians are in- armor, a shoulder piece here, a breastplate laws beyond this. Disputes, even minor creasing in strength and numbers there. Full suits of metal armor are rare and ones, are settled by force. Experience has throughout the lands of Aurim, the hob- are usually worn by the most powerful shown the hobgoblins that it is better to goblins are still the major power of this members of the tribe. kill even for the slightest argument. An blasted land and look to be so for a long Pure power is the only concept the enemy left to live will harbor a grudge time to come. Blood- thirsty, merciless, vi- hobgoblins understand. They are orga- and might strike at any time. Dead heads cious, feral, and homicidal, all words that nized into tribes, each tribe ruled by hold no thoughts, dead hands hold no have been used to describe them, are the chief. The tribal size is determined by swords, so the hobgoblin saying goes. very qualities that ensure their domi- how many the chief can terrorize and This system leads to a clear pecking or- nance in the region. Their solution to a keep under his control; family means der like a pack of animals. The chief threat or problem is to kill it. They do not nothing to the creatures, they have no bosses everyone under him, his underling spare innocents, they do not wait to be at- concept of it. Several chiefs are in turn defers to the chief and bosses those under tacked, and they do not surrender. To be ruled, more or less, by a Great Chief. The him, etc., down to the lowest level. In sure, a strong resistance can rout them, Great Chief is usually the chief of the every tribe there is one poor, miserable but they are seldom defeated for long. largest tribe. He maintains his position hobgoblin terrorized by all others. No The hobgoblins of Aurim have no dress by playing one chief off against another, one feels any sympathy for him, only sat- but war dress. Every member of a tribe goes setting them to war upon each other any isfaction that they are of higher status. about armed. Adults, male and female, time his power is threatened. Still, his The children, ignored by their elders, typically carry spears, clubs, jagged-edged power is limited at best. His most fre- also follow this system among them- swords, and wicked looking pole-arms. quent task is to assemble the tribes for a selves. Those hobgoblins who bother to Even children are armed with knives and major raid, either on tribes of a neighbor- think about all this believe the whole sys- daggers. Nor are they unwilling to use these ing Great Chief or, more rarely, to the tem is good since it promotes strength weapons, even on each other. Armor re- lands outside Aurim. and weeds out the weaklings. After all, places clothing, most of it scrounged from Becoming a chief is a fairly simple mat- the strongest tribe will be the greatest. ancient ruins, dead bodies, or crudely ter: Kill anyone who opposes you and While ferocity and muscle are the most

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obvious ways to power, they are not the cess. Thus it is good to ambush the enemy sualties without breaking than those of only ways. The only measure of power is and slay him. On the other hand, stealth other people because the hobgoblins are whether the chief is able to. defeat his and secrecy are cowardice. The bush- accustomed to it by their tactics. challengers. To this end, reputation, fear, whacker is afraid his enemy will kill him; These tendencies are not absolute by and cunning are other useful tools to gain he is afraid of dying. any means. Many times hobgoblins sur- power. In general, the best chiefs com- To resolve these conflicting attitudes, prise their enemies by resorting to strata- bine warlike savagery with devious cun- the hobgoblins use ambush in situations gems normally unexpected of them. Most ning. Enemies who kill each other are where the odds already favor them, not often this happens when the hobgoblins better enemies than enemies you kill the other way around. Since they are are under the command of a strong chief- yourself is another popular saying. likely to win, the ambush is not a reflec- tain, one who combines ruthlessness with With the high degree of violence tion on them being afraid of death but on cunning and can get his tribe to follow his among them, the hobgoblins have a much guaranteeing victory. In situations where commands. different attitude about death. Those who the battle seems more evenly matched, Although Aurim is a desolate land die are not revered; they are failures. the hobgoblins are more likely to ap- with few resources, the hobgoblins have Death is not so much feared (although no proach openly and loudly, alerting their been able to eke out an existence. They normal hobgoblin wishes to die) as held in enemies of their arrival. In this way they are carnivores and will eat any kind of contempt. To be afraid of death is to be are not hiding from the risk of death and meat they can find. Enlightened tribes afraid of the taker of weaklings, some- their victory over their enemies will be all raise dogs to be butchered for meat, but thing no hobgoblin cares to admit. Thus that much greater. most rely on hunting. Game is sparse and hobgoblins are reckless, taking chances Of course all this can lead to some pre- fiercely competed for, so it is not unusual greater than warranted and exposing posterous battle tactics. On the battle- for the hobgoblins to resort to cannibal- themselves needlessly to danger. field, the hobgoblins are likely to ism or even eating the tough, stringy hu- The attitudes about power and death advance slowly while making a lot of mans they find. They claim that gnome create a dualism in the way the hobgob- noise. Tactics that would be useful, such meat is tough and hard but that it keeps lins fight. On one hand, stealth and am- as feints, reserves, or flank marches, are for a long time and has a good flavor, bushes increase the chance of victory over often ignored in favor of the straight-on which makes the gnomes one of their their enemies, their only measure of suc- attack. Hobgoblin armies suffer more ca- most popular prey.

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On the plain the tribes live nomadic by the traag, who torture their captives that circle the island. Hideous creatures lives, trudging from place to place. A for days or weeks before killing them. crawl out of the Storm Sea to ravage the tribe remains in an area for as long as pos- Likewise, any draconian who ventures coast. Yet, against all odds, those living in sible: until the hunting goes bad, the wa- onto the plain can expect to become din- the Isles are happy and consider their lives ter dries up, or until they are driven off by ner for a gleeful hobgoblin tribe. to be good. their neighbors. They carry all their pos- Those hobgoblins on the coast have There was a time when it was all suffer- sessions on drags pulled behind them. had some contact with human traders ing and hardship. The people cast up Upon arriving at a new camp, they set and often manage to refrain from eating here fought the elements, fought the up tents of crudely tanned leather, helter- them. This is usually accomplished by the fantastic beasts, and fought each other. skelter about the area. The chiefs tent is trader showing up with a large enough Men and dwarves battled each other, at the center of the village nearest the group of guards to discourage any at- while the kender taunted and tormented great fire. Everyone else casts their tents tacks, but a few chiefs are wise enough to both of them. It was as if a madness, a in the best spots around him. This is an realize trade (as opposed to robbery) will poison in the air carried over from Hi- occasion for much fighting as the more make them more powerful than their tehkel, were infecting them all. The powerful bully the weaker out of the neighbors. slaughter might have continued if it choice locations. Hobgoblin camps are By hobgoblin standards the traders hadn’t been for Aethelred the Squat, a bigger than those of most nomads since seem willing to pay high prices, judged in wise dwarven chieftain. Under his guid- the stronger drive the weaker farther and quantities of metal weapons and armor, ance the warring groups were brought to- farther to the fringes of the camp. Once for useless artifacts taken from the ruins. gether as the People of the Isles. settled each tent minds its own business. The merchants pride themselves on dup- The People, or Islanders as they are also There is no attempt to organize sanita- ing the gullible beasts, trading them known, are a mixed lot. There are hu- tion or fresh water and community de- cheaply made bronze swords and spear- mans able to trace their ancestry to the fense is only accomplished by the chiefs heads for powerful ancient magical nobles of old Aurim and others whose an- bullying. In short, they live pretty items. It is a risky bit of trading but the cestors were once the servants of those no- squalid and miserable lives. profits from a single trip can make the bles. There are dwarves from the As noted before, hobgoblins have no whole effort worthwhile. southern mountains and dwarves from sense of family. They are a remarkably fe- Humans without trading goods and the north. Old clans have been shattered. cund race (it is the only way they have sur- gnomes in general can only expect the There are kender, and it does not matter vived and thrived, given their murderous worst from the hobgoblins. Gnomes, no where they came from since they are all practices), but the children are virtually matter what their business, are enemies equally infuriating. Once separate, these ignored once weaned. No attempt is to be slain. While sometimes humans are diverse groups have now accepted new made to identify parents or build a famil- able to talk their way out of dangerous sit- identities as the People. ial bond. A female hobgoblin will kill a uations (especially if they can do some- Once they laid down their swords, the child that nursed at its breast as willingly thing useful for the chief) they are much People discovered that the Rainward Isles as it would kill any other. Children, in more likely to end up in the dinner pot. were much more fertile and lush than turn, will kill elders and this is often a rite Elves, to the minds of the hobgoblins, are they had ever imagined. True, there were of passage for the child. nothing more than funny-looking hu- dangers, but the riches of the land and Yet the tribe is not without some com- mans; dwarves are tall, fat gnomes, while sea more than made up for these. It did munity spirit. They are not so dumb as to kender are skinny ones. not take long before they were living refuse to band together if attacked or if comfortable lives. This is the way things cooperation is needed to accomplish T HE PEOPLE OF THE ISLES have been for them ever since. some goal, provided the chief can force it The People live in small villages. and upon them. Cast off into the cold, rain-swept farms close to the coast, mostly on the They have enemies, particularly the northeastern corner beyond the Storm eastern side of the isles away from the traag draconians that also lurk in Aurim. Sea, the Rainward Isles are almost like a winds of Hitehkel. Their homes vary No love is lost between these two groups. different world from the rest of Taladas. from race to race. The humans build one- While the hobgoblins dominate the Here one would expect to find hardship and two-storey houses of oak and pine plains of Aurim, the traag dwell in the and suffering as the sole offerings of life. with shuttered windows and sod roofs. ancient ruins. Because of this, the hob- The land is wet and gray. For weeks at a Granaries and barns are built up off the goblins seldom venture into the old cit- time the shores are fog-bound. There are ground to keep the vermin out. Some- ies, although they know there are great days when the air reeks of sulphurous poi- times the ground floor of the house is treasures, metal armor and weapons in son and gray ash drifts from the sky, all given over to the family cow or swine. particular, to be found there. Only the blown over from Hitehkel. Ships are The kender follow this pattern of bravest or more power-crazed risk capture ground to splinters on the jagged rocks building, although their houses tend to

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be smaller and more haphazard. Their around the dangerous rocks of the coast openly,. working to help all of the com- curiosity and whimsy cannot help but ex- to bring in rich catches of smelt, herring, munity, regardless of their race. press itself in their buildings. They are cod, and other fish. The forests are filled Of course, all is not idyllic in the Isles. forever building on, remodeling, and re- with pines that grow straight and tall, The weather and the land are still harsh. arranging to accommodate the latest trea- making good lumber. Trappers bring Winters are cold with mighty storms lash- sures they have found. back pelts of fox, squirrel, beaver, and ot- ing the coast for days without end. The for- The homes of the dwarves are most dis- ter, while the larders of huntsmen are ests also harbor horrible monsters that have tinctive. Forced by the unstable nature of hung with smoked deer haunches, pots of no qualms about attacking the People. the rock under the soil (which is rent with bear grease, and salted fatback of wild Denied a place in the hearts of the volcanic fissures and moving faults), they boars. community are Hiteh and Erestem, who have adapted their deep underground The dwarves have discovered large de- have launched on a horrific revenge on dwellings to a more surface-like life. The posits of copper and slightly smaller veins the people. The two gods have begun to entrances to their communal homes are of fine grade iron, treasures beyond price revive the evils of the islanders’ past by marked by a wooden gate house built to their minds. The kender, ever curious using their necromantic powers. They into the slope of a hill. Sometimes the en- and adventurous, constantly explore and have summoned up wights of those killed trance opens onto an entire street where try to convince sailors to take them over to in the wars fought before the coming of all people come to shop and trade; other the lands of old Aurim so they can look Aethelred the Squat. These evil spirits times the dwarven shopkeepers build through the ruins. Amazingly enough, only remember their old hatreds and seek their shops among the villagers outside. sometimes they do and even more to continue the war. They stalk the dark Beyond the entrance hall are windowless amazing, sometimes these same kender trails that wind through the forests and passages and tunnels dug into the earth. return bearing wonders and junk, though the little-used mine shafts waiting for These are driven as deep as they dare, but it’s all wonderful to them. their victims. still not deep as the dwarves would like. Even the gods have been well thought Slowly the two gods are building a dark Many dwarves fondly recall the old deep of in the Isles. Despite the travails of the army with which they hope to overwhelm tunnels they used to live in, the ones that early years, the People never fully lost the weak and merciful priests of Mislaxa. coiled round the roots of great mountains their faith. They have remembered the Already outlying farms have fallen. and from time to time expeditions will set old practices and the old beliefs. Hiteh Sometimes human survivors arrive in a out across the water to see if these old and Erestem have never gained a strong village with tales of ghoulish war bands of homes can be found and reopened once foothold here, for the People know them dwarves seeking revenge for an ancient again. To date none have returned. for what they are. Reorx is still venerated wrong; at other times dwarven prospec- The People make their livings in a vari- by the dwarves, who see his hand in all tors come back with tales of undead hu- ety of ways. Although the land is rugged their creations. Even before Mislaxa’s re- man warriors chanting war songs as they and heavily forested, there are those who turn, the people had built temples to her march through the forests on moonless have managed to clear areas for small honor. Here her mystery cult never flow- nights. The priests of Mislaxa are worried farms, raising vegetables and grain. ered, for here was the only place her and have been praying to their goddess There is ample pasture for herds of dairy priests could safely practice their arts. For for guidance or a sign. cattle and goats. Fishermen cast their nets decades her temples have been thriving

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Yet, even in this terrifying and inhospi- raining droplets and blobs of molten H ITEHKEL table terrain there is life. Above the fiery stone. From a distance the Cooling Land plain are the great cities of the gnomoi, looks like a smooth plain, but closer up it “In the weeks after leaving the great the industrious mechanical-minded chil- is rugged and broken. At night it is mountains of the north, the guides led the dren of Reorx. From their tower homes strangely lit by fiery cracks where molten way across a land of extreme dryness. In they mine and smelt the riches of Hi- lava has cracked through the surface. Like these weeks the mission of Dominus saw tehkel, producing ingots of steel for ex- a sheet of ice covering a great lake, the no living thing save snakes who could puff port throughout the world. Where others Cooling Lands creak and groan, pop and their bodies to great size and by so doing see only hellish destruction, the gnomoi grate, as the ground contracts and ex- could force open the burrowed holes of find the blessings of their god. pands, slowly hardening, collapsing, and small creatures. It was upon crossing this There are more sinister inhabitants liv- rebuilding. land that the mission reached the Moun- ing within the churning pit of fire itself. At the very heart of Hitehkel is the tains of Towers, known to the inhabitants No man, not even an inventive gnome or third region, the Great Lava Sea. Only as Itomyadnali, as itom is their word for a powerful wizard, can survive in this sea great wizards with spells of protection, pinnacle and nali is their word for moun- of lava for long, but denizens of the denizens of the flame, and the fire-fleets tam. Here the guides would go no farther, realms of fire prefer it above all other of the gnomes can venture onto its “wa- saying they had come to the doorway to places on Krynn. Here is the intense heat, ters.” It is a churning cauldron of molten the Abyss, and so they deserted the mis- soothing lava, and sulphurous fumes so rock, fluid like water though thicker like sion to go forward on its own. much like their homes on the plane of molasses. It is in a state of constant tur- Determined not to waver in the task set Fire. Bound in allegiance to Hiteh, who moil. Floating on the surface like icebergs by the High Priest, Dominus and those first brought them to this land, the fire are chunks beginning to cool and harden. friars accompanying him set forward in to beings of Hitehkel look to expand their Geysers hundreds of feet in height can this land. It was not long before the mis- realm into the mountain homes of the erupt at any point as can swelling, surg- sion made con tact with the people of this gnomoi and beyond. ing mounds of fresh lava. Whirlpools can land, a short race known as the Gnomoi. Shaped like a gigantic volcanic cone, form and grow to immense size, sucking Under their escort, those members of the Hitehkel divides into three main regions. all caught within them to the very center mission were shown about the land. The outermost is the towering mountains of Krynn (although nothing yet has sur- It is a land of many terrible wonders. that form the wall separating Hitehkel. vived that long). The mountains are great square pillars Although these mountains look like the In such a place, only the most terrify- and have been cunningly wrought out by caldera caused by the great stone that ing creatures could survive, let alone the Gnomoi people. These vast towers struck Taladas, the caldera actually col- choose to live here. Terrifying indeed are stand on the shores of a great sea of fire lapsed into the seething turmoil that the fire minions of Hiteh. -These creatures and smoke, plied by metal ships and spewed out from the center of the earth. (from the elemental plane of Fire) swim filled with the most hideous creatures of The walls that now ring the molten sea re- within the molten waters of the’ Great flame. So terrifying was this that Friar sulted from the tilting of the old ranges Lava Sea. These beings, intelligent and Jurgen was struck dumb upon sighting it. and the volcanic activity that followed. cunning, have entered into Krynn This place is surely the doorway to the These mountains formed into strange through a gate deep within this volcanic Abyss and Dominus named it Hitehkel.” hexagonal columns and towering narrow crater, a point’ where the walls dividing peaks known as the Spires. Mingled the plane of Fire from this plane are —A description of the lands visited by among these are massive volcanoes and weak. Still, they could not have entered Dominus, priest of Narun, in the 180th geyser basins. This is the home of the without the aid of Hiteh and so are here year after the Great Destruction, by Friar gnomoi. by his will. Mindful of their benefactor Svike of Styrllia Within the ring of the Spires is the sec- and contemptuous of all “fleshlings,” ond region of Hitehkel, the Cooling they serve Hitch loyally, although they It has been called Hell, doorway to the Land. This is a broad belt that encircles are headstrong and difficult to command Abyss, the Sea of Fire, or the Wound of the heart of Hitehkel. Here the ground is even then. the Earth, but to most of Taladas it is Hi- slowly hardening, forming a surface that If the fire minions were content to stay tehkel, the Kingdom of Hiteh the Mer- can be walked upon—perhaps. Travel within their fiery realm, it is doubtful chant, evil god of corruption and lies. To across the Cooling Land is treacherous, that men would ‘dispute their claims to say that it is a land almost stretches the especially without an experienced guide. rule over it. However, such is not the case point, for it better resembles a seething There are many places where the skin is for the gnomoi. Aside from coveting the cauldron, a giant basin filled with boiling dangerously thin, barely covering the riches of the earth swept to the surface in lava and ringed by a narrow strip of tow- boiling earth beneath. Sometimes vol- this sea, the gnomoi also believe the re- ering mountains. canic fountains burst through the crust, cent (since the Cataclysm) legends of

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Grathanich. Lost since the time of its plants that exist are carnivorous, a neces- everyday folk. The minoi are greater in loosing, tales have often told of its discov- sary adaptation to supplement the mea- number than the gnomoi but the gno- ery in one place or another. Most of these ger nutrients found in the thin soil. moi, because of their natures, are the have proven patently false, but some- Beasts are stranger still, the bulk of leaders and commanders of the people. times there is a suggestion of truth to the them predators since few can survive on In appearance, there is nothing to dis- matter. The most recent of these tales the plants of the mountains. So few are tinguish the two races, even though their makes the claim that the Grathanich is the herbivores that predators are forced to origins are entirely different even unto the keystone of the Tower of Flame at the prey upon each other, While a normal their earliest ancestors. The gnomoi are very heart of the Burning Sea. Although predator needs strong teeth and claws just the “true” gnomes of Krynn, supposedly told in various guises, the basics of the to bring down a deer, those of the Spires fashioned by the hand of Reorx himself, tale are always the same. need much more. Their victims are not as his ultimate creations. The minoi are a During the Gnomoi War, when the defenseless creatures prone to flight, but cursed race, created in Reorx’s rage. The fire-fleets pressed to the very heart of Hi- monsters as fierce as themselves. tale of their creation is known to every teh’s realm and stormed the Tower of It is in this land that the dragons are gnome child of the mountains. Flame, one soldier, sometimes gnomish dominant of all creatures. None are more According to the story, Reorx, pleased and other times human, the sole survivor powerful or more savage than they. Many with the cleverness of his creations (the of a squad, managed to actually reach a of the othlorx have made their homes in gnomoi) thought to himself, “It is not large chamber where a glowing, gray the Spires and command vast territories. just that these children of mine should stone sat on a pedestal. Forced to retreat, Nor are their hunting grounds limited to profit by their cleverness over all my other the soldier barely had time to tell X (usu- Hitehkel. They frequently fly out from children in this world. Unto each of my ally some kin or friend of a friend of the their lairs, where few disturb them, into children I shall bestow some art.” So he person telling the tale) what he saw be- the lands of Neron and Hosk. Here they began teaching the founders of nations fore dying of his horrible wounds. Hu- feed on the riches of the land. Once sati- and the fathers of races his secret skills so mans dismiss this tale like so many others ated, they return to their lairs to sleep and that they could take their place beside the that tell of the lost treasures of Aurim or rest until they feel the need to feed again. gnomoi. abandoned dwarven iron mines. First he took the fathers of the dwarves For the gnomoi, however, it is a much and taught them the arts of steel and more important matter. The Grathanich T HE SPIRE MOUNTAIN magic, so that they became cunning artif- is perhaps the most revered artifact of G NOMES icers of the hard metal. The dwarves grew their race, and its recovery would mean skillful in their arts and it pleased him. more than anything to them. Thus they Unarguably the greatest technological But as their skill grew so did their pride take these tales seriously. Throughout civilization in all of Taladas, perhaps all until they boasted that they above all oth- their history expeditions have set out on of Krynn, is the gnomish kingdom hid- ers were favored by Reorx. Vexed by their one quest after another, searching out the den away in the Spire Mountains of Hi- arrogance, Reorx hid the riches of the truth about the Grathanich. None, tehkel. These gnomes, living in cities earth deep beneath the ground and the though, has proven more difficult or carved from the bizarre crystalline towers dwarves were forced to dig ever deeper to deadly than this one. As of yet, no expe- that rise in these mountains, are builders find them until they no longer welcomed dition has reached the center of the Burn- on a grand scale. They are no simple the light of the surface. ing Sea or penetrated the Tower of Flame workers of stone or carvers of wood; their Next he took the fathers of the elves to learn the truth. medium is steel and strange ceramics and taught them to see the cunning lines Ecologically, Hitehkel is a barren poured from the molten rock of Hitehkel hidden in all things so that they might wasteland. Clearly nothing natural and itself. Where others see only a curse, the fashion beauty where others could see even very little unnatural survives on the gnomoi of Hitehkel have found a bless- nothing. The elves became skilled at this, Burning Sea or even the Cooling Land. ing. No longer do they slave in unsafe fashioning wonders from the hidden What little plant and animal life there is caves searching for meager veins of iron. shapes in stones and Reorx was pleased. concentrates in the barely more hospita- Now all they need do is refine and smelt But the elves became haughty, claiming ble mountains of the Spires. Even here, the lava that flows all about them. they were the finest of Reorx’s children most of the life forms found are hideous The Gnomes of the Spires are divided and Reorx grew displeased. At last he and strange, monsters twisted by the poi- into two groups, the gnomoi and the mi- cursed them with the fear of stone, so that sonous fumes and acidic rains that blan- noi. (The term gnome is used when refer- no longer would they create anything of ket the lands. Trees and lush green plants ring to the people as a whole.) The permanence and would only fashion are nonexistent; lichens, mosses, and gnomoi are the leaders, thinkers, and from wood, destined to someday decay bloated fungi comprise the bulk of what master craftsmen of the kingdom; the and disappear from sight. little flora there is. Almost all the larger minoi are workers, artists, soldiers, and Finally, Reorx turned to man, the larg-

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est of his children. So quickly do the hu- the shops grow their beards long and full, breeches. Hard, heavy boots, reinforced mans multiply that already the fathers of often reaching to their knees. Craftsmen with steel, are worn and the gnomes can that race had created and populated na- keep theirs short and neatly trimmed often be heard making a wonderful tions. Unto the founders of the nations, (long beards too easily become tangled in racket clomping about the halls in these. Reorx gave the arts of building so that gears or are scorched away by the heat of Depending on the workman’s duties, they might make mighty halls and pal- the lava smelters). Warriors grow theirs other special clothing may also be worn. aces for themselves and all of his children. long but then braid them, sometimes This includes thick leather aprons, The humans excelled at this art and be- even going so far as to tie these braids to- gloves, asbestos mitts, and masks to pro- gan to make such monuments as had gether behind the neck. Hair is normally tect from flying sparks. Those working on never been seen. worn neatly close-cropped for all males, the smelting floors and at the forges often But one nation among them all was although nobles may affect elaborate per- wear leather skullcaps to protect their perverse and slow-witted. Though they fumed hairdos and patriarchs normally hair. Dirty rags to wipe clean sweat and tried mightily, they could not build great let their wispy white hair grow long as a grease are usually carried. structures to last. All that they built was sign of their respected station. Nobles and administrators dress en- crooked and bent, yet they marvelled at Gnomish women differ little in ap- tirely differently, another sign of their po- their own skill, naming themselves pearance from their men. They are, if sition. The standard court dress is a greater than Reorx. Nor were they satis- anything, slightly larger- boned and floor-length robe that hangs straight fied with only perverting. the arts of plumper. Unlike their dwarven cousins, down from the shoulders. The shoulders building but also sought to steal the arts the women are universally beardless. Ash are built up with padding and stiffeners of the forge and the machine from the blonde to straw are the most common so that the robe is unnaturally broad and other races. Finally Reorx could take no hair colors. Unlike the men, the women wide at the top. It is worn unbelted and is more of their pride and their ineptitude. do not wrinkle quickly. However, they are sometimes pleated on the sides. The He took from all humans the secret more susceptible to gray hair, often be- cloth is bright but of a solid color, al- knowledge of his arts, leaving them only coming white-headed before they are 150 though a heraldic symbol may dominate the memories of what they once knew. As years old, barely out of middle age. the chest and back. A tasselled stole, for those of that prideful nation, he Gnomish dress tends to favor practical- reaching almost to the floor, is worn over cursed them to become as small as their ity, although they certainly have no moral the shoulders for official functions. This small-mindedness. Thus were born the injunctions against finery. The preferred is embroidered and printed with the sym- minoi. It was only through his mercy that colors for men are reds, blues, and bols of the wearer’s office and rank. he let them take the mold of his favored browns, while women’s dress leans to- Tight-fitting, brimless caps reminiscent children, the gnomoi, to serve as a re- ward white and red. of the worker’s skullcap are sometimes minder to them of the perils of pride. Workingman’s dress, the most com- worn, particularly out-of-doors or when Today, gnomoi and minoi are indistin- mon seen, typically consists of a tight- in the shops. guishable. Both are a short, somewhat cuffed, long-sleeved pullover shirt made Gnomish housewives wear white squat race (though nothing like the of heavy, coarse cloth and a pair of thick blouses and skirts of starchy linen. The barrel-built dwarves) about three to three-and-a-half feet tall. While not tubby or obese, they tend to have a plump layer of fat over their bodies. Their noses are broad and particularly long and large and their cheeks are round, while their eyes are recessed and sad-looking. Their faces glow with a ruddy sheen. The men wrinkle quickly as they grow older, giving an impression of great age and wisdom to even young, rash males. Males grow beards and mustaches, but the length is determined by the gnome’s age and occupation. Youths, apprentices, and minor clerks are beardless, at most growing a lush set of muttonchops side- burns. Administrators and leaders who are not involved in the day-to-day work of

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top half buttons down the front and is charge. They make the laws and adminis- these leaders were unwilling to trust their quite loose-fitting (to accommodate the ter justice, shuddering at the thought of fates to a full partnership with the minoi, layers of undergarments worn). The skirt what minoi justice might be like. They who are less capable in the arts valued by is floor length. Both are hemmed with set taxes and allocate funds from the trea- the gnomes. In their writings they argued strips of colorful embroidery made by the sury. (Many centuries ago there was a that the minoi had useful insights to offer family. Typical designs are geometrics, council that foolishly allowed greater and should not be neglected. gears, or fantastic animals. The quantity voice to the minoi in the funding of pro- To this end, every gnome receives train- and skill of the embroidery is a point of jects. The automatic bed-making device ing in the engineering arts to the best of pride for the housewife and nearly all that lashed sleepers to their bunks was the his ability. There have been rare cases of fancy clothing will show at least some result.) true genius among the minoi, gnomes sample of her skill. The gnomoi design and supervise all whose combination of illogic and desire public works, although the minoi are for- has succeeded in producing visionary works. However most of the minoi fall far G NOMOI AND MINOI ever trying to get their pet projects ap- proved (air canals, for one). The gnomoi short of this, ending their education ear- Although there is no difference in ap- design most new machinery. Minoi are al- lier than the gnomoi. Even among the pearance or dress between the gnomoi lowed to undertake original designs, gnomoi only a few are able to complete and the minoi, all gnomes are acutely since the gnomoi realize that the con- their studies all the way through. aware of the difference between the two structive urge must be satisfied in all In keeping with this attitude, the king classes. Simply put, the minoi, while they gnomes, but only under close supervi- of the gnomes has always espoused a pol- lack nothing in desire and ingenuity, lack sion. Testing new minoi devices is always icy of “one people.” There are no laws the logical minds of the gnomoi. For done with great care. Where the minoi that affect one group over the other une- builders of intricate machinery, archi- inventor would just as soon turn the en- qually. Indeed, there are grievous penal- tects, civil engineers, administrators, gine on right there in his lab, the gnomoi ties for the crimes judged to be motivated judges, strategists, and tacticians, this is a insist all devices be tested in specially pre- by prejudice. If a gnome murders for fatal flaw. For poets, sculptors, painters, pared chambers—armor-plated and fit- money, it is a crime punishable by impris- actors, everyday laborers, clerks, scribes, ted with special observation ports. The onment; the gnome who kills another out and soldiers, this lack of logic is insignifi- minoi think the gnomoi are timid of prejudicial fear or pride is punished cant or even an asset. milquetoasts who don’t appreciate the with death. Still, there are customary The difference between the two types joy of inventing. prejudices between the two groups. Mar- of gnomes is best seen in the different ap- Although the gnomoi dominate the riage between gnomoi and minoi is infre- proach each would take to building the minoi, they are not without conscience. quent at best. Relationships between the same machine. The gnomoi try to be di- The wise leaders of old were perfectly two groups tends to be reserved—often rect and straight-forward, applying inge- aware that the society could easily devolve friendly but never intimate. nious devices to create a workable into a master/slave or superior/inferior Curiously, although the gnomoi pri- solution. A minoi builder would create relationship, something that would be vately agonize over the correctness of the most roundabout device possible, of bad for all the gnomes. At the same time, limited practicality, and one that would most likely not work or at least not the way its maker intended. Gnomoi machines tend to do what they were made to do and nothing more. Minoi devices tend to bounce about un- controllably, shoot blasts of scalding steam, explode, stop unexpectedly, emit piercing squeals, start when the stop but- ton is pushed, break things, electrocute, and generally self-destruct. They are not the kind of things that make a civilization advance. Given this, it is not surprising that the gnomoi have taken a firm grip on the mi- noi and paternally guided them over the eons. Custom, based on practical needs, has established that the gnomoi are in

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their relationship to the minoi, the minoi and modifications to their original plans. Just above these floors is a smaller floor seem to harbor no apprehensions or com- Still, no gnome looks forward to the day filled with apartments and reception plaints about their treatment at the when the quality of their work is tested in halls. This is where merchants and other hands of the gnomoi. They consider the war. foreigners are allowed to stay while they tasks of ruling and administration unde- All the citadels follow a common de- transact their business with the gnomes. sirable. Soldiering is respectable, but sign, though this must obviously be al- These rooms are specially prepared as only for warriors in the front line. Tacti- tered to account for many varying factors. they are carved to human-size. Most of cians and strategists who command arm- Height and width of the tower, quality of the passages of the citadel, particularly in ies are less respected than those at the the stone, surrounding terrain, and hid- the residential sections, are carved to forefront. Eccentric inventors who build a den faults and fractures within the rock gnomish heights, only four to five feet of device by trial and error are greater than all affect the overall construction. As ceiling height. Rooms in houses are corre- trained engineers who work out designs much as possible, however, the builders spondingly small. Humans in these areas for others to build. In short, the minoi keep to the planned design. have to walk practically doubled over. As consider praiseworthy those qualities the The plans are conceived by gnomoi en- for fitting into most gnome rooms, it can gnomoi think are detrimental. More than gineers (to ensure practicality) and then often be a very tight squeeze. anything else it is this set of contrasting drawn up by minoi draftsmen. These mi- The main floors above the base are viewpoints that has ensured harmony be- noi naturally add their own “improve- filled with the workshops of the gnomes. tween the two races. ments” during the drafting stage. Aware The exact size and number of these de- of this, the gnomoi double-check all pends on the specialties of the citadel. The oldest, Aldinanachru, built on the THE CITADELS plans once they are drawn up, removing those minoi additions too dangerous or edge of the Burning Sea, is noted for its Harmony is essential to the gnomes, impractical to implement. The rest they lava-forging, a very heavy industry. In its for they are crowded close together. Be- leave, in part a concession to the minoi workshops lava is scooped from the sea, fore the Cataclysm, the gnomes lived in but also because the minoi have a better- purified, and cast into forms. Some of scattered communities throughout the developed artistic sense. The draftsmen these are bars of metal to be shipped and central mountains of Taladas. Since the tend to remember things like windows, sold elsewhere, but often the lava-metal great strike of the Cataclysm, the land statuary, and park-like areas that the gno- is fashioned into inventions in the shops outside has become inhospitable. Many moi forget. of Aldinanachru. Most noted of these warrens died in the dark years of Hiteh’s With plans in hand, construction be- constructions are the fire-fleets, the night, a terrible blow to a race to which gins. This, like all building and invention strange ships able to sail on the surface of the warrens meant so much. work of the gnomes, follows a pattern the Burning Sea. The gnomes realized they were similar to the plan-making. The gnomoi Other citadels have different special- doomed if they did not find a safer home- supervise, the minoi cheerfully do the ties. Higher in the mountains, Nabruta- land. They could not live on the surface as work, adding in whatever extra details cildiscara, very roots descend into mines they once had and so, under the direction they can when the gnomoi aren’t around. of copper and its shops fashion tools, pip- of the gnomoi, they set about creating The result may be an unexpected room ing, and household goods from the the citadels, carved from the sturdiest of devoted to the mechanisms of an auto- metal. Yahmetnacharu works in glass and the massive stone columns. matic door opener or a floor fitted with ceramic materials, using secret processes Among the looming peaks of the heating pipes. Sometimes these improve- to purify the hardening lava of the Cool- Spires, the gnomes undertook the mas- ments cause expensive delays, but many ing Land. Each citadel has workshops sive project of carving the citadels; others, while somewhat annoying to the humming with activity as the gnome homes, warrens, cities, factories, and for- gnomoi, are left as they are, allowing craftsmen go about their work. tresses all in one. Although they are less each citadel to be more and more a home Above the factories are the fungus than 300 years into their project, the to the minoi. farms and the residential sections. Al- gnomes have already completed several The standard building practice is to di- though the gnomes have farms on the of the citadels. The gnomes feel they have vide the tower into a series of floors. land surrounding the citadels, they also made excellent progress, especially con- While the exact number varies from have facilities to grow large quantities of sidering the untimely interruption of a tower to tower (as determined by height) mushrooms within the tower itself. This major war with the fire minions of Hi- the pattern of use remains the same. At is one of the lessons learned from the ter- tehkel. Still the war provided the builders the bottommost level are storerooms and rible siege of Aldinanachru. Along with with a real test of their handiwork during warehouses or (for those towers adjacent these are numerous granaries, kept fully the siege of the Citadel of Aldinanachru. to the Burning Sea) a shipyard. Large stocked. Based on this experience, the builders gates at the base of the tower give easy en- The residential sections form the bulk have incorporated many improvements trance to merchants and their caravans. of the central levels. These levels are a

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maze of small passages. Households are lowed to search any warren, rather like votes much space to government offices. small, limited to the immediate family staging a raid. Forcing one’s way into a Here the workmanship varies between only. The gnomes, particularly the elders, warren is breaking and entering, even if no bland and purely functional chambers for are proudly independent. Once married, individual house of the warren is entered. the rows of scribes to the elaborate audi- a male gnome does his best to support his Casual contact, business dealings, mar- ence hall of the High Judge. The public family without outside aid, moving into a ket shopping, courtships, and investiga- places are built to be grand and impres- separate house and going into a trade (if tions are conducted in the large sive, using high ceilings and many win- he has not already). Families are small, communal halls that crop up throughout dows (rare commodities elsewhere in the only two or three children in addition to the residential levels. These can be best towers) to instill a terrified awe in those the parents. equated to public parks or taverns in hu- who bring their cases before the rulers. In While households are small, it is com- man cities. Here old patriarchs sit on imitation of the great Glass Tower of Al- mon for entire communities to be re- stone benches under the cooling air dinanachru, the tops of the citadels are lated. Sons, fathers, grandfathers, ducts, smoking their pipes and telling carved into slender spires. Ornamental, it in-laws, brothers, sisters, aunts, uncles, tales of the war. Workmen troop up from also serves as a mooring mast for the hot- every possible relation lives within a small the shops below to draw a cool draught of air balloons and the highest lookout post system of warrens. This creates a commu- ale and rest their legs before going home of the citadel. nal sharing of duties within the warren. to their warrens. Youths scuttle under the The homes, even the hallways, all be- tables, up to mischief like tying the whis- THE GOVERNMENT AND ARMY come part of an extended household. The kers of a sleeping graybeard to a table leg. duties of watching children are shared. Housewives gather to share news of chil- The gnomes are ruled by a hereditary Skills are shared. One household bakes dren and husbands, while the heads of king. The current leader is Telemandar- breads, another hangs and smokes meat households read the day’s proclamations klosminarus IV, also known as Teleman- for the families, while a third may come pasted on the Pronouncement Pillar. dar the Stooped. Although he is the final around to do the small carpentry jobs. In Young lovers try to escape notice in dark authority in the land, he does not become this way the families work to support and corners. Marriage brokers sit at their cus- involved directly in the administration of provide for each other. tomary tables awaiting the timid ap- the citadels. Instead he appoints a High These small households cluster to- proach of anxious parents. In the darker Judge to each citadel, roughly akin to the gether into small knots and are known by halls, drunks fall sloppily to the floor, governor of a province. It is the High the traditional name of “krakchow,” or while soldiers boast of their prowess and Judge’s responsibility to carry out the warrens. A group of homes (all lived in by might. Thieves and fences have huddled edicts of the King and, in turn, to rule on various family members) share a central meetings in dark corners. Most sinister of the grievances of his citizens. To aid him plaza/chamber, well, baths, and toilets. all, dark cultists lurk in the shadows, in this task, each High Judge has three Other features include may be included, whispering the words of their god to the groups of officials: the Judges, the Fore- depending on the means of the warren— circle of devotees around them. The com- men, and the Captains. These three smokehouses, granaries, icehouses, and munal rooms are the hearts of the citadel branches each has responsibility for one laundries are all possibilities. community. area of the gnomish community. Each warren is semi-isolated from all Above the residential levels are a vari- The first branch, the Judges, has au- the others. Larger avenues run between ety of functional constructions. These in- thority over all justice within the tower. the warrens like main streets. Each warren clude the massive water cisterns that catch At the lowest level are the arbitrators. typically has gates at the tunnels that go and purify the rains of Hitehkel (al- These minor officials are usually re- past it. Although some rely on locks to though the water still has a sulphurous spected elders of the warrens. Each arbi- keep their warrens secure, this is not a tre- taste), armories of bizarre machines of trator has several warrens under his mendously effective deterrent in the tow- destruction, barracks, and lookouts pro- jurisdiction. The arbitrators, using cus- ers. The mechanical-minded gnomes also jecting around the rim of the entire con- tom and common sense, try to settle mi- make excellent lockpicks and thieves; struction. A few of the citadels have small nor disputes between neighbors and keep theft is one of the problems of the cita- air fleets of gliders and balloons (taking the peace. An arbitrator’s judgment is dels. A more effective deterrent is to have advantage of the air currents generated binding and usually involves some kind one of the family act as gatekeeper, the by the Burning Sea) and these are stored of negotiation and settlement. job typically changing from week to in special launch and landing bays at the Typical arbitrator cases are noise, week. uppermost levels. drukenness, digging too closely to the By custom, only family members, At the very top are the offices of the wall of another warren, illicit romances, trusted friends, and specially honored government and administration. These dumping of garbage, etc. However, if the guests are allowed within the gates of a levels tend to be small, although Al- guard must be called in, if one party chal- warren. Of course, the king’s guard is al- dinanachru, being the king’s tower, de- lenges the arbitrator’s decision, or if the

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arbitrator chooses, the case is passed on to judgment of the Court is final; there are gnomes and is a source of fierce politick- go before the Magistrate. no further courts of appeal. The only re- ing. Each Master fights, wheels, and deals For each residential level there is one course for those who feel wronged by the to see that his trade is well-represented, Magistrate. Working in cooperation with judgment is to petition the High Judge or for it is a matter of prestige (and power) the Sergeant of the Guard who is assigned the King, but these are not guarantees of not only to the Master but to all the mem- to the same level, the Magistrate oversees hearings. bers of his trade. all the arbitrators, supervises investiga- Indeed the system throughout is struc- A second function of the Foremen is tions, and hears all felony cases. In addi- tured so that appeal is discouraged. Ap- the maintenance of the citadels. The tion, he rules on civil disputes passed on peals are not automatic. The disgruntled Foremen are responsible for inspecting all to him from the arbitrators. party must petition the higher court, stat- parts of the citadel and preparing recom- The Magistrate’s jurisdiction does have ing cause. If the court decides the peti- mendations for the High Judge. At the specific limits. His jurisdiction in felony tion is frivolous and the judgment just, it same time, additional planning for the is limited to injury through negligence, not only throws out the appeal but also growth of the citadel is calculated and theft, rapine, and assault. Capital crimes fines the party that filed it. It is presumed new constructions are proposed. Funds of murder, arson, abduction, and treason that the previous court acted correctly are allocated to the task (from the taxes are heard by higher courts. Even in those and that the appeal is disruptive and un- collected by the High Judge). Sometimes cases he is allowed to hear, his sentences warranted unless substantial evidence special taxes are levied or workers are con- must approved by the Court of the Cita- demonstrates otherwise. scripted for special tasks. Each Master is del. For the most part this is a formality, The second branch of the government charged with reporting on all construc- but the higher court occasionally acts as a is the Foremen. These men have identical tions that come under his specialty. Un- court of appeal. duties to the Judges, except that their der corrupt Masters this is an opportunity In conducting investigations, the Mag- power is limited to the shop floor. At the to overcharge for work, skim funds, and istrate has the authority to enter warrens, lowest level are the Foremen and over bill for non-existent jobs. seize property, bind gnomes over for trial, them are the Masters of the Science. Each This is where the third branch of the and conduct interrogations. specialty has its own Master. Over all is government, the Guard, comes in. The The highest levels of justice are admin- the Council of Trades. Every Master has a Guard is the army, police, and investiga- istered by the Court of the Citadel, a seat on this Council and it is chaired by tors all in one. It is their duty to serve the court of three judges appointed by the the Grandmaster, an appointee chosen other branches of the government, pro- High Judge and approved by the King. from the Master ranks. viding them with the assistance of au- These judges hear the most serious cases In addition to the duties of judgment thority when they need it. The bulk of of murder and destruction and occasion- over the shops and the right to settle all the work is done by the common Guards- ally pass down rulings on the most diffi- labor disputes, the Council has the addi- man, the lowest rank of the Guard. cult of civil property cases. The Court of tional task of scheduling production and The Guardsmen are organized into the Citadel also hands down edicts gov- allocating resources for the upcoming companies of about 200 warriors. In addi- erning the daily life of the people. The year. This is an important decision for the tion to the Guardsmen, a company has a small number of illusionist and scout spe- cialists. Each company has a specific des- ignation or title and adopts some type of distinctive dress or symbol. At least one company is assigned to every level of a cit- adel. While it is rare for a shop level to have more than one company stationed on it, residential levels often have two or three companies working in rotation. A company is commanded by a Knight-Commandant with the assistance of two to four Knights-Ordinary and a number of Squires. On the residential levels, the Knight-Commandant and the Magistrate work together to conduct in- vestigations, make arrests, and keep the peace. At the same time the Knight- Commandant is responsible to the Knight-General, the commander of all

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forces in the Citadel. The Knight- The Company of the Dead Their only goal is to kill or injure the en- emy, no matter what the expense. Any man General in turn reports to the High Judge The Company of the Dead is the most of the Company who wavers is cut down by and the Knights of the Realm, who sit on select force of all the gnomish units. It is a his fellows just as quickly as they would kill the King’s Council. large company of marines, approximately an enemy. They do not take prisoners un- The Guard is charged with many im- 1,000 strong. Its members are easily iden- less specially ordered to do so. They do not portant duties. Under the Magistrates tified by their skull-like face paint and retreat unless it is ordered for strategic or and the Foremen, it acts as a police force. helmets. Their armor is far heavier than tactical necessity. They never question their Under the direction of the Knight- those of other marines, with elaborate orders or doubt their cause. They do not be- General it is responsible for the overall se- and supposedly frightening ornamenta- come discouraged or disheartened, for curity of the citadel. By the commands of tions. They carry a motley assortment of these are emotions of the living. They have the Knights of the Realm, the Guard pa- weapons, each man choosing those things a passionate love and fanatic obedience to trols the lands surrounding the citadels that he prefers. Battle axes and jagged- the King, drilled into them from the day of and reports on all possible threats to the bladed swords are most common, but their rebirth. kingdom. pole-swords and -axes, double-bladed fist As befits such an extraordinary unit, These tasks require a great deal of en- daggers, and spiked flails are also used. the Company of the Dead has a long and ergy and diligence, so Knight- They do not use missile weapons, relying illustrious history. It was formed during Commandants are chosen carefully. The on other units to provide covering fire. the years of the Gnomoi Wars, originally High Judge has no say over the selection They are strictly a melee unit whose task is as a special command for the final storm- of a Knight-Commandant. These to close with the enemy and overwhelm ing of the Tower of Flame. The gnome gnomes are appointed by the Knights of them quickly and savagely. and human commanders of the fire-fleet the Realm with the approval of the King. What makes this company truly re- knew the assault would be difficult and The Knights of the Realm receive their markable is the soldiers’ attitudes. Every dangerous since the Tower was the heart positions from the king and hold them soldier, from the Knight-Commandant of the fire minions’ realm. Those who at- for life. Knights are normally only ap- down, has forsaken all his possessions and tacked in the first wave were almost cer- pointed after performing some heroic all connections to his past life to become tain to die to a man, attempting to clear a feat or providing years of exceptional and one of the Dead. Upon joining the Com- path for the later waves of the assault. stout-hearted service. pany, the soldier’s family normally holds Recognizing this, the commanders Ranks below that of Knight- a funeral for him (which he may even at- took only volunteers for the first wave of Commandant are appointed by their im- tend!) and divides up all his possessions the assault and only after clearly explain- mediate superiors, based on a as an inheritance. From that point for- ing there was no chance of survival. combination of favoritism and occasion- ward he is no longer acknowledged by his Nonetheless, they still had eager volun- ally skill. Wealthy gnomes can buy com- family, wife, children, or friends. He can- teers. From these they selected the most missions as Squires but these normally not enter the warren or place any claim on able and set about training them to be lead to obscure postings until the Squire them even if he should leave the Com- even better. Special effort was made to proves his ability. Some never do and it is pany at some later time. During the in- make the Company as hard and tough as not unknown to find 250-year-old duction, the Knight-Commandant it could be. Tearful farewells were made Squires still in positions they have held anoints the soldier and gives him a name, as the volunteers set sail in the first ships for decades. to symbolize his birth anew. From this of the great armada bound for the Tower The arms and armor of the Guard de- point on, the only thing the soldier has to of Flame. pend on rank and duties. Common live for is the honor and traditions of the At that great battle (still commemo- Guardsmen responsible for keeping the Company. rated by the Company every year), the peace rarely wear armor and carry little The overriding belief of the Company volunteers bid their companions farewell, more than a large, staff-like truncheon, a is simple and clear-cut, best shown by sang their death songs and then charged symbol of their office. They rely on the their motto, “The dead do not fear.” The forward. The defense was fierce and for a force of authority and reputation instead gnomes of the Company sincerely believe time it looked as though they would fail of weapons or pure martial spirit. Watch- that having “died,” death can no longer after all. They died in numbers beyond men in the lookouts are supposed to wear terrify them. As a result, in battle they all understanding for normal soldiers. leather armor, but it is not uncommon for fight with savage fury. As a unit they are Still they kept fighting forward, crawling them to set this aside during the hot days contemptuous of danger, unaffected by over the heaps of their dead companions, of summer. Marines of the fire-fleet also daunting odds, and oblivious to casual- until at last they broke through the outer favor light-weight cool armor, although ties. As much as possible they model gates. they must wear special protections to themselves after the dead creatures of the Perhaps as many as 95% of them died, withstand the poisonous vapors. earth. but in doing so they breached the de-

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fenses of the Tower. Their brethren fol- king. It is fortunate for army com- lowed in their wake, but the volunteers manders that these grievances are most still pressed forward, whipped by the often about the lack of action for the frenzy of battle to exceed their orders and company rather than excessive campaign- enter into the corridors and chambers of ing or casualties! the tower itself. Here they became sepa- rated into small groups as they scoured THE PRIESTS OF THE GNOMES the structure. Many more died, am- bushed and overwhelmed, but none sur- The gnomes, although adept at the art rendered. It was only when ordered to fall of illusions, have never been strongly at- back that they finally withdrew, leaving tracted to magic —wizardly or clerical. behind a charnel house of blood and de- Thus when the gods departed Krynn at struction. the time of the Cataclysm, the gnomes In the end only one gnome of every 100 ultimately found it made little difference in the Company survived to return home. to their lives. They avoided the worst of Although hailed as heroes, these the plagues that swept the land by isolat- gnomes, so committed to dying for their ing themselves from all others (greatly people, were depressed and despondent. helped by the ruggedness of the terrain They could not return to their homes between them and all others). True, sick- feeling themselves marked in shame. ness did kill people who might have been Thus it was by a special petition to the saved before. Illness, wounds, and inju- king that the survivors were allowed to ries had to be healed naturally but, given form the core of the Company of Death. the life span of the average gnome, this To this day, the Company has sought to was only a minor inconvenience. Thus, maintain the same ideals, the same the people did not turn away from the standards, the same fanaticism that drove gods, or their god Reorx in particular, in those volunteers at the Tower of Flame. great numbers as happened in other Several of the higher ranking officers lands. hope that some day they too would be- fought in that battle and in the ones that Indeed, once the chaos of the Cata- come one of the chosen to ascend into his followed. Although they have not always clysm has been sorted out and the first cit- realm. Over the years, the tenets of the won every battle, they proudly stand by adels established, the gnomes discovered faith and the hierarchy were modified. the fact that they have never been beaten. that Reorx had not abandoned them at Where previously those with exceptional They may fail to reach their objective be- all. True, he had taken the greatest of the priestly power had been exalted, now the cause the enemy is too great, but they gnomish priests, but this was really a greatest priests are also among the most have never run from a fight. Although manifestation of his great love for his inventive builders and designers of the the fire minions remain their greatest en- children, since he took the noblest and gnomes. After all, Reorx bestowed the emy, the Company has fought in other most faithful of his followers to their gift of readily available metal on the peo- campaigns against other foes, so much well-earned reward. This only inspired ple, so it is therefore only right for the that their reputation is feared even by others to greater devotion in the hope priests to excel in its use. those who have never encountered them. that they too would one day be called. He As with most religions, the priests of Unlike all other commands, the Com- also withdrew the gifts of spells he had Reorx have a distinctive dress. Most of pany of the Dead is under the sole control given to his priests, but he replaced this their clothes are common in of the King, although it does not perform with the greater gift of the lava, which he appearance—the shirt, pants, and boots bodyguard duty. Only the King can de- extended to everyone. There was a time of a workman. However, each priest wears cide when and where to use the Com- of trial and hardship, but in general, the an apron and towering miter as a sign of pany, usually by assigning all or part of it gnomes feel their life is better now than it his station. to a field commander out on campaign. had ever been before. Thus for them the The apron, modelled after those worn Generals are charged with careful instruc- Cataclysm is know as the time of Reorx’s in the foundries, is a thick leather piece, tions concerning its use; not to waste if Gift. hardened like leather armor and em- frivolously, nor hold it back in times of Because the people did not become bossed with the symbol of their faith—a need. Although subservient to the acting discouraged, neither did the priests and hammer rising from a crescent moon. commander of the army, the Knight- priestess of Reorx. Although bereft of Those higher in the ranks of the priests Commandant retains the right to carry their powers, they continued on with have more elaborate aprons—tooling, the grievances of his men directly to the their faith, striving harder than before in gilt edges, and painted designs all indi-

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cate the status of the priest. obvious inclinations. Most of those cults among the gnomes willing to listen to the Each priest also wears a miter-like hat that existed prior to the Cataclysm have seductive promises of power and great- that shows his function within the dwindled or died away in the decades ness that these gods offer. These cultists church. There are hats for daily priests, that followed. Furthermore the priests of must meet in secret, lest they be discov- teachers of the arts, high priests, and in- Reorx have attacked many of these as un- ered and exposed to the public. Followers terpreters of the law, the highest rank of scientific and therefore dangerous to the of the evil gods are universally considered all. These become more and more ornate morals of the people, particularly the dangerous, often accused of acts of trea- until reaching the highest level where the young. While there has never been any son against the king, if for no other rea- hats are of the utmost simplicity. official action on the part of the King or son than that they do worship the gods of The seminaries of the priests also the High Judges, the priests have success- the enemy. changed. While they had always been in- fully convinced most to heed their words. These fears are not without grounds. stitutions of higher learning with empha- As a result, only two small cults flour- The two gods are quick to grant their fol- sis on engineering, they have since come ish (if it can be called that). There are a lowers priestly power, both to crush their to teach more sciences and fewer applied few followers of Mislaxa who practice enemies and to seduce new followers. theological mysteries. Students are still healing arts. These the priests of Reorx The promises of power all come with one taught the philosophies and rituals as the portray as superstitious quacks, pushing condition, the overthrow of the King and most important part of their training, but useless powders and pseudo-rituals. In his supporters. Only in this way can the the applied skills that were once necessary many ways the priestesses of Mislaxa are cultists come to power. They have no de- for spellcasting have been discarded. In- treated like gypsy fortune-tellers, consid- sire to work with the government or the stead, more and more courses relate to us- ered by most to be fakes but whole- other priests. Their power must be abso- ing the gift Reorx has given. heartedly subscribed to by a few. The lute or it fails entirely. To this end, cultists As a result of this shift, even though priestesses have more acceptance among have cooperated with the fire minions, Reorx has returned to the gnomes of Tala- the lower classes of workers than among sometimes with full knowledge of their das, he has bestowed priestly powers on the better educated upper class. deeds, but more often foolishly believing only a few of his priests. It is not for lack The second cult is that of Hiteh and that once they attain power they will be of faithfulness on their part, but because Erestem (who are always treated as a pair able to deal with their former allies from he finds their new direction and energy by the gnomes). This cult needs no the Burning Sea. This, of course, is not pleasing. Always one interested in the branding by the priests of Reorx, for it is what Hiteh or Erestem have in mind at crafts and building arts, he sees the universally hated and feared by all good all. gnomes gradually elevating, these from gnomes. The gnomish citadels have been science to religion, all in his name and for on the forefront of the wars against the G NOMISH INVENTIONS his glory. Currently, there is no reason for forces of the evil gods too long for them him to interfere. to believe the pair are anything but ma- The gnomes of the Spires are far more Other gods and goddesses have never levolent and dangerous. than just architects or engineers who fared well among the gnomes, given their Nonetheless, there are always some spend their days carving out their cita- dels. They are passionate inventors and builders of wonderful and sometimes ab- surd devices, large and small. Making things, particularly things that have never been made before, is an unquench- able instinct that has been raised to a re- spected art in their society. Every gnome, no matter what his trade, invents; some just do it better or on a grander scale than others. Gnomish inventions fall into two groups: gnomoi and minoi, practical and impractical. It is a mistake of many for- eigners, having a passing familiarity with gnomish society, to believe that all gno- moi inventions are practical, while none of those of the minoi are. The actual situ- ation is not as clear as this. There are im- practical gnomoi devices and practical

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minoi ones. At best, each group tends to ert have 27 different words to describe all much like cheating. They strive to build follow certain tendencies. the different types of snow they recog- pure machines without the aid of other- It is often assumed that the gnomoi nize, the gnomes of the Spires have 34 worldly powers. build the most practical designs. In truth, different expressions for “Look out!” Within these limits the gnomes have the gnomoi are no more apt to be practi- One translates as “Fall flat on your belly,” created many amazing devices. By far the cal than their minoi cousins; it is just that another as “Don’t step on that,” a third two best known to the outside world are they are likely to build things that work as “RUN!” and so forth. Each defines a the fire-fleets and the windships. the way they were intended. A gnomoi is different degree, nature, or direction of The fire-fleets are iron ships built to almost as likely as a minoi to build an au- danger. sail without sails or oars upon the very tomatic chicken plucker, the biggest dif- Of course there are limitations to surface of the Burning Sea. Somehow the ference being the gnomoi will build one gnomish technology. They have extraor- gnomes forged materials that will not that plucks the chicken without destroy- dinary skill at mechanical engineering melt even at the extreme temperatures of ing dinner. and can do amazing things with cables, the Burning Sea. Just how they have ac- The prized logic of the gnomoi enables pulleys, springs, and gears. Likewise, complished this is one of their closest- them to think through all the steps and they are masters at smelting and refining kept secrets. Although it is uncertain that find the best method. Sometimes it en- various metals, iron and steel by far the anyone else could make the metal or what ables them to see that a design is pointless most important. (They are the largest they would do with it if they could, the before beginning. (In the case of the smelters of iron in all of Taladas.) gnomes believe there would be disastrous chicken plucker, a gnomoi might realize In the last few centuries they have been results if their process were known. As a that hands do the job easier and perhaps experimenting with steam power. They result, the secret of the fire-fleet is one better.) At the same time, the gnomoi haven’t gotten it down perfectly, but they that is sought by many of their enemies. and the minoi both have a love of ma- have built some incredibly (indeed The second great invention they are chines that results in a few extra gears and overly) complex devices that run on still in the process of perfecting are the wheels, turning a simple device into a steam. Still, their primitive steam en- windships. Shortly after settling the complex one. gines tend to explode and are treated edges of Hitehkel, the gnomes discovered Despite their general tendencies, the with a great deal of respect. Only recently that the boiling heat of the lava created minoi are not entirely impractical. More some of the citadels have begun to experi- powerful air currents. It was not long be- than once a minoi has set out to build ment with geothermal energy for heating fore the gnomes began experimenting something intentionally complicated and and steam. At least once this has led to with the principles of soaring. In a short ultimately impractical, only to create an lava flooding a section of the lowest level time, they had working prototypes of the elegant invention that does something of a citadel. one-man glider and huge battlekites. else. Of course, the minoi inventer con- On the other hand, gnomes have virtu- Now nearly all the citadels have a small siders the whole thing a failure since he ally no understanding or use for electric- troop of Guardsmen equipped with didn’t build what he set out to make. It ity. True, they can generate electrical gliders and kites. takes others, minoi and gnomoi, to see charges of great power, but except as a de- The gliders are used to scout the en- the usefulness of his device. What started fense (charging the outer gates, etc.) they emy, battle flying creatures such as drag- as a wringer dryer may end up as a steel have no idea what to do with it. Further- ons, and make harassing bombing attacks roller on the foundry floor. more, they do not care to find out. Elec- (usually pinpointing the tents of enemy Of course, there are minoi inventions tricity doesn’t have mechanical parts and commanders). The kites, moored to the that don’t work as planned or work all too simply isn’t interesting. Likewise their top of the citadel, protect the tower from well. Human visitors to the citadels often grasp of chemistry is basic, almost non- flying assaults in times of siege. They are return with alarming reports of explo- existent. They care for physics only as it also used as stable (well, almost) plat- sions, holes blown in walls, narrow es- applies to machines and do not make reg- forms for missile fire and observation. capes from grabbing chicken pluckers, ular studies in it. Botany and zoology are Now, however, the gnomes are work- and polite invitations to test fly the latest idle curiosities. Geology is taught on the ing on an even larger project, the wind- improved version of the one-man glider. purely practical level of mining and exca- ships. These vessels, ships slung beneath (If asked, the previous models were “not vation. great gas-filled bags, are seen sometimes entirely successful.“) These same occur- Although they enjoy magical devices over skies as distant as Kristophan, much rences are nothing extraordinary or even and certainly are not about to disdain to the consternation of the local citizens. distressing to the gnomes. They expect magical items (particularly weapons and The gnomes have been working to im- runaway steam-powered wall scrubbers, armor), the gnomes try not to use magic prove the range and capacity of these air- hiccupping elevators, and wildly slashing in their machines (although some non- ships, both for use as weapons in their war robot warriors. gnomes might say their technological de- against the fire minions and as trading Just as the Ice People of the Panak Des- vices are magical). To their mind, it’s too vessels. Once they have perfected the de-

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sign to their satisfaction, they will begin a one occasion the calculations erred the of their true realm, and so only those program of production throughout the other way and the citadel shot into the sky creatures could live within the intense citadels. Someday they hope to build an as the final bonds were severed. Another heat of the tower’s walls. But the flame of armada of windships and fire-fleets pow- sky citadel was destroyed even before the tower is not hot. The walls are warm erful enough to destroy the Tower of launching when the entire peak erupted perhaps, but not scalding. The air is thick Flame once and for all. Clearly this is a in volcanic fury. In the end, these set- and sere, but not choking with the poi- goal the fire minions and their allies do backs combined with the disillusionment sonous gases of the Burning Sea. Some- not want to see realized. of the people spelled the end of the whole how, through great magic, the Tower of project. Flame is habitable to men and their kin. Of the seven citadels that were worked On close inspection, the walls of the T HE SKY CITADELS on, one was destroyed by a volcano, an- tower are seen to be made of thousands of Once there was one gnomish invention other disappeared into the heavens, one tiny, leaping swirling bands of fire. These that did combine the arts of magic and was swept away in a mighty storm (and walls radiate no heat and are not hot to technology, something not done today. In later appeared in Ansalon), the fourth the gentle touch. They are firm but not the earliest years after the Cataclysm, a crashed on launching, two were success- solid, yielding to a determined push. faction of the gnomes decided the only fully built (and are still used to this day), Penetrating beyond the surface layer of safety for their people lay in leaving and the last was abandoned before com- the wall causes scorches and burns, for Krynn entirely. Try as they might, they pletion. This last can be seen as the half- whatever magic contains the flame does could not design a pure machine that carved peak of Mt. Whiterock, even to not diminish its power. would carry them into the supposedly this day. Long abandoned by the gnomes, The floors are equally wonderful and safer reaches of space. (Little did they it has become a lair for foul creatures of bizarre, like standing on pools of magma. know what was waiting out there!) Deter- all types. They constantly swirl and bubble as if mined to succeed, this faction did the un- they were welling up from below. Like thinkable and combined magical spells the walls they radiate no heat, but their T HE TOWER OF FLAME and magical items into their design. The surfaces are as hard as marble. It is a end result was the giant, floating rocks At the very heart of the Burning Sea, at strange feeling. Although the floors are known as the sky citadels. the center of Hitehkel, stands a singular solid, reason tells many they are standing Only a few of the sky citadels were ever structure, unique not just to Taladas or on the pit of doom, inducing an uncon- made and fewer still were launched. The even Krynn but perhaps to the very plane trollable panic. More than one visitor has project and its difficulties were immense, itself. Looking upon it, one is filled with frozen to one spot, terrified to move, con- even by gnomish standards. In addition wonder and fear. It is the Flaemchaldar of vinced his next step will be into the fiery to the mechanical controls and devices the gnomes, the Tower of Flame. cauldron beneath him. that had to be made and the tremen- Seen at a distance, the Tower of Flame The wondrous materials of the tower dously powerful magical items and en- looks not like a building at all but a twist- are not its only surprise. The instant one chantments that were needed, the sky ing, leaping column of fire. It seems to steps within its portals, the air is sweet citadels also demanded that entire moun- roar up out of the sea of lava, sucking its and pure. Outside, billowing clouds of taintops be carved away. The process was life from the scorching magma. It dances sulphur-laden gas, thick with poisons, painstaking. First a suitable peak was in the winds yet stays rooted to one spot. swirl past open windows and doors yet found and a town built around it. Then See closer up, the walls flicker and writhe, none of this enters the tower. Even when stone workers and engineers would begin curling upward with hues of fiery orange, standing upon balconies and spires one the process of excavation. The rooms, cor- brilliant yellows, and occasional hints of can breathe safely. The entire tower seems ridors, and chambers were carved from blue. Millions of flames dance and play to be encased in an unbreakable bubble the rock, machinery was installed, and within its surfaces. Tiny jets of fire here of air. the magical items were prepared. At last, and there may lash out, tear away, and No one knows the true history of the when everything was installed, the final spiral quickly upward into nothingness. Tower of Flame. Its inaccessibility and quarrying would begin. Slowly the carved Curls of sooty black smoke rise from the dark purpose have hidden its past from peak was undercut and mined out until it corners. the scholars of the mortal world. The was literally cut away from the rest of the Upon reaching its base the most aston- gnomes with their proximity and their mountain. If all had been done correctly, ishing discovery is made. Clever observers devices are the most knowledgeable the mountain peak, now the sky citadel, have deduced by this point that the tower about the tower. The first mentions of its would hover gently in the air. is made not of stone or metal but of living existence come from a gnome scout who It didn’t always work that way. If any of fire, magically trapped into the walls of sighted it while soaring over the Burning the calculations were in error, the whole the spire. Surely they reason, this is the Sea. For many decades after that, it could thing might come crashing down. On work of the fire minions, a manifestation only be observed from the air and then

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only by a perilous glider journey. scattered all over, Some appeared on the the tower’s walls, still surrounded by the Since its discovery there has been much surface of the Burning Sea and died in- enemy. In desperation they battled to speculation as to the nature and builders stantly. Others disappeared without a cling to their prize, but in the end they of the tower. It is most commonly trace. A few actually arrived in the tower were forced to retreat. For an entire day thought to be the center and stronghold but were scattered throughout its build- they battled their way backward, feinting of the forces of Hiteh. More romantic ings. Separated from each other, they and thrusting through the trap that had claims, unconfirmed rumors, and the tall were easy victims for the guards. Only a closed about them. Finally the few re- tales of the old folk claim that it is the cre- few managed to return and tell of the fail- maining ships broke free and put on ation of the Grathanich. Once loosed ure. Still, they managed to provide valu- steam for home. Battered though they from its moorings, the magical stone able information about what little they were, they left behind an enemy more wandered the world until it returned here had seen. bloodied still. It was a victory, but a pyr- at the time of the Cataclysm. Plunged It was for the assault of the Tower that rhic one at best. into the pit of Hitehkel, it magically the fire-fleets were invented. Before this It was in the assault on the Tower of raised up the tower. Now somewhere there had never been a need to venture Flame that the gnomes learned the secret within the Tower of Flame rests the Gra- onto the dangerous surface of the Burn- of who opposed them. Before they had thanich holding it all together like the ing Sea. It was only through the brilliant always believed they faced some foe from keystone of an arch—at least that is how work of the great Maker who invented the the plane of Fire. In their brief time in the story goes. secret processes to build the ships of the the temple, they learned their real foe. Dismissed as fanciful myth by the fire-fleet. Following his processes and de- All throughout were shrines and altars to “practical” gnomoi, there is some truth signs, the Councils of all the citadels be- Hiteh the Merchant, one of the great to the tale. The tower is a creation of the gan a program of building the armada gods of evil. At that point the gnomes re- Grathanich and a small portion of the that would carry the warriors to the Tower alized the scope of the battle they were stone can be found there. Of course, no of Flame. It took some time before the fighting. Although some quailed at the one knows this. If the gnomes did, each program was complete, since the con- thought, many more only strengthened and every one of them would be trying to struction was hampered by the war. How- in their resolve. Those cultists among get the stone back. ever, the gnomes eventually built enough them, who had previously preached Since its discovery, the tower has been ships to carry the forces on the dangerous openly, were lynched or driven from the scouted and observed (from the air only) voyage. citadels. It was remembered as the great many times. Fire creatures have been seen And dangerous it was. The trip alone night of the cleansing of the warrens. assembled outside it. Reports sometimes to the Tower of Flame was the thing of ep- Other rumors also persist from the as- come in of evil dragons landing on its ter- ics. Geysers of lava, nights lit by the glow sault on the tower. There are of course un- races. There were even tales of men stand- of molten rock, attacks by creatures that substantiated accounts of great bravery ing on its balconies. These could only rose from the magma—one by one ships and heroism on the part of fallen war- have been wizards who used their sorcer- fell away. Some had their machinery fail, riors. Whether these are true or not is un- ous powers to transport themselves there. others drifted away in the night, and fire important, as they give the people Clearly these visitors were up to no good minions overwhelmed many more, but heroes. Of the other rumors, the two purpose. Even before the wars with the the armada pressed on. After many per- most persistent are about the Grathanich fire minions, the Tower of Flame had an ils, the Tower of Flame was sighted. and the mysterious stranger. evil reputation. With the death commandos of the The Grathanich story is simple and As the Gnomoi War got underway, the Company of the Dead in the lead, the thrives to this day. Supposedly the stone gnome generals began considering plans fire-fleets made the final assault. Their was seen in the tower, usually said to be to assault the tower. As best they could enemies were ready. The foul minions of set in an archway or balanced atop a slen- tell, it was clearly the center of the fire Hiteh’s army were arrayed many ranks der pillar. It has been told so many times minions’ domain. If it fell, the war might deep. At full power the ships of the fleet that people assume there must be some be ended in one swoop. The problem was crashed into their lines, the dead gnomes truth to it. There is no evidence, no one how to reach it. Its position in the center of the Company on the prows. Fiery can find an eyewitness, but people simply of a lava sea did not make it easily accessi- hands reached from the flaming morass, point to the existence of the tower as ble. Attempts were made to send flights grinding the unmeltable metal between proof that the magical stone of Reorx is of gliders, but the journey was too long their claws. Flight upon flight of flaming there. for most and the result was disaster. bolts filled the sky. Still, all the might of The second story is told less frequently, A small team of wizards tried to tele- Hitehkel’s forces could not prevent the but has ominous undertones. According port themselves and elite warriors into gnomes from reaching the tower. to some of the soldiers who reached the the tower. Without accurate information But neither could the gnomes hold tower, there was a man, a human dressed on their final destination, the team was their prize. A few hundred men reached in the robes of Hiteh’s priests, on one of

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the uppermost floors of the spire. He was Careful inquiries by wizards using das, others say that he is Hiteh himself seen directing and commanding all the magical means have sometimes revealed a manifesting his form in the world of the forces of Hiteh. This has been verified by shadowy form, but the identity of this gnomes. No one knows for sure, but they several eyewitnesses, although their de- stranger remains unknown. Some claim are convinced he is still alive. tails sometimes differ. he is the high priest of Hiteh in all of Tala-

112

Official Game Accessory

RULE BOOK OF TALADAS

BY DAVID “ZEB” COOK

T ABLE OF CONTENTS

Introduction ...... 2 PC Races ...... 2 Character Classes...... 6 Player Character Kits...... 8

Languages...... 26

Cha’asi Mages ...... 28 Cha’asi Spell Lists ...... 29

The Armies of Taladas ...... 30 The Uigan Horde ...... 30 The Elf Clans Army...... 30 The Ilquar Goblins ...... 30 The Legions of the League ...... 31 The Thenolite Army...... 32

The Gods of Taladas ...... 39

New Monsters ...... 40

Credits

Editing: Mike Breault, with Cartography: Diesel Editorial Coordinator: Karen Boomgarden Graphic Design: Stephanie Tabat Cover Illustrations: Fred Fields Typography: Gaye O’Keefe Interior Illustrations: Stephen Fabian Keylining: Roy Parker

Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd.

ADVANCED DUNGEONS & DRAGONS, AD&D, BATTLESYSTEM, DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc.

©l989 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ISBN 0-88038-773-4 1050XXX1502

TSR, Inc. TSR Ltd. Permission granted to photocopy or POB 756 120 Church End, Cherry Hinton print this product for personal use Lake Geneva, Cambridge CB1 3LB WI 53147 USA United Kingdom I NTRODUCTION

If you have read the Guide Book to Tala- ventures book. It is recommended that and weird magical devices to be found. das, you will have noticed by now that it DMs have a copy of this last book since it These are left for you to provide, allowing describes the peoples and cultures of a contains much information about the you to create ruins, magical orbs, long- world, with descriptions that often go to world of Krynn in general. lost weapons, or whatever is needed for great length and detail. There are details Taladas is not a generic place set within your adventures. The unique societies about their dress, their lives, and many a nondescript world. Krynn, the planet of and their interactions here will provide other important factors in their lives. the DRAGONLANCE saga, is a very par- you with many starting ideas for good ad- Places, governments, cultures, and be- ticular place. If you are unfamiliar with ventures. liefs are set out and explained, but there the conventions and background of Krynn, you should take the time to be- is no game material. These things are not PLAYER CHARACTER mentioned at all in the Guide Book. come familiar with this unique world. In- The Guide Book’s purpose is not to formation can be found in the R ACES create a set of rules about Taladas or a DRAGONLANCE Adventures book, group of little adventures against the The Mists of Krynn, The World of Krynn, In Taladas, players have more options background of a new setting. It is describ- the module series (DL1-14 and DLE1-3) for player character races than they have ing a complete world or, at least, many of and the novel series. had before. In addition to the normal as- the more interesting features of it. As While these describe events, people, sortment of humans, elves, half-elves, such, Taladas is not a collection of game and places from the other side of the dwarves, gnomes, and kender, Taladan rules, character statistics, and monsters. world, there are many factors that remain characters can also be minotaurs, goblins, It is a land filled with cultures and peo- constant throughout all of Krynn. These ogres, and bakali. Furthermore, familiar ples. To give you the materials needed to include ancient history, the origins of dif- races have new and different attitudes, create complete and unique adventures ferent races, the availability of certain and in the case of the gnomes, improved that measure up to the standards of the metals, the effects of the moons on abilities. These new choices are best re- adventures in Ansalon, the Guide Book magic, and the attitudes of the gods. In served for experienced players who are describes more detail than may ever have addition, recent events that have oc- adept at role-playing the existing charac- been seen in a single role-playing adven- curred on Ansalon (which is on the other ter races. ture. The intention is to provide you, as side of the world) have repercussions Although characters can choose to be the DM, with enough background infor- throughout the entire planet. Again, it is one of the new races listed in this book, mation to create your own adventures set strongly recommended that you take the they are not required to do so. They can against a well-developed backdrop. time to familiarize yourself with all of also choose to be one of the player charac- Of course, there are rules and game in- Krynn before using this set. ter races listed in the DRAGONLANCE® formation you do need. These are given Taladas, however, is not Ansalon and Adventures book. Of course, many of in this book, separate from the descrip- the differences are reflected in the Guide these characters are particular to the con- tions of countries and people found in and Rule Books. Events and circum- tinent of Ansalon and so may be less than the Guide Book. The material here in- stances (and thus character options) are common on Taladas. Special consider- cludes new player character races, adjust- tightly scripted in the continent of Ansa- ations concerning each race are summa- ments to classes to fit the world of lon; the War of the Lance dominates al- rized below. Taladas, kits for creating customized most every aspect of the player characters’ characters from the different peoples of lives. This is not the case in Taladas. Here, FAMILIAR PC RACES the world, BATTLESYSTEM™ rules ros- the War has had only an indirect impact. ters and army information, encounter ta- Some events, such as the Flight of the Humans: Humans have no special bles, and new monsters. Keeping these Gods, were felt throughout the world, considerations or limitations. They are but many, many others were of no con- separate enables you to show players sec- equally prevalent in both halves of the cern to the people of Taladas. Just what tions of the Guide Book (to familiarize world. them with things their characters should ultimate effect the War of the Lance (and Dwarves: Player characters can choose know), although you do not have to do its outcome) has on Taladas is left for you to be Scorned or Fianawar dwarves in ad- to decide. this. dition to the standard choices of moun- Unlike the information published for In addition to new rules material, there tain or hill dwarf. These latter two are Ansalon, the materials here concentrate is also information on adapting some of uncommon throughout Taladas, found the existing rules to the special conditions on the cultures and societies of Taladas in small, widely scattered communities or and less on the fantastic sights and magic. of Taladas. These include rules found in in foreigner (Ansalon) quarters in the ® To be sure, many of the societies de- the AD&D 2nd Edition Player’s Hand- major ports of the League. Gully dwarves scribed are fantastic in their own right, book, the 2nd Edition ’s are not native to Taladas and it is doubt- Guide, and the DRAGONLANCE® Ad- but there are many other wondrous places

2 I NTRODUCTION

ful that anyone (certainly not the mino- they keep to themselves and seldom leave kali do not possess infravision. They pos- taurs) would see any benefit in shipping their own territories. To others they seem sess a special nictating membrane that them to Taladas to plague the inhabitants savage and bloody-minded, and they are can quickly shield their eyes from harm. of that continent. usually portrayed as crueler than they re- Thus, they gain a + 1 bonus to all saving Elves: The majority of elves in Taladas ally are. Although this attitude is too sim- throws that involve blinding or dazzling are from the Elf Clans and Silvanaes with ple a stereotype, it is not entirely of the eyes. smaller numbers of Hulderfolk and unwarranted; the bakali, as a race, have Because of their sturdy and muscular Cha’anii. There are very few elves like no qualms or particularly strong moral frames, all bakali gain a + 1 bonus to those found in Ansalon—Silvanesti, compunctions against violence, although their Strength and Constitution scores. Qualinesti, or Kagonesti. Those that do individuals may hold more tolerant or However, their lack of education and ap- appear have all arrived from overseas. peaceful views. pearance give them a -1 penalty to their Kender: Kender are very rare on Tala- The stereotype is reinforced by their Intelligence and Charisma. das and the majority of those known are dislike of strangers, humans in particular. from the Marak region and are thus not a The bakali have had bad relations with Gnomoi race well-loved by most others. However, the Swampers for several centuries. Con- there are small groups of kender who re- sequently they have their own stereotypes The gnomoi are one of the two main tain attitudes similar to their Ansalon about humans-greedy, lying, thieving, branches of gnomes found in Taladas, the cousins. In addition, their natural curios- and murderous scoundrels. Few humans other being the minoi. (The abilities and ity has prompted many of this race to are befriended by the bakali. limitations of the minoi are described in travel to distant lands, Ansalon included. Although they may be frequently hos- the DRAGONLANCE® Adventures tile to humans, the bakali are not without book under the description of tinker NEW PC RACES honor. They have long memories, re- gnomes.) In appearance, the gnomoi membering both the good and ill done to (and the minoi) are no different from the Bakali them. They treat others as others treat standard gnome description. What dif- them. If a man is fair and honorable, ferences that do exist are variations ac- The bakali are a race of lizard men even if he is an enemy, the bakali treat cording to region and clan. Indeed, found in the vast expanses of Blackwater him with the same respect. gnomoi and minoi are physically identi- Glade. Though savage, brutal, and un- They place great store in friendships cal. educated, they are not unintelligent. In- and alliances, among their own kind and Mentally it is quite another matter. deed, they are cunning and quick to with other races. If an outsider manages The gnomoi are “true gnomes.” Unlike learn, although they do have their limita- to befriend a bakali, the bond will last the minoi (many of whom became the tions. Magical arts are beyond them and until the trust is betrayed. tinker gnomes of Ansalon), the gnomoi the power of their priests are limited by The bakali are also courageous, having are more organized and logical, traits that their savage lizard god—Siarrlas the no fear of death. Theirs is a courage, how- result in greater success for their inven- Scaled One (Chislev). Bakali can be fight- ever, that does not cause them to charge tions and devices. However, logic and or- ers or clerics (to Chislev). No other op- foolishly forward. They do not fear death ganization still do not mean practicality. tions are available to them. but they do enjoy life. Although savage, While the gnomoi can build devices that Bakali range in height from six to eight they are not stupid. Indeed, they are par- function correctly (as opposed to the di- feet and are correspondingly strong and ticularly skilled at war. Using deception, sastrous results of the minoi), they do not muscular. Their hides range in color from ambushes, and even retreats are not cow- necessarily build things more useful or yellow-green to mottled brown and are ardly acts if the situation calls for it. Any- sensible. All gnomes, the gnomoi in- heavily plated, much like those of croco- thing associated with war-in victory or cluded, have an inordinate love of devices diles. They have long, powerful tails that defeat-is considered courageous. and constructions to the point where they they can lash about. A dorsal ridge runs The bakali dwell in the warm waters of will overbuild a device-simply to make the length of the spine, starting at the Blackwater Glade. Although they are it “better.” back of the skull and finally disappearing warm- blooded, the bakali are vulnerable Gnomoi player characters can choose about halfway down the tail. Their hands to cold and suffer 1 extra point of damage to be fighters, clerics (or priests), illusion- and feet have vestigial claws, menacing- per die of damage caused by cold-based ists, thieves, and tinkers. In addition, looking but not effective in combat. The attacks. Their tough hides serve as natural they can be fighter/illusionists or hands and feet are webbed and the talons armor, such that an adult has a skin equal fighter/thieves. of the hands are used like fingers. to Armor Class 7. Bakali have a basic Gnomoi have all the powers and abili- The bakali are distrustful and suspi- movement rating of 9. Quite naturally, ties of standard gnomes, including the cious by nature. More than most races all bakali are powerful swimmers, able to Constitution bonus, infravision, and de- move equally well on land or water. Ba- tection abilities. In addition, the gnomoi

3 I NTRODUCTION

are more adept as tinkers (described in level. Their saving throws are equal to a Goblins the DRAGONLANCE® Adventures priest’s of the same level. book). When playing a gnomoi tinker, Gnome Devices: While the strictures In the words of the theologian and the following modifications should be of size and redundancy still hold true for scholar Camoen of Kristophan, the gob- made to the class. the gnomoi, that concerning complexity lins are one of the “...four ill-favored is not quite the same. While the gnomoi races, created by the gods to teach men Technologies: Gnomoi technologies do build devices more complex than humility. Where man stands straight, consist of the following: needed, their inventions work-though they stand crooked. Where man’s voice is Aerodynamics Mathematics admittedly in a roundabout and complex clear, they bark in the tongue of animals. Architecture Mechanics fashion. When determining the com- While the learned man aspires to clarity Ceramics Metallurgy plexity of an item, halve all complexity of thought, the ill-favored are naught but Chemistry Optics modifiers for those items designed solely beasts. Thus are men raised by the grace Communication Perpetual Motion by gnomoi characters. (Unfortunately, of the gods above these kinds.” Although Hydraulics Pneumatics minoi assistance tends to result in unwar- a fine moral lesson for mankind, this is Hydrodynamics Sonics ranted “improvements.“) hardly a sentiment the goblins share. Kinetics Thermodynamics When the die is rolled to see if the in- Contrary to the low expectations and Magnetics Transportation vention is successful, a gnomoi inventor opinions of the “civilized” races (human, adds 1 to the die roll for every point of In- elf, dwarf, kender, and gnome), goblins Master Craftsgnome: Only one master telligence he has above 10. Thus, a 14 In- are a fairly advanced and civilized group. craftsgnome can be found per profession telligence tinker gains a +4 bonus to all They have recognizable cultures and have instead of just per colony. success die rolls. The inventor must be learned most, if not all, skills of the Proficiencies: The gnomoi are not as the sole builder. If he is not the sole world. However, there is no denying the hapless at the non-weapon proficiencies builder, but was the head of the project, bestial side of their nature and this ham- they learn, and so do not have any pen- only half the normal modifier is used pers their development and advancement alty when these are used. (fractions rounded down). in the adventuring classes. THAC0 and Saving Throws: All tin- Goblins can be fighters, rangers, kers fight equal to wizards of the same priests, and thieves. In addition, they can

4 I NTRODUCTION

be multi-class characters, combining the in height, not only do they overawe oth- more difficult for them to master. thief class with any other allowed. Al- ers with their physical presence, but, ac- Minotaurs of Taladas are commonly though they tend to excel as thieves and customed to command, they radiate fighters and, somewhat less frequent, are do well as fighters, they lack the calm pa- auras of leadership and authority. rangers, wizards, and priests. Rarest of all tience needed to rise to high levels as They are supremely confident in their are the minotaur paladins, champions rangers or priests. own abilities and destiny, so much so that who do more than just fight cases, but Being small of stature, goblins cannot they treat others with arrogance and con- who have taken up the cause of justice use weapons that are of large or greater tempt. They do not apologize for their and fight only for cause of right and size. Their eyes are sensitive to bright own greatness and indeed seek to impress good. sunlight, causing them to have a - 1 pen- it upon all others at any opportunity. This Taladan minotaurs gain a + 1 bonus to alty to their attack roll. The same sensitiv- overbearing attitude quickly becomes in- all surprise rolls, a product of their natu- ity gives them infravision, allowing them sufferable to others, but is made worse by ral cunning and sharp senses. They have to see 60 feet in total darkness. They can the fact (especially within the lands of the infravision to a range of 60 feet. They are note new construction and large stone- League) that, more often than not, they immune to maze spells and have direc- work traps on a roll of 1 on 1d4. Possibly are right. They do have more power, both tion sense (1-4 on 1d6). because they inured themselves to filth physical and political, than most other Unlike their brutish cousins in Ansa- and decay by living in it, all goblins gain groups in the world. lon, Taladan minotaurs are slightly less a + 1 bonus to their saving throws when Yet their insufferable pride is the also tough and more personable. Their ability resisting any type of disease, normal or the source of one of their saving graces-a scores are adjusted with a + 1 bonus for magical. finely-honed sense of nobility. Secure in Strength and Charisma and a -1 penalty While not as animalistic or crude as the knowledge that they are superior, for Wisdom and Intelligence. most other races portray them, goblins minotaurs have developed a strong sense are far from saints. Few, if any, of their of correct (not right or wrong) behavior Ogres race are ever good, the majority being un- that only the truly superior can afford. concerned about the sufferings and woes They remember their debts and obliga- Ogres are the second of Camoen of of others. They have no love of other hu- tions and understand perfectly their sta- Kristophan’s “ill-favored races” (the manoids, good or evil, although their dis- tus in society. They feel little challenge to third and fourth being the hobgoblins like becomes most passionate with their position from other races and so can and yaggol). They are a hulking and gnomes, dwarves, and elves. The power tolerate and even elevate others to high withdrawn race, near-giants who go to humans can wield awes them, but the foi- rank with only a touch of condescension. great efforts to keep to themselves. bles and weaknesses of the race (compas- Although cunning and clever, mino- Stronger than even the mighty minotaurs sion, kindness, and mercy; traits not taurs are trustworthy to those who have and more dull-witted than goblins, ogres often displayed by the other races) they earned their respect. At the same time, are little more than muscle- bound, ill- scorn. Ogres, while certainly respected they are masters at feigning interest and tempered brutes. for their power, are considered to be dolts loyalty to those they are forced to follow Standing over nine feet in height, and brutes. Of all the races, minotaurs but hold in low regard. Indeed, they are ogres are ugly by everyone’s standards but evoke the most respect from goblins, as more devious and dangerous to their own their own. Their skins are warty and blot- the bull-men combine power and ruth- kind, where the whims of fate can some- ched with ugly marks. Hair sparsely grows lessness. To ease their envy, goblins point times overturn the proper order of things, on their scalp in long, generally greasy out that minotaurs are disfigured by the than to the members of other races, who locks. The nails of their toes are long, al- heads of oxen and cows. Indeed they find only gain respect by earning it. The Em- most like talons, and are perpetually this a useful insult for irking the elitist peror of the League may be a weakling, cracked and filthy. minotaurs. but until he is challenged he is still the Ogres have very limited understand- Small in stature, goblins suffer a -1 Emperor and must be given a show of re- ings of things, particularly magic and penalty to their Strength score. At the spect. A brave human warrior, on the faith. Indeed, hunting and fighting are same time, they are quick (and habitually other hand, has first to prove himself. the only things they are noticeably skilled larcenous) and so gain a + 1 bonus to Minotaurs are scrupulously and cold- at. Thus, ogres can be only fighters, al- Dexterity. bloodedly just (although they are as sus- though they can rise to high levels in that ceptible to corruption as anyone else). By class. Minotaurs nature, minotaurs are a physical people, Ogres, because of their sheer size and less interested in the pursuits of the mind mass, gain a + 2 bonus to all damage Of all the races in Taladas, none are than those of the sword. Still, they are not rolls, in addition to all modifications for more feared and respected than the so foolish as to neglect the awesome Strength and Dexterity. They have infra- minotaurs. Standing seven feet or more powers of magic, although it is somewhat vision to 60 feet and a movement rating

5 I NTRODUCTION

Racial Ability Requirements for New Races* rangers. Elves also find themselves lim- ited in this regard. Ability Bakali Gnomoi Goblin Minotaur Ogre Paladins: Since the Flight of the Gods, Strength 7/18 6/18 3/17 8/18 10/18 paladins are few and far between. For Dexterity 3/18 3/18 5/18 3/18 3/15 centuries, the few that appeared were fol- Constitution 8/18 8/18 3/18 8/18 3/15 lowers of Mislaxa. Now, with the gradual Intelligence 3/17 6/18 3/18 6/18 3/12 return of other gods, there are a few pala- Wisdom 3/17 3/18 3/17 3/18 3/14 dins of the other good gods. Charisma 3/15 3/18 3/16 3/18 3/16 Knights of Solamnia: Except for those rare individuals who crossed the oceans * The format is minimum/maximum. from Ansalon to Taladas, there are no Knights among the people of the land. Racial Class and Level Limits for Taladas Wizards: Virtually all wizards, whether mages or specialists, are rene- Class gades by the standards of Ansalon. Al- Race Bd Pr Ftr Mage Pal Rng Th Ti though Taladas is bound by the phases of Bakali — 7 12 — — — —— the three moons, its more primitive state Dwarf, Finawar 7 5 15 ——— 12 — has prevented the adoption of the con- Dwarf, Scorned 12 — 15 — — 9 12 — ventions or restrictions represented by the Elf, Cha’asii 10 — 12 15 — 9 6 — Towers of High Sorcery in Ansalon. Elf, Clan (Elf/H-Elf) 9 13 15 — 12 9 — This does not mean that Taladan wiz- Elf, Hulderfolk 8 — 10 15 —— 12 — ards can do however they please. Each Gnomoi — 9 11 15 —— 13 U wizard, whether a mage or specialist, Goblin — 6 9 — — 7 15 — must choose one of the moons to guide Human U U U U U U U — his path. Each choice has ethical restric- Kender 4 12 5 — — 5 15 — tions and consequences and is aligned to Kender, Marak — 610— — 5 15 — one of the three gods of alignment— Minoi — — 6 — — — 5 — good, neutrality, or evil. Minotaur — 10 16 12 9 3 — — The moon of good (Solinari in Ansa- Ogre — — 16 — — — — — lon) is known as Solais to the people of the League, but has other names to dif- ferent people throughout the world— of 9. They can handle large weapons eas- Soranus, Amekht-Mul, Ilman-Solri, and ily with a single hand. C HARACTER CLASSES Sokilrandimiquarthol (in the language of Typically strong and hearty, ogre player the gnomes). From it is believed to come For players familiar with the world and characters gain a + 2 bonus to their the powers of the good wizards (whether characters of Krynn, not every character Strength and Constitution ability scores. they be lawful, neutral, or chaotic). type is found upon the continent of Tala- Equally renowned for their dull wits and Lunais (the goddess Lunitari in Ansa- das. Some are unique to Ansalon, partic- clumsiness, ogres suffer a -2 penalty to In- lon) is the aspect of neutrality, as she is ularly those described in the telligence and a -1 penalty to Wisdom known in the League. In the other lands DRAGONLANCE® Adventures book. and Dexterity. she is Yergas the Goddess of Night, Luita, The place (if any) of each character class or Anasjovheerthol. She is the dispenser from that book and the Player’s Hand- Racial Adjustments for New Races of magical skill and might to the wizards book is summarized below. of neutrality. Fighters: Except for the attitudes held Race Adjustment Finally, there is Angomais (Nuitari in by different cultures, this class is un- Ansalon), the evil god of the Dark Moon. Bakali +l Str, +l Con, changed. Indeed, given the wild and war- His names are few in Taladas-Neith, -1 Int, -1 Cha like nature of the people, fighters are Malkari, and Kaasromermagasthol—and Gnomoi + 1 Int, -1 Wis quite common. spoken only in secret whispers. He is the Goblin + 1 Dex, -1 Str Rangers: Rangers do appear, though master and fountainhead for those wiz- Minotaur + 1 Str, + 1 Cha, not in the numbers found among the ards of evil and dark sorceries. -1 Wis, -1 Int people of Ansalon. Dwarves, long sepa- Although the wizards are not divided Ogre +2 Str, +2 Con, rated from the stock of Ansalon, have into the orders of Ansalon, each is af- -2 Int, -1 Wis, -1 Dex never developed the skills needed to be fected, upon attaining 4th level, by the

6 I NTRODUCTION

phases of his chosen moon. The phase not be able to cast a 4th-level spell (as a moon, you must note its phase and any and alignment of the moon can increase 7th-level wizard would) because he has alignment. When the moon is waxing, or decrease the potency of a wizard’s not yet learned any 4th-level spells and put a + in the appropriate space. If the magic. The effects of the different written them in his spell book. moon is waning, put a - (minus sign) in moons, according to their phases and po- The benefits of various lunar align- the space. If the moon is full, write a capi- sitions, are showed by the Moon Phase Ef- ments affect only those wizards who fol- tal S, L, or A. If it is a new moon, leave fects and Moon Alignment Effects Tables. low the given moons. Thus, when Solais the space blank. To note the alignments These are reprinted from the and Lunais align, the beneficial effects of the different moons, circle the symbols DRAGONLANCE® Adventures rule are felt only by good and neutral wizards. (or absence of them) for those moons in book for your convenience. (High and The effects of the lunar phase and align- conjunction. The different moons are Low Sanction are not used in Taladas to ment are cumulative. If Solais and Lunais considered to be in conjunction if a line identify full and new moons.) align and Lunais happens to be full, the drawn from the center of the wheel passes neutral wizard would gain a + 2 bonus to through the spaces they both occupy. Moon Phase Effects Table saving throws and level and a + 3 to addi- If it has been some time since you last tional spells, while the good wizard played (or if the characters have rested a Moon Saving Add. Effective would gain a + 1 bonus to all three cate- long, undetermined amount of time be- Phase Throw Spells Level gories. tween adventures), it is not necessary for New moon -1 0 -1 Determining Lunar Position and you to calculate the exact position of each Waxing 0 +1 0 Alignment: The relationship of the three moon since the last adventure. You can Full +1 +2 +1 * moons of Krynn is important to the simply reset the Lunar Display Wheel by Waning 0 0 0 powers of all wizards in your game; there- randomly determining the position of fore it is necessary for you to track the per- the moons once again. * This benefit is gained only by wizards iods of each on the Lunar Display Wheel Priests: All clerics of Taladas must fol- of 6th level or greater who also have an (Note: This wheel replaces the Moon low ‘one (and only one) of the gods of Intelligence of 15 or more. Tracking Chart found in the Krynn; however, which is the true god (or ® goddess) and who are the true priests is a Moon Alignment Effects Table DRAGONLANCE Adventures rule book for purposes of adventures in Tala- very confused and acrimonious subject. Saving Add. Effective das.) As you track them, you can record Prior to the Flight of the Gods, priests Alignment Throw Spells the important information on the Lunar had open and obvious proofs of the S with L +l +l +1 Cycle Record Sheet. strength of their faith and their worth to L with A +l +l +1 To determine the position for each the deities. This all changed when the S with A +l 0 0 moon, roll 1d8 and place a marker on gods left Krynn. Suddenly, anyone could All Three +2 +2 +1 that space of the appropriate track. This is claim to be a “pipeline to the truth” and the beginning position for that moon. there was no proof that they were not S = Solais (Solinari), L = Lunais Lunais uses the innermost track, Ango- what they claimed. Men (and others) of (Lunitari), A = Angomais (Nuitari) mais has the middle track, while Solais little faith but much ambition and cha- occupies the outer track. After locating risma became priests, preaching the ten- The saving throw category lists the the starting position for each moon, you ets of a god, often twisted and modifier applied to all saving throws can either keep the display set up where manipulated to their own ends. rolled by the affected wizard. It has no ef- you can see it during play or you can re- Ever since the Flight, the gods have fect on the saving throws of spells cast by cord the lunar cycles in advance on the been slowly returning to Taladas. Some the wizard. Lunar Cycle Record Sheet. To do the lat- have been dismayed and disgusted by the Additional spells gained by the wizard ter, note the appropriate information for actions taken in their name. Other gods can be selected from any level of spell the alignments and phases in the spaces on have been pleased and delighted, partic- wizard is allowed to cast. the form. Set up the Lunar Display ularly those that revel in evil and chaos. The effective level modifier increases Wheel, record the information for that To right these wrongs, the good gods in the affected wizard’s level only for those day, then advance the tracks one day and particular will bestow powers upon those spells he already knows. This applies to note the new information. Do this until souls who are deserving by their piety and number of spells, range, and effect. It you have sufficient information for the faith. Often this is can be quite a surprise does not allow the character to cast spells planned adventure. to the person summoned to the calling! he does not know (because he has not at- On the form, each moon has a separate Taladan priests, with their spheres of tained the appropriate level through line and is divided into columns. The spells and granted powers, are described earned experience). Thus, a 6th-level date can be written in the space at the top in the Character Kit section (starting on wizard who gained a bonus level would of the column. For each day and each page 8. In addition, there are a few clerics

7 I NTRODUCTION

belonging to the Holy Order of the Stars and excitement for your players. The as simple as prejudices or can be more from Ansalon. While these priests are few player whose character is a Uigan fighter complicated restrictions. Elf Clan war- and far between, they are most often has a more interesting character than just riors find it difficult to control their sav- found (when found at all) among the cit- a fighter. The character who is a fighter/ agery, which is both a blessing and a ies of the Minotaur League. mage jungle elf is much more than an or- curse. Glass Sailors found outside their Thieves: No matter how good their in- dinary fighter/mage. lands are outcasts from their people. The tentions, it seems that all societies man- Because of the nature of the game, Scorned Dwarves suffer in the bright age to produce fellows of less- player character classes alone are not open spaces of the surface world. than-honest intent. Thieves are found suited to modeling different cultures. A In the pages that follow, the more everywhere, but not always with the same Uigan fighter is different from a mino- common character types of the different range of abilities and skills. Sample taur champion, but both are still basically lands are presented as completely pre- thieves are described in the Character fighters. However, the skills, attitudes, pared kits. Each is given on a half page as Kits. choice of weapons, and even fighting a ready-to-use character sheet. You can Thieves are not all robbers and scoun- styles of the two may be very different. To photocopy those sheets that you need for drels however. This is particularly true make these differences clear, DMs and personal use. Not every possible combi- among the nomadic clans. Among the players are strongly urged to use the nation of character class is given and cer- horsemen in particular, they take on the Character Kits that follow. tainly others are possible, within the roles of scouts and spies. Although they The Character Kits are not new charac- limits of race and ability. However, to get have the full range of thieving abilities, ter classes. At the core of each, the charac- the full effect of role-playing in Taladas, they place greater importance on stealth ter is still basically a fighter, wizard, thief it is strongly recommended that you use and observation than on pick-pocketing or whatever. However, the kits allow char- these kits when creating characters from and robbery. Sample scouts are described acters, identical in class but from differ- the new continent. in the Character Kits. ent cultures, to have special abilities and Each kit provides space to note your Bards: Bards, whether they are singers, knowledge appropriate to their back- character’s ability scores, saving throws, musicians, poets, or story- tellers, are ground. Thus, characters from the Uigan and proficiencies. In addition, each kit found in almost every culture, except for people are assumed to be skilled riders, lists the special rules needed to model the the most dull-witted and brutish. while those of the Payan Mako can handle culture. Finally, there is a brief descrip- small boats. The Uigan would favor the tion of the appearance and attitudes of short bow and lance; the Payan Mako the the people of that culture. P LAYER CHARACTER spear and club. These are only some of Each character type is laid out on half K ITS the minor differences that distinguish of a player character record sheet. Placing background. More significant abilities are a sheet of paper below the entry for the One feature of Taladas is the wide variety also possible. kit allows you to photocopy a complete of different customs, beliefs, and atti- Just as characters of particular lands page (with a suitable blank area beneath tudes of the people. Role-playing these may gain certain advantages, they may the kit). You may photocopy for personal characters should be part of the newness also acquire disadvantages. These may be use only, however.

8 P LAYER CHARACTER KITS

Character Player Level SAVING THROWS Alignment Uigan Fighter Paralyze/ MOVEMENT Poison Race: Human Sex: Male Homeland: Tamire Rod, Staff, ABILITIES Base Rate or Wand

Hit Dmg Wgt Max Op B B/ Petrify/ STR Prob Adj Allow Press Drs LG HIT POINTS Polymorph Rctn Missile Def ARMOR DEX Adj Att Adj Adj Breath Res Pois Regen Sys Weapon CON Adj Shk Sur Save No of Spell Lrn Spells/ Spell AC INT Lang Lv1 Sp Level Immun Modifier Spells Mag Def Bonus Spell Spell WIS Adjus Spells Fall Immun Max No Loy Rctn CHR Hench Base Adj Proficiencies/Skills/Languages

Uigan warriors are accomplished horsemen, relying on speed and the striking power of Animal Handling (-1/Wis) ( / ) their bows instead of the protection of armor and the might of the sword. Uigan fighters must have a Strength of 9 or better and a Dexterity of 8 or better. Height is 60 + 1d10 Direction Sense (+1/Wis) ( / ) inches. All Uigan fighters have tattooed cheeks and foreheads. Traditionally they shave their Riding, Horse (+3/Wis) ( / ) heads, except for a single lock on the left side. Tribal clothing includes woolen tunics, pantaloons, and pointed cap. Uigan (0/Int) ( / ) A Uigan fighter begins with the following equipment: padded armor, composite short bow, quiver of arrows, knife, and horse and saddle. Weather Sense (-1/Wis) ( / ) Starting cash is limited to 1d6 worth of steel pieces. Each Uigan is associated with a particular family. Unless he has committed a crime, he (/) (/) can live with his family and so have his daily needs-food, lodging and clothing-taken care of. (/) (/) A Uigan warrior cannot initially choose the following proficiencies: agriculture, car- pentry, mining, seamanship, stonemasonry, reading/writing, forgery, charioteering, or (/) (/) mountaineering.

Character Player Level SAVING THROWS Alignment Uigan Jijin Priestess Paralyze/ MOVEMENT Poison Race: Human Sex: Female Homeland: Tamire Rod, Staff, ABILITIES Base Rate or Wand

Hit Dmg Wgt Max Op BB/ Petrify/ STR Prob Adj Allow Press Drs LG HIT POINTS Polymorph Rctn Missile Def ARMOR DEX Adj Att Adj Adj Breath HP Sys Res Pois Regen Weapon CON Adj Shk Sur Save No of Spell Lrn Spells/ Spell AC INT Lang Lv1 Sp Level Immun Modifier Spells Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No. Loy Rctn Animal Handling (-1/Wis) (/) CHR Hench Base Adj Dancing (0/Dex) ( / ) The clerics of Jijin (Chislev) are all female. By tradition, they wear white robes and caps. The caps are topped with black horse-tail plumes. The average height of these Elf, Tamire (0/Int) ( / ) priestesses is 60’ + 1d6 inches. True priestesses (with spell powers) are rare. Characters must have a Wisdom of 12 or Herbalism (-2/Int) ( / ) greater. Those who qualify must be neutral good to receive the blessing of Jijin. Priestesses of Jijin receive the granted power of animal empathy from their goddess. Local History (0/Cha) ( / ) This is identical to the ranger’s power as explained in the 2nd Edition rules. In addition, all priestesses are skilled riders, gaining a further + 2 bonus to all riding proficiency Religion, Jijin (0/Wis) ( / ) checks. Priestesses of Jijin have major access to the following spheres: All, Animal, Sum- Riding, Horse (+3/Wis) moning, and Weather. They have minor access to the Divination and Plant spheres. The ( / ) priestesses are not warlike and are limited to leather armor. They can use staffs, clubs, Singing (0/Cha) ( / ) short bows, knives, daggers, and lances. Priestess cannot initially choose the following proficiencies: carpentry, mining, sea- Uigan (0/Int) ( / ) manship, engineering, charioteering, and mountaineering.

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Character Player Level SAVING THROWS

Alignment Uigan Qu’uan Priest Paralyze/ MOVEMENT Poison Race: Human Sex: Male Homeland: Tamire Rod,Staff, ABILITIES Base Rate or Wand

Hit Dmg wgt Max Op BB/ STR Prob Adj Allow Press Drs LG HIT POINTS Petrify/ Polymorph Rctn Missile Def ARMOR DEX Adj Att Adj Adj Breath HP Res Pois Regen Sys Weapon CON Adj Shk Sur Save No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Modifier Spells Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn CHR Hench Base Adj Proficiencies/Skills/Languages

Qu’uan priests are all followers of Qu’uan the Warrior (Kiri-Jolith) who, like the other Astrology (0/Int) ( / ) gods, has only recently returned powers to his faithful. Qu’uan priests must be both strong (9 Strength minimum) and wise (9 Wisdom minimum). The priests must be good Lance ( / ) ( / ) in alignment. Unlike other warriors of the Uigan, the priests do not shave their heads. They wear heavily quilted robes, equivalent of padded armor. They stand 60 + 1d10 Local History (0/Cha) ( / ) inches in height. Qu’uan priests receive the granted power to bless weapons. The ritual takes an entire Religion, Qu'uan (0/Wis) ( / ) night and when done, gives the weapon the properties of a + 1 weapon for both attack and damage rolls. The blessing lasts until sundown of the next day. One weapon (or five Riding, Horse (+3/Wis) ( / ) arrows) can be blessed for every level of the priest. Qu’uan priests have major access to the All, Combat, Divination, Guardian, and Pro- Short Bow ( / ) ( / ) tection spheres. They have minor access to the Creation sphere. They may use only leather armor but can wield any weapon. Uigan (O/Wis) ( / ) The priests cannot initially choose from the following proficiencies: carpentry, mining, seamanship, stonemasonry, charioteering, or mountaineering. Qu’uan priests can choose ( / ) ( / ) proficiencies from the General, Priest, and Warrior groups at no penalty.

Character Player Level SAVING THROWS

Elf Clan Fighter or Ranger Alignment Race: Elf or Half-elf Sex: Male or Female Paralyze/ MOVEMENT Poison Clan: Homeland: Tamire ABILITIES Rod, Staff, Base Rate or Wand Hit Dmg Wgt Max Op BB/ STR Prob Adj Allow Press Drs LG HIT POINTS Petrify/ Rctn Missile Def Polymorph DEX Adj Att Adj Adj ARMOR HP Sys Res Pois Regen Breath CON Adj Shk Sur Save Weapon No of Spell Lrn Spells/ Spell AC INT Lang Lv1 Sp Level Immun Modifier Spells Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Animal Handling (-1/Wis) ( / ) Warriors of the Elf Clans are a wild and dangerous group. The warriors are expert horse- men, even better than the Uigan. Like their neighbors, they are skilled with the bow and Elvish, Tamire (0/Int) ( / ) lance. In addition to the normal elven or half-elven requirements, Elf Clan fighters must have a Constitution of 9 or better. Elf warriors are 60 + 1d6 (males) or 1d4 (females) Riding, Horse (+4/Wis) ( / ) inches in height. Warriors do not have any starting money. Elf clan warriors (of all types) can attempt to enter a trance-like state of berserk frenzy, Uigan (0/Int) ( / ) the sa’qul idre. The character can attempt to enter this by spending an hour in prepara- (/) ( / ) tion, then rolling a successful saving throw vs. death. If connected to an emotional event, the check is modified by a + 2 bonus. The frenzy lasts for 1d3 hours. During this time the (/) (/) elf gains a + 2 bonus to attack and damage rolls. However, during this time, all non-elf (or half-elves) will be attacked, even if known to the character. At the end of the frenzy, (/) (/) the elf loses 1d4 hit points from exhaustion. Elf warriors cannot initially chose from the following proficiencies: agriculture, min- (/) (/) ing, stonemasonry, reading/writing, forgery, charioteering, mountaineering, and gem cutting. They gain an additional + 1 bonus to all riding checks. (/) (/) 10 PLAYER CHARACTER KITS

Character Player Level SAVING THROWS Alignment Elf Clan Wizardress Paralyze/ MOVEMENT Poison Race: Elf or Half-Elf Sex: Female or Male Clan: Homeland: Tamire Rod,Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op BB/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs L G ARMOR Rctn Missile Def Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lvl Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Ancient History (-1/Int) ( / ) CHR Hench Base Adj Dancing (0/Dex) ( / ) The wizardresses of the Elf Clans are almost entirely female, although there are a few rare males (who are treated as females in all respects, including title). Their only distinc- Elf, Tamire (0/Int) ( / ) tion from the warriors of the clan is that they do not wear the arms and armor of warriors. They stand 60 + 1d6 (male) or 1d4 (female) inches in height. Elf, Ancient (0/Int) ( / ) Wizardresses are invariably specialists, particularly in the fields of transmutation and enchantment. Transmuters must have at least a 15 Dexterity, while enchanters require a Goblin, Ilquar (0/Int) ( / ) 16 Charisma. Each wizardress is trained communally by the others of the clan. Thus, no wizardress has a single mentor. Singing (0/Cha) ( / )

Spellcraft (-2/Int) ( / )

Uigan (O/Int) ( / )

Character Player Level SAVING THROWS Alignment Elf Clan Shaman Paralyze / MOVEMENT Poison Race: Elf Sex: Male Clan: Homeland: Tamire Rod,Staff, Base Rate or Wand ABILITIES Petrify / Hit Dmg Wgt Max Op BB/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG ARMOR Rctn Missile Def Breath DEX Adj Att Adj Adj Weapon Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lvl S p Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Proficiencies/Skills/Languages Max No Loy Rctn Ancient History (-1/Int) ( / ) CHR Hench Base Adj Animal Lore (0/Int) ( / ) Elf clan shamans are followers of various animal spirits, known as quoyai. Each shaman has a particular animal or creature revered as its spirit guide, seen in a vision. This need Elf, Tamire (0/Int) ( / ) not be the same as the clan totem. Becoming a shaman requires stamina as well as faith, so all shamans must have Wis- Elf, Ancient (0/Int) ( / ) doms and Constitutions of 12 or better. Shamans must abide by exacting taboos. Each player should create (subject to the DM’s approval) an appropriate taboo for his character. Goblin, Ilquar (0/Int) ( / ) Choice of dress, speech, food, or limits on behavior are all suitable. Shamans can wear leather or padded armor and can wield lances, clubs, and daggers. Local History (0/Cha) ( / ) They have major access to the following spheres: All, Animal, Charm, Divination, Heal- ( / ) ing, and Plant. They have minor access to the spheres of Combat and Protection. The Singing (0/Cha) granted power of a shaman enables him to assume the form of his spirit guide at will. (0/Int) ( / ) Each use of the power causes 1d6 points of damage due to the strain. Furthermore, the Uigan shaman can project himself astrally once per week. ( / ) ( / )

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Character Player Level SAVING THROWS Alignment Goblin Fighter/Thief Paralyze / MOVEMENT Poison Race: Goblin Sex: Male Homeland: Ilquar Mountains Village: Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Animal Lore (0/Int) (/) CHR Hench Base Adj Blind-fighting (—/—) ( / ) Short, squat and ugly, the Ilquar goblins are nonetheless intelligent and clever. Nearly all are fighters and many also tend to thievery. To be a fighter/ thief, the character must Goblin, Ilquar (0/Int) ( / ) have a 9 or better in Strength and Dexterity. Ilquar thieves are limited in their experience. Initially, characters have no ability to Hunting (-1/Wis) ( / ) open locks or find and remove traps. The other skills can be learned once the character broadens his range of knowledge. They are clumsy climbers (-10% initial adjustment) Mining (-3/Wis) ( / ) but good at moving silently (+5%) and hiding in shadows (+5%). Set Snares (-1/Dex) ( / )

Stonemasonry (-2/Str) ( / )

Tracking (0/Wis) ( / )

Character Player Level SAVING THROWS Alignment Goblin Shaman Paralyze/ MOVEMENT Poison Race: Goblin Sex: Male Homeland: Ilquar Mountains Rod, Staff, ABILITIES Base Rate or Wand

Hit Max B B/ HIT POINTS Dmg wgt Op Petrify/ STR Prob Adj Allow Press Drs LG Polymorph Rctn Missile Def ARMOR DEX Adj Att Adj Adj Breath Regen HP Sys Res Pois Weapon CON Adj Shk Sur Save No of Spell Lrn Spells/ Spell AC INT Lang Lv1 Sp Level Immun Modifier Spells Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Proficiencies/Skills/Languages Max No Loy Rctn CHR Hench Base Adj Agriculture (0/Int) ( / ) The shamans of the Ilquar Mountains are chosen from the weaklings of the tribes, Alan-Atu (0/Int) ( / ) raised by the females and taught the secrets of Hiteh. As such, goblin shamans must have a Wisdom of 9 or greater and cannot have a Strength or Constitution greater than 12. Astrology (0/Int) ( / ) Goblin shamans can wear any type of armor and use any nonmissile weapon. They have major access to the following spheres: All, Combat, Necromantic, and Protection. They Cooking (0/Int) ( / ) have minor access to Divination and Summoning. They also have minor access to Healing spells, but these are castable only on followers of their faith. Elf, Tamire (0/Int) ( / ) Goblin shamans gain the granted power of spook up to five times per day. This func- tions identically to the 1st-level wizard spell of the same name. Goblin, Ilquar (0/Int) ( / )

Religion (0/Wis) ( / )

Spellcraft (-2/Int) ( / )

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SAVING THROWS Character Player Level Alignment Alan-Atu Warrior Paralyze/ MOVEMENT Poison Class: Fighter or Ranger Race: Human Sex: Male or Female Homeland: Western Ilquars Rod, Staff, Base Rate or Wand ABILITIES Petrify / HIT POINTS Hit Dmg wgt Max Op B B/ Polymorph STR Prob Adj Allow Press DB LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Alan-Atu (0/Int) ( / ) CHR Hench Base Adj Animal Handling (-1/Wis) ( / ) The Alan-Atu are a tough, hardy folk, the warriors even more so. All Alan-Atu warriors thus gain a + 1 bonus to Constitution. A high proportion are also rangers. Fishing (-1/Wis) ( / ) They are naturally suspicious and fatalistic, and most find it hard to disguise their basic distrust of strangers. This is easily noted by others, giving the player character a -3 penalty Goblin, Ilquar (0/Int) ( / ) to all NPC reaction rolls. Alan-Atu warriors begin play with a suit of leather armor, medium shield (possibly Herbalism (-2/Int) (/) adorned with trophies), and a shildor (Wgt 8, Sz M, Type S, Speed Factor 6, Dmg 2-4 vs. medium or 1d8 vs. large). Survival, Mountain (0/Int) ( / )

Tracking (0/Wis) ( / )

Level SAVING THROWS Character Player Alignment Alan-Atu Bard Paralyze/ MOVEMENT Poison Class: Bard Race: Human Sex: Male or Female Homeland: Western Ilquars Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg wgt Max Op B B/ Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level lmmun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Alan-Atu (0/Int) Singing (0/Cha) CHR Hench Base Adj Ancient History (-1/Int) Uigan (0/Int) The bards of the Alan-Atu are more than just entertainers. The bards serve the moun- tain shepherds as advisors, filling the role normally occupied by priests. Because of this, Artistic Ability (0/Wis) ( / ) Alan-Atu bards must have a Wisdom of 12 or greater, in addition to the other bard pre- requisites. Dancing (0/Dex) ( / ) Alan-Atu bards learn the songs of their people, sung to the accompaniment of the drum. Although not specialists in magic, they can learn only those spells from the schools Elf, Tamire (0/Int) ( / ) of abjuration, enchantment/charm, greater divination, and illusion /phantasm. With these they advise chieftains and entertain merrymakers. Etiquette (0/Cha) ( / ) Compared to normal Alan-Atu, bards deal more with outsiders, so they have no reac- Goblin, Ilquar (0/Int) ( / ) tion penalty when dealing with strangers. Like warriors, they begin play with a medium shield, leather armor, and shildor. Heraldry, Alan-Atu (0/Int) ( / )

Local History (0/Cha) ( / )

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Character Player Level SAVING THROWS Alignment Ice People Warrior Paralyze/ MOVEMENT Poison Class: Fighter or Ranger Race: Human Sex: Male Homeland: Upper Panak Desert Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP SYS Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Animal Handling (-1/Wis) ( / ) CHR Hench Base Adj Direction Sense (+1/Wis) ( / ) The Ice People are a nation of primitive warriors who live in the frozen wastes of the Upper Panak, moving north and south with the seasons. Ice People warriors are most Fishing (-1/Wis) ( / ) commonly fighters, but a few excel at hunting to become rangers. All Ice People warriors gain a + 1 bonus to Constitution. Hunting (-1/Wis) ( / ) Living in a land of ice and snow, Ice People warriors are proficient at navigation, gain- ing a bonus of 1 to all navigation checks. Every warrior begins play with a harpoon, hand- Navigation (-2/Int) ( / ) axe, and compound short bow. Initially no warrior can choose the read/write proficiency. None of the Ice People can Panak (0/Int) ( / ) choose the agriculture proficiency. Those who select proficiencies dealing with animals are limited to dogs and nasif (reindeer). Sledge Handling ( + 2/Dex) ( / )

Survival, Arctic (0/Int) ( / )

Character Player Level SAVING THROWS Alignment Makou Paralyze/ MOVEMENT Poison Class: Wizard Race: Human Sex: Male or Female Homeland: Upper Panak Desert Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail lmmun Max No Loy Rctn Ancient History (-1/Int) ( / ) CHR Hench Base Adj Auric (0/Int) ( / ) Among the Ice People of the far north, the makou are important advisors and de- fenders of the tribe. Although wizards, the makou act as tribal shamans and have bor- Fishing (-1/Wis) ( / ) rowed many of the rituals of the old tribal shamans, who were driven out long ago. With their limited ability, they act as healers and seers for the community. Panak (0/Int) ( / ) Unlike other wizards, makou can use spears, although they are still restricted in armor selection. They cannot be specialists and must add 2 to the casting time of all spells, since Singing (0/Cha) ( / ) their shamanistic trappings have added many unnecessary steps to the casting process. Makou cannot initially learn agriculture, blacksmithing, mining, or herbalism profi- Survival, Arctic (0/Int) ( / ) ciencies. ( / ) ( /)

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Level SAVING THROWS Character Player Alignment Nylgai Hadirnoe Soldier Paralyze/ MOVEMENT Poison Class: Fighter Race: Dwarf Sex: Male Clan: War Clan Homeland: The OdderRhing Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B1 HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Blind-fighting (—/—) ( / ) CHR Hench Base Adj Dwarven (0/Int) ( / ) The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that has shunned the surface world since the days of the Cataclysm. They are large-boned but Mining (-3/Wis) ( / ) lean, and their skins are paler than those of their surface kin. Scorned dwarves are particularly adapted to underground life. They have infravision to ( / ) 90 feet, but suffer a - 1 penalty to all actions involving sight when in full sunlight. They are expert smiths, stonecarvers, and brewmasters, but cannot initially begin with the pro- ( / ) ficiencies of seamanship, navigation, astrology, agriculture, riding (any mount), or any one dealing with animals. ( / ) All warriors begin with a suit of chain mail and a sharp sword or spear.

Level SAVING THROWS Character Player Alignment Nyglai Hadirnoe Storysmith Paralyze/ MOVEMENT Poison Class: Bard Race: Dwarf Sex: Male Clan: Homeland: The Odder Rhing Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG ARMOR Rctn Missile Def Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Ancient History (-1/Int) (/) CHR Hench Base Adj Artistic Ability (0/Wis) (/) The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that has shunned the surface world since the days of the Cataclysm. They are large-boned but Dwarven (0/Int) (/) lean, and their skins are paler than those of their surface kin. They have infravision that extends to 90 feet, but suffer a -1 penalty to all rolls in bright sunlight. Etiquette (0/Cha) (/) The Storysmiths are the keepers of history and tradition for their people, filling the (/) roles normally taken by priests and shamans. The storysmiths are the only dwarves al- Gaming (0/Cha) lowed to be bards. As such they have certain changes and limitations to their abilities. (0/Int) (/) Due to the nonmagical nature of dwarves, they can neither learn nor cast magical spells. Gnomish They have a vast knowledge and understanding of magical constructions, particularly Heraldry (Dwarven) (0/Int) (/) weapons. They have a 7 % chance per experience level to know some facts about a magical item. Furthermore, when examining an item of dwarven make, they can roll a second Mining (-3/ Wis) (/) check (providing the first succeeds) to name the specific powers and properties of the item. Local History (0/Cha) (/) Due to their understanding of their own kind, they gain a + 2 bonus to all encounter reactions with dwarves and gnomes. They cannot initially begin with the proficiencies of Read/Write Dwarven (+1/Int) (/) seamanship, navigation, astrology, agriculture, riding (any mount), or any one dealing with animals. Stonemasonry (-2/Str) (/)

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Character Player Level SAVING THROWS Alignment Nyglai Hadirnoe Scout Paralyze/ Class: Thief Race: Dwarf Sex: Male or Female MOVEMENT Poison

Clan: Warclan Homeland: The Odder Rhing Rod, Staff, Base Rate or Wand ABILITIES

Hit Dmg Wgt Max Op B B/ Petrify/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs L G Rctn Missile Def ARMOR DEX Adj Att Adj Adj Breath Weapon CON HP Sys Res Pois Regen Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Blind-fighting (—/—) ( / ) The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that has shunned the surface world since the days of the Cataclysm. They are large-boned but Dwarven (0/Int) ( / ) lean, and their skins are paler than those of their surface kin. They have infravision that extends to 90 feet, but suffer a -1 penalty to all rolls in bright sunlight. Mining (3/Wis) ( / ) Scouts are thieves who specialize in stealth. They serve the army, reconnoitering the en- emy. It can be grueling work, so in addition to the normal thief requirements, a scout Set Snares (-1/Dex) ( / ) must have a Constitution of 12 or greater. Initially scouts cannot add points to the pick pockets or the read languages skills. They Stonemasonry (-2/Str) ( / ) cannot initially begin with the proficiencies of seamanship, navigation, astrology, agricul- ture, riding (any mount), or any one dealing with animals. ( / )

Character Player Level SAVING THROWS Alignment Minotaur Champion Paralyze/ Class: Fighter Race: Minotaur Homeland: Minotaur League MOVEMENT Poison Sex: Male Province: City /Town: Base Rate ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier No of Spell Lrn Spells/ Spell Spells INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Proficiencies/Skills/Languages Max No Loy Rctn CHR Hench Base Adi Endurance (0/Con) ( / )

Minotaurs stand approximately seven feet or more in height and are a heavily muscled Kothian (0/Int) ( / ) people. The champions are professional gladiators, hired to represent one side or the other in a lawsuit fought in the arena. It is the skill of the champion that determines the ( / ) guilt or innocence of the accused. Minotaur champions must specialize in a weapon (of their choice). Their reputations (/) are formidable, so they gain a + 1 bonus to combat encounter reactions when they iden- (/) tify themselves. They do not attract followers at higher levels. (/)

(/)

(/)

(/)

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SAVING THROWS Character Player Level Alignment Upright Man Paralyze/ MOVEMENT Poison Class: Thief Race: Human, Elf, or Dwarf Sex: Male or Female Homeland: Minotaur League Province: Rod, Staff, City/Town: Base Rate or Wand Petrify/ ABILITIES Polymorph HIT POINTS Hit Dmg Wgt Max Op B B/ Breath STR Prob Adj Allow Press Drs LG ARMOR Weapon Rctn Missile Def DEX Adj Att Adj Adj HP Sys Res Pois Regen Modifier Spells CON Adj Shk Sur Save AC No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Gaming (0/Cha) (/) CHR Hench Base Adj Kothian (0/Int) ( / ) Upright men (or women) are the scalawags and scoundrels of the empire. Beginning as small-time thieves, many aspire to reach the ranks of the upright men, leaders of gangs or Local History (0/Cha) ( / ) families. Upright men are noted throughout the empire for both their skill and ruthlessness. As (/) such, they gain a + 1 encounter reaction with all other thieves who have heard of them. In addition, each upright man can call upon 1d3 companions (of equal level but perhaps (/) different talents) once per level. They will join him for one specific task and may require services of him at some later date. (/)

SAVING THROWS Character Player Level Alignment Silvanaes Qualith Paralyze/ MOVEMENT Poison Class: Fighter/Mage Race: Elf or Half-elf Sex: Male or Female Homeland: Armach-nesti Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Agriculture (0Int) ( / ) CHR Hench Base Adj Ancient History (-1/Int) ( / ) The Silvanaes are a band of lost elves, blown across the ocean from the lands of Silvanesti in Ansalon. They have struggled to make a home for themselves and keep alive Animal Lore (0/Int) (/) their old traditions. Qualith is their term for a fighter/mage. While they do not have any particular extraor- Etiquette (0/Cha) (/) dinary abilities (as do some of the inhabitants of Taladas) the Silvanaes are generally bet- ter educated and bred than their neighbors. All qualith begin with a sword and leather Hoor (0/Int) (/) armor. Read/Write Silvanesti (+1/Int) (/)

Silvanesti (0/Int) (/)

(/)

(/)

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Character Player Level SAVING THROWS

Alignment Thenolian Nobleman Paralyze/ MOVEMENT Poison Class: Fighter or Ranger Race: Human Sex: Male or Female Homeland: Thenol Rod, Staff Base Rate or Wand ABILITIES Petrify/ Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Etiguette (0/Cha) (/) CHR Hench Base Adj Heraldry, Thenolite (0/Int) The Thenolian noblemen are descendants of the powerful ruling families of ancient ( / ) Aurim, an empire that existed before the Cataclysm. They have lost much of their power Hunting (-1/Wis) to the evil priests of Hiteh, who have come to control Thenol. Thus, there is little love lost ( / ) between the noblemen and the priests. Riding, Horse (+3/Wis) ( / ) Player character noblemen are assumed to be the children of one of the Lords of the Senate, once the ruling body of Thenol. Roll 1d4 to determine the status of the family es- Thenolian (0/Int) ( / ) tates on the following table: 1 Dispossessed by priests of Hiteh 3 Disinherited by father (/) 2 Penurious due to bad management 4 Banished as heretic In any case, the family property will not automatically fall into the hands of the player (/) character. Through adventures, he may be able to restore all or part of his family’s honor and properties. He will not attract followers until he has regained his properties. How- ever, he does begin with a small amount of property: a horse, chain mail armor, shield, lance and sword.

Character Player Level SAVING THROWS

Alignment Bakali Warrior Paralyze / MOVEMENT Poison Class: Fighter Race: Bakali Sex: Male Tribe: Homeland: Blackwater Glade Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Animal Lore (0/Int) ( / ) CHR Hench Base Adj Bakali (0/Int) ( / ) The bakali are a race of lizard men who, while powerful and brutish, are not entirely savage and unintelligent. They keep to themselves, mistrustful of all others-humans, Fishing (-1/Wis) ( / ) demihumans, and humanoids alike. Some do venture outside their lands, often serving in the armies of Thenol. Hunting (-1/Wis) ( / ) Bakali warriors, while often seen as blood-thirsty, are bound by a specific code of honor. Bakali live by their word and do not give it lightly. Once given, the character must honor Set Snares (-1/Int) ( / ) it (or try his best) or suffer an alignment change, regardless of the character’s alignment. They have long memories for friends and enemies and particularly hate the Swampers. Survival, Swamp (0/Int) ( / ) Because of their primitive natures, bakali cannot initially learn technological proficien- cies, such as blacksmithing, engineering, or stonemasonry. Swimming (0/Str) ( / ) Tracking (0/Wis) ( / )

( / )

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Character Player Level SAVING THROWS Alignment Swamper Paralyze/ Class: Ranger Race: Human MOVEMENT Poison Sex: Male or Female Homeland: Blackwater Glade Rod, Staff, Base Rate or Wand ABILITIES Petrify Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC No of Spell Lrn Spells/ Spell Modifier Spells INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus spells Fail lmmun Max No Loy Rctn Animal Lore (0/Int) Seamanship (+1/Dex) CHR Hench Base Adj Bakali (0/Int) Swimming (0/Str) The swampers are a group of independent-minded frontiersmen who live on the fringes of Blackwater Glade. Although properly citizens of Thenol, the Swampers pay lit- Carpentry (0/Str) Thenolian (0/Int) tle mind to the rules and edicts of the government. Living off the swamp, they are expert hunters and trappers. Sometimes they serve in an army (mostly of Thenol) as guides and Direction Sense (+1/Wis) Tracking (0/Wis) scouts, although this creates problems because of their alignment. There is no love lost between the Swampers and the Bakali from the depths of the glade. As such, rangers of Fishing (-1/Wis) ( / ) this people must choose the Bakali as their species enemy. All Swampers begin with a small amount of equipment. This includes a sturdy sword, Herbalism (-2/Int) ( / ) leather armor (homemade), and a small flat-bottomed boat or a canoe. Swampers also begin with knowledge of Blackwater Glade and the hidden paths and Hunting (-1/Wis) ( / ) channels that cross through it. In the Glade, they reduce the chance of getting lost just as a skilled guide would.

Character Player Level SAVING THROWS Alignment Hulderfolk Paralyze/ MOVEMENT Poison Class: Fighter/Mage Race: Elf Sex: Male or Female Homeland: Okami or the Hulder Wood Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ Polymorph STR Prob Adj Allow Press Drs LG Rctn ARMOR DEX Missile Def Breath Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC No of Spell Lrn spells/ Spell Modifier Spells INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Ancient History (-1/Int) ( / ) CHR Hench Base Adj Animal Lore (0/Int) ( / ) The hulderfolk (Hidden People) are an ancient race of elves that has kept to the old tra- ditions. In appearance they look much like normal elves, although they dress in clothes of Artistic Ability (0/Wis) ( / ) green leaves, bark, spider silk, and flowers. The hulderfolk avoid all contact with humans, hiding from them whenever possible, Dancing (0/Dex) (/) but they have no strong animosities toward the other races. They can hide in shadows and move silently as a ranger of the same level. They must specialize in spells of enchantment Elf, Ancient (0/Int) (/) or illusion. The hulderfolk have many restrictions on their behavior. They cannot break their word. Etiquette (0/Cha) (/) Cold steel (an extremely rare and special metal) automatically negates their magic and the mere touch of it causes 1 point of damage. They do not voluntarily enter places of worship Herbalism (-2/Wis) (/) and their magic does not function there. Finally, each has a secret name and anyone who knows it is immune to that hulder’s magical spells. Spellcraft (-2/Int) (/) (/)

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Character Player Level SAVING THROWS Alignment Marak Kender Warrior Paralyze/ MOVEMENT Poison Class: Fighter/Thief Race: Kender Sex: Male or Female Homeland: Marak Valleys Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Agriculture (0/Int) ( / ) The Marak kender are a special branch of the kender race, differentiated by their atti- tude toward life. Similar in appearance to other kender, they favor more somber colors for Auric (0/Int) ( / ) their dress. This, however is only a minor outward manifestation of their difference. While still a curious race, they are suspicious, distrustful, even paranoid of others. Local History (0/Cha) ( / ) Their curiosity drives them to check everything and everyone out-“just for safety’s sake.” They take things not because they are thieves, but to make sure the odds are always Set Snares (-1/Dex) ( / ) in their favor. Marak kender use the hoopaui, a stonebow (range 4/8/12, Dmg 1d4 +1/1d6) and (/) each character begins with one, along with a bag of bullets. Beyond this, they have the abilities of kender as described in the DRAGONLANCE® Adventures book. (/)

(/)

Character Player Level SAVING THROWS Alignment Fianawar Paralyze/ MOVEMENT Poison Class: Fighter Race: Dwarf Sex: Male Clan: Fianawar Homeland: The Steamwall Rod, Staff, Base Rate or Wand ABILITIES Petrify Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Appraising (0/Int) ( / ) As a group, the Fianawar are a dour and unhappy people and an anomaly among Armorer (-2/Int) dwarves. Unlike their brethren who dwell underground, the Fianawar live on the surface ( / ) and virtually never go beneath the ground. Centuries of earthquakes and volcanic up- Blacksmithing (0/Str) ( / ) heavals have left them with a dread fear of life beneath the surface. Fianawar dwarves gain a +1 bonus to Strength (up to their racial maximum). However, Dwarven (0/Int) ( / ) they must roll a successful saving throw vs. death in order to overcome their fear of the un- derground before they can enter such places as dungeons, caves, and tombs. If the check Stonemasonry (-2/Str) ( / ) fails, they will not enter. They must also make a check once a day when underground. If failed they will want only to leave by the most direct route. Weaponsmithing (-3/Int) ( / )

20 P LAYER CHARACTER KITS

Character Player Level SAVING THROWS Alignment Abaqua Hunter Paralyze/ MOVEMENT Poison Class: Fighter Race: Ogre Sex: Male Tribe: Homeland: Western Ring Mountains Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Abaquan (0/Int) (/) The ogres of the Ring Mountains are a primitive and brutish race, yet they are not to- tally beyond redemption. For the most part, they prefer to keep to themselves, driving off Endurance (O/Con) ( / ) intruders. The Abaqua (as the ogres call themselves) are excellent hunters and woodsmen, al- Fire-building (-1/Wis) ( / ) though they lack the aptitude and wisdom to be rangers. They lead simple lives as hunters and gatherers. They make little use of metal tools or complex skills. Hunting (-1/Wis) ( / ) Initially, an Abaqua warrior cannot learn the following proficiencies: agriculture, blacksmithing, cobbling, mining, pottery, riding (any mount), seamanship, stonema- Survival, Forest (0/Int) ( / ) sonry, weaving, engineering, musical instrument, reading/ writing, armorer, bowyer/ fletcher, charioteering, gaming, gem cutting, or weaponsmithing. All warriors begin Tracking (0/Wis) ( / ) with a wooden club, several throwing rocks, and a wooden spear. Weather Sense (-1/Wis) ( / )

Character Player Level SAVING THROWS Alignment Glass Sailor Paralyze / MOVEMENT Poison Class: Fighter Race: Human Sex: Male or Female Homeland: The Shining Lands Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fall Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adi Auric (0/Int) ( / ) The Glass Sailors are a tall, slender race, one of the tallest people in all Taladas. Born Direction Sense (+1/Wis) ( / ) and raised in the dangerous plains of glass, they are fiercely independent and unflinch- ing. Glass Sailor characters gain a +1 saving throw bonus to resist all types of fear, magical Navigation (if male) (-2/Int) ( / ) or otherwise. Player character Glass Sailors are outcasts or exiles from their own people and can return Singing (if female) (0/Cha) ( / ) to their lands only by risking death. All Glass Sailor characters begin with a complete set of underground and above-ground Survival, Desert (0/Int) ( / ) clothing and one set of beetle carapace armor, in addition to an assortment of darts and a glass-bladed sword. ( / )

( / )

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Character Player Level SAVING THROWS

Alignment Payan Mako Tribesman Paralyze/ MOVEMENT Poison Class: Fighter Race: Human Sex: Male Homeland: Syldar of the Fisheries Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Direction sense (+1/Wis) ( / ) CHR Hench Base Adj Fire-building (-1/Wis) ( / ) The Payan Mako are a short, bronze-skinned race of fishermen that lives among the subtropical islands of the Fisheries. Here they try to lead quiet and peaceful lives fishing Fishing (-1/Wis) ( / ) in the rich waters and living off the fruits of the land. Men dress in simple loin cloths and shave their heads. Their main enemies are the demon-men (hobgoblins) and Shark Men, Navigation (-2/Int) ( / ) a secret cult bent on conquering all the Fisheries. Although warriors, the Payan Mako are not particularly skilled at combat (since they Payan (0/Int) ( / ) fight so seldom). Thus, their THAC0s are always 1 higher than those of normal fighters of the same level, and they cannot specialize in any weapon. However, they are extremely Seamanship (+1/Dex) ( / ) tough and so begin play with 1d10 +4 hit points. Every warrior begins play with a shark- tooth spear and dagger. Survival, Tropical (0/Int) ( / )

Swimming (0/Str) ( / )

Weather Sense (-1/Wis) ( / )

Character Player Level SAVING THROWS

Alignment Cha’asii Paralyze MOVEMENT Poison Class: Fighter or Fighter/Mage Race: Elf Sex: Male or Female Homeland: Neron Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Ancient History (-1/Int) Spellcraft (-2/Int) Max No Loy Rctn CHR Hench Base Adj Animal Lore (0/Int) Survival, Jungle (0/Int) The cha’asii or wild elves are a distinctly different branch of the elvish race, easily iden- Artistic Ability (0/Wis) tified from all others. Over the centuries, the cha’asii have adapted to life in the thick for- ( / ) ests of Neron. Average height is only 4' 9" and almost none reach five feet in height. Skin Carpentry (0/Str) ( / ) tone ranges from wood-brown to yellow-green. Hair colors vary similarly from brown to green-black. Cha’asii (0/Int) ( / ) Cha’asii warriors make use of many sleeping potions and strange compounds and player characters will know how to brew these, given the materials from the forest. They Herbalism (-2/Int) ( / ) do not make or use poisons. Mages specialize in a forgotten form of the lore known as nature magic (see the Hunting (-1/Wis) (/) “Cha’asii Mages” section, page 28-29, for an explanation of this branch of magic and the list of allowed spells). Cha’asii have no written language and do not know how to read or Singing (0/Cha) (/) write (but they can learn).

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Character Player Level SAVING THROWS Alignment Recorder Paralyze/ MOVEMENT Poison Class: Mage Race: Human or Half-elf Sex: Male or Female Homeland: Baltch Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Baltch (0/Int) ( / ) The Recorders of Baltch are wizards in the service of the government. They are much like wizards everywhere, but they tend to specialize in greater divination and alteration. Engineering (-3/Int) ( / ) Baltch is protected from the ocean by a series of dikes and seawalls that require constant vigilance and repair. The Recorders assist the Engineers (the rulers of Baltch) somewhat in Read/Write Baltch (+1/Int) ( / ) making repairs, but mostly by tracking and organizing the population into the necessary work teams. Seamanship (+1/Dex) ( / ) Since the Recorders are part of the government, they (including player characters) must follow the orders of the Engineers, should such orders be given. Thus, characters may find Spellcraft (-2/Int) ( / ) times when they are ordered to undertake particular missions. As compensation, the Re- corders have the status of privileged public servants on Baltch and are treated accordingly. Stonemasonry (-2/Str) ( / )

Weather Sense (-1/Wis) ( / )

Character Player Level SAVING THROWS Alignment Islander Paralyze/ MOVEMENT Poison Class: Any Race: Human, Kender, or Dwarf Sex: Male or Female Homeland: Rainward Isles Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Hunting (-1/Wis) ( / ) The people of the Rainward Isles are among some of the most blessed of all in Taladas, Fishing (-1/Wis) ( / ) for somehow they have survived the worst ravages of the Cataclysm and its aftereffects to emerge stronger and more unified than ever before. Auric (0/Int) ( / ) Unlike most other lands, where race is an important issue, the People (as they call themselves) have learned to live in peace with each other-dwarves, kender and humans Local History (0/Cha) ( / ) view each other as equals, each contributing to society. This mingling of societies has broadened the outlook and training of all the Islanders. The People all gain a + 1 bonus ( / ) to encounter reactions when dealing with foreigners not of their race, because they lack the racial prejudices of others. ( / ) Communities of the People are strong and supportive. Every person is a part of the mi- litia, serving to the best of his capacity. Thus, while at home, characters may be called out ( / ) to deal with some danger. They can also call upon their neighbors in turn for support and aid in times of trouble.

23 PLAYER CHARACTER KITS

Character Player Level SAVING THROWS Alignment Hitehkel Engineer Paralyze/ MOVEMENT Poison Class: Tinker Race: Gnome, Gnomoi, or Minoi Sex: Male Homeland: Hitehkel Citadel: Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 S p Level Immun Mag Def Bonus Spell Spell WIS Adjus Spells Fail Immun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Blacksmithing (0/Str) ( / ) The engineers of Hitehkel (most of whom are gnomoi) are an industrious and creative lot. From their plans and designs have come such things as the fire-fleets, the wind-riders, Carpentry (0/Str) ( / ) elevator systems, and more. Unlike their Boli brothers (who specialize in small and intri- cate mechanisms), the Hitehkel tinkers think big. They are responsible for most of the Engineering (-3/Int) ( / ) large machines and devices (the ones that work, that is) found throughout Krynn today. Hitehkel gnomes can choose virtually any field of study. The majority study aerody- Gnomish (0/Int) ( / ) namics, architecture, mechanics, metallurgy, pneumatics, thermodynamics, and trans- portation. They are not particularly skilled at making small things, and so the cost in Read/Write Gnomish (+1/Int) (/) complexity is doubled if an invention needs to be reduced in size. Stonemasonrv (-2/Str) ( / )

Character Player Level SAVING THROWS Alignment Ilmaskhod Paralyze/ Class: Thief Race: Gnome (Gnomoi) MOVEMENT Poison Sex: Male or Female Homeland: Hitehkel Citadel: Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells! Spell INT Lang Lv1 Sp Level lmmun Mag Def Bonus Spell Spell WIS Adjus Spells Fail lmmun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Appraising (0/Int) ( / ) Not all the gnomes of Hitehkel are tinkers, obsessed with building strange new inven- tions. Quite a few are thieves, raised in trained in one of the most challenging environs a Engineering (-3/Int) ( / ) thief could ever learn in-the strange, device-packed citadels of the gnomes. Here thieves Gnomish (0/Int) have had to practice their skills not only against ordinary challenges but also against ever- ( / ) improving security inventions designed by irate tinkers. Read/Write Gnomish (0/Int) ( / ) Because of this, an ilmaskhod (as a gnomoi thief is called) is more skilled at opening locks and finding and removing traps than most thieves. When dealing with gnomish de- ( / ) vices, the normal scores for the character are used. When dealing with devices made by others, the thief gains an additional 10% to his chance of success. In short, he finds the ( / ) locks and traps of non-gnomes simple compared to the cunning devices designed by his brethren. However, ilmaskhod disdain killing and so can never gain more than a “x3” backstab bonus.

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SAVING THROWS Character Player Level Alignment Companion of the Dead Paralyze/ MOVEMENT Poison Class: Fighter Race: Gnome Sex: Male Homeland: Hitehkel Citadel: Rod, Staff, Base Rate or Wand ABILITIES Petrify/ Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph STR Prob Adj Allow Press Drs LG Rctn Missile Def ARMOR Breath DEX Adj Att Adj Adj Weapon HP Sys Res Pois Regen CON Adj Shk Sur Save AC Modifier Spells No of Spell Lrn Spells/ Spell INT Lang Lv1 Sp Level lmmun Mag Def Bonus Spell Spell WIS Adjus Spells Fail lmmun Max No Loy Rctn Proficiencies/Skills/Languages CHR Hench Base Adj Endurance (0/Con) ( / ) The Company of the Dead (to which the Companions belong) is an elite fighting force of the gnomish army. They are easily identified by the skull-white face paint and skeletal Gnomish (0/Int) ( / ) helmets they wear into battle. ( / ) When they have taken time to prepare themselves (don their warpaint, etc.), the Com- panions gain a + 1 bonus to their attack and damage rolls, in melee combat only. This ( / ) frenzy lasts until the course of the battle is finished; during this time they take no pris- oners. Preparation takes 30 minutes and when it is finished, the character must enter im- ( / ) mediately into combat. The Companions have earned their title by giving up all connections to their past life. ( / ) They are “dead” to the rest of the world. They no longer have family or old friends. Fur- thermore, they will not make new friends, except within the Company, since they con- ( / ) sider themselves dead to the world. This attitude makes them difficult to get along with.

SAVING THROWS Character Player Level Alignment Boli Tinker Paralyze/ MOVEMENT Poison Class: Tinker (see DRAGONLANCE® Adventures book) Race: Gnome (Minoi or Gnomoi) Sex: Male Rod, Staff, or Wand Citadel: Homeland: The Land of Columns Base Rate Petrify/ ABILITIES Polymorph Hit Dmg Wgt Max Op B B/ HIT POINTS STR Prob Adj Allow Press Drs LG Breath Weapon Rctn Missile Def ARMOR DEX Adj Att Adj Adj H P Sys Res Pois Regen Modifier Spells Adj Shk Sur Save CON AC No of Spell Lrn Spells/ Spell INT Lang LV1 Sp Level Immun Mag Def Bonus Spell Spell Proficiencies/Skills/Languages WIS Adjus Spells Fail Immun Max No Loy Rctn Appraising (0/Int) ( / ) CHR Hench Base Adj Auric (0/Int) ( / ) The Boli gnomes, like all of their race, are a small but ingenious people, given to a love of devices, mechanical ones in particular. The Boli gnomes are incredibly skilled in the Engineering (-3/Int) ( / ) construction of small devices. especially clockwork. Boli tinkers specialize in the study of mechanics, optics, clockwork, metallurgy, and Gem Cutting (-2/Dex) ( / ) glass-making. Furthermore, they are skilled in the jeweler’s arts. Tinker gnomes begin the campaign with a small collection of tools (enough to fill a Gnomish (0/Int) ( / ) small pack) suitable for work on finely detailed items and also useful as thieves’ tools. ( / )

25 L ANGUAGES

Although the Guide Book to Taladas de- pantomime is helpful, even vital. pantomime and occasional long-winded scribes many things about the people of To determine how similar different explanations using simple concepts. the continent, no mention is made of the languages are, all the basic language Speakers with a 30% fluency (a Marak languages used by the different people. groups of Taladas (and a few of Ansalon) kender talking with a citizen of Kris- This is intentional because the ability to have been placed on the Taladan Lan- tophan) can get across basic concepts but communicate is vital to your role-playing guage Chart. The languages have been have to use gestures to help even with game. Information about languages has arranged to show their relationships. In- these. Characters with 10% fluency (a been extracted, both so you can find the terrelated languages (either by family or Payan Islander relying on his few elvish information quickly and so you can make borrowings) are connected by lines. The words to talk to one of the Hulderfolk) whatever changes you need to adapt to number of dots on these lines is an indica- are limited to a word here and there com- your campaign and your player charac- tion of the closeness of the two languages. bined with a lot of hand-waving and bad ters. The information here can be used as Of course, each character is assumed to mime. rules or as a guideline, a starting point for speak his native tongue with 100% flu- When using the Taladan Language changes that work best for your cam- ency. To determine how well he speaks Chart, it is important to remember that it paign. and understands a related tongue, trace a (and all languages) are only a tool for your On Taladas, there is no common path from his native language to the role-playing game. You may find times speech that is universally known by every other language. Each dot and box crossed when you need to bend the rules some- character and monster the players (including the box enclosing the other what. Consider first the effect not know- encounter. Instead, there are a number of language’s name, but not that enclosing ing (or knowing) a language will have on language families that form the roots for the characters’ native language, on the play. If the player characters have to waste nearly all the spoken languages of Tala- chart) reduces comprehension by 10%. a lot of time trying to communicate with das. The languages within each family For example, a Uigan fighter would have an NPC, then it’s better to have the NPC share many common features-so many a 70% comprehension of Tamire elven conveniently know the PCs’ language. If that speakers of different tongues within (the path connecting the languages the situation would be made more inter- the same family can make themselves un- crosses two dots and the Tamire box, so esting by a lack of communication, then derstood to each other. In addition some 30% is subtracted from 100%). the NPC doesn’t know the language— languages of different families share You should use the final percentage as unless, of course, that would be ridicu- common features based on geography. a guide to role-playing. A speaker with lous. Thus, elves of the Tamire borrow words 80% fluency (such as a Hitehkel gnome In all cases, player characters should and phrases from the tongues of the talking to a Boli gnome) hesitates from have a common language. There is noth- Uigan and Ilquar goblins. Even with all time to time, trying to think of the right ing more frustrating than a party of these similarities, communication is not word. Characters with 50% fluency (a player characters who cannot even com- without some difficulty and there are mo- man from the Rainward Isles talking to a municate with each other. ments when resorting to gestures and warrior of the Ice People) have to resort to

26

CHA’ASI MAGES

Cha’asi mages are practitioners of an an- the item will do by what they put into it. form of a stone contains more potential cient and nearly forgotten type of magic, Cha’asi believe that all things— power than just an ordinary rock. one that defies the “accepted” under- mineral, plant, or animal-contain mag- There must also be some connection standing of schools of magic. According ical power. Sometimes the power is great, between the item and the power desired. to the writings of all the known theorists, sometimes it is negligible. The power Thus, a lightning-struck branch might be cha’asi magic should be impossible. The may have a useful, constructive effect or suitable for a wand of lightning bolts, but cha’asi have never delved greatly into may possess an odd and pointless effect. would be unsuitable for a wand of flame theory and so have no clue that what they It is not their business to choose the extinguishing. It takes skill and wisdom are doing is impossible. Oddly enough, it power-that is determined by the nature to select the proper raw materials for a de- seems to work for them perfectly well. of the thing. Generally, the magical sired item. A check against artistic ability Cha’asi magic is built on an intuitive power of a thing reflects its nature. Thus, must be made secretly by the DM when understanding of nature. The wizards are a stone may have some power associated selecting the piece to be used for a magi- specialists and gain the benefits accord- with strength, hardness, or force; a me- cal item. If the check is failed, the magi- ingly. But their spell selection does not dicinal herb may relate to healing; a cal item is flawed. follow the normal arrangement of water-smoothed stone may give speed or Finally, the wizard does not cast spells schools. Instead, they specialize in spells slipperiness. Although the mage may into the item. Instead he must use the en- that affect nature and sometimes the ele- have some general idea of the power, he chant an item spell to bring out its power. ments. They can learn some spells outside can never be certain until it manifests it- If this is successful, the DM determines of this area, but certain spells-especially self. what the item becomes, based on the suc- ones that create mechanical and unnatu- Cha’asi mages produce magical items cess of the saving throw for the item. The ral results-are denied to them. The by drawing the innate power out of an greater the difference between the num- spells in their school and those disallowed item. Thus the Cha’asi way of creating ber needed to save and the actual saving are given on the Cha’asi Spell Table. magical items is slightly different. First, throw, the better or more powerful the Aside from their spell selection, cha’asi cha’asi attempt to use items in as natural item. If the saving throw is successful, the mages also have a distinctly different ap- a state as possible. The less carving, whit- character has 24 hours to determine just proach to magical item creation. Most tling, and shaping that is done, the bet- what magical power is manifested in the mages fashion an item and then imbue it ter. Second, the item must be as item, either by trial and error or magical with some chosen power, defining what artistically pure as possible. The perfect spells.

28 CHA’ASI SPELL LISTS

Sixth Level Fourth Level NATURAL SCHOOL Chain Lightning Contagion S PELLS Conjure Animals Leomund's Secure Shelter Control Weather Minor Creation First Level Death Fog Minor Globe of Invulnerability Affect Normal Fires Lower Water Burning Hands Move Earth Fifth Level Change Self Part Water Fabricate Dancing Lights Transmute Water to Dust Leomund’s Secret Chest Find Familiar Major Creation Light Seventh Level Mending Charm Plants Sixth Level Spider Climb Reverse Gravity Anti-Magic Shell Wall of Fog Shadow Walk Contingency Guards and Wards Second Level Eighth Level Programmed Illusion Alter Self Incendiary Cloud Continual Light Mass Charm Seventh Level Darkness, 15’ Radius Polymorph Any Object Control Undead Fog Cloud Forcecage Fool’s Gold Ninth Level ‘s Magnificent Mansion Glitterdust Crystalbrittle Mordenkainen's Sword Summon Swarm Shape Change Simulacrum Whispering Wind Statue

Third Level S PELLS NOT AVAILABLE Eighth Level Gust of Wind TO CHA’ASI WIZARDS Clone Protection from Normal Missiles Symbol Water Breathing First Level Trap the Soul Wind Wall Alarm Armor Ninth Level Fourth Level Erase Imprisonment Fire Charm Nystul’s Magic Aura Mordenkainen's Disjunction Fire Shield ’s Floating Disc Succor Hallucinatory Terrain Wizard Mark Massmorph Plant Growth Second Level Polymorph Other Deeppockets Polymorph Self Knock Solid Fog Magic Mouth Wall of Fire Melfs Acid Arrow Wizard Lock Fifth Level Airy Water Third Level Animal Growth Explosive Run es Cone of Cold Illusionary Script Distance Distortion Item Hold Monster Leomund's Tiny Hut Stone Shape Non-Detection Transmute Rock to Mud Sepia Snake Sigil Wall of Stone Vampiric Touch

29 THE ARMIES OF TALADAS

Each side is commanded by a tegin of the Snake Clan. One War Speaker is THE ARMIES OF boyla (a prince from one of the boyla chosen from the war chiefs of the differ- T ALADAS families). The size of a side depends on ent clans. the number of ordus attached to it. An Although it is extremely rare, there Taladas, like Ansalon, is a region wracked ordu is the basic building block of the have been occasions when the entire Elf by warfare. Dragonarmies, Imperial le- army, approximately 2,000 men. It is Clan nation has united against a single gions, Thenolite companies, Uigan commanded by a tegin (prince), elected threat. In this case, the different clans by the family clans that form the ordu. hordes, and goblin raiding parties are form into the larger units described above and the War Speakers elect a Great Leader locked in combat, to-and-fro. Role- There are three to four regiments to an from their ranks. This elf's job is often playing in such a world means the charac- ordu (500 to 650 men each) and these ters will, from time to time, interact with regiments are divided into family clans. less military than political, for not only A single clan may send 50 to 500 men, must he lead the army in battle, but he troops, wander through battlefields, and must also control his hot-tempered kins- even play the roles of commanders. But depending on its size. Clans always serve in the same groups. Over the years the men, suppressing feuds and disagree- to do this, you need game information ments. that describes the organization and struc- different ordu have developed long- ture of the different forces. standing rivalries and friendships based The composition of an Elf Clan army is This section is intended for use with the on clan relationships. similar to that of the Uigan. However, the AD&D® 2nd Edition BATTLESYSTEM™ In addition to these forces, the Uigan elves favor more light cavalry than heavy rules. While much of this is useful for role- have a small number of specialist troops. armored troops and they do not make use playing situations, particularly the chains of These include auxiliary infantry (most of- of auxiliary mercenaries. Because they are command and the composition of units, ten Alan-Atu mercenaries) and two regi- more magically inclined, they can field ments of artillerists and engineers for special units of fighter/ mages. Due to most of the information is written with the BATTLESYSTEM rules in mind, particu- complicated siege work. These men come the peculiarities of their culture, these larly the specific unit rosters. from any clan. units are almost entirely female. The BATTLESYSTEM rules are for The Uigan do not use much magic in fighting large battles within the AD&D battle. There are no separate units of wiz- Light elf cavalry 60% game. These battles use miniature fig- ards and priests. Instead, these men are Light elf female ures, often painted, that are organized personal advisors to the boyla and tegin, (fighter/mage) cavalry 10% into army units. The information in this and are under their direct command. Scouts (rangers) 5% book describes how the units of the major The composition of a typical side is as Medium elf cavalry 15% Heavy elf cavalry land armies of Taladas are organized and follows: 10% gives the relevant information for differ- Auxiliary light infantry 10% ent units. The color plates that come with T HE ILQUAR GOBLINS this box set show examples of uniforms, Uigan light cavalry 40% arms, and armor for typical soldiers of the Uigan medium cavalry 30% Uigan noble cavalry 20% Although violent, aggressive, and bru- different armies. These plates can be used tal, the goblins have never fielded or as guides for painting your own Taladan raised a substantial army, as the organiza- armies. T HE ELF CLANS ARMY tion and cooperation needed are rare among their kind. This has resulted in T HE UIGAN HORDE In general, the Elf Clans have no over- most of their attacks being made by small all organization or army. Each clan fields raiding parties. Organized forces are typi- cally intended for defense-garrisons, The largest force in Northern Hosk, its own unit, the size of the unit depend- ing on the size of the clan. Average clan militia, and bodyguards. They mostly the Uigan horde is organized around a rely on walls, missile weapons, and dirty single arm-the cavalry. Contrary to their size ranges from 50 to 200 warriors, led by tricks to ensure their safety. image as simple barbarians, the Uigan a war chief, elected by the elders of the The goblins have never yet massed into have a highly organized army chain of clan. a large army, although it might be possi- command. The diagram on page 33 When faced by a threat larger than can ble under a ruthless and cunning leader, shows the structure. be dealt with individually, different clans goblin or otherwise. The largest forces The supreme commander of the army band together, always along the lines of they have fielded are the garrisons drawn is the boyla of the Uigan. He has a private ancient loyalties. Thus, the Tiger Clan and Bear Clan may join together as a sin- from several towns that fall under the rule bodyguard of 2,000 men, all elite troops. gle unit, but a warrior of the Tiger Clan of a single chieftain. Average force sizes He commands the army, which is divided range from 100 to 300 warriors per vil- into three sides: a right, center, and left. would never serve in the same unit as one

30 THE ARMIES OF TALADAS

lage. While these forces are not large, the maintains forces few other countries way to protect themselves from treachery. goblins know their local territory and use provide-specialized siege engineers, a The League Command Chart (on page this knowledge to make effective use of quartermaster corps, and medical troops. 33) shows the different levels and rela- ambushes and traps. The minotaurs have divided the com- tionships of the two types of command in The goblin forces are oriented toward mand structure into political and military the army. At the apex is the Emperor, defense and their composition reflects commands. The political command has who naturally has military and political this. Given their nature, they do not overall control of the army in both peace authority. The Empress has varying de- make use of mercenaries. Their shamans, and war. It is through the political com- grees of influence over her husband, de- jealous of their power, will aid only those mand that funds are allocated, high-level pending on the situation, her commanders who can offer them some- promotions occur, and strategic decisions connections, and her charms. The Em- thing in return. are made. Most high-rank military com- peror appoints military governors, minis- manders are also involved (to one extent ters, the General of the Army, and the Goblin light infantry 50% or the other) in the political command commander of his bodyguard. He also Goblin archers 20% structure. presides over the Senate. Goblin heavy infantry 10% The military command mostly affects The military governors rule in those Goblin medium infantry 20% the handling of the army in the field territories at war or in revolt. They exer- when it is actually on campaign and sees cise martial law and can command any to training and readiness when it is not. THE LEGIONS OF THE armies that operate within their borders. Military commanders include the gen- Not surprisingly, there is little love lost L EAGUE erals of the army and the commanders of between the military governors and the the legions. These men make the actual provincial governors they often supplant. No army in all of Taladas is more orga- tactical decisions in the field and are ulti- The Minister of State coordinates the nized or disciplined than that of the mately held responsible for the success or diplomatic efforts of the Empire and sup- Minotaur League, and no army has a failure of any battle or campaign. It is posedly sees to the welfare of the people. larger bureaucratic structure. In addition common for military commanders to Good ministers keep the populace con- to the standard forces, the Imperial army hold, or to aspire to, some level of politi- tented. Bad ones rouse the people to re- cal command, since this is often the only bellion.

31 THE ARMIES OF TALADAS

The Senate is supposed to govern the A typical vexillatione has the following few as 50 to thousands. They follow the people in peacetime, but for the most types of riders: urgings of the prophets, but are virtually part it rubber-stamps the Emperor’s leaderless once committed to battle. The edicts. It also coordinates the activities of Light cavalry 50% fanatics are always light infantry and the different ministries. Political maneu- Medium cavalry 30% completely lack the discipline needed to vering can result in more or less funding Heavy cavalry 20% use missile weapons. The fanatics, how- for a favored general, a desirable promo- ever, pay little heed to losses, convinced tion, or banishment to a distant post. The League army makes some use of that their cause is just. The Minister of Finance collects the auxiliary troops, barbarians recruited into The Companies of the Lords form the taxes and allocates the funds of the Em- service. These are formed into auxilia of backbone of the army. These units range pire. He can easily make money appear or about 500 men. These are built solely in quality. There are common militia disappear for his favorite soldiers. from centuriae of 100 men each. called up to serve in the feudal levy, ex- The General of the Army commands The auxilia are organized as follows: pensive and arrogant knights, and sea- all the troops of the Empire, regardless of soned and tough experienced their location. He battles with the Senate Light archers or slingers 60% campaigners. The type of troops and (and the Emperor), prepares plans to Light infantry 40% their quality vary according to the means carry out the Emperor’s orders, and ap- and inclination of the lord providing the proves high-level promotions. Some auxilium are composed entirely troops. The size of units varies also, but The commander of the bodyguard (the of missile troops, however. the average is 150 to 300 infantrymen or Black Cloaks) answers only to the Em- Finally, the army also maintains two le- 100 to 200 cavalrymen. peror and receives his funds from the Em- gions ballistariorum, specialized troops In the field, the army is formed by an peror’s private treasury. The Black Cloaks equipped with catapults and siege weap- amalgamation of units. There is seldom a are in every respect a private army. ons. These legions have 1,000 men and supreme commander. Instead, the com- The General Quartermaster is respon- approximately 50 pieces of artillery each. mand is handled by a council composed sible for all funds issued to the army, a Most of these are ballistae, supplemented of the leading priest (in charge of the un- post that gives him great power. Com- by light catapults. In addition, each dead), one or more of the prophets (de- manders who get on his bad side find walled city has a separate unit of artil- pending on their persuasiveness), and their troops ill-supplied and starving in lerists (and equipment) for the defense of one or more lords (depending on how the field. the city. many factions are present). Each of these The most commonly used unit in the functions as an independent command, League army is the legion. The standard sometimes working in harmony but more legion contains about 1,200 men but can T HE THENOLITE ARMY often not. be swelled up to as many as 5,000. A le- The typical Thenolian field army has The main adversary of the League is the gion is divided into ordines, each of the following breakdown of troops: Kingdom of Thenol. While nominally which has 500 men, further divided into under the control of the King, the army five units called centuria. Undead light infantry 10% actually follows the commands of Bishop A legion typically has the following Undead archers 5% Trandamere, the leader of the Temple of types of soldiers: Fanatic light infantry 10% Hith. Militia 10% Under the direct command of the Medium infantry 30% Light crossbowmen 5% Bishop are the undead. These are orga- Light archers or slingers 25% Light archers 5% nized into units of 250 each, all skeletons Heavy infantry 20% Heavy infantry 20% and zombies. They are led by priests of Light infantry 25% Light cavalry 10% Hith. The priests do not tend to be skill- Medium cavalry 20% ful commanders nor do the undead deal Supplementing the legions are special- Heavy cavalry 5% well with complex maneuvers. The ma- ized troops of cavalry and auxiliaries. jority of undead forces are light infantry. While these are sometimes attached to Only a few units (led by skillful com- the legion, they are more often treated as manders) are able to use missile weapons. separate units. The cavalry are organized What the undead lack in finesse, how- into vexillationes of about 500 to 600 ever, they make up for in mass and utter men. Like the infantry, the vexillatione is mindless fearlessness. divided into ordines, although these are The fanatics are an ill-organized mob. only 200 men strong. Each ordine has two The size of any group can range from as centuria of 100 men.

32

UIGAN/ELF HORDES

UIGAN AUXILIARIES ELF CLAN WARRIORS Irregular Light Infantry Irregular Light Cavalry

Lone sword 6/8 Lt. lance [8] AR 8 Notes AR 9 Notes Increase all AD by Long sword 8/10 Hits 1 Long sword, leather Hits 2 & shield. one when berserk. Short bow 6* MV 12” MV 24” Range ML 11 ML 14 Range // 5/10/15

UIGAN WARRIORS FEMALE WARBAND Regular Light Cavalry Irregular Light Elf Cavalry

Lt. lance [8] Lt. lance [8] AR 9 AR 9 Notes Long sword 8/ 10 Increase all AD by Long sword 8/ 10 Hits 2 Hits 2 Short bow 6* one when berserk. Short bow 6* MV 24” MV 24” Able to cast one 1st ML 14 Range ML 15 level wizard spell. Range 5/10/15 5/10/15

UIGAN KNIGHTS ELF CLAN NOBLES Regular Medium Cavalry Regular Medium Cavalry

Med. lance [10] Med. lance [10] AR 8 AR 8 Notes Long sword 10 Increase all AD by Long sword 10 Hits 2 Hits 2 one when berserk. Short bow 6* MV 18” Short bow 6* MV 18” ML 14 Range ML 15 Range 5/10/15 5/10/15

UIGAN NOBLES TIGER CLAN ELVES Elite Heavy Cavalry Elite Heavy Cavalry

Med. lance [10/12] Hvy. lance [10/12] AR 7 AR 6 Notes Long; sword 10 Increase all AD by Long sword 10 Hits 2 Hits 2 one when berserk. Short bow 6* MV 15” Short bow 6” MV 15” ML 15 Range ML 16 Range 5/10/15 5/10/15

34 IX LEGION OF THE MINOTAUR LEAGUE

STEEL HAMMER ORDU XXVII (GRAYWOOD) ORDU Regular Dwarven Medium Infantry Regular Light Elf Archers

Battle axe 6 Long sword 6/8 AR 7 Notes AR 9 Notes Favored terrain: Warhammer 6/4 Move through Hits 1 Hits 1 rough woods at no pen- MV 6” MV 12” alty. Range ML 13 Range ML 14 / / 4/8/17

XII (GLADIUS) ORDU BROKEN HORN ORDU Regular Medium Infantry Elite Heavy Minotaurs

Spear 6* Long sword 12 AR 7 AR 6 Notes Lone sword 6/8 + 3 morale bonus is Hits 1 Hits 3 gained when in con- MV 9” MV 12” tact with enemy. Range ML 12 Range ML 16 l/2/3 //

GREENSPEAR ORDU OAK ORDU Regular Elf Medium Infantry Irregular Light Elf Infantry

Spear 6* Spear 6* AR 7 Notes AR 8 Notes Move through Long sword 6 Move through Long sword 6 Hits 1 Hits 1 woods at no pen- woods at no pen- MV 12” alty. MV 12” alty. Range ML 13 Range ML 12 1/2/3 1/2/3

LEORMAN’S ORDU V (PENAL) ORDU Regular Light Slingers Regular Light Infantry

Sling 4*/6* Spear 6* AR 9 AR 8 Notes Dagger 4 Composed of con- Long sword 6/8 Hits 1 Hits 1 victed criminals. MV 12” MV 12” Range ML 13 Range ML 10 5/10/20 l/2/3

35 LEAGUE CAVALRY/AUXILIARIES

WHITE HORSE ORDU WOOD PEOPLE AUXILIARIES Regular Light Cavalry Irregular Elf Light Archers

Lt. lance [8] Lone: bow 6* AR 9 AR 9 Notes Long sword 8/10 Unaffected by for- Long sword 6/8 Hits 2 Hits 1 est. MV 24” MV 12” Range Range ML 13 ML 13 // 4/8/17

CLANSMEN ORDU MARAKIAN AUXILIARIES Irregular Elf Light Cavalry Irregular Kender Stone bows

Lt. lance [8] Stonebow 4*/6* AR 9 AR 9 Long sword 8/10 Dagger 4 Hits 2 Hits 1 Short bow 6* MV 24” MV 12” Range ML 13 Range ML 12 5/10/15 //

LANDSMEN ORDU BASHI-BARAS Regular Medium Cavalry Irregular Light Infantry

Med. lance [10] Spear 6* AR 7 AR 10 Long sword 10 Short sword 6 Hits 2 Hits 1 MV 18” MV 12” Range Range ML 13 ML 10 // l/2/3

XVI (THERAN) ORDU IMPERIAL ENGINEERS Elite Heavy Cavalry Regular Dwarf Light Infantry

Hvy. lance [10/12] Battle axe 6 AR 5 AR 10 Notes Long sword 10 All are skilled in Warhammer 6*/4* Hits 1 Hits 2 siegecraft and min- MV 15” MV 6” ing. Favored ter- Range Range ML 15 ML 12 rain: rough // 1/2/3

36 THENOLIAN ARMY

SERVANTS OF HITH LORD ALRIC’S COMPANY Undead Infantry Regular Light Crossbowmen

Notes Assorted weapons 6 Lt. crossbow 4* AR 8 Never check mo- AR 8 rale. Half damage Short sword 6 Hits 1 from edged weap- Hits 1 MV 12” ons. MV 12” Range ML - ML 13 Range // 6/12/17

SERVANTS OF HITH VIDAME ROTROU’S COMPANY Undead Archers Regular Light Archers

Notes Short bow 6* Long bow 6* AR 8 Never check mo- AR 8 rale. Half damage Assorted weapons 6 Short sword 6 Hits 1 from edged weap- Hits 1 MV 12” ons. Cannot per- MV 12” ML - form pass- through Range ML 13 Range fire. 5/10/15 4/8/17

FANATICS OF HITH LORD DAMIN’S COMPANY Irregular Light Infantry Regular Heavy Infantry

Notes Spear 6 3rd level fighters. Spear 6* AR 10 AR 6 Short sword 6 Long sword 8/10 Hits 1 Hits 2 MV 12” MV 6” Range ML 11 Range ML 13 // 1/2/3

THENOLIAN MILITIA DRAGONMEN Irregular Light Infantry Irregular Bakali Infantry

Glaive 6/8 Natural weapons 8 AR 9 AR 7 Notes Favored terrain: Hits 1 Hits 2 swamp MV 12” MV 6” Range Range ML 11 ML 14 // //

37 THENOLITE CAVALRY/ILQUAR GOBLINS

LORD VIGARD’S SCOUTS HUNTERS Regular Light Cavalry Irregular Goblin Archers

Lt. lance [8] Short bow 6* AR 8 AR 9 Long sword 8/10 Dagger 4 Hits 2 Hits 1 Javelin 6* MV 24” MV 6” ML 14 Range ML 11 Range 5/10/15 2/4/6 SQUIRES OF THE LORDS WARBAND Regular Medium Cavalry Regular Goblin Medium Infantry

Med. lance [10] Short sword 6 AR 7 AR 7 H. mace 10 Hits 2 Hits 1 MV 18” MV 6” ML 13 Range ML 11 //

KNIGHTS OF THE REALM CHIEFTAIN’S BODYGUARD Elite Heavy Cavalry Regular Goblin Heavy Infantry

Notes Hvy. lance [12/12+8] Short sword 6 AR 5 5th level fighters. AR 6 Hits 3 Hits 1 MV 15” MV 6” Range ML 15 ML 12 //

GOBLIN HORDE Irregular Goblin Infantry

Notes Broadsword 6 AR - AR 8 Hits - Hits 1 MV - MV 6” Range Range ML - ML 10 // / /

38 THE GODS OF TALADAS

ors as the Highgod, the supreme being. all but unknown in the more barbaric re- T HE GODS OF TALADAS All other deities are merely false idols or gions of Taladas. Of all the neutral gods, Although the people of Taladas are vastly manifestations of his supreme power. Chislev is the most actively worshiped, different from those of Ansalon, they still Paladine is thought of as an abstract particularly by the Uigan. This goddess is know and worship the same gods of force. He is benign, above good and evil. considered by many to be the spirit of na- Krynn—or almost. Known by different Majere is considered the female anima ture. names and sometimes even different gen- of Paladin. No images exist of Paladin or The evil gods also exercise great power der, the Taladans have reached their own Majere. in Taladas, in the lands of Thenol in par- understanding of the gods, in some ways The foremost gods of good in Taladas ticular. Although Takhisis is recognized familiar to Ansalonians and in other ways are Kiri-Jolith and Mishakal, known as as the most powerful, she is held in fear quite different. Qu’uan the Warrior and Mislaxa to the by even those who would follow her. She Taladans agree with Ansalonians on Uigan. He is often shown as a fierce war- is portrayed as capricious and willful, the number of gods. But their general rior; she as a stranger in robes. dangerous to deal with. By far more pop- groupings are quite different. There are Two remaining good gods complement ular (at least as the popularity of evil gods the gods of good, neutrality, and evil. In the pair. Habbakuk is little known, ven- goes) is Hiddukel. Among the evil deni- addition, there are three others in erated primarily by the Silvanaes as the zens of Taladas, he has the greatest influ- Taladas—the spirits of magic, the su- Sea Lord and less so by the minotaurs as ence. Chemosh, the Undead Lord, is not preme forces, and the gods of dwarves Han-Yagas. Branchala is almost unknown worshiped, but feared, as is Morgion, the and minotaurs. The particular cause es- to the Taladans, who usually view this de- god of disease. Zeboim is virtually un- poused by the god (good, evil, neutral, ity as an avatar of Habbakuk. Thus, Bran- known among the Taladans. etc.) depends on the believer’s viewpoint. chala has no priests in Taladas. In addition to the gods of good, neu- Likewise the gods are known by non- The gods of neutrality are seldom wor- trality, and evil, there are a number of Ansalonian names, sometimes even sev- shiped in Taladas, since their roles are less gods that the Taladans place in special eral names. The listing below describes active than those of good and evil. Gilean classifications. These include Reorx (the the different gods and their commonly is known only to an educated few, thus god of gnomes and dwarves) and Sargon- perceived roles. his cult is limited to the cities and settled nas (god of the minotaurs). The supreme forces are not considered lands. Zivilyn is considered to be only an Finally, the three moons of Krynn— gods proper, but rather energies beyond aspect of Gilean and has no worshipers in Solinari, Lunitari, and Nuitari—are not the comprehension of anything. These Taladas. Sirrion tends to be venerated by considered gods proper. They are revered include the Highfather, Paladine, and the dwarves and gnomes. Shinare is given as elemental forces of great power, but Majere. special esteem by the merchants of the have no worshipers or priests of their Highfather is revered by the Glass Sail- Minotaur League. Conversely, this god is own.

39 DISIR

CLIMATE/TERRAIN: Subterranean FREQUENCY: Very Rare ORGANIZATION: Tribal ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Highly (13-14) TREASURE: (B) ALIGNMENT: Lawful evil

NO. APPEARING: 2d4 (2d4) ARMOR CLASS: 3 MOVEMENT: 12 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: DAMAGE/ATTACK: 2d4/2d4/2d6 SPECIAL ATTACKS: Pain SPECIAL DEFENSES: Fire resistance MAGIC RESISTANCE: Nil SIZE: M (6'-7' tall) MORALE: 15 XP VALUE: 975

The disir are a race of deep-dwelling subterranean creatures of dis- Habitat/Society: The disir are a secretive group, due in part to geo- gusting appearance. They stand about six to seven feet tall, although graphic location (miles beneath the earth) and a fanatical hatred of they are normally hunched over to a lesser height. Parts of their anything that might be their neighbor. Their homeland is deep un- bodies are covered with a natural armor, while other areas show ex- der the earth in the realm of the . There, they fashion un- posed rubbery flesh. Their skin tone is a pasty green-white. Their derground tunnels or, more often, appropriate the homes of others. pores exude a thick coating of slimy gel. This is normally polluted Thus they are a scourge to dwarves and other tunneling races. Wars with dirt, debris, and bits of dead flesh that seem to constantly between the two are often fought over the homes the dwarves have slough off them. An aura of stench and decay hangs around them. built. The disir live in large tribal units of 50 or more members. The Combat: Disir usually fight with claws and bite, but they have been tribes, in turn, maintain close relations with each other and several known to use weapons on rare occasions. Although their bite is more tribes may be located in a limited area. Warfare between different effective, disir prefer to fight with their claws whenever possible, sav- tribes is unknown. They are not so scrupulous about other neigh- ing their bite attack for helpless or nearly helpless victims. The claws bors, viewing any other settlement as a source of food. Although are long and powerful and the disir are able to easily crush soft stones highly intelligent, they do not enter into treaties or truces of any with one hand. Their bite is particularly vicious, both for their pro- kind. truding jagged fangs and their long, razor-sharp, rasp-like tongue. The disir reproduce from eggs. There are no distinguishing signs This is used to shear flesh from bone. of their sex, making it impossible to tell male from female by sight. All the attacks of the disir (claws and bite) are poisonous, due to Indeed, a single disir may be either male or female, depending on the slimy jelly that drips from their bodies. This jelly causes intense what stage of life it is in. The females of their kind (or those in the pain to (but does not kill) its victims. Those struck by a disir must roll female phase) dominate the males. a saving throw vs. poison at the end of the round. Only one saving The tribes live communally, sharing the duties between all the throw need be made, regardless of the number of times the character adult members. The eggs are laid in incubator halls and are guarded has been hit. Each claw causes a -1 penalty to the saving throw, while at all times. Food gathering and raiding is done in groups and the a bite gives a -2 penalty. These modifiers are cumulative, so if a char- spoils of each are brought back to the tribe and divided among all acter is struck by all three attacks, he would have a total penalty of -4 the members. Those who cannot assist in these tasks, for whatever to his saving throw. reason, are killed. If the saving throw is failed, the poison generates a burning fire, starting from the point of the wound. This pain is so intense that it Ecology: The disir, while omnivorous, greatly favor meat-of any numbs the muscles and gradually paralyzes the victim. The process kind. They seem untroubled by spoilage, decay, or source. They eat takes 1d4 + 1 rounds. Each round until the character is paralyzed, he anything they can kill or any dead they find. They resort to vegetable suffers a -1 (cumulative) penalty to his THAC0. This penalty is re- matter (mostly fungus) only when other resources have dried up. moved when the pain is neutralized. The poison has a duration of Thus, they often serve to scour old, over-populated sections of the 1d4 turns. The poisonous gel has a very short life when exposed to Underdark, leaving behind sterile dead remains. air. It is effective on the disir because their bodies are constantly re- newing it. However, it cannot be bottled or kept and used by others. The gel also provides protection from fire-based attacks. Disir gain a +4 saving throw bonus and suffer 1 point less per die of damage from fire-based attacks. DRACONIAN, TRAAG

CLIMATE/TERRAIN: Temperate plain or forest FREQUENCY: Very Rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: None ALIGNMENT: Chaotic evil

NO. APPEARING: 2d6 ARMOR CLASS: 4 MOVEMENT: 6 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 2 or 1 DAMAGE/ATTACK: 1d61 1d6 or by weapon SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Nil SIZE: M (5’-6’ tall) MORALE: Special XP VALUE: 120 Chieftain 175

The traag draconians are among the first failed attempts to create Even this alone would not have been sufficient, but coupled with a draconians, a precursor of the more successful baaz. While not overly very low birth rate (each brass dragon egg yielded only a few viable tall, they are emaciated and gangly. They have sharp taloned hands, traag) and a tendency to suddenly go berserk, attacking anything or and crocodile-like snouts. Their bodies are covered with rough scales anyone, made the traag a failure. Not wanting to waste time slaugh- of a metallic brass color, a link to their heritage. tering them by the thousands, the evil lords simply disposed of their error in the lands of Aurim. Combat: Traag draconians are fierce fighters, adept with either The traag have formed themselves into small tribal bands. Each weapons or their natural talons. At the same time, they are not natu- tribe is led by a chieftain (5 HD, THAC0 15, Dmg 1d8/1d8). These rally courageous, being extremely conscious, even paranoid, of their bands of 1d100 + 50 traag live mostly in the deserted villages and own weaknesses and numbers. They do not attack unless the odds cities of ancient Aurim. The more numerous and powerful hobgob- are in their favor, either through numbers, the element of surprise or lins have made the plains unsafe for their habitation, so the traag clever strategies, or if they have been forced into battle. Thus, their have fortified and trapped the ruins as a protection against their initial morale is only 8. powerful neighbors. The old streets are honeycombed with hidden Once the battle is joined, however, the traag become maniacally sally ports, rockfalls, dead ends, and concealed ways. fearless. A blood-lust seizes them and they no longer need to check The villages are normally organized in a similar manner. At the morale for the duration of the fight. They will fight without regard center of the ruins is the tribal headquarters. There are always at least for losses and gain a + 1 on all saving throws vs. spells that cause fear two paths to this and sometimes more. Fanning out from the center (scare, fear, etc.). This effect only comes into play when the combat are different encampments, or “divisions” as the traag call them. is actually joined. Since the traag don’t use missile weapons, this is Each division has 1d20 + 10 members. These divisions have varying when hand-to-hand combat is conducted. responsibilities, usually assigned the duty of guarding a specific post In combat, the traag often disdain the use of weapons and fight or hunting in a given territory. with their claws, which are effective enough. They use weapons Because the traag are created, they have only one sex (male for lack when there is some advantage to be gained from using the weapon— of a better name). There are no young or dependents. All members attack mode, reach, or other special use. of the tribe are warriors-they are more completely mobilized than Upon death, the traag bubble and rot away in a single round, any other group in Taladas. This has led them to increasing domi- leaving only a slimy puddle behind. nance in Aurim.

Habitat/Society: The traag were one of the first products of the evil Ecology: Although carnivorous, the traag are often reduced to scav- lords’ attempts to pervert the eggs of the good dragons to create dra- enging. Unwilling to hunt for great lengths of time on the plains, conians. (At least, they were one of the first experiments to survive.) they are almost universally under-nourished. It’s not surprising then For a time, since they lived and were good fighters (when they that they will eat virtually anything (even hobgoblin) that is put in fought), the lords considered them a success and bred large numbers front of them. of them. Over time, however, the traag began to develop a number of un- desirable traits that ultimately made them unsuitable for use in the dragon armies. Most obvious of these is their noteworthy cowardice. FIRE MINION

CLIMATE/TERRAIN: Volcanic, lava FREQUENCY: Very Rare ORGANIZATION: Hierarchial ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Average to genius (11- 18) TREASURE: None ALIGNMENT: Lawful evil

NO. APPEARING: 1-4 ARMOR CLASS: 3 MOVEMENT: 12 HIT DICE: 6 THAC0: 15 NO. OF ATTACKS: DAMAGE/ATTACK: 2d6 SPECIAL ATTACKS: Fire SPECIAL DEFENSES: Immunity to fire MAGIC RESISTANCE: Nil SIZE: L (7'-9') MORALE: 15 XP VALUE: 975

Fire minions are fearsome creatures, apparently from the elemental saving throws still apply). In addition, any water- or cold- based at- plane of Fire. Their bodies are composed of living flame, and al- tack halves the length the time the fire minion can stay out of its fiery though they can assume any form they wish, the most common is home. that of a large humanoid, complete with fangs and horns. Their bodies are the colors of flame and constantly swirl and flicker with Habitat/Society: Little is known of the fire minions’ lives, simply the living light. because their natural environment precludes most observation by outsiders. It is certain they come from the elemental plane of Fire, Combat: Fire minions are powerful warriors, fortunately (for their and are considered free-willed fire elementals. Their life habits there enemies) limited by their environment from spreading and conquer- are unknown. ing. They attack by rising up out of fire, assuming their form in the Fire minions have a limited ability to gate themselves to the Prime process. Since this takes one round, it normally provides sufficient Material plane. Such gating can be accomplished only in areas of in- warning to the victim and only allows the normal chance of surprise. tense flame-most commonly the cauldrons of volcanoes. Normal However, a fire minion can also return back into the flame (in one fires are not sufficient to allow gating and so fire minions tend to ap- round), move to another location and reappear during the next pear only in exotic locales. round. While this does not provide any specific combat bonus, it can Fire, flame, and lava are the natural homes of fire minions, and be unnerving to inexperienced opponents. they dwell within them with no ill effects. They can travel through Fire minions normally wield large swords. Whatever the weapon these materials as easily as walking. However, they have only a lim- used, the creature causes 2d6 points of damage. In addition, the ited ability to leave the flames and risk injury or death when they do creature has a constant flame aura that causes 1d6 points of damage so. A fire minion will not feel the effects for 1d6 hours. After this to all within five feet unless protected from fire in some way. No at- time they lose their flame aura ability. In another 1d6 hours, the tack roll is needed to hit and no saving throw is allowed to avoid this minion begins to take damage at the rate of 1-2 points per turn. This aura damage. continues until either the minion returns to the flame (to rest and Because they are made from living flame, fire minions are com- heal) or dies. Note that magical fires can heal the damage but cannot pletely immune to fire-based attacks. Indeed, magical flames (fire- prolong the ability to move about on land. balls and dragon fire) restore hit points equal to the damage the attack would normally cause. Although they would seem to be Ecology: It is hard to know just where the fire minions fit into things, highly vulnerable to water-based attacks, their intense heat protects since so little is known of their lives in the plane of Fire. It is believed them somewhat. They suffer 1 extra point of damage per die from they eat lava or fire, although this is not confirmed. When slain, water-based attacks. They are extremely vulnerable to cold-based at- their bodies evaporate in a burst of ash, leaving very little to examine tacks and suffer double the normal damage from these (although or study. GURIK CHA’AHL

CLIMATE/TERRAIN: Temperate forest FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Omnivore INTELLIGENCE: Semi- (2-4) TREASURE: Nil ALIGNMENT: Chaotic evil

NO. APPEARING: 1-2 ARMOR CLASS: 8 MOVEMENT: 6 HIT DICE: 2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d6 SPECIAL ATTACKS: Surprise, camouflage SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: s (3'-4') MORALE: XP VALUE:

The gurik cha’ahl (“ghost people”) are the dangerous and unpleas- hunters. On rare occasions several gurik will operate together as a ant offspring of the Ilquar goblins of Taladas. They are the ill- group. favored who, driven out of the villages, have managed to survive in the forests against the odds. They look much like normal goblins, ex- Habitat/Society: The gurik cha’ahl are solitary dwellers. Rejects of cept for some abnormality that marks them. the goblin tribes who live in the Ilquar Mountains, the gurik cha’ahl have managed to survive alone in the wilderness against the odds. Combat: The ghost people are not brave warriors and are never likely Some have dim memories of their childhood, but most were aban- to be. Their survival has been due to their stealth, cunning, and de- doned at too young an age to remember. Nonetheless, the similarity ceitfulness, not their fierce combat prowess. in appearance between themselves and the goblins has not escaped Gurik cha’ahl are quite stealthy. They move silently 70% of the their notice. They have developed an intense hatred of the goblins time and have a natural ability to use camouflage and natural ter- and delight in causing them harm. rain. There is only a 25% chance they are spotted by casual observa- The gurik cha’ahl are loners, without friends or communities. Be- tion. This chance improves by 30% for close scrutiny and an cause of their natures, they do not even trust each other and classify additional 30% if the gurik cha’ahl is moving. (Thus there is a 85% other gurik with the goblins in general. The few times they do coop- chance of spotting a moving gurik cha’ahl if the character watches erate are when they are faced with a large incursion of goblins. Al- carefully.) While the ability to move silently applies to any type of though they are spiteful and violent, their rage is directed mostly at terrain, the camouflage ability requires the presence of some con- the goblins. They attack other creatures for food and little else. cealing terrain, although it can be quite slight. A gurik cha’ahl that moves silently imposes a -4 penalty to the Ecology: The gurik cha’ahl act as predators and scavengers in their party’s surprise rolls. One that fails to move silently but is still un- territory. Beyond this, their role in the local culture is strictly as a tool spotted causes a -2 penalty to character surprise rolls. for mothers to scare children, a bugbear to frighten them to be good Once in combat, a gurik cha’ahl will try to cause as much harm as or go to sleep. possible, or steal something useful and escape as quickly as it can. The creatures have no desire to fight it out or battle superior odds. Thus most attacks by the gurik are against lone stragglers or solitary HORAX

CLIMATE/TERRAIN: Subterranean FREQUENCY: Uncommon ORGANIZATION: Colony ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: Nil (D) ALIGNMENT: Neutral

NO. APPEARING: 3d10 ARMOR CLASS: 3 MOVEMENT: 15 HIT DICE: 4 THAC0: 17 NO. OF ATTACKS: DAMAGE/ATTACK: 2d8 SPECIAL ATTACKS: -1 initiative, crush SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (5'-6' long) MORALE: 10 XP VALUE: 270 Young 15

The horax are insectoid creatures, as ferocious as they are mindless. based attacks do not cause any additional damage, they have the ef- They are long with 12 legs, small but powerful mandibles, and fect of a slow spell. This effect lasts for 2d6 rounds. tough chitinous plates that cover the back. Horax are long and low to the ground. Their legs end in strong grippers, able to hold firmly to Habitat /Society: The horax are communal creatures, living in small nearly any surface. They are very dark in color, blue-black to pure colonies of 30 + 1d10 individuals. There is no distinction between black and are not easily seen, even by those with infravision. male and female horax. Each colony is located underground in a se- ries of chambers. There are several communal chambers connected Combat: The horax almost always attack in packs. They rely on to a central egg chamber. Normally, there are 3d6 young among the numbers and speed to make their kills. Although they appear short eggs (HD 1, AC 7, Dmg 1d6). Other chambers are used to store food and stocky, they are surprisingly quick, making them difficult to dragged back to the lair by the horax. These are kept for later use, fight. They gain a +1 bonus to their chances of being surprised and preserved by the dry air of the tunnels. These chambers contain a -1 bonus to all initiative die rolls. whatever treasure the horax have accidentally collected. Magical The horax have exceptional climbing ability and can cling and at- items found are most often weapons or armor from the bodies of tack from almost any surface and any angle. It is not unusual to find dead warriors slain and brought back by the foragers. horax packs scouring underground tunnels, some moving along the floor while others cling to the ceilings and walls. This can make them Ecology: Although subterranean, the horax do venture to the surface dangerous and difficult to fight for the unwary. when prey is scarce in the tunnels underground. They venture onto Horax attack with their mandibles. Though these are small, they only the surface in the hours of dusk, after the hot desert sun has are strong enough to crush bones. Once a horax scores a hit, it main- cooled, but before the chill night air makes them sluggish. Al- tains its lock. Each round this lock causes 1d6 points of additional though they prefer fresh kills, they also scavenge. They do not seem damage. No attack roll is needed for this. A horax’s lock can be bro- to have preferences for prey, although they seldom attack other in- ken by a character (whether the attacked character or another) who sectoid creatures. spends an entire round working to dislodge the beast. The character The back plates of the horax can be fashioned into a lightweight attempting must still roll for the attack. If successful, he has pried and durable armor (AC 4) by armorers experienced at handling the the beast’s jaws open. stuff. The Glass Sailors of Taladas are among the best in the world at Being insectoid, horax are vulnerable to cold. While ice- and cold- this art. OTHLORX

The othlorx are variations of the standard dragons that appear in never heard the call. Their friends and contacts are the creatures of the world of Krynn. Physically they are identical to the existing the sea, mostly unaffected by the wars. Thus the news of the great dragon forms- brass, bronze, copper, and silver; black, blue, green, sea battles never reached their ears. On rare occasions, these dragons white, and red-though there are no gold othlorx. The difference is appear on land. They can display an amazing ignorance of current in their attitudes toward the world and other dragons. affairs and are considered somewhat backward by their dragon fel- The othlorx are part of the outcome of a choice faced by dragon- lows. They hate minotaurs with a violent passion. Bronze othlorx are kind, the choice created by Takhisis and the Wars of the Lance. lawful good, but seldom involve themselves in worldly affairs. When Takhisis released the evil dragons into Krynn, she expected all Copper Dragons: Copper othlorx, who in the past have prided of her children (as she saw them) to come and fight at her side. Per- themselves on their fine sense of humor, have become somewhat bit- haps fortunately for the forces of good, the evil dragons were true to ter and disenchanted with dragonkind in general since refusing to their natures. Not all heeded her commands. More than a few saw no come to the aid of all good dragons. They see themselves as being gain for themselves in the battles to come, only the greater chance of unfairly treated, especially for something that’s over and done with. death and misery. So they refused to come and fight at her side. Infu- They have no love of their fellow dragons nor any who profess to aid riated, Takhisis cursed these renegade dragons, causing them to be- or support the dragon cause. Indeed, they delight in tormenting and come the first of the othlorx. irritating those good dragons they find, although they still will not When the good dragons were bound by their oath to not interfere cause permanent harm to their fellows. in the Wars of the Lance, they set out to search for their lost eggs. Shunned by their fellows, the copper othlorx have taken a fancy to They traversed the globe, and more than a few scoured Taladas. the gnomes of Taladas. They find the little fellows vastly amusing, Eventually the draconian hatcheries were discovered and the good recognizing the minoi for the cosmic joke they really are. Copper dragons no longer felt compelled to honor their oath. They returned othlorx are chaotic good (neutral). to Ansalon to take part in the war. However, not all the good dragons Green Dragons: The green othlorx are obsessive, cruel, and ma- felt compelled to return. Some, especially those who had never laid a levolent creatures, indeed hardly different from their uncursed fel- brood of eggs, refused and chose to remain in Taladas. They were lows. Since they were unwilling to leave their sheltered groves, shunned by their brothers and so joined the ranks of the othlorx. Takhisis found her revenge by binding them to those very lands. The The characteristics of the othlorx vary according to the dragon type green othlorx are filled with a violently territorial passion. Anything, and the individual personality of the creature. General behaviors of including another of their own kind, is treated as a trespasser to be each are described below. destroyed. This protectiveness keeps them from straying far or suc- Black Dragon: These great beasts have found the southern wilder- cessfully mating. Their numbers have suffered a steady decline. ness of Taladas to be an ideal home with its vast marshes and steam- Red Dragons: Most of the red dragons, consumed by war-lust, ea- ing jungles. Originally selfish and loners, as othlorx they have gerly went off to fight in the Wars of the Lance. However, a few who become xenophobic in the extreme. Takhisis’s curse has made them saw opportunities suddenly arise on Taladas refused to go. Takhisis crazed and completely unpredictable. In general, they attack all but cursed these creatures with a loss of the trait they most pride-their an obviously superior enemy on sight, but there are tales of times self-confidence. when they have been cordial, if highly eccentric. Othlorx black drag- The red othlorx are a strange lot. They are powerful creatures, still ons cannot cast any priest spells. They are chaotic neutral. possessed with a great desire for wealth and bloodshed, but they Blue Dragons: There are few blue dragons among the othlorx, doubt their own abilities and might. As a result, they have become since their naturally lawful (though evil) natures compelled the ma- skulkers, attacking from ambush and using every cowardly trick pos- jority of them to heed Takhisis’s call. Still, even among these honor- sible to overcome their fears of inferiority. When not in combat, they bound creatures there were some skillful enough to claim a loophole are excessively vain and boastful, again to compensate. If faced by a or create some elaborate justification for their refusal. Enraged, powerful foe (even one that seems moderately powerful), they will Takhisis stripped these blue dragons of their priest spells and has hesitate and wait for a chance to attack with surprise. The red othlorx compelled them to forever honor their words, precisely, no matter are considered cowards by their kin. The red othlorx have no priest what the statement or intention. As a result, the blue othlorx have spells. become very reticent, much less make promises of any sort. Silver Dragons: The silver dragons have always felt a strong need Already hostile to man, the blue othlorx now blame all their woes to aid and assist mankind. Despite this, a considerable number of on the humans (who caused the Dragonwars anyway). They don’t them refused the call to war, rationalizing this by claiming to remain necessarily attack on sight, but they use all their abilities to cause behind to protect the humans of Taladas. While their motives were harm and woe to this offensive race. Blue othlorx are extremely law- true and noble, they could not escape the guilt that came with their ful evil. decision. Thus silver dragons are compelled to atone for their wrongs Brass Dragons: For the brass dragons, becoming othlorx was not by traveling among humans in disguise. They are obsessive about that difficult a decision. Always prone to be somewhat neutral, they helping others and fighting evil when they find it and try to compel readily allowed this side of their nature to become dominant. Al- those traveling with them to join their cause. though not cursed for their choice, they are shunned and repudiated They have become the most intolerant of dragon species with a by others of their kind. This has hurt them greatly, for they are rigidly defined code of good and evil. Their punishments are severe highly social creatures. Isolated from their own kind, they sometimes and final-death is the only fate for evildoers of any type. The silver become desperate for companionship and conversation. They have othlorx are rigidly good, although they are now chaotic not lawful. been known to visit the nomadic tribes of the steppes, simply to con- White Dragons: Of all the evil othlorx, the dull-witted white verse and gossip. Many are known by name to the tribesmen. There dragons have changed the most. They defied the call out of impulse, are also tales of them holding travelers hostage, a captive enforced refusing because it didn’t suit their mood. In return, Takhisis strip- audience as it were. They are neutral (good). ped them of all outward signs of intelligence. White othlorx cannot Bronze Dragons: Most of these enigmatic creatures, being both cast spells or speak. They are still intelligent and are perfectly aware lawful and good, responded to the call to battle the horrors of the of the powers they have lost. This only serves to increase their rage evil dragons. However, some did not come, primarily because they and savageness. They are extremely chaotic evil. SAQUALAMINOI

CLIMATE/TERRAIN: Cold mountains FREQUENCY: Very rare ORGANIZATION: Family groups ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: (R,W) ALIGNMENT: Neutral

NO. APPEARING: 1d6 ARMOR CLASS: 5 MOVEMENT: 9 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2d8/2d8 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Immune to cold MAGIC RESISTANCE: Nil SIZE: L (10’) MORALE: 10 XP VALUE: 2,000

The saqualaminoi are a race of humanoid creatures, hulking in vasses that break the frozen wall. Their lives are simple, organized height. Adapted to the harsh conditions of the high frozen moun- around small family units. Each bull takes a female and together tains, their bodies are covered with white or gray fur. This is espe- they raise their young. Several families living in the same area form a cially thick on the soles of their feet and even covers their palms. community. This is nothing more than a loose assemblage of families Their heads seem to be squashed between their shoulders. Their fa- that only occasionally bands together for the common good. cial features are small and flat to prevent frostbite. They have promi- The most common cooperative action is hunting. The creatures nent fangs, but do not attack with these. They are intelligent are carnivores, but are not particularly fierce. They prey mostly on although extremely primitive. the sheep, mountain goats, and marmots found at high altitudes. They do not attack other humanoids, but do fight in defense. They Combat: The saqualaminoi are not subtle or particularly clever do not normally attack humanoids. Instead they tend co be very curi- fighters. They have never had to be, since their size and power has ous about creatures of similar appearance. generally assured they are the biggest creatures in their habitat. Fur- In times of bad weather or poor food, the saqualaminoi are forced thermore, although fearsome in appearance, they are actually rather to raid outside their range. Since the fierce winter storms frequently peaceful. They only attack for food or in self-defense. drive away game, these raids most often occur during periods of foul In combat, they fight with their powerful fists, striking smashing weather. Thus the saqualaminoi have earned the reputation as mon- blows capable of felling an ordinary man. A few have learned to sters that come out of the snowstorms to raid and kill. make simple bone, wood, and stone clubs. These weapons cause 2d6 The saqualaminoi are an intelligent people. They have a simple +4 points of damage, but the creature can make only one attack per language of grunts and howls. They make very simple stone and round. wood tools. They do not have a written language or many highly de- Being well-adapted to snow and cold, saqualaminoi are immune veloped concepts of good or evil, but they tend to be good by nature. to cold-based attacks, normal or magical (although they still suffer from falling pieces of ice, etc.). Furthermore, their broad feet and Ecology: The saqualaminoi are primitive predators. Fortunately, claws enable them to move across snow and ice with no movement their pelts are too coarse to be of value. The little treasure they collect penalties. comes from the minor baubles they find interesting.

Habitat/Ecology: The saqualaminoi live in the highest mountain ranges either just below or on the fringes of the great glaciers that fill these peaks. Here they make their homes in the ice caves and cre- SKRIT

CLIMATE/TERRAIN: Desert FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral

NO. APPEARING: 1 ARMOR CLASS: 3 MOVEMENT: 15 HIT DICE: 6 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1d3/1d3/1d6 SPECIAL ATTACKS: Surprise, jell&cation SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (7’) MORALE: 10 XP VALUE: 2,000

Skrits are carnivorous beetles that live in the cool deserts of Taladas. solving the body to a soupy gelatinous mass. This is what the skrit They are hulking creatures, approximately five to six feet in height. will later eat. This effect takes several hours. Victims are paralyzed by Similar in appearance to a flea, the skrit’s body is protected by a the time this occurs. The victim loses 10 hit points per hour from the rough, domed carapace. A host of short spiny legs protrude out from cell tissue destruction. The enzyme can be halted with a neutralize under this shell. The head is small and can be retracted under this poison spell. Damage from the bite and claws can be healed nor- shell, which tapers back to a narrow, inflexible tail. The overall color mally or through spells. Damage caused by the enzyme can only be of the shell is mottled black and brown, similar to the surrounding healed normally or through regeneration. terrain. Habitat/Society: Skrits are solitary hunters with a limited range. Combat: The skrit is a fierce predator, quick for its size. Too large to They do nor make lairs, but inhabit patches of rough ground where effectively stalk prey, it relies on natural camouflage. It settles among their camouflage is most effective. Within this territory, skrits outcroppings of rock and waits unmoving for something to pass close change hunting locations from day to day, depending on the amount by. While the skrit can be spotted by those who look for it, its cam- of success. ouflage works well enough to conceal it from casual observation at Skrits have both male and female members, distinguished only by distances beyond 15 feet. Closer than this and the true nature of the the length of their tails. During the mating season in early spring, “rock” is obvious to intelligent creatures who happen to look that the female sends signals to the males by clattering its tail against the way. Those attacked by a skrit have a -1 penalty applied to their sur- rocks. The males gather and combat for the right co be her mate. prise roll if the creature was not spotted. This is a particularly dangerous time to be among the rocks, for the In combat, the skrit picks out a single target (normally the small- males will attack anything that moves ( + 1 bonus to attack and dam- est or weakest looking of the player characters) and attacks it almost age rolls). to the exclusion of all others. It attacks with its two feeble forelegs and its -like mouth. This mouth has retractable barbs, so that Ecology: The skrit is an essential part of the desert ecological chain. once a hit is scored the probe stays in place. Each turn thereafter, the Not only is it an important predator, but after death its body plays a skrit pumps a powerful enzyme into the victim’s bloodstream. At role in the life of the desert dwellers. The huge carapace becomes the same time, the creature attempts to drag its victim to a safe place home for many creatures; most of these are benign or at least of no where it can eat its prey. great threat to adventurers. Sometimes, however, the shells are taken The enzyme has two effects. First it paralyzes the victim. The vic- over by huge colonies of ants. The domed shell becomes the home to tim must roll a saving throw vs. poison each round the skrit is at- a ferocious swarm, quite dangerous to disturb. tached. A -1 penalty is applied to the saving throw for each round The shell can also be fashioned into an excellent armor by those after the first. The paralysis lasts for 3d6 hours or until the enzyme is skilled in handling the peculiar material. Skilled craftsmen use the neutralized. Second, the enzyme also destroys cell tissue, slowly dis- carapace to fashion breastplates and other solid pieces of armor. A suit fashioned from this material has an AC 4. YAGGOL

CLIMATE/TERRAIN: Jungle FREQUENCY: Very rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: U (B) ALIGNMENT: Lawful evil

NO. APPEARING: 1d6 ARMOR CLASS: 4 MOVEMENT: 12 HIT DICE: 9 THAC0: 11 NO. OF ATTACKS: 6 DAMAGE /ATTACK: 1d6 + 4/1d6 +4, Special SPECIAL ATTACKS: Mind blast SPECIAL DEFENSES: Camouflage MAGIC RESISTANCE: 50% SIZE: M (7’) MORALE: 15 XP VALUE: 4,000

The yaggol are a degenerate sub-race of the evil and terrifying mind ony the creatures radiate. Their own kind (including the more flayers. Degenerate, in this case, does not mean more debased or advanced ) are immune to this effect. The mind blast places decadent (mind flayers are already decadent in the extreme). Rather, a great strain on the creatures; they must wait an hour before at- the yaggol have culturally regressed, and their once formidable men- tempting it again. Furthermore, it dazes them for the round imme- tal powers have atrophied and are forgotten. diately after. They can take no actions as they recover their wits. In appearance, the yaggol are almost identical to their cousins. The yaggol are extremely savage and ferocious. At the same time, They are larger, standing about seven feet tall, and have greater they are not so stupid as to fight against hopeless odds. They freely physical power. They have the same uncanny resemblance to malev- retreat from battles that go against them, even leaving their own olent octopi, including the four long tentacles that hide their kind behind. When they can, they take slaves (dinner for a later mouth. Their skin is chameleon-like, shifting in color and pattern to date). Failing this, they seek to kill as many as possible to provide a match the background. The possible color changes range from bril- large quantity of fresh meat for the tribe. liant rich green to a scarlet orange, encompassing various shades of browns, greens, and yellows. They possess three fingers on each Habitat/Society: The yaggol are descended from the more powerful hand, weirdly jointed so that any one can oppose the other two. The and numerous race of mind flayers, a stellar race from the dark, cold older members of their community dress in flowing robes, while the reaches of space. According to their legends, which are extremely youths often wear nothing more than simple loincloths. garbled, the yaggol once inhabited the stars but are now confined to the earth after offending some powerful being. Much more likely is Combat: Although they have lost much of the intelligence of their that they are the survivors of a failed colonization attempt on Tala- ancestors, the yaggol are still incredibly dangerous and cunning in das, a failure caused by the destruction of the Cataclysm. They speak combat. They are extremely hard to spot if hidden against a natural yaggol and whatever the local tongue is—cha’asi on Taladas. Origi- background-one that falls within the color range of their powers. nally a race that loved only darkness, the yaggol have adapted to sur- Elves have a 50% chance of noticing them, all others have a 20% face life, although they still favor the comforting gloom of the chance. The yaggol must be within 30 feet before they can be spot- jungle. They do not venture beyond the humid warmth of the jun- ted. If not detected, the yaggol automatically attack with surprise. gle. Once in combat, a yaggol attacks with its fists, delivering powerful blows. In addition, it can attack with its long tentacles. As with the Ecology: The yaggol have a lifespan of no more than 60 years, spend- mind flayer, any tentacle that hits will worm its way to the victim’s ing the first five in a tad-pole state. During this rime there is the dis- brain in 1d4 rounds. It then sucks the brain out and eats it. Each tinct possibility of being eaten by their elders in times of famine. round these attached tentacles cause an automatic 1d6 points of Birth rates are accordingly high to adjust for the low chances of sur- damage. Victims can tear free if they roll a successful Strength check, vival to adulthood. As a race they are asexual and in conversation but doing so causes 1d10 points of damage per attached tentacle. freely refer to themselves as both he and she, having no understand- The yaggol have lost nearly all the great mental powers of mind ing of the difference in the two words. flayers. Thus they have no innate spell ability and possess only a sim- ple mind blast. This affects those within a radius of ten feet around the creatures. All within the area must roll a successful saving throw vs. wands or suffer 3d6 points of damage from the intense mental ag-

Lunar Display Wheel

©1989 TSR, Inc. All Rights Reserved. 1051-1

©1989 TSR, Inc. All Rights Reserved. 1051-3

LUNAR CYCLE RECORD SHEET

Date

Moon 12 3 4 56 7891011 12 13 14 15

Solais

Lunais

Angomais

Moon 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Solais

Lunais

Angomais

S,L,A = Full Moon (Blank) = New Moon + = Waxing = Conjunction - = Waning

©1989 TSR, Inc. All Rights Reserved. 1051-2

N ON-PLAYER CHARACTERS

COUNT MALARCHUS

Dual Class Human or harm in it, either. Malarchus is a master manipulator of Priest 8 / Fighter 10 people and often describes his plans in terms of moves in Lawful Evil some great game. That Malarchus has been evil for as long as people can AC 0 remember is true, but he has not always been thoroughly MV 12 corrupt. There was a time when he was honest, if some- hp 79 what callow-a long time ago. Decades of toil and strug- THAC0 16 Pr 11 Ftr (+4 for magic and strength) gle during the latter years of Hiteh’s Night have corrupted #AT 1 (3/2 Ftr) and soured his view. Dmg 2d4/1d6+1 (+6 for magic and strength) Currently, Malarchus is vying to wrest the power of Thenol from the grasp of Bishop Trandamere. In Tranda- mere he has found his greatest opponent. To win the STR 18/32 power struggle, he has forgone his role as a warrior lord DEX 12 and entered into the priesthood of Hith. His cunning and CON 17 skill have elevated him quickly through the ranks, creat- INT 13 ing a formidable threat for Trandamere, indeed. WIS 18 (+4 magic saving throw adj.) CHA 11 Spells Typically Carried: Of all the Great Lords in Thenol, Count Malarchus is one First Level: Detect good, detect evil, detect magic, detect of the strongest supporters of the evil Bishop Trandamere. poison (x2) The count is pictured surrounded by men from his com- Second Level: Find traps, silence 15’ rad. (x2), know pany. His troops are easily identified by their black armor alignment, wyvern watch and skull heraldry. Third Level: Speak with dead, glyph of warding (x2), con- Count Malarchus is easily fifty years old and could be tinual darkness much older. No one knows his true age. He often speaks as Fourth Level: Detect lie, abjure, tongues if he were personally familiar with events occurring fifty to one hundred years ago. In truth, he is almost one hundred Magical Items Typically Carried: Scale mail +3, large and ten years old. shield +2, morning star +3, oil of elemental invulnera- Today, Malarchus is a scheming, bitter and malevolent bility, staff of curing, and a scroll with hallucinatory for- man. While he espouses many friendships, he holds no est, cloak of fear, free action, entangle, and control winds. true friends in his heart. He has more than once (and will continue to do so) betrayed those who thought him Granted Power: Animate dead three times per day as per friend, although he is normally cunning enough to hide the spell. his role in their downfall. He does not derive pleasure from inflicting pain and suffering, but doesn’t see any evil

©1989 TSR, Inc. All Rights Reserved. 1051-4

NON-PLAYER CHARACTERS

H ARGH TALLARCH

Minotaur sions for well-paying and powerful patrons. Surprisingly, Fighter 13 he also holds a commission in the Legions of the League Neutral (good tendencies) and is sometimes compelled to go out on campaign, not that he particularly minds this. While in the army, he pre- AC -2 (adjusted for magical items) fers the arms and armor of a simple legionnaire to the MV 12 more elaborate robes he is entitled to by his rank. He is hp 54 pictured here with several fellow soldiers of the Legions. THAC0 8 (+3 with short sword and Str; +4 Hargh is a brusque, physical fellow. He thrives on with spear and Str) action and danger, easily bored by peaceful times. Al- #AT 2 though somewhat rash, he has a keen and quick mind. Dmg 1-6+3/1-8+3 (+1 for short sword, +2 for This mind has meant the difference between life and spear) death more than once as he can often out-think more powerful opponents, both in the arena and on the battle- field. As a commander he is stern and exacting, but is con- STR 18/58 sidered fair by his men. He is no noble fop and DEX 12 understands the rigors and needs of a soldier’s life. CON 13 Hargh makes friends easily, but has only a few true close INT 15 companions. Most people only know him superficially, WIS 12 seeing the facade of the battle-hungry warrior he likes to CHA 9 project. In truth, he is much more complicated and subtle than this. He has a great love of literature, particularly the Hargh Tallarch is one of the finest professional champions works of the great playwrights, and he seldom misses the in all of the League. In the twelve years since he first en- performance of a new work. tered the arena, he has built up a record of 237 victories Although he originally specialized in combats to the and 87 losses, a formidable not only for the number of vic- death in the arena, Hargh seldom takes such cases any- tories, but also for the sheer number of combats fought. more. His reputation allows him to command good fees No one has more contests to his record and few can even for less deadly contests: typically battles to the first wound come close to it. It is no wonder that his services are or unconsciousness. In the arena he specializes in the short fiercely sought after and his fees are high. Such is his repu- sword, battle axe, and grappling. tation that there are even rumors the Emperor will grant him a small villa within the Imperial City. Magical Equipment: (Note: These are not used in the Tallarch is more than just a successful champion, how- Arena.) Short sword +1, spear +2, arrows +1 (x14), ever. The life of a pampered warrior is not for him. He fre- banded mail +5, cloak of protection +1, ring of warmth, quently drops out of sight to take up the other life he wands of magic and trap/secret door detection, potions of greatly enjoys-the adventuring path. During these times gaseous form, flying, and green dragon control. he travels with his companions to undertake special mis-

©1989 TSR, Inc. All Rights Reserved. 1051-5

NON-PLAYER CHARACTERS

I SHKNUT THE RANGER PHRYCC AND PHRACC

Human of the Ice People Goblin twins Ranger 10 Fighter/thief 3/4 (Phrycc) Chaotic Good Fighter 5 (Phracc) Neutral (good tendencies) AC 1 (for magic and Dex) MV 12 Phrycc Phracc hp 66 AC 7 3 THAC0 11 (Rod) / 9 (Magical arrows) MV 6 6 #AT 3/2 hp 19 38 Dmg ld6+1/1d6 THAC0 17 16 #AT 1 1 1d6/1d4 (hand axe, both) STR 15 Dmg DEX 16 CON 17 STR 12 13 INT 9 DEX 12 11 WIS 14 CON 12 12 CHA 10 INT 11 11 WIS 11 11 Ishknut, from the Ice People of the Upper Panak, is ranger of some re- CHA 5 5 nown throughout the lands of Northern Hosk, as much for his re- Phrycc and Phracc are an oddity in the goblin world. Not only are they sourcefulness and skill as for his unusual travelling companions, identical twins, they are also both essentially good, a true rarity among Tolaqua the Ogre and the goblin twins Phrycc and Phracc. the goblins. They have fallen in with Ishknut and support him totally. More than most, Ishknut is a wanderer, an explorer by trade and in- On the other hand, they find nearly everyone else, including Tolaqua, clination. Unlike so many of the Tamire who are familiar only with irritating and stupid. While they constantly appear to be bickering their homelands, Ishknut has ranged far from his original birthplace on with each other, it’s much more likely that they are conspiring to com- the tundra to explore all but the most remote corners of Northern mit some mischief. Hosk. His knowledge of land, languages, and people extends to the Tamire (both Uigan and Elf Clan sides), Big and Little Ilquar, the Ring Mountains and, of course, the Upper and Lower Panak. He is less T OLAQUA knowledgeable about the strange Shining Lands and the Boli Gnomes, although he has heard of them and is quite curious to see them. Ogre As impressive as his knowledge of places and things is, Ishknut has Fighter 6 interesting gaps in his knowledge. He has been to a town (Rudil) once Neutral in his life, not an experience he found particularly pleasant. He cannot read any language, although he is reasonably fluent in all of those in AC 5 Northern Hosk. He knows little to nothing of “civilization” and what MV 9 it has to offer (and isn’t particularly interested, either). Finally, he dis- hp 25 likes being underground and has a mild case of claustrophobia. The THAC0 12 (due to Str) thanoi are his chosen enemy, although he has little love for most truly #AT 1 evil creatures. 1d6 + 8 (due to Str and race) Ishknut is a cheerful, likable fellow, a trait of so many of his people. Dmg While he appears friendly, open and trusting, he is actually quite watchful and cautious. He has learned from experience that the unwary STR 18/00 quickly meet unpleasant ends. Even at his most trusting and unwary, DEX 9 Ishknut always has some ace up his sleeve. His mind’s not one suited to CON 10 planning, but improvisation. He is likely to enter a suspicious camp INT 12 just to see what kind of reaction he’ll get. WIS 10 CHA 7 Magical Items: Rod of alertness, arrows +1, (x12), elven chain mail +2 Tolaqua is an ogre of the Abaquan people. Abandoned by his people in Spells Normally Carried: his youth (they considered him sickly), he was found and raised by Ishknut. The two have developed a caring father-and-son relationship, First Level: Entangle, pass without trace, animal friendship although it is tinged by the clear and obvious differences between Second Level: Charm person or mammal, speak with animals them. Nonetheless, Tolaqua loves and protects his “father” with great Third Level: Snare devotion. As for Phycc and Phracc, Tolaqua would be much happier if they were just gone, but since they serve Ishknut, he does not mind.

©1989 TSR, Inc. All Rights Reserved. 1051-6

I NVENTIONS OF THE GNOMES

plodes, causing 3-30 points of damage to THE STEAM CANNON all within 10’ from the scalding steam Lava Projectors and metal fragments. Mounted The principle of the steam cannon is Range: 60 yards quite simple. A vessel (called the “pressure Rate of Fire: 1 per 3 rounds kettle”) of their unmeltable alloy is Steam Cannon Crew: 3 mounted on a pivoting carriage. The barrel Range* : 500 yards THAC0: 19 end is closed by a thick plug of wadding, Rate of Fire: 1 per turn Damage: 3-30 creating an airtight seal at that end of the Crew: 5 barrel. A water line enters the kettle from THAC0: 20”” the rear. The entire kettle is superheated by Damage: 6-60 (6d10) minus 1d10 Portable direct contact with lava that flows through a per 100 yards Range: 20 yards heating chamber underneath. Rate of Fire: 1 per round, To fire the cannon, a plug of wadding *Range modifiers are not used. 5 shots maximum is tamped solidly into the barrel by the **The chance to hit is always 20 if fir- Crew: 2 rammer. The loader than hefts in a shell, ing at small groups or lone targets of THAC0: As per firer usually a ball of cast slag. The cannon is Huge size or less. Damage: 2-20 then sighted and ranged, using the han- dles and pulleys to aim the contraption. (The gun crew must wear thick insulated GNOME FLYERS outfits to protect themselves from the LAVA PROJECTORS searing heat.) Once set, a valve on the wa- Two other weapons developed by the These simple gliders are a common fea- terline is opened to flood the kettle with a gnomes are the mounted and portable ture of the gnomes of Hitehkel. Capital- predetermined amount of water, the lava projectors. While generally sound izing on the powerful air currents rising range of the shot determines the amount designs, these have not been overly suc- from Hitehkel, the gnomes have devel- of steam pressure that must be built up. cessful. In their eagerness to design the oped a variety of single seat hang gliders. The water hits the superheated metal and weapon, the inventors neglected the fact The two basic models are the ordinary explodes into steam. The plug (if it works that the principle enemies of the glider and the rarer steam flyer. Each re- correctly) holds long enough for all the gnomes-the fire minions-are immune quires a pilot proficient in gliding and no water to convert to steam. When the pres- to the harmful effects of fire and lava! larger or heavier than an unarmored sure is high enough, the steam blows The projector works by the same sim- gnome. wadding and ball from the barrel, firing ple principle-lava is pumped to build the cannon. The firing process (once up pressure then released through a small Gnome Glider loading and aiming are done) only takes a nozzle. The mounted projectors are fit- Max. Speed: 24 few seconds. ted into carriages similar to the steam Maneuverability Class: C Although effective, the steam cannons cannons, which they resemble. The port- Notes: Gliders can only accelerate are difficult to use. First, they require a able lava projector is a two-gnome opera- by diving. carefully trained gun crew. The rammer tion. One gnome, the firer, carries the must select the right type of plug for the tank and projector. Behind him is the desired range and drive it in just so. The pump-gnome who works the bellows that Steam Flyer loader must judge the weights of the balls creates the pressure needed. The portable Max. Speed: 15 and choose the right size. The surveyors version has several drawbacks. First, the Maneuverability Class: D must choose the right elevation and di- insulating pad is of limited effectiveness. rection to aim the cannon, while the gun Notes: Unlike gliders, steam flyers After about 20 minutes (two turns), the are powered by steam-powered flap- captain must know the precise amounts tank becomes too hot. The crew must of water to release to achieve the desired ping wings. (Water is heated by small stop and replace the pad with a cool one amounts of lava stored in insulated effect. Only when a crewman proficient (carried by the pump-man) or the firer in each step is present can the cannon be tanks.) Steam flyers can accelerate up suffers 1-6 points of damage per round. to 3 movement factors per round. The used correctly. Second, there is a risk of tank rupture. If steam tanks provide two hours of Second, steam cannons are somewhat this happens, the poor firer suffers 10- dangerous to use. Whenever a 1 is rolled flight. In emergencies, these can be 100 points of damage from the intense jettisoned and the flyer flown like a on the chance to hit, the steam cannon heat. The projecter crew is heavily en- glider. must roll a saving throw vs. crushing cumbered. blow. If this is failed, the cannon ex-

©1989 TSR, Inc. All Rights Reserved. 1051-7

I NVENTIONS OF THE GNOMES

sides (see Steam Cannon for details). All three parts: a breathing helmet, back- T HE FIRE FLEET living quarters are sealed, including the pack scrubber, and foot pumping system. observation dome and the gangways to The helmet seals to the clothing, block- reach it, to protect the gnomes from the ing outside gasses. Air is sucked in Considered one of the masterpieces of poisonous gasses of Hitehkel. through the bellows-like shoes (powered gnomish engineering, the fire fleet ships by the gnome’s walk), forced through the of the gnomes are fast vessels capable of scrubber where poisonous fumes are re- sailing across the Burning Sea, the vast Fire Fleet War Galley moved, and then blown into the helmet. ocean of lava at the center of Hitehkel. The scrubber cleans the air by forcing it The fire fleet ships, however, are far Crew: 20 through several different combinations of different from normal sailing vessels. Passengers: 300 fluids and chemicals. A scrubber has a life First, they are made of special lava- Range per Tank: 500 miles of about 100 hours (1d20–80), after resistant alloys developed by the gnomes. Top Speed: 10 mph which the expensive fluids must be re- These materials are essential: wood, the placed. normal ship-building material, would The greatest drawback of the breather not survive more than an instant in the The second ship pictured is a smaller is that the wearer must continually walk burning temperatures of the lava. Sec- and slower scoop wheeler. Unlike the war around to provide the power to the ond, the ships of the fire fleet do not rely galley, the scoop wheeler is driven by a pumps. This leads to the curious sight of on the winds for their propulsion. This simple steam engine. Again, water in the gnomes steadfastedly marching in place was certainly possible, since Hitehkel is reservoir is heated by lava. However, this to keep their breathers running. swept by fierce storms generated by the time the steam powers the paddlewheel molten lava, but such a non-mechanical that drives the ship through the water. method did not appeal to the gnomes. Most of the steam is condensed back to Instead, they drew upon the heat of the water and recycled through the system. A UTOMATIC lava itself to provide their motive power. The chimneys at the top are the exhausts The galley shown is operated by steam for the emergency pressure releases on the W ALL-SCRUBBER propulsion. The principle feature of the water reservoir. Because it recycles its wa- ship is the large dome-like section amid- ter, the scoop wheeler is able to venture The steam powered wall scrubber is a ships. This is the water reservoir or “ket- greater distances, especially into un- fine example of good intentions gone tle” as the engineers call it. Heated by the known territories. A scoop wheeler is typ- awry. Originally designed as a labor- fiery temperature of the lava, the water in ically fitted with a single steam cannon. the reservoir quickly comes to a boil. The saving device, it quickly proved itself to steam is allowed to build up pressure and be a nuisance and hazard. Comical disas- is then routed to the exhaust pipes at the Scoop Wheeler Merchantman ters are described of experiments in resi- back of the ship. This provides a simple dential areas were the device got out of form of jet propulsion to drive the ship Crew 10 control, stuck, worked too fast, or forward. Passengers 20 scrubbed too hard. Those who have expe- This method has its drawbacks. Be- Ranger per Tank 5000 miles rienced the device have learned to go vis- cause the water is boiled away, these ships Top Speed 6 mph iting whenever the tests are announced. can only be used between known ports or The inventors, while stung by these fail- for predetermined journeys. Running out ures, have only redoubled their efforts to of water in the middle of the Burning Sea produce a successful model. Impromptu tests are often carried out throughout the can have serious consequences. Second, S ELF-CONTAINED AIR there have been instances in which the citadels. reservoir has built up too much pressure P URIFIER and the tank has exploded. The gnomes assure their passengers that this is a rare event and they should not worry, how- Another necessary feature for the crews ever. of the fire fleet is the contained breathing The galley shown is a war vessel, part of system. The gasses released by the lava of the fleet that invaded the Tower of Hitehkel can be very poisonous and cer- Flame. It can carry a company of 300 tainly damage health in the long term. gnomes in cramped gnome-sized quar- Therefore, the gnomes have designed a ters. Four steam cannons are fitted on the simple breathing apparatus. It consists of

©1989 TSR, Inc. All Rights Reserved. 1051-8

NORTHERN HOSK

THE TAMIRE PANAK TIDERUN

2 Brass dragon 2 Selkie 2 Bronze dragon 3 Locust swarm 3 White dragon 3 Weed eel 4 Giant spider 4 Giant owl 4 Elves 5 Merchant caravan 5 Walrus man (thanoi) 5 Dragonfish 6 Goblin war party 6 Ice bear 6 Giant catfish 7 Wolves 7 Polar bear 7 River pirates 8 Uigan or Elf Clan raiding party 8 Ice People hunting party 8 Uigan raiding party*/ 7 Wild horses 9 Nasif (reindeer) herd League patrol** 10 Deer or small game 10 Nasif herd 9 Peasants 11 Uigan or Elf Clan hunting party 11 Wolves 10 Merchant ship 12 Uigan or Elf Clan hunting party 12 Kazar raiding party 11 Merchant caravan 13 Uigan or Elf Clan village 13 Ogre 12 Large hawk 14 Uigan or Elf Clan raiding party 14 Giant weasel 13 Herd animal 15 Steppe tiger 15 Wolverine 14 Giant frog 16 League scouting patrol 16 Frost giant 15 Elf Clan raiding party* / 17 Alan-Atu hunting party 17 Saqualaminoi Minotaur ship 18 Kazar raiding party 18 Ice toad 16 Giant gar 17 Ogre raiding party 17 Remorhaz 17 Leech swarm 20 Ankheg 20 Winter wolf 18 Greenhag 19 Goblin raiding party* I Adventurers 20 Killer frog * North shore only ** South shore only

ILQUAR MOUNTAINS RING MOUNTAINS SHINING LANDS

2 Forest troll 2 Green dragon 2 Hobgoblins 3 Steppe tiger 3 Scorned dwarf 3 Boli gnomes 4 Gurik cha’ahl 4 Boli gnome 4 Skrit 5 Trapdoor spider 5 Saqualaminoi 5 Horax 6 Elf Clan war party 6 Forest troll 6 Huge bats 7 Merchant caravan 7 Mountain lion 7 Manticore 8 Goblin war party 8 Abaquan ogre hunting party 8 Glass Sailor ship 9 Goblin hunting party 9 Wolves 9 Gazelle herd 10 Goblin hunting party 10 Deer 10 Giant centipedes 11 Deer or small game 11 Black bear 11 Gazelle herd 12 Giant spider 12 Fire beetle 12 Hyenas 13 Wolves 13 Bats 13 Jackals 14 Ogre 14 Badger 14 Cheetah 15 Alan-Atu hunting party 15 Cave bear 15 Giant lizard 16 Wyvern 16 Centaur 16 Brass dragon 17 Pegasus 17 Copper dragon 17 Falcon 18 Hill giant 18 Bulette 18 Fire lizards 19 Green dragon 19 Red dragon 19 Scorned Dwarf merchants 20 Hippogriff 20 Silver dragon 20 Sandling

©1989 TSR, Inc. All Rights Reserved. 1051-9

SPHERES OF THE GODS

Deity Sphere

Ani. Ast. Charm Com. Creat. Div. Ele. Guard. Heal. Nec. Plant. Pro. Sum. Sun Wea. Branchala — — — — M — — — * — M — — M M Chemosh — M — M — — — — — M * — — m — Chislev M — — * ——— — M — — — — m M Gilean * M * m M M — — m — — M — m— Habbakuk M — — — M * M — — — — — — m — Hiddukel — — — — — M — M — * — — M m — Highfather Any Kiri-Jolith — M * MMm — M m * — — — m — Majere * M M — — M — — — — — — M m — Mishakal — MMm M M — — M M — * — M — Morgion — M — — — — — — M — M — — m — Paladine — MMm — * — M — — — M — M — Reorx — — — M M — M — — — — — — M — Sargonnas — MMM* — — — M — — * M m — Shinare — — M — M — — M — — — M — m — Sirrion — — — M — — — M M — — — M m — Takhisis — M — * * — — M — — — MMm — Zeboim M — — — M — M — — — — — — m M Zivilyn — M — — — M — — — M M — — m —

Spheres are defined in the 2nd Edition rules. * The deity has limited powers to grant spells in this sphere. Spells granted are left to the DM’s discretion based upon the immediate need. Thus, Hith grants M The deity grants major access to this sphere. the ability to animate dead to his Thenolite priests so they can fill their armies, m The deity grants minor access to this sphere. but does not allow them access to the majority of necromantic spells.

NAMES OF THE GODS IN TALADAS

Ansalon Name Taladan Name(s) Ansalon Name Taladan Name(s)

Branchala Not normally worshiped Morgion Not normally worshiped Chemosh Not normally worshiped Nuitari** Angomais (League), Ne’ugiar Chislev Jijin (Uigan), Quoyai (Elf Clan) (Uigan), Orgentos (Scorned) Gilean Graylord (League) Paladine Not normally worshiped Habbakuk The Sea Lord (Armach), Han-Yagas Reorx Reorx (Gnomes, Dwarves) (League), Blindel the Dolphin Lord Sargonnas Sargonnas (Minotaurs) (Baltch) Shinare Nuran (League) Hiddukel Hiteh (Tamire/League), Hith Sirrion Udras the Alchemist (Gnomes) (Thenol), Usa the Mighty (Armach), Solinari* * Solais (League), Toyaqual (Uigan), Usk-Do (Hobgoblins) Auros (Scorned) Highfather Highgod (Glass Sailors) Takhisis Erestem (Uigan), Mwarg Kiri-Jolith Qu’an the Warrior (Uigan) (Hobgoblins) Lunitari** Lunias (League), Ferros (Scorned) Zeboim Not normally worshiped Majere Not normally worshiped Zivilyn Not normally worshiped Mishakal Mislaxa (general), Ildamar the 1051-10 Earthspirit (Armach) * * Not considered a deity proper, but a powerful spirit. ©1989 TSR, Inc. All Rights Reserved.

S OUTHERN HOSK

THE LEAGUE LANDS ARMACH BLACKWATER GLADE

2 Ogre 2 Sylvanaes noble and entourage 2 Catoblepas 3 Gnomes 3 Sylph 3 Weed eel 4 Huldrefolk 4 Dryad 4 Poisonous frog 5 Kender 5 Minotaur emissary/merchant 5 Black dragon 6 Porcupine 6 Human noble and entourage 6 Bakali 7 Merchant caravan 7 Giant spider 7 Hydra 8 Army patrol 8 Sylvanaes hunting part 8 Giant crocodile 9 Farmers 9 Human merchant 9 Swamper hunter 10 Farmers 10 Human hunting party 10 Swamper hunter 11 Herd animal 11 Peasant 11 Water beetle 12 Herd animal 12 Deer 12 Crocodile 13 Peasants 13 Huge spider 13 Giant leech 14 Farmhouse 14 Poisonous snake 14 Giant eel 15 Minotaurs 15 Centaur 15 Giant frog 16 Adventurers 16 Kender exploring party 16 Dragonfish 17 Skunk 17 Satyr 17 Electric eel 18 Poisonous snake 18 Pixie 18 Muckdweller 19 Troll 19 Wichtlin 19 Will o’ wisp 20 Will o’ wisp 20 Dwarf emissary / merchant 20 Shambling mound

THE NEW MOUNTAINS THENOL STEAMWALL

2 Ettin 2 Bakali 2 Red dragon 3 Forest troll 3 Marak kender 3 Silver dragon 4 Ogre 4 Dire wolf 4 Huldrefolk 5 Ankheg 5 Hobgoblins 5 Choke creepers 6 Giant ants 6 Spectre 6 Hill giant 7 Armach elf hunting party 7 Zombie army unit 7 Marak kender scouting patrol 8 Huldrefolk 8 Fanatics of Hith 8 Fianawar dwarf merchant caravan 9 Human hunting party 9 Peasants 9 Hobgoblin headhunting party 10 Stag beetle 10 Peasants 10 Giant rats 11 Black bear 11 Deer 11 Huge scorpion 12 Herd animals 12 Giant rats 12 League merchant caravan 13 Wild boar 13 Thenolian merchant caravan 13 Giant toad 14 Wyvern 14 Giant spider 14 Stirges 15 Brown bear 15 Lord’s Company 15 Giant scorpion 16 Trapdoor spider 16 Lord and entourage 16 Giant ants 17 Centaur 17 Priests of Hith 17 Giant ant lion 18 Wichtlin 18 Two-headed troll 18 Copper dragon 19 Bulette 19 Wight 19 Adventurers 20 Green dragon 20 Huge bats 20 Dragonne

©1989 TSR, Inc. All Rights Reserved. 1051-11

GOVERNMENTAL OFFICE LEVEL

This level of a typical gnome citadel made dour and almost windowless to in- filled with cabinets of documents. The shows one of the higher layers devoted to spire respect (and a little terror), the Hall staff present is small since most of the fil- the functions and trappings of high of- of Justice is were most of the major suits ing is handled by an amazing collection fice. As befits its importance, the archi- are filed and heard. Most of the hall is gears, cables, pulleys, and clamps de- tecture here strives to be grand and taken up by chambers for the judges signed to file and unfile. Of course, the majestic, dominating in size. This means (those with windows) and offices for their chance of getting the right document on that doors, windows and ceilings tend to secretaries. However, there is one major the first (or fifth) try is almost non- be scaled to human heights instead of the audience hall where particularly popular existent. standard gnome configurations. or important cases are heard. 5. OFFICES Unlike other levels of the citadel, the sep- 3. MINISTRIES arate buildings and offices here are open These dreary, dingy little spaces are nor- to the air. The entire level is a broad These buildings are the offices and meet- mally crammed with the desks of five to plaza, partially covered by a roof. A low ing rooms of the different bureaucratic ten minoi civil servants. The offices are al- railing (about 18” high) protects unwary ministries needed to run the citadel. All ways piled high with papers, ledgers, and gnome children from toppling over the are staffed by non-descript, gray little dangerous little minoi devices meant to edge. Large displays of potted plants and functionaries and civil servants. Different make the work easier. (Copying machines a reflecting pool give the airy plaza a ministries include the Board of Trade, the are particularly sinister.) Any character at- parklike feel. Water Council, the Treasury, the Board of tempting to find or learn anything Invention and Registration, the Charita- through the little gnomish bureaucrats I. ELEVATOR ble Relief Organization, and the Guild of will invariably be told: “It’s not my job, Scribes. talk to him,” or “Sorry, that’s the office This is the standard gnome screw eleva- next door.” tor. An emergency stairwell is carved into 4. RECORDS the side of the shaft. The gnomes, being builders, produce vo- 2. HALL OF JUSTICE luminous amounts of paper-patents, proposals, lawsuits, and edicts. All these The most significant building on the are carefully kept and filed by the detail- level is the Hall of Justice. Intentionally minded gnomes. The records halls are

©1989 TSR, Inc. All Rights Reserved. 1051-12

DOCK/FOUNDRY LEVEL

The foundries, common to all the citadels smelly, and hot 24 hours a day. The garri- 6. FOUNDRY FLOOR with access to the Lava Sea, are a bustle of son duty is rotated to a different outfit activity day and night. Here the gnomes every month. Each barracks room holds The main floor of this level is a hubbub of seek to smelt enough usable ore from the 3-18 gnome warriors at any given time. energy. Here is where much of the metal- molten slag for casting purposes. It takes The small rooms are the officers’ quar- smelting work is carried out. Lava is a great deal of lava to produce a single bar ters. pumped from the basin or diverted into of usable iron. small canals to places where it can be sep- 3. BERTHS arated, purified, and cast into workable This level is also the docking bay for the bars of metal. There are cauldrons of the ships that sail the Lava Sea. Thus, it is one These areas are the docking bays for the boiling stuff being hauled on overhead of the main entrances to the citadel. Due fire fleet ships. Both troop and cargo tracks, open casting molds being filled, to the threat of fire minion attack, the ships dock here. Unloading equipment centrifuges and other machines in con- main gates are heavily guarded. —cranes, pulleys, hooks, etc. for han- stant operation. dling cargo-hangs in lofts over each bay. Unlike some levels of the citadel, the ceil- When a ship arrives, the cargo is loaded The equipment here is heavy duty, ings here are exceptionally high to accom- onto pallets lowered from the ceiling and sound, and generally well-tested. It can- modate the huge pieces of machinery and then hoisted into warehouses on the floor not be damaged except by powerful the fire fleets that use this level. above. The gnomes working this equip- magic and is naturally immune to fire. If ment jokingly refer to themselves as “spi- it should take damage, there is a percen- I. REDOUBTS ders.” tile chance of catastrophic failure equal to the amount of damage taken. Such fail- Projecting out over the lava are these de- 4. STOREROOMS ures result in explosions, smoke, and lots fensive points, designed to serve as firing of noise, enough to encourage all but the platforms for the gnomish warriors These unlit rooms hold amazing collec- most dim-witted to run like crazy. against attackers from the lava. Each re- tions of junk and useful items. No one, doubt is fitted with an air filtration sys- not even the gnomes who work on these 7. LAVA SCOOPS tem and firing slits for crossbows and floors, is certain of what can be found magical spells. The slits can be shuttered here. These conveyor belts of buckets are part and sealed when not in use, leaving open of the lava transport system. In constant only periscope-like viewing ports. Each 5. ELEVATOR SHAFTS motion, they scoop buckets of the stuff redout is manned at all times by 2-3 from the basin and dump it into the gnome sentries. These are elevators for personnel; freight pumping system. From there it is di- elevators are located elsewhere on the verted throughout the citadel to power 2. BARRACKS floor. In one shaft, the screw turns up- equipment and provide heating. wards. In the other, the screw wind down, These rooms are the quarters for the creating one up and one down elevator. foundry guards. The duty is an unpopu- There are no emergency exits from these lar one because the foundry is noisy, elevators.

©1989 TSR, Inc. All Rights Reserved. 1051-13

FUNGUS FARMS LEVEL

These levels are broad cavern-like areas, three feet deep. They provide the water The machine shop is occupied by 2-8 hewn out of natural rock. The air stinks of needed for the muck sprinklers. gnomes (including at least one gnomoi). manure and mold, not suprising since They are all workmen-engineers and ag- much of the waste from the residential 4. FERTILIZER TANKS riculturists. levels is pumped here for fertilizer. These metal columns hold waste from the 8. GRANARY Normally calm and peaceful (indeed a fa- upper levels for use in the muck sprin- vored spot for relaxing contemplation by klers. Any tank that sustains 50 or more This hall is piled with carefully sorted those who can endure the air), the farms points of damage will rupture, flooding a stacks of fungus-divided according to become a clatter of noise and chaos dur- 30 radius area with foul liquid. size, color, and type. Just inside the door ing major harvests, which occur about hang several breathers. These aren’t nec- once a month. Then, the gnomes bring 5. WATER PIPES essary so long as the fungus is not dis- out their favorite machines, new and im- turbed. However if the mushrooms are proved from the last test, and begin a tu- These pipes supply water to the reservoir violently handled, they release choking multuous attack of steam-powered system. They are not under pressure, rely- clouds of spores. pickers on the innocent fungus crop they ing on gravity to move the water from the have grown. upper level cisterns. Each pipe can with- 9. STOREROOM stand 30 points of damage. If ruptured, a I. ELEVATOR SHAFTS pipe releases a powerful spray of fresh wa- This chamber is filled with an incredible ter capable of knocking characters off assortment of junk-gears, cogs, u- The twin shafts here are for the up and their feet. joints, coils of cable, tubing, sprinkler down elevators that service this level. heads, broken pistons, and more. When one is going up, the other is auto- 6. PUMPING STATION matically going down. A sign between IO. SORTING HALL the doors lists the arrival time of the next The machines in these areas control the car (3-18 rounds) and also lists the fertil- muck sprinklers. Steam operated, the This hall is where the fungus is sorted ac- izing schedule for the farm. This last is to pumping stations mix water and waste, cording to type and spores for new plant- serve as a warning for when the muck then send it to the sprinkler heads. ing are collected. This is one of the few sprinkler will be turned on. Amazingly enough, this is one of the few operations the gnomes have deliberately machines the gnomes tend to leave be. chosen not to mechanize. Despite all 2. FUNGUS FIELDS They have developed a sound design and their efforts, poisonous fungi still grow in someone has been insightful enough to their fields. Not willing to risk the health The main floor of the cavern is overgrown leave it alone ever since. of their citizens to undependable ma- with stands of highly productive and nu- chines (as challenging as the design pro- tritious mushrooms bred by the gnome 7. MACHINE SHOP ject might be), the masters of the citadel myconologists. The mushrooms typically require all sorting be done by hand. grow three to four feet in height. Narrow This large room is the storage area and paths wind between some fungus patches workshop for the fungus harvesting ma- The sorting hall is only in use during the while in other areas there are broad open chines. Parked near the doors are the ma- brief periods immediately after the har- areas of ground being prepared for the chines, strange combinations of spider vest. Then there are always 21-40 gnomes next spore-sowing. The ground compris- legs, scoops, hands, oversize suits, and present. All wear breathers since the air is ing the fungus fields is heavily mucked even one model that looks like a vacuum thick with fungus spores. Those without from the fertilizer sprayers mounted in cleaner mounted on a pogo stick (it’s be- such gear cannot even enter the chamber the ceiling overhead. These sprayers ing dismantled for parts). Behind the due to the choking clouds. (much like fire sprinklers) release a com- equipment are workbenches filled with bination of water and waste, a vital nutri- tools, broken parts, scrap metal, boxes of ent to the fungus. screws, and half-finished projects. Grease-stained plans are nailed to the 3. RESERVOIRS walls or buried under junk. A few per- sonal decorations hang from the walls. At These pools contain stagnant, filthy wa- the center of the back wall is a small forge ter unfit for drinking. Colorless algaes for doing simple ironwork. grow on the surface. Each pool is two to

©1989 TSR, Inc. All Rights Reserved. 1051-14

GNOME RESIDENTIAL LEVEL

Unlike some other areas of a gnome cita- shafts—one going up and the other entire extended family of gnomes, each del, the halls and ceilings of the residen- down. Because of the heavy use of the ele- usually having a chamber entirely to tial areas are scaled to gnome heights. vator system, the number of tubes at each themselves. The main passages are approximately 10' elevator station is larger. Posted outside wide and have spacious 6’ high ceilings. each pair of tubes is a sign listing the As with all things however, the size and The majority of passages are only 4½’ scheduled stops for each car going up and comfort of the warren is determined by high and 5’ wide. down. the wealth of the family. Small warrens are normally those of small families (new Residential Encounter Table The elevator shafts here are equipped branches of an old family or one that is with emergency ladders in case of acci- slowly dwindling in size) or of those that 2 Cultist of Hith dent. These can be reached by using the cannot afford anything better. The ma- 3 Dwarf visitor trapdoors in the floor and ceiling of each jority of the warrens are for middle-class 4 Gnome nobleman car. gnomes. A few large warrens belong to 5 Gnome repair crew the wealthy, however, most of the well-to- 6 Unscheduled test of wall scrubber 2. PARK do gnomes, the nobility, make their 7 Pack of gnome teenagers homes higher up in the governmental 8 Gnome infant playing Built around the elevator station is a large levels. 9 Gnome brat (by gnomish standards) area of parkland. 10 Gnome hausfrau This is a carefully cultivated expanse of 4. COMMONS 11 Gnome gossip trees, flowers, and grass growing in a bed 12 Gnome spinster of natural earth. A system of ducts and The commons areas are large meeting 13 Gnome workmen coming or going mirrors is used to provide natural light halls and markets. Crowded with chil- 14 Constables from outside. Not only do the plants (and dren and housewives during the day and 15 Magistrate and guards gnomes) get sunlight, but the light whole families at night, they are the 16 Fence shifts, sets, and rises according to the out- meeting places for neighbors and friends. 17 Thief side world. The gnomes have found this 18 Lost minoi inventor is better for their own mental health and In these areas can be found plants, water 19 Human guest doesn’t hurt the plants any. cisterns (there is no running water 20 Cultist of Hith throughout the warrens), waste disposal 3. WARREN centers, market stalls, tavern tables, and quiet cozy corners. There is no privacy I. ELEVATORS Most of the space on the residential levels here, only less notice in some areas. As is devoted to the warrens. Each warren with all groups, the commons have their Like the other elevators throughout the forms a separate community from all the cliques, gathered in little corners, exclud- citadel, the system here is a pair of others. Within a warren’s confines live an ing others.

©1989 TSR, Inc. All Rights Reserved. 1051-15

ARMORY/WATER CISTERN LEVEL

I. ELEVATORS all personal possessions are carefully edge. Now they can build up momentum locked away. The door to the room is also by taking a short run. Originally the This bank of elevators includes the stand- kept locked if the room is unoccupied. ramps were lightly greased to reduce fric- ard personnel shafts, one always going up tion, but this was discontinued after sev- and the other down. A sign is posted next 6. STORAGE eral bad accidents. to these listing scheduled stops. In addi- tion, there is a special large freight eleva- These rooms contain piles of useful gear IO . CATCH NET tor. The car in this shaft is assigned to the and unusual junk, a trait that seems com- armory levels for moving large groups of mon to most storerooms of the gnomes. A standard feature of all launch bays is men and material around in case of at- There are parts for flyers and gliders, rolls of the catch net, where gliders are supposed tack. Thus, there is a 50% chance the car balloon fabric, extra tools, broken gears, to land. Once upon a time, the gliders at- will be present at any time. bobbins of thread, spools of wire, and tempted to land directly in the bay, how- mounds of tattered netting in need of re- ever after several messy crack-ups the net 2. ARMORY pair. No one bothers to lock these doors be- method was devised. Now pilots try to cause nothing here is considered vital. touch down in the soft strings of the catch These rooms are stocked with the excess net. Sometimes, experimental improve- weapons of the gnomes. None of the 7. MACHINE SHOP ments are added to the net without ade- weapons are magical, but there are de- quate notification. The latest of these was vices such as lava projectors (empty) and This machine shop is much like those the automatic unloader-a trigger that other more bizarre items. There are also found on other levels, with long wooden flipped the full net back into the launch suits of good metal armor and shields. All workbenches strewn with tools and cur- bay. After several pilots were suddenly of the equipment is sized for gnomes. rent projects. At the back wall is a small launched into the bay by the system, the The doors are kept locked and the keys forge for blacksmithing. In addition, apparatus was removed. are held by the officers in room 5. there are floor to ceiling treadmill- operated sewing machines and an experi- II. GUARD ROOM 3. CISTERNS mental steam-driven armor press (which so far has made more noise and steam This chamber houses the situation room These spaces are the bottom sections of than usable armor). Since the war with for the lookout stations. In it is a large ta- the huge water-holding tanks that fur- the fire minions has subsided, work in the ble, a desk, and several chairs. On one nish the citadel with fresh waster. Most of shop tends to be slow. Normally, there wall is a large display with numbers hang- this is collected from rainwater run-off. are only 2-5 gnome workmen present. ing on pivots. Each number matches a The openings to these reservoirs can be lookout. If that lookout hits an alarm, a reached from upper levels. 8. LAUNCH BAY signal bell rings and the number flips over to the other side. There are always two gnome officers and four aides 4. BARRACKS This area is a huge, high-ceilinged cave open to the outside. It is from here that present. Each barrack hall houses a squad of gliders, flyers, and war ballons are twenty gnome warriors and all their per- launched. During the day, the hanger is I2. LOOKOUT sonal items. The ceilings are high, almost normally busy with pilots and crews- es- 10’, to allow for the three-tier bunkbeds pecially since the nobles have discovered Each lookout point is occupied by two needed to quarter all the soldiers. During the concept of “sport” flying. During the gnome guards at all times. Their task is to the day, most of the rooms are empty and day there are normally about 3-18 watch the surrounding countryside and all personal possessions are carefully gnomes and assorted vehicles and ballons signal anything unusual they might see. locked away. At night, most are occu- in the bay. The job is incredibly boring and most of pied, although at least one squad will be the gnome guards spend their time nap- on guard duty in the hanger bay. 9. LAUNCHING RAMP ping, playing cards, and reading. Only occasionally do they bother to look out the window. 5. OFFICERS’ QUARTERS The launching ramps are downward- sloping, slick runways intended to aid This room houses the junior officers in flyer and glider pilots in takeoff. They are Each lookout has a signal button. When command of this section. There are 2-5 one of the latest “improvements” in the pressed, it rings a loud alarm bell and al- officers quartered here. Only 0-3 will be launch bay. Before, pilots launched erts the guard room (11) which lookout present at any given time. Like the men, themselves by simply leaping off the sounded the alarm.

©1989 TSR, Inc. All Rights Reserved. 1051-16

CITY WHARF KEY

At the end of the street called The Break- 4. Warehouse gling, kidnapping, forged documents, water lies the city’s Sea Gate and the Most of the buildings near the docks bribery. An “understanding” with local wharf area. Here, cargo ships from all are warehouses to store goods arriving in authorities prevents the Saiones from over the known world unload their pre- Kristophan. These are usually made of closing the tavern down. cious cargos. wood, and are locked at night to keep out thieves. The district is irregularly pa- 8. Master Balthuus’ House 1. The Sea Gate Towers trolled by the Saiones, and private watch- Master Balthuus is an ex-sea captain These massive towers guard the Sea men can also be hired at the local taverns minotaur, now a prosperous merchant. Gate, one of the most important trade to guard particularly valuable cargoes. He has a keen nose for a bargain (or a entrances to the city. Four stories tall, and trap) and has built a lucrative import equipped with powerful bolt throwers, 5. Wharf Area Constabulary business. He seldom voyages himself any each tower is manned by a full company This is the wharf precinct headquar- more, but might be persuaded to finance of regular military troops. ters of the Saione constabulary. This an expedition (for a return of 50% of the sturdy two-story brick building has hold- profit). 2. Wall Tower ing cells for civil offenders. A small tower This tower is typical of the defensive on the roof allows a view of the docks, 9. Voyager’s Inn towers found at intervals along the city and contains a bronze bell that is rung in Travelers who need accommodations wall. Made of worked stone and armed case of fire or other civil danger. in the wharf area are often directed to the with bolt throwers and boiling oil, each Voyager’s Inn, where the rates are reason- tower can hold out as an independent for- 6. The Barrelstave Pub able, the beds are soft, and breakfast is tress for over a month, if need be. The This modest establishment is run by provided. The common room has a ship’s tower walls are more than 15’ thick at the Orin Barrelstave of the Fianawar. The figurehead, a bull minotaur. base and four stories tall. Each tower can dwarf runs a friendly pub, with a famous hold a full company, although the stand- drinking contest each week. He also 10. Antilla’s Grog Shop ard peace-time garrison is two to four keeps a collection of maps and nautical Not only is this a well-stocked shop, squads. charts, gathered out of curiosity, for use but Antilla is the foremost information by his friends. broker in the wharf area. This is the head- 3. Customs Office quarters for the Groggers gang, who have This building is the administrative 7. Telgran’s Dive continual run-ins with Telgran’s gang. center of the wharf area. Port regulations This is a dangerous tavern run by Antilla is a part-time spy for Thenol, and are posted here, as well as the tax office Telgran, a renegade elf. The weather- is involved in smuggling contraband and (usually 5%), cargo scales, and shipping beaten outside matches the dingy, weapons to the Thenolites. schedules. Imperial licenses and routine smoke-filled interior. Most clandestine official paperwork is handled here. activities can be arranged for here: smug-

©1989 TSR, Inc. All Rights Reserved. 1051-17

PLAZA OF THE CHAMPIONS

Reached by means of the High Road, the but for this takes payment in favors or rival of the Saiones. Although dwarven Plaza of the Champions provides a com- magic. He actively intrigues to aid and smiths would sooner see him gone, Ko- mons for the inhabitants of Kristophan. protect other dwarves. thalus regards the matter with placid in- The Imperial Arena is nearby, and the difference. area has many small shops that specialize 5. Swordmaster’s Shop in the making and selling of arms, armor, The owner, Aristo Aurelian, is a re- 9. The Armory Market and other military equipment. tired champion (level 7 fighter). He can This building and the square around identify any sword of note as if using a it is the famous Armory Market, where 1. East Plaza Constabulary legend lore spell. He can provide training nearly any weapon, armor, shield or simi- This is the east precinct headquar- in most weapons to low level fighters, and lar equipment can be had for a price. ters of the Saione constabulary. This has much knowledge concerning the lay- Smaller stalls sell other adventuring sturdy two-story brick building has hold- out and operation of the Arena. equipment and supplies, as well as souve- ing cells for civil offenders. Its armory nirs from the arena. When a particularly contains riot control weapons, as well as 6. Healer’s Den exciting fight is scheduled, little dolls of lethal ones. A small tower on the roof al- This rather grimy and run-down the combatants are sold here as well. lows a view of the plaza, and contains a building houses Malathus, an aged and bronze bell that is rung in case of fire or rheumy-eyed herbalist/ healer. His elixirs 10. The Imperial Arena other civil danger. are somewhat more known for their bitter This is the site of the major public tastes and noxious odors than for their ef- entertainment. Events range from profes- 2. The Champion’s House fectiveness, and his methods for curing sional champion trials to the tremen- This is a local pub and alehouse on open wounds always include the applica- dously unequal battles of those guilty of the edge of the plaza. Grakkus Takhad, tion of leeches (proficiency success roll: treason and other imperial crimes. At the owner, is a minotaur and a retired 14). He is a favorite of the trainers at the other times this is the site of major festi- arena trainer (8th level fighter). Al- Arena. vals for the minotaurs. At such times, the though he is well able to take care of the main event takes place within the Arena, rowdy, there is often no need, for this pub 7. Kalinos’ House which is closed to outsiders following a is frequented by off-duty (and out-of- Kalinos is a dark elf mage of 9th city-long procession. Non-minotaurs are uniform) Saiones. level. Having been scarred and lost an eye expected to celebrate in the Plaza of in the arena, he ekes out an austere living Champions, instead. 3. Plaza of Champions by selling his talents to whomever can af- In addition to being the center of ford them. Embittered and proud, he 11. Tiberion’s Emporium the local community, once each year there avoids other elves when possible, having The name of this establishment is is a great fair of armorers, weaponsmiths, occasionally been hired in plots against somewhat misleading. Tiberion is a and ironmongers. At this time rare and them. money-lender who will convert foreign unusual examples of their arts may be- coins and other valuables into local coin- come available. The plaza is also used to 8. Smithy age for only 4%. He also controls the stage public punishments, executions, This is the smithy and forge of Ko- odds for betting on Arena events. He and announcements of imperial decrees. thalus, a massive minotaur smith. He can pays both the constabulary and the Old make most iron items, if rough workman- City upright men for protection and resti- 4. Armorer’s Shop ship is sufficient. He is a careful crafts- tution, should someone be so foolish as to Balthun Obedagh, a dwarf, is the man, and the strength of his work is quite rob him. It is rumored in less savory sur- owner and head armorer of this shop. He famous locally. Even the dwarves agree roundings that Tiberion is an expert makes armor to order in up to 60% of the that his work is fair, and though the mat- fence and information broker, but he has normal time, but the price will range up ter of whose work is superior has yet to be never been successfully accused of this. to 5 times the base cost. He can also repair resolved, it has caused some memorable magical items of up to -3 enchantment, moments in local taverns before the ar-

©1989 TSR, Inc. All Rights Reserved. 1051-18

THE OLD CITY

At the far end of the Emperor’s March lies 4. The Well smuggling operations that operate the Old City. Separated from the rest of The pavilion surrounding this cov- through the docks. His men also kidnap the city by a steep ravine (known as “The ered well is recognized by all as neutral the unwary, and sell them into the Impe- Ditch”), this area, which used to be the ground. The water is unusually sweet and rial fleet. core of the city, is now its most dangerous pure. It is believed the well has a power- slum. The Saione’s do not come here of- ful magical guardian that wreaks venge- 8. The Oracle ten, and then only in force. However, ance on those who desecrate or pollute its Tucked away in a non-descript much of interest to the adventurer can be waters. At times, its waters are rumored building here is the Oracle, an ancient found here, for a price. to have miraculous healing powers, but blind crone reputed to have extraordinary the amount of filth and disease in the Old powers of divination. Few consult her, for 1. The Forest Gate City makes scoffers of most who hear the price is high—and not always mea- Though the forest has long since these tales. sured in wealth or treasure. In fact, it is been cut down for timber, this sturdy commonly believed that a curse accompa- gate and bridge remain the sole easy ac- 5. Theodruses’ Hostel nies her pronouncements, that only the cess to the Old City. Twin stone towers Theodruses is the upright man of pure of heart or truly daring might avoid. guard the western end of the bridge, and the South Quarter. From this building, All of the upright men are known to aside from the Old Armory, these are the he runs his gambling, smuggling, fenc- avoid having anything to do with her or only stone structures in the entire Old ing, and other criminal pursuits. His those she guides. City. They are manned continually by a gang is quite large, and many of the beg- strong force of Saione, made more secure, gars of the Old City are his eyes and ears. 9. The Golden Palace it is said, by secret bribes paid to the up- He believes there is enough profit here This tawdry inn is the headquarters right men. There is much truth to the for everyone. for one of the lower class thieves’ gangs: statement that the towers exist as much to the Blades. The pickings in this area are keep the inhabitants in as to protect this 6. Miranda’s Palace poor, mostly adventurers down on their area of the city. Miranda is the upright man luck and paupers who can’t afford to live (woman) of the East Quarter. This area is in a better part of the Old City. The only 2. The Entrance to the Tombs the most prosperous section of the Old place worse to live than this area is The The openings here lead to a network City. Gambling and entertainments for Cauldron, which lies just to the west. The of catacombs carved from the living rock the rich, spiced with decadence and a Cauldron blocks house the deranged, the upon which the Old City rests. For years hint of danger can be found here. Behind diseased, and the dying-the worst and the catacombs were the final resting place the glitz is Miranda: brilliantly clever, di- most wretched jetsam of Kristophan. of the dead of the city. Now, only the abolically beautiful, and quite deadly. foolhardy or desperate enter, for the area Her eventual goal is to influence the Em- 10. Reorx’s Forge is shunned by all others. peror himself. This tavern is the center of a small dwarven community in the bowels of the 3. The Old Armory 7. Smuggler’s Cove Old City. Its house specialty is a fiery local Although this is the oldest and This rather seedy tavern is actually brew called Reorx’s Fire. The tavern also strongest structure in the Old City, this the headquarters of Euros the Pirate, a re- serves as the headquarters for the Vipers, building appears to be unoccupied. Ru- tired sea captain and upright man of this a local gang that often battles the Blades. mor has that it is the stronghold of a cult section of Old Town. His bluff friendli- A short distance away is the house of Mas- of assassins, and that further investiga- ness and careless shrug when his name or ter Istophanes, a reclusive wizard who tion is unhealthy. Other rumors insist that of his tavern is brought up belies the stays here for reasons of his own. This area that the armory is a base for the Emper- fact that it’s all true. He was and is the is a lower class area, but still considered or’s secret police, and a detachment of most ruthless and blackhearted pirate better than the blocks to the north. Imperial spies. There is a good chance this side of the gallows, and will not hesi- that this building has a secret connection tate to betray his best friend at the drop to the catacombs. of a hat (full of gold). He controls the

©1989 TSR, Inc. All Rights Reserved. 1051-19

T HE NEW CITY

The New City is a cosmopolitan collec- 4. Alchemist’s Shop 8. The Belltower tion of races and businesses engaged in Most common herbs and spices can This is another armory that has been the commerce that makes this city the be bought here, as well as most common converted to public use. The lower two center of its world. The wealth of the New spell components. The proprietor, Lithla- floors are a civic museum, with displays City has been built by the local merchant nian Karilon, an elf, is a healer and herb- about the history of the city and its em- class, in spite of the arrogant opposition alist licensed by the city. He has an perors. Above this is the bell tower itself, of the nobility and the stifling maze of experimental laboratory in the back of with its great brazen bell. A watch is kept bureaucratic regulation. the shop, and pays well for unusual or over the city from the tower (primarily rare components. against fire). Each hour the great bell is 1. The Stone Bull rung to mark the passage of time. From its location on the Street of the 5. Snurrin’s Emporium chosen, this three story brick inn domi- Snurrin is a gnome and and expert 9. Nosarilus’ House nates the local scene. All races are wel- gemcutter. He sells jewelry, gems, and Norsarilus is a successful upper mid- come, if they look reputable and can pay, metal items of delicate craftsmanship. He dle class wizard, retired here after a suc- and uniformed minotaurs attend the creates jewelry and objects of fine gold, cessful adventuring career. He now doors to keep out riffraff and potential silver, and even platinum. He is a li- spends his time writing the occasional troublemakers. It is rumored that the censed appraiser. His fees range from 2% scroll or instructing the odd student. Re- Emperor’s Suite has in fact been used by to 10%, depending on the job, and he cently, however, he has embarked on a members of the Imperial household in- has been known to finance expeditions to new activity: an inquiry to see if the disci- cognito. recover rare gems. plines of astronomy and astrology can be reconciled. Materials relating to his study 2. Market of the Chosen 6. Hiram’s Bookshop will be of great interest to him. Norsarilus This building and the block around Hiram deals in books new and old, is politically neutral, but has little time it contain many stalls and small shops scrolls, maps, parchments, and other for the elaborate manners and posturing that provide a variety of good quality written items. He is skilled at detecting of the nobility. merchandise: clothes, food, spices, forgeries and deciphering maps. His crafted gifts, tapestries, imported goods, usual patrons are wizards in search of rare 10. The Hall of Gracchus and curiosities. Scribes and notaries may tomes and nobles with a love of learning. This is an upper middle class gaming also be found here. He dislikes loud noises and is especially hall. Gambling in polite society, fine suspicious of kender. food, and private conference rooms are 3. Guide Hall all available. There is also a fine collection This hall provides services for those 7. Marcus Theatre of mosaics, sculptures, and other art ob- new to town. Not only guides can be This sturdy building was converted jects available for viewing by the well-to- hired here, but so can palanquins, char- from an old armory. It currently serves as a do clientele. This is a good place to make iots, bodyguards, lantern bearers, and local theatre supported by the upper political connections, as it is frequented other general escorts. Services can be middle class. Other small shops and the- by the nobility and bureaucracy alike. bought by the day or special arrange- atres surround it, but this is the most ments can be made. The building also prestigious establishment in this part of doubles as the precinct firehouse and the New City. Plays from the Imperial contains pumpwagons and other special Palace soon find their way here. equipment.

©1989 TSR, Inc. All Rights Reserved. 1051-20

THE IMPERIAL CITY

At the far end of the Emperor’s March lies 4. Statue of Sargonnas which are aimed at reducing the power of the Imperial City with its Imperial Pal- This huge bronze statue of Sargon- the bureaucracy and ministries. ace. The Imperial City is mostly a private nas rises 30’ above the central plaza. Leg- enclave of the minotaur nobility. The Im- end states that in time of need the statue 8. Matron Ouguhra’s Villa perial City also contains the important will animate and destroy the enemies of The Matron Ouguhra is the widow Ministries, the Treasury, and the less im- the city. of one of the great lords of the city and portant Senate, as well as the beautiful matriarch of an entire clan of arrogant private villas of the nobles. 5. Lord Murgharl’s Villa young nobles. Her goal is to hold the This is the fine brick villa of the Lord family together while advancing the fam- 1. The Imperial Palace Murgharl, a distant relative to the Em- ily status. As her charges are both head- The Imperial Palace houses the Em- peror. Behind its high walls lies a beauti- strong and active, she spends most of her peror and contains the offices of his inner ful ornamental garden, with a cool time trying to cover their infractions of council. In addition, there are extensive fountain and placid pool. There is also a imperial law. walking gardens and a vast library. The private steam bath and training grounds, area is guarded night and day by an ordu for the lord keeps his combat skills 9. Kallides’ Villa of Black Cloaks, and is well warded honed. The Lord Murgharl dislikes non- The renown tutor Kallides was against astral or ethereal intrusion as well. minotaurs, and would see the Imperial granted this villa for service to the Impe- City and Black Cloaks closed to them. rial Throne. He is an ally of the Empress 2. Empress’s Palace and of Matron Ouguhra, and spends The Empress’s Palace contains the 6. Treasury much time instructing the sons and private chambers of the Empress, her This massive stone building is heav- nephews of the latter. He is also a part- court, and the royal heirs. A secret pas- ily guarded and magically warded against time consultant at the Ministry of Educa- sage leads from this area to a hidden astral or ethereal intrusion. The interior is tion and has served at times as an opening beyond the walls of the city. an intricate maze forbidden to non- unofficial ambassador for the Empress. Deep below the Empress’s Palace is a minotaurs. In addition to the gold re- dungeon where political prisoners are im- serves and military war chest, the treasury 10. Partucha’s Villa prisoned and forgotten. also has facilities for minting coin of the This villa is typical of the lesser no- realm. bility, with an interior courtyard behind 3. Barracks of the Black Cloaks. high walls. Partucha is a protoge of Lord Here is quartered an entire legion of 7. Senate Murgharl and the brother of a regimental Black Cloaks. In addition to being the The sturdy columns and tall arches commander of the Black Cloaks. He has elite striking force of the army, they are of this building make it an architectural connections with the Imperial Secret responsible for the personal safety of the landmark of the Imperial City. Here, the Service, connections he intends to em- Emperor and the security of the inner august members of the nobility discuss ploy to rise quickly. He is toying with the city. Additional guardposts, armories, the weighty matters of empire and make idea of hatching a revolt in the Old City, and barracks areas are marked B. recommendations to the Emperor. In to be crushed with his own indispensable fact, the body has little power, but re- aid, but has taken no action yet. mains a hotbed of intrigues, most of

©1989 TSR, Inc. All Rights Reserved. 1051-21

T HE FISHERIES, NERON, BALTCH, AND THE OCEANS

THE FISHERIES AURIM SPIRE MOUNTAINS

2 Ant swarm 2 Adventurers 2 Fire minions 3 Megalo-centipede 3 Bulette 3 Hell hounds 4 Black dragon 4 Blue dragon 4 Salamander 5 Giant crab 5 Brass dragon 5 Hobgoblin war party 6 Shark men raiding party 6 Copper dragon 6 Merchant caravan 7 Crocodile 7 7 Gnome exploration party 8 Leopard 8 Giant lizard 8 Manticore 9 Payan Mako fishermen 9 Wild dogs 9 Huge scorpion 10 Warthog 10 Wild boars 10 Small mammal 11 Payan Mako hunters 11 Hobgoblin raiding party 11 Ogre 12 Leech swarm 12 Hobgoblin raiding party 12 Huge spider 13 Giant leech 13 Hyena 13 Brown porcupine 14 Land lamprey 14 Traag draconian raiding party 14 Poisonous snake 15 Gargoyles 15 Griffon 15 Giant porcupine 16 Dragonfish 16 Hill giant 16 Falcon 17 Elf hunting party 17 Hippogriff 17 Hippogriff 18 Bronze dragon 18 Leucrotta 18 Choke creeper 19 Dragon turtle 19 Red dragon 19 Fire lizards 20 Kelpie 20 Fire lizard 20 Sylph

NERON RAINWARD ISLES HITEHKEL

2 Ant swarm 2 Green dragon 2 Hell hound 3 Red dragon 3 Red dragon 3 Fire giant 4 Black dragon 4 Stone giant 4 Gnome fire fleet 5 Yaggol 5 White dragon 5 Efreeti 6 Carnivorous ape 6 Dwarf merchant 6 Fire elemental 7 Rhinoceros beetle 7 Militia 7 Fire minions 8 Leopard 8 Human merchant 8 Fire minions 9 Warthog 9 Cattle 9 Lava geyser 10 Giant wasp / Giant hornet 10 Peasants 10 Lava geyser 11 Minotaur lizard / Obliviax 11 Wild boar 11 Lava geyser 12 Monkeys 12 Bats 12 Cooling land island 13 Giant rats 13 Black bear 13 Cooling land island 14 Large hawk 14 Badger 14 Salamander 15 Giant scorpion 15 Brown bear 15 Fire snake 16 Fire giant 16 Giant eagle 16 Fire snake 17 Aborigines 17 Elf party 17 Hell hound 18 Blood hawks 18 Ettercap 18 Gnome fire fleet 19 Nereid 19 Silver dragon 19 Red dragon 20 Mantrap 20 Hobgoblin raiding party 20 Groaning spirit

©1989 TSR, Inc. All Rights Reserved. 1051-22

THE TOMB OF THE GREAT KING: GENERAL KEY

This key is not a complete encounter de- The walls to either side are covered deadly traps and tricks to get to them. scription for the tomb of the Great King. with frescoes. These, too, depict scenes, It does not provide information about although in this case they appear to be 6. Great Hall monsters and treasures, or even the pur- episodes from the Great King’s life. They pose of the Great Tomb, who is buried are badly chipped and faded and the This massive chamber appears to be the there, or where it is located. This is to al- damage makes many of them incompre- burial hall of the Great King. Indeed low you the opportunity to create and hensible. there is a huge gilt sarcophagus at the far customize the tomb so it will best fit into end. However, it is all a sham. The sar- your campaign. 3. Monks’ Quarters cophagus does not contain the Great The key does provide general descrip- King but is a deadly trap designed to de- tions of some areas of the tomb. These are This area appears to be a block of monks’ stroy any who would molest the king’s provided to help you in creating your own cells. Apparently they were intended for body. adventures. holy men who would pray for the de- parted king. 7. Break-In 1. Entrance 4. Preparation Halls This tunnel passage leads to the outside The tomb is carefully concealed from ca- world, although it might first pass sual inspection, since it was not meant to These rooms contain lavishly decorated through the lair of some creature or be easy to find. Cut into the side of a cliff minor altars to various deities who guardian. The tunnel might have been face, all that shows it is here are the two needed to be honored in the process of in- made by grave-robbers or it could be the heavy stone doors to the outside world. terring the Great King. In addition, the work of some dangerous tunneling crea- Even these are difficult to see, as the gran- walls of other chambers are devoted to ture(s) that now roam throughout the ite work is carefully concealed to look nat- frescoes detailing the steps needed to pre- complex. ural. pare the Great King’s body for burial. 8. Tomb of the Great King 2. The Grand Hall 5. Treasure Chambers Here in a small side chamber is the true This huge hall way is lined with carved These rooms were evidently prepared to resting place of the Great King. It has pillars on either side. Each pillar is an in- hold the goods needed by the Great King been deliberately set in this out-of-the- structive scene, from legends long since in his next life. They may or may not be way location to foil grave robbers. The forgotten. The carving twines around the filled with fabulous treasures, although if sarcophagai, while not huge, is expensive pillar, reaching from floor to ceiling. A they are, most of these riches are certain and quite valuable. Of course, taking it few of the pillars have been broken off to be extremely fragile and near impos- would make the player characters grave and now lie tumbled in the center of the sible to transport. Furthermore, if the robbers, no matter what their noble in- hall. treasure rooms are filled, any tomb rob- tentions might be. bers will have to overcome a number of

©1989 TSR, Inc. All Rights Reserved. 1051-23

TOMB OF THE GREAT KING

Prior to the destruction of Aurim by the world—would see any other time as glo- could be believed. Several times he was mighty forces of the Cataclysm, the peo- rious and better. forced to crush rebellions by the peasants ple of Taladas were on the verge of be- Whatever their rationale, these tell the he cruelly oppressed, exterminating en- coming a great civilization. While the tale of the wise Great King who once tire villages in vengance. His evil was said Cataclysm changed all that, it could not ruled Aurim. Sensing his death to be to be incredible and unstoppable. eradicate every trace of these ancient peo- near, he had built a great tomb in the Indeed, this is what a secret group of ple. mountains. There, with the aid of his his own advisors realized. They knew that The Tomb of the Great King is one ex- priests, he had himself interred—but he even in death he would continue to rav- ample of the level of civilization achieved did not die. Instead, knowing there age and destroy the land. For the good of by these Aurimites. It is believed to be would be a time when he was needed, he the Empire, they secretly constructed a the burial chamber of either the sixth or sleeps until a hero comes to wake him. mighty tomb. Terrible enchantments seventh Hlafdae (the ancient term for When he does, the King will use his great were blasted into the very rock. Finally, it High King) of Aurim. power and wisdom to usher in a new Steel was finished. However, all this is uncertain, for the Age. Or at least, thus speak the story- Somehow (the story is never very clear tomb has never been found. There are tellers. about this) the loyal advisors lured the tantalizing hints of its existence and con- malignant Great King into the halls of struction in some of the few works that THE CROWN OF GRATHANICH the tomb they had built. While they were survived the ravages of Hiteh’s Night. inside with him, their followers, heeding From these fragments a few sages have This tale is much simpler and less tran- the commands they had been given, created a theory of what the tomb must scendant than the first. It’s popular with sealed the entrance and bound it with have looked like. Greedier or more ambi- adventurers and is often told to the will- magical seals. The Great King was tious individuals have used those same ing (or gullible) in many an inn or tavern. trapped inside forever-but the advisors clues to try to find the location of the It, too, tells of the Great King of had sacrificed their own lives, too. They tomb, which they are convinced is filled Aurim and how he ruled with power and had condemned him to eternal imprison- with untold riches. Naturally, it is quite majesty. He was wise and had immense ment and had condemned themselves to likely filled with untold terrors, too. In- power—power that came from the horrible death. deed, some may have already found it strange crown he wore, a crown fashioned The tomb is still out there (so the story and not lived to tell of their success. from the stuff of Grathanich, the infa- goes), guarded by an ancient clan from As is the case with most lost wonders, mous magical stone created by Reorx. the days before the Cataclysm. Should the stories associated with the Tomb of With this crown he was able to work mira- anyone find and open its doors, they the Great King have made it into some- cles unheard of either before or since. would release an evil to match perhaps thing even greater than it actually is. The As said, this king was wise. Sensing even Hiteh, an evil free to roam the world tales and legends associated with it are that he was going to die, the king ordered again. quite fanciful. If it weren’t for fact that a tomb to be built hidden deep in the many other legends and myths have been mountains, well-protected and fortified. Which tale is true? Are any of them proven true over the years, these stories Here he went to spend his last days, using true? No one knows and the answer may could easily be dismissed as tales for chil- the power of his crown to wipe the mem- never be learned. dren. Some of these stories are described ory of this place from all mankind. He below. was determined that no one else would wear the crown, because he knew how THE RETURN OF THE GREAT dangerous its power could be. Only barely he had avoided its corrupting and K ING evil influence; others would not be so Somehow, the idea has taken hold in strong. Sadly, he knew it was better for some groups that the Age of Aurim (as this great device to be lost forever. the pri-cataclysmus is sometimes called) was a time of perfect wonder, a blessed THE ETERNAL KING steel age in which there was no want or hardship. To anyone who has studied the This tale is much darker and bleaker ancient documents, this is patently not than all the others. It, too, tells of a Great true. However, it is easy to see how those King of Aurim, but he was not wise or be- of today—living through the hardship loved by his people. Instead, he was evil and suffering of the post-cataclysmic incarnate, a fiend more powerful than

©1989 TSR, Inc. All Rights Reserved. 1051-24

TIME OF THE DRAGON When the true gods punished Istar by uniquely shaped by this savage envi- wreaking the Cataclysm on Krynn, a ronment. The minotaurs with their shower of meteors pounded the conti- eloquent diplomats, elite legions, and nent of Ansalon. Half- gladiatorial contests, are way around the world, a spreading their influ- similar continent was ence throughout the shattered by a single, hemisphere. Wild elves enormous meteor. Thou- fight territorial wars sands of square miles of with humans, kender, land disappeared be- and gnomes. Fearsome neath a smoking sea of fire minions rampage magma which boiled up around the coasts of the from beneath the plan- lava ocean while the Fol- et’s crust. Mountain lowers of Hith seek to ranges were toppled, rivers changed dominate the land. course, weather patterns were altered. Time of the Dragons includes two Survivors were scattered and isolated. information-packed books totaling The devastation was nearly complete. 160 pages, four poster-size, full-color Centuries later, the cultures and soci- maps, and 24 individual color plates eties which rise out of the ruins are showing maps, NPCs, and major races.

Designed by David “Zeb” Cook