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The Oerth Journal

Volume II, Issue 25


Editor-in-Chief
Rick “Duicarthan” Miller

Assistant Editor-in-
Chief
Brian “Cebrion” McRae

Assistant Editors
Sam “Samwise” Weiss

Art Director
Wade K. Nolen

Contributing Authors
Mike Bridges, Creighton
Broadhurst, Gary Holian,
Nathan Irving, Mike Johnson,
Paul Looby, Rick Miller, Trevor
Watson.

Contributing Artists/ CHRONICLE OF THE MAD ARCHMAGE


Cartographers The last year has been difficult for all of us. Very difficult in many cases,
Bryan Blumklotz, Casper David the very game we loved and the world we loved so much have been
irrevocably changed. Our lives have changed but still we must continue
Friedrich, Eugene Jaworski,
on. We have all the resources at hand that we need and the imagination
Daniel Kvasznicza, Rick Miller, to keep it alive.
Jerry Minor, Wade K. Nolen, On this regard, it is with a heavy heart, we mourn the loss of the
creators of the very game we love these last few years. Gary Gygax
Webmaster and on March 4th, 2008 and Dave Arneson on April 7th, 2009. This issue is
Provider dedicated to their memory and to all the memories their creations have
given us.
David “Dave” Arneson, born October 1, 1947, co-developed the
very game that spawned all other RPGs- Dungeons & Dragons, and
created parts of the Greyhawk campaign setting along with Gary Gygax
in the early 1970s. Their goal was to bring their love of games to each
and every one of us. Dave may have left TSR, but he continued to do
what he loved- designing games and teaching game design up until
shortly before his death in 2009.
Ernest Gary Gygax, born July 27, 1938, co-created the role-
playing game Dungeons & Dragons (D&D) and the Greyhawk campaign
setting with Dave Arneson. Gygax is generally acknowledged as one
of the fathers of the tabletop role-playing game. Gary founded Dragon
Magazine to support the new game and all of its developments. This
tradition is continued today through the Oerth Journal, where the World
of Greyhawk, and in fact the core elements of Dungeons and Dragons
remain alive.
In conclusion, it is my hope, perhaps all of ours, that the Greyhawk
campaign continues to be strong. Things may get tough, but it is our
imaginations and our love of this game that Dave and Gary created that
will keep all in balance.
GenCon 1999
Left to Right (my friend Kail, Gary Gygax, Until the Starbreak,
and Rick Miller)
Rick “Duicarthan” Miller
You will be missed, Gary. - Editor-in-Chief
Cheers!

Page 1 of 49
TABLE OF On the Cover
The image of Mordenkainen
has always been iconic in the

CONTENTS Greyhawk campaign setting.


Therefore, I asked longtime
friend, Jerry Minor to give it
GAZETTEER OF THE FLANAESS his personal touch. Jerry’s
work can be located at http://
Marchland of Medegia www.myspace.com/jerantino
By Creighton Broadhurst and Paul Looby. P a g e 3
Special thanks to Noel Graham Featured Artists
Eric Bergeron presents a
Art by Casper David Friedrich and Rick Miller
scene of the interior of a
mysterious ruin for the
ROGUES GALLERY Seekers of the Arcane article.
MORDENKAINEN Erik is a freelance graphic
designer and this is his first
By Rick Miller P a g e 13 time submitting work for the
Special Thanks to Mike Johnson Oerth Journal. His art can be
Art by Bryan Blumklotz, Rick Miller, Jerry Minor seen at http://www.inetgrafx.
and Wade K. Nolen com/gallery/index.php

ROGUES GALLERY Eugene Jaworski depicts the


leucrotta, one of the many
The Seekers of the dangerous denizens of the
Yatils, for the Side Trek
Arcane P a g e 22 Locations in the Yatils article.
By Gary Holian and Rick Miller Eugene is a freelance artist
Art by Daniel Kvasznicza, Rick Miller and Jerry and illustrator whose artwork
Minor can be seen at http://www.
neothera.com/
Cartography by Denis Tetreault

Disclaimer
Gazatteer of the Flanaess DUNGEONS & DRAGONS,

SIDE Trek LOCATIONS IN DRAGON, DUNGEON, GREYHAWK,


and the WORLD OF GREYHAWK
are registered trademarks owned
THE YATILS by Wizards of the Coast/ Hasbro.
All characters, character names,
By Rick “Duicarthan” Miller
P a g e 31 and the distinctive likenesses
Original Version by Gary Gygax thereof are trademarks owned by
Wizards of the Coast, Inc.
Art by Eugene Jaworski and Rick “Duicarthan” Text portions not belonging
Miller specifically to other owners are
copyright to their respective
Cartography by Rick “Duicarthan” Miller and authors. Permission is granted to
Brian “Cebrion” McRae copy and paste the text portions
for game use only. No other use is
implied or granted by this posting.
From the Tome of Zyx For any other use, please contact

Tuerny the Merciless


the publisher.
P a g e 38
By Rick “Duicarthan” Miller and Mike Bridges
Art by Rick “Duicarthan” Miller

OF oerth and Altar


DEITIES OF LO NAKAR -
AINATET P a g e 45
By Nathan Irving
Conversions by Rick Miller
Art by Jerry Minor

Page 2 of 49
GAZATTEER OF THE FLANAESS

THE MARCHLAND
OF MEDEGIA
By Creighton Broadhurst and Paul Looby.

Special thanks to Noel Graham for some of the Walker’s back story as revealed to him

by Carl Sargent.

Art by Casper David Friedrich, Rick Miller, and Dean Oyebo

This article is designed with the 3.5 rule Before the Greyhawk Wars, the See vast swathes of the countryside.
set in mind, but is easily converted to other of Medegia was a semi-independent The great port-city of Pontylver was
systems or editions. With regards to the
realm of clerical holdings set between utterly devastated, the destruction
WORLD OF GREYHAWK timeline, it can be
set any time in the decade following 591 the sluggish Mikar River to the west there only equaled by the ruin
CY depending on the individual DM’s own and the shores of the Aerdi Sea. Its wrought upon Chathold, capital of
campaign development. The Adventure precincts stretched from the great doomed Almor. All of Medegia’s cities
Begins provides more details on the metropolis of Rel Astra in the north to and towns of note were razed to the
Flanaess after the Greyhawk Wars and
the rugged foothills of the Hestmark ground and their peoples either put
is an excellent resource for DMs desiring
to learn more about the United Kingdom Highlands in the south. Enriched by to the sword or marched off into
of Ahlissa and the Solnor Compact. This the bounty of its fertile farmlands and slavery. Looting, rape, and torture
version of Medegia was originally written thriving cities, its rulers won greater were commonplace. Such was the
for the LIVING GREYHAWK campaign (set and greater independence from their invaders’ depravity that they even
in 594 CY) but for a variety of reasons
nominal suzerains, the Overkings of fell to fighting amongst themselves
never saw the light of day.
the Great Kingdom. for the right to despoil certain prized
Now, however, Medegia is a towns.
As a consequence of her ruler’s
shattered land; its cities sacked
disastrous policy of independence
and its populace dead, enslaved Rise and Fall
from the Great Kingdom, Medegia
or driven mad by the genocidal Medegia’s origins are inextricably
was one of the biggest losers in
campaigns of Overking Ivid V. From bound to that of the Great Kingdom
the Greyhawk Wars, its eventual
the few contemporary accounts to of Aerdy. The Oeridians came to the
fate rivaled only by the doom that
survive, Ivid’s razing of Medegia was Flanaess in search of the Land of the
befell the Prelacy of Almor. In one
characterized by levels of brutality Sun’s Birth. In what came to be called
of the Flanaess’s great ironies, both
and destruction hitherto unseen the Prophecy of the Hidden Empress,
Medegia and Almor were destroyed
in the Flanaess. At the Overking’s Johydee (the Oeridian hero-goddess
in the death throes of the empire
command, Imperial troops sacked of Deception and Protection) foretold
that established both as clerical fiefs
the capital, Mentrey, and despoiled that a glorious destiny awaited the
centuries ago.

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MEDEGIA Oerids there. In the end, it was the Grandwood. During the month of
Non-standard Aerdi, most powerful of all the tribes, Wealsun, 5,000 Medegian troops and
Contested who first reached the shores of the humanoid mercenaries under the
Territory ocean they named the Solnor (in Old command of Captain-General Gahru
National Oeridian, “Sun’s Birth”). Their great blundered into a clever ambush deep
Alignment: LE journey at an end, they settled the within the forest. Barely one in three
(LN) along the coast, founding the great survived the ensuing massacre, which
GP limit: Unknown cities of Rel Astra, Mentrey, and is remembered now in Medegian
Assets: Unknown Pontylver. folklore as Gahru’s Folly.
Population: 575,400 – Human In time, the clans of the Aerdi This sharp reversal of fortune
92% (OSf), Half-Orc 3%, Orc
united to form the Kingdom of Aerdy forced the Holy Censor to strike a
(and other humanoids) 2%,
and, growing in might, won for pact with Prince Drax of Rel Astra,
Halfling 1%, Elf 1% (sylvan
95%), Half-Elf 1% themselves an empire, which they guaranteeing the Censor’s support for
Proper Name: Marchland of named the Great Kingdom. As the the Free Cities’ tenuous independence
Medegia promised land of prophecy and the from the Malachite Throne. By late
Ruler: Contested: (Rel Astra) cradle of Aerdy, Medegia has always summer of 578 CY, 3,000 Rel Astran
His most Lordly Nobility, Eternal been considered sacred. The first troops warded Medegia’s northern
Custodian and Lord Protector of Overking, Nasran of House Cranden, borders, while to the west an equally
Rel Astra, Drax the Invulnerable, gifted the See to followers of Pholtus massive imperial force under General
Prince of the House of Garasteth in 3 CY. Their dominance was eclipsed Banwald (LE human male fighter 10)
(LE male animus wizard 11/ by the mercantile Zilchans in the mid- gathered outside Rauxes. The plan
fighter3); (United Kingdom of
second century. They held the See was complex: these two huge forces
Ahlissa) Prince Gartrel of Darmen
until the warlike followers of Hextor would batter their way into the forests
(LE male human fighter 10);
(Medegian Free Lords) Council of were given Medegia in 450 CY, as a in a coordinated series of attacks
Lords (several powerful warlords reward for their support in securing designed to fix their elusive enemies
based in the city of Mentrey). the Malachite Throne for Ivid I and between the jaws of a pincer, where
Government: Contested, (Rel the House of Naelax at the climax of they might be brought to battle and
Astra) dictatorship under an the Turmoil Between the Crowns. crushed.
animus advised by a demon (the Pretensions of Independence The heavy fighting that ensued was
“Fiend-Sage”); (Ahlissa) feudal By the mid 570s CY, the See had a desperate affair, but the defenders,
state under hereditary rulership; gained a measure of independence familiar with the dense heartlands
(Free Lords) loose confederation from the Malachite Throne, won in of the forest withstood the storm.
of petty warlords.
part as a result of the civil unrest Casualties were heavy on both sides
Capital: (Rel Astra) Rel Astra;
sweeping the Great Kingdom. In and as the first leaves of autumn fell,
(Ahlissa) Pontylver; Free Lords
(Mentrey). late 577, however, the fortunes of imperial forces had ravaged much of
Major Towns: Mentrey (pop. His Equitable Nemesis Spidasa (LE the outer woodland, sacking the gold
4,900), Pontylver (pop. 3,200). male human cleric 16 [Hextor]), the mines at Gaborren’s Rift and looting
Provinces: Previously, a Holy Censor of Medegia, had suffered much wealth from that place.
network of dioceses; Currently, a reversal as his enemies (notably To the east, the Medegian armies
a patchwork of independent fiefs Herzog Chelor of the South Province) attempting to force a passage
and military holdings controlled achieved several successes against through the Glorioles faired far
by either Ahlissa, Rel Astra or the him. Severe losses in manpower and worse. Daring the Anbek Pass,
Free Lords. material coupled with the threat of the inexperienced, but bravely led
Resources: Foodstuff, cloth
imminent invasion by forces loyal forward elements were decimated
(currently none)
to Ivid V conspired to force the Holy by the entrenched dwur warriors of
Coinage: [Modified Aerdy]
nightingale (pp), crown (gp), Censor to reaffirm his loyalty to the Glorvardum – the dwur kingdom of
noble (ep), penny (sp), common Malachite Throne. This reaffirmation the Glorioles. Secure in their citadels
(cp) brought His Equitable Nemesis deep beneath the glowering twin peaks
Languages: Common, Old into Ivid’s councils. Bestowed the of Kilvangath and Bolwhurgirn,
Oeridian, Orc, Elf, Halfling title Imperial Constable by his liege, the dwur were unassailable. The
Alignments: NE, CE, LE*, CN, LN Spidasa was commanded to raise an thickly forested lower slopes of the
Religions: Zilchus*, Hextor, army to ravage the heart of Sunndi by range made easier going for the
Oeridian agricultural gods, forcing a path through the Glorioles Medegians and for a while they made
Kurell, Ralishaz, Procan, Xerbo, and Hestmark Highlands. progress there. However, Sunndian
Fharlanghn, Pyremius
By mid 578 CY, Spidasa had irregulars hurrying north checked
Allies: None
gathered a great host over 10,000 even these advances. As the sounds
Enemies: North Kingdom,
Scarlet Brotherhood, Nyrond strong. However, before they could of bloody combat rang throughout
(Ahlissa – gravely mistrusted) be unleashed, a disaster befell the mountains, the ogres and giants
Medegia’s forces at the hands of infesting the dimly lit pine forests
the olve and woodsmen of the gleefully joined the carnage.

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As the South Province entered winter of 583/584 CY won Osson’s all Aerdi forces had either withdrawn
the fray against Sunndi in 579 CY, besieged army a brief respite, but or deserted. What army units
heavy fighting throughout the Hollow their situation was plainly desperate. remained in the See were now little
Highlands drew Ivid’s attention away Medegia’s peasantry refused to rise more than brigands. Perhaps most
from the Glorioles, allowing the up against Ivid, fearing the inevitable horrifically, for almost two full years
battered Medegian armies to quietly imperial reprisal. On the heels of this after Medegia’s destruction, fiends
withdraw. Fighting likewise wound blow came a surprise proclamation stalked her shattered hinterlands and
down in the Grandwood. Miserable from the new ruler of the Lordship of cities. The Flight of the Fiends offered
after a hard winter and staggering the Isles, Frolmar Ingerskatti, who some respite to the few weary, half-
under the loot gained from countless withdrew his country from the Golden mad survivors, but by then Medegia’s
sacked villages, the men of Medegia League and declared his support destruction was all but complete.
and Rel Astra retreated, leaving for the Great and Hidden Empire of Chaos reigned in this once great land
General Banwald’s men to be savaged the Scarlet Brotherhood. Osson’s until the rival princes of Ahlissa and
by the emboldened defenders. These last realistic chance of escape was Rel Astra brought some measure of
decisions would cost Spidasa dearly dashed. order.
in years to come. When news of Taking the only remaining option THE ENDLESS DEATH
the Censor’s cowardice reached the open to him, Osson attempted a A particularly brutal form of
Imperial Court, Ivid flew into a rage breakout towards the Hestmark torture favored by the Ivids for
and swore revenge on his disobedient Highlands. The Battle of the Great their most hated foes. Victims
Constable. Confluence was fought in Coldeven are forced to wear a ring of
584, east of the city of Pardue. regeneration whilst being
The Greyhawk Wars Although some Almoran stragglers did subjected to the attentions of
Emboldened by his success win through to the west, most were highly skilled torturers. Aerdi
in withdrawing from Sunndi left dead upon the field or drowned in folktales tell of victims who have
been tortured by grandfathers,
without imperial consent, Spidasa the broad brown waters of the Flamni
fathers and sons of the same
again entertained delusions of River. Having crushed the Almorans,
family. With the final fate of
independence from the Malachite Ivid unleashed penal battalions, Rauxes as yet unknown, it is
Throne. These attained such heights legions of mercenary humanoids, the probable that the Holy Censor
of folly that he refused to furnish remnants of the Glorioles Army and (and many others, including, it
aid and vassal service to Ivid for the his own Companion Guard, led by is said by some, Commandant
destruction of Almor and Nyrond. the fanatically loyal General Kalreth. Osson) yet suffers the Endless
Ivid, incandescent with fury, ordered Infuriated by Spidasa’s refusal to aid Death.
the assassination of one hundred of him in his western campaigns, Ivid
the Holy Censor’s favored concubines ordered that Medegia be razed from Rulership and Law
and began to plot a far more terrible the map so that all might know the The carnage of the Greyhawk Wars
and bloody revenge against his fate of those opposing his will. swept away the institutions and
perfidious vassal. Facing virtually no resistance, trappings of Medegian power. Most
Thus when Commandant Osson, in Kalreth’s forces tore into the See, of the nation’s nobles were slain,
a desperate attempt to forestall the in an unbridled orgy of revenge its institutions thrown down and its
Great Kingdom’s destruction of his and destruction. Pontylver fell cities destroyed. Hextorites in the
native Almor, invaded Medegia late swiftly in Flocktime. Mentrey’s sack invading imperial host particularly
in 583 CY, the rebellious fief received followed several months later after singled out the Knights of Medegia,
no succor from the Malachite Throne. a desperate, but futile defense. His an order better known for its pomp,
Imperial armies pursuing Osson task complete, Kalreth returned to his ceremony, and political maneuverings
halted at the See’s border allowing master’s side, passing command to than its battlefield glories. Although
the Almorans a free hand. In a series a motley collection of lesser officers dedicated to the Champion of Evil
of hard-fought, but brilliantly directed and princelings. in name, a prospective member’s
battles, Osson shattered Medegia’s Quickly, the invading armies began martial puissance bore little bearing
armies and seized a broad swath of to fray and disintegrate. Officer vied on his admission. Thus the order was
territory running from Pontylver to with officer for the best of the spoils seen as heretical and was almost
the hinterlands of Rel Astra. and pitched battles broke out between completely eradicated by crusading
His armies destroyed and much of rival units. As discipline broke down, Hextorites.
his holdings in enemy hands, Spidasa desertion from the imperial forces Founded in Growfest 587 CY,
fled to Rauxes to (belatedly) reaffirm become more commonplace. The the United Kingdom of Ahlissa
his loyalty to Ivid. Unsurprisingly, harsh winter of 584/585 further immediately laid claim to all the
Ivid afforded his errant vassal the exacerbated matters, forcing devastated lands of Medegia, naming
appropriate courtesy and sentenced commanders to order fresh atrocities them the Marchland of Medegia.
the hapless cleric to the Endless to secure vital supplies for their men. Two years later, Rel Astra fearing
Death. By the spring, the storm had burgeoning Ahlissan power, signed
Heavy rains throughout the passed. By Fireseek 585 CY, virtually the Solnor Compact with the free

Page 5 of 49
cities of Roland and Ountsy and men now claim over a quarter of the be aware of the politics of the
immediately began to send troops country. region. Ahlissa and Rel Astra vie
south into Medegia. Both powers now In contrast to their dealings with for dominance and neither realm
control large tracts of the former See Ahlissan forces, the humanfolk of looks kindly on bands of itinerant
and constantly seek to increase their the Grandwood trade with Rel Astra, adventurers working for the other
holdings further. As elements of the although the sylvan elves remain side. Unaligned adventurers are
two opposing forces push deeper into distrustful of outsiders. Drax’s troops viewed with suspicion by both states
the Medegian heartlands, skirmishes have a great advantage over his rivals. and generally are seen as little more
between them become increasingly In the minds of Medegia’s stricken than freebooters and bandits seeking
frequent; many observers fear that population, Ahlissa represents a to plunder wealth from Medegia’s
it will not be long before the base continuation of the depravity of the cadaver.
qualities of both nations’ rulers are Ivids and the Great Kingdom. The The PCs could ally themselves with
revealed and the region is plunged Rel Astrans bear no such stigma and either Ahlissan or Rel Astran forces
into war once again. as such encounter less resistance as they seek to restore order to these
By late 595 CY, Prince Gartrel of from surviving Medegian enclaves. shattered lands. The ruins of Pontylver
House Darmen has gained control Gartrel has attempted to combat this and many other towns and cities still
of roughly half of old Medegia, with gifts of food and other supplies need to be cleared and reclaimed.
encompassing a swathe of land to “liberated” communities, but old Undead haunt many of the ruins and
reaching from Pontylver to the suspicions die hard. consequently clerics and those skilled
hinterlands of Mentrey, the old The southeastern portion of in fighting such foes are in high
capital. The United Kingdom also Medegia is as yet unclaimed by either demand. Naturally, necromancers
claims the Grandwood as part of nation. A gallimaufry of minor nobles, and those of a similar ilk are drawn
its Marchland of the Grandwood. brigand leaders, ex-mercenary to these places and such must be
Unsurprisingly, however, the elves humanoids, and imperial deserters defeated before they can establish
and halflings of the Grandwood claim an ever-shifting patchwork of powerful armies of the slain. Bandits
resist Ahlissan authority as fiercely minor holdings. The most unusual and bands of humanoids lurk yet in
as they resisted the incursions of of these is the coastal settlement the untamed portions of the land
the Medegians before them. Since of Montessor, held by a tribe of preying on isolated communities and
the Ahlissan’s arrival, desultory surprisingly well-organized orcs. The the forces of the occupying powers.
skirmishing has ground on under the devastated city of Mentrey is in the Alternatively, adventurers could
boughs of the forest with neither side hands of a loose confederation of act as the protectors of a community
gaining any appreciable advantage. warlords, who style themselves as beset by the depredations of their
Prince Gartrel is a skilled politician the Free Lords of Medegia. However neighbors. In such a war torn country,
and able administrator and he has overblown their titles, they have the smallest resource (perhaps an
done much to cement Ahlissan power shown sufficient cohesion and unspoiled spring or grazing ground)
in the region. Ruling from Pontylver, organization to fend off attacks by are of the utmost importance and
he has divided Ahlissan Medegia up both Ahlissan and Rel Astran forces. can mean the difference between
into a series of military commands Exiles from the Lendore Isles have a community’s survival and its
administered by trusted captains. also found sanctuary among the destruction.
Overking Xavener himself impressed shattered and deserted coastal Of key importance is the
upon Gartrel the importance of villages of the Medegian coast. reestablishment of trade and
establishing Ahlissan dominance Smugglers and pirates, they are agriculture in the region. The passage
over these lands and the need to thought to still search for survivors of merchants and the wealth,
quickly build up a fleet based on of the Council of Five, the body that foodstuffs, and trade goods they
Pontylver. Like any sane man, Gartrel ruled the isles until deposed by clerics bring is vital to the long- (and short-)
is desperate to avoid the Overking’s of Sehanine who claimed Lendore term survival of many communities
displeasure and is tireless in the as an elven holy ground during the teetering on the verge of starvation.
pursuit of his liege’s goals. Greyhawk Wars. The priesthood of Zilchus is
Lord Protector Drax’s desire in particularly keen to reassert their
Medegia is simple: to establish a Adventuring in long-lost control over this region and
buffer between Rel Astra and the Medegia as one of the few influential non-
territorial ambitions of his arch-rival Medegia is a dangerous place; evilly aligned powers of the region is
Xavener. To this end, the efficient its physical dangers are well a natural sponsor of the PCs’ efforts.
and ruthless Elliast Kobasten (LE documented. For adventurers who Adventurers are also in high demand
male human wizard 13) has pushed seek glory in battle, Medegia holds in the region as caravan guards and
his troops as far south as possible, almost countless opportunities to as bodyguards.
securing control over most of indulge themselves. Large scale Before its fall, Medegia was a rich
northern Medegia. Advancing to engagements are now rare but and prosperous land, her nobles
within ten miles of the much fought- opportunities for skirmishing abound. growing fat upon the sweat of the
over ruins of Mentrey, Kobasten’s Prospective adventurers must peasantry. Considerable wealth was

Page 6 of 49
concentrated in the great cities of significant traffic is the enchanted set upon by wretched and starving
Mentrey and Pontylver, little of which dirawaen road linking Pontylver to peasants desperate for food, bandits
has been accounted for. Adventurers the Ahlissan cities of Nulbish and seeking loot, greedy humanoids,
could be drawn to Medegia either Pardue. The villages and small towns wandering undead, or worse. Little of
by tales of this great lost wealth or straddling this thoroughfare are the value remains in Medegia and what
by a map or employer purporting to safest and most prosperous parts does remain is too strongly held or
know the location of a hastily buried of Medegia. In many of these small, too well hidden for this disorganized
trove. The PCs could also be hired but heavily garrisoned settlements rabble to gain. In the occupied zones,
to ascertain the fate of a specific life has returned to some semblance encounters with organized patrols of
individual lost in the chaos of the of normality, although the populace soldiery are frequent.
fall. Wealthy employers may even are insular and don’t take kindly to A few heavily guarded and brave
engage adventurers to retrieve an strangers (unless they have coin). (or desperate) merchants also
individual’s remains so that they may Much of the dirawaen road linking journey in Medegia either supplying
be returned to life. Pontylver to Mentrey is still contested, occupying troops or extracting the
Fully one quarter of Medegia is as though Ahlissan troops continually few remaining coins from the half-
yet unclaimed by either Rel Astra patrol its western stretches, reducing starved populace.
or the United Kingdom of Ahlissa. the number of bandits prowling there.
The Free Lords of Medegia welcome DIRAWAEN ROADS Occupied Areas Encounters
whatever aid they can get in their
At its zenith the Great Kingdom Roll Encounter
struggle against the foreigners who of Aerdy held sway over three-
seeks to carve up their land. Powerful 01 The Walker2
quarters of the Flanaess. To
adventurers could make their names facilitate troop movements and 02-04 messenger (Ftr2, light
(and fortune) in such a place bringing warhorse)1
trade, Aerdi mages harnessed
law and order to the chaos that reigns enslaved earth elementals 05 corpse
there. Such individuals would then to craft a network of magical 06 tall stone monolith2
be in a strong position to negotiate roads linking the major cities
07-10 abandoned wagon
ennoblement by their sponsor. of the kingdom together. These
highways were enchanted to 11-14 campsite (unoccupied)
speed movement along their 15-18 elite knights (1 Ftr5, 1 Clr4
Commerce and Trade - Hextor, 10 Ftr2, 12 heavy
length and to resist the effects of
Commerce and trade died in Medegia warhorses)1
inclement weather.
when Ivid’s armies crossed her Schandor, the famed architect 19-21 migrating peasants (1-12
borders. Com1)
of the Aerdi legal system,
Prior to the Greyhawk Wars, decreed that landowners whose 22-24 unemployed mercenaries (1
Ftr3, 15 War1)
Medegia was a fertile land exporting holdings abutted the roads were
cloth, and an incredible variety of legally obliged to provide secure 25-28 adventuring party(Ftr4, Clr4
(Hextor), Wiz3, Rog4, Rgr3)
foodstuffs, including corn, wheat, accommodations for travelers.
fish, salted beef and dairy products. In many places these fortified 29-32 abandoned farm and fallow
fields
Now, fields lie fallow and choked with coaching inns and walled tavern
compounds still exist. In old 33-36 travelers (Variable makeup)
noisome weeds, while whole villages
Medegia, military camps are often 37-50 patrol1 (small: 1 Ftr5, 1 Ftr3,
and towns have been abandoned 10 War1)
centered on these waystations.
or destroyed. Many of the original
Consequently they are some of 51-52 peasants (wagon, trade
population have been dragged off the safest places in the entire goods, 4 Com1)
into slavery or to an even worse fate country. Toll stations likewise 53-56 dwindling village (25-50% of
in the Abyss. Those still scratching stud the dirawaens’ length, set dwellings occupied; populace
out a living are either close to starving)
roughly 10 miles apart. In many
starvation or dependant on Ahlissan cases small villages sprang 57-61 patrol1 (medium: 1 Ftr5, 2
Ftr3, 20 War1)
or Rel Astran largesse. Many are up around these strongly built
deranged, their minds unhinged by buildings, some of which are still 62-63 funeral pyre (slain of recent
battle)
the horrors they have survived. The populated.
64-72 patrol1 (Large: 1 Ftr7, 4 Ftr3,
exhausted gold panning settlements 40 War1)
of the Flamni’s Nugget Run have Encounters in Medegia
73-83 merchant caravan (5 wagons;
been abandoned and the few gem Traveling through Medegia is a 1 Exp6, Ftr3, 20 War1)
mines in the Hestmarks have long perilous affair. The Aerdi have 84-87 bandits (1 Ftr4, 1 Sor4, 1
since slipped from Medegian control. occupied Medegia’s heartlands for Rog3, 10 War1)
Since 584 CY the system of roads over a thousand years and have 88-93 Ghost
linking Medegia’s major settlements long since slain most dangerous 94-100 Hextorites (1 Ftr7/Clr2 –
has fallen into disrepair and are predators. Thus until the See’s Hextor, 1 Clr8 – Hextor, 3 Clr
destruction travel within its borders 5, 5 Ftr3)
now stalked by desperate bands of
brigands, army deserters, and worse. was relatively safe. Now, though,
1
: Of the occupying power; either the
The only highways still enjoying unwary travelers are likely to be Royal Kingdom of Ahlissa or the Solnor

Page 7 of 49
Compact. THE WALKER
2
: See “The Walker” sidebar for more
Perhaps one of the most mysterious
information.
features of Medegia, this legendary
Unoccupied Areas personage has tirelessly trod the
Encounters
fertile plains east of the Mikar
since Oeridians first came here
Roll Encounter a millennium ago. Youthful, but
ageless, he is taciturn, although
01 The Walker3 friendly if approached, and appears
02-04 ghost unaffected by any attempts to harm
05 abandoned village or hinder him.
Rumored to be an aspect of
06 tall stone monolith3
Celestian or Fharlanghn, a being
07-10 merchant caravan (3 undergoing divine transformation, a
wagons; 1 Exp3, Ftr2, disguised fiend, or a ghost forever
Rgr1, 10 War1) cursed to stalk the land, his true
11-14 campsite (unoccupied) purpose remains unguessable to all
15-18 migrating peasants (1-12 but the most puissant scholars of
Com1) the ancient and arcane. Before the
19-21 burnt-out farm and fallow
Greyhawk Wars, learned scholars
fields including Karstanna of Mentrey (LN
female human wizard 15) and the
22-24 patrol2 (Fake: 1 Ftr3, 1
aptly named Barnand Wide-Belly
Wiz3, 5 War1)
(N male human wizard 6/cleric 5 Ancient Oeridian and penned in a
25-28 battle site (5-10 corpses; [Boccob]) studied the Walker in great firm, elegant hand gives perhaps
bandits and soldiery) detail, discovering that he left a trail the best clue to the Walker’s true
29-32 orcish raiders (1 Bar3, 1 of abjuration and transmutation purpose. Much of the text is faded
Ftr3, 8 War1; in the employ magical energies in this wake. His and unreadable, but divinations have
of independent power) travels seem to centre on Mentrey dated the writings at around 1,100
33-36 grave and this revelation immediately led to years old. All that remains is this:
several fruitless attempts to destroy “When the eternal wanderer is
37-50 patrol1 (Small: 1 Ftr5, 1
Ftr3, 10 War1) the Walker by Hextor’s faithful who at last at rest and the nexus is in
perceived his actions as threatening. conjunction with the Oerth Stone, the
51-52 orc traders from Montesser taint of the Accursed will be cleansed
These studies are now lost in the
(1 Bar3/Ftr2, 1 Clr2 –
wrack of Mentrey and Pontylver and from the sacred land.”
Luthic, 10 War2)
their authors are thought slain. The
53-56 dwindling village (25-50%
of dwellings occupied;
Fiend Sage of Rel Astra is known to Gazetteer of Old
have sponsored several expeditions
populace starving) Medegia
to recover these treatises (or the
57-61 patrol1 (Medium: 1 Ftr5, 2 Chief amongst the locations of interest
author’s remains) without apparent
Ftr3, 20 War1) within Medegia are the devastated
success. Others are also known to be
cities of Mentrey and Pontylver, which
62-63 wandering undead (10 searching for these tracts including
may yet hold great wealth. Several
medium skeletons) Raesene Grey-Cloak (N male
half-forgotten Flan sites dot the land
64-72 patrol1 (Large: 1 Ftr7, 4 human wizard 10/sorcerer 2/cleric
and abandoned farms and villages
Ftr3, 40 War1) 1 [Boccob]) who is believed to work
can also be found in the more chaotic
73-83 starving peasants at the behest of Rillikandren (N male
portions of Medegia.
human wizard 5/cleric 16 [Boccob]),
84-87 bandits (1 Ftr4, 1 Sor4, 1
the former patriarch of Boccob, lost
Rog3, 10 War1) CITIES AND TOWNS OF
now along with his book of prophecies
88-93 wandering undead (10 in the mysterious ruins of Rauxes. MEDEGIA
medium zombies) Since Medegia’s fall, smooth
94-100 abandoned wagon and stone monoliths twice man-height Mentrey (Large Ruined City)
corpses have suddenly began to appear Non-standard (Contested)
at the focus points of the Walker’s AL LE
1
: Of either the Royal Kingdom of Ahlissa energy web. Like their creator,
01-45%, Solnor Compact 46-70, or
GP Limit 5,000gp
these featureless stones seem Assets 800,000gp
independent power 71-100%.
impervious and radiate a magical Population 3,200 (Mixed (human
2
: Bandits who have slain a small patrol
and taken their possessions.
aura of stronger intensity than the [OSf] 2,203, half-orc 532, halfling
3
: See “The Walker” sidebar for more energies converging upon them. 132, dwarf 106, half-elf 98, gnomes
information. What purpose they serve remains 76, elves 53 [sylvan 45]).
unknown although several theorize Authority Figures
that this development indicates that Brandesk Darlen (LE male human
the Walker nears the end of his long fighter 12) military leader of the
journey. Council of Lords;
A fragmentary scroll written in Elmhern Karn (LE male human

Page 8 of 49
Rog6) member of the Council of competing factions of men and orcs. of walled manors outside the walls
Lords; In 589 CY the leader of one of the of Old Mentrey. These estates were
Elristivii Fillinski (CE male human factions – a one-armed orog – fell to swallowed up when the city expanded
ranger 6/rogue 3) Sea Barons the blade of an unknown freesword. in the heydays of the Great Kingdom,
mercenary captain and member of Their leader slain, the remaining though the quarter remained the
the Council of Lords;
humanoids largely fled the city or refuge of the aristocracy. Since the
Ishandrenn Heralann of Mentyr
were slain and by early 590 CY the rise of the Free Lords, many of the
(LE male human aristocrat 3/fighter
4) dispossessed noble, self-styled city was again wholly in human old manors have been claimed by
war captain and member of the hands. warlords and their armed retinues,
Council of Lords; The capital of Medegia, many notably, Elmhern Karn (LE male
Palderenn (NE female human buildings of graceful design human rogue 6).
wizard 5/rogue 3) influential and once adorned the avenues and The detritus of war still lies strewn
wealthy merchant and member of thoroughfares of this grand city. throughout the city. Several districts
the Council of Lords. Lofty temples, courthouses, noble were totally demolished in the street
Important Figures townhouses, the city treasury, and battles that ebbed and flowed here in
Kekrav Sevir (LE male human the personal demesne of the Holy the late 580’s. Choked with charred
monk 7/wizard 2) treasure hunter
Censor all stood in Mentrey. rubble, partially buried cellars, and
and sage;
As the name suggests, Old Mentrey collapsed sewers these areas – known
Brouka Mona (LE female human
sorcerer 9) advisor to Elristivii is the most ancient district of the city. as The Burns, are still considered
Eillinski. Old Mentrey is a district of winding dangerous by the city’s inhabitants.
streets and narrow lanes dating back The city is still in terrible condition.
Montesser (Large Town) centuries. It was the stronghold Haphazard re-fortification of the
Conventional (Theocracy) of the orcish faction that held the city walls has taken place and the
AL LE (LN) city after the Greyhawk Wars, and street barricades so prevalent in
GP Limit 55,000gp suffered badly at their hands and in some portions of the city have been
Assets 617,500gp the fighting that drove them from the reinforced in key areas. However,
Population 2,469 (Mixed (orc 1654, city. Now occupied largely by refugees some parts of the old slums are little
half-orc 324, human [So] 243, orogs from elsewhere in Medegia, Brandesk more than wastelands of rubble and
247) Darlan (LN male human fighter 12) splintered wood, but even here the
Authority Figures claims the district as his private fief destruction pales into insignificance
Bhargeval (LE [LN] male half- and billets his private army here. when compared to that wrought
orc ranger 8/cleric 3 - Bahgtru),
North of Old Mentrey lies upon Pontylver.
commander of town’s defenses;
Northmedes, which once housed Mentrey is still recovering from
Shauntru (LE [LN] female orc cleric
9 [Luthic]), matriarch of Montesser. Mentrey’s artisan and merchant almost a decade of chaos. A Council
Important Figures classes, now either dead or scattered of Lords has arisen out of the strife
Froznir Delrrii (LE male human to the winds. Only a few craftsmen of the early 590s, providing a
rogue 7), Sea Baron merchant and remain – largely those of use to the haphazard form of government. This
pirate. Free Lords: armourers, blacksmiths, loose coalition of warlords, robber
swordmakers and stonemasons. barons, and gang leaders came
Pontylver (Ruined Metropolis) A few brave (and well protected) together in the face of the threats
Non-standard ruin merchants – mainly from the Sea to their power posed by Ahlissa and
AL LE Barons or the Lordship of the Isles– Rel Astra. Led by Brandesk Darlen,
GP Limit 5,000gp come to Mentrey to peddle their the Council members’ various militia
Assets 750,000gp wears in the city’s Grand Plaza and bands united to inflict a humiliating
Population 3,000 (Mixed (human Gallows Market in the Censor’s defeat on Rel Astran forces when
[OSf] 2,733, half-orc 212, halfling Quarter. Once the center of religion they attempted to storm the city
31, dwarf 10, half-elf 8, gnomes 6)
and government in Medegia, the in 592 CY. This defeat was so all-
Authority Figures
temples and grand buildings are now encompassing that since then no
Prince Gartrel of House Darmen
(LE male human fighter 10) gutted shells. The Council of Lords – a organized attempt to subdue the
Falrenn of House Darmen (LE talking shop for the most powerful of city has been made by either Ahlissa
male human fighter 4/cleric 11 – the Free Lords – sits in the burnt out or Rel Astra. Mystery surrounds the
Hextor), commander of the Ahlissan throne-room of the Censor’s Palace. actual battle itself, as the many
garrison This once opulent building stands in tales of how the numerically inferior
Important Figures its own walled-off demesne, though and apparently out-matched forces
Myrrha (LN female human cleric the area’s ornamental gardens have of Mentrey managed to decimate
11 [Stern Alia]). long since given way to military the attacking host vary widely and
encampments and camp-follower contradict each other in almost every
Mentrey squats. detail.
After Medegia’s fall, Mentrey was The Lords’ Quarter, in the south- Since the battle, in reality little
the site of fierce fighting between east of the city, began as a series more than a massacre – Brandesk’s

Page 9 of 49
star has begun to wane. His most sat atop high bluffs overlooking the and mundane forces arrayed against
vociferous opponent, Elmhern Karn river and held the palace of the city’s it. Of Pontylver’s pre-war population
has had much success in stoking the prince and the houses of many of its of 30,000, barely a tenth survived.
suspicion and jealousy of his fellow most ancient families. The great temples dedicated to Wee
warlords on the Council; spreading North of the High City stands a Jas, Pyremius, Xerbo, Procan, Zilchus
rumors that Darlen plans to second bluff, crowned with the Halls and Stern Alia were reduced to heaps
overthrow the Council and seize the of Slaughter – a massive fortress of scorched and tumbled rubble. The
city for himself. In public, Elmhern temple dedicated to Hextor. The only building of note to survive the
argues that the threat of military wooded slopes below the Halls were frenzied orgy of destruction was the
action against the city is fading and home to the villas and mansions of Halls of Slaughter. Now it stands
the time to elect a new military Pontylver’s moneyed classes. alone atop its hill, a stark contrast
leader is overdue. Brandesk rejects Andorann’s Way, a long winding to the surrounding sea of rubble.
this opinion, pointing out that neither avenue linking the city’s two main Its many gargoyles and convoluted
Ahlissa nor Rel Astra have given up gates, ran along the valley between carvings leer down at the destruction
their claims to Mentrey. However, the the two hills. Here dwelt inordinate as if mocking the few insane survivors
more Brandesk refuses to resign his number of priests, wizards, sorcerers, that linger.
command, the more the suspicions sages and seers. This learned The interior of the city is a
in the minds of his fellow Councilors congregation gave Pontylver its nightmarish jumble of shattered brick
grow. Observers predict a schism name as a centre of lore and study. and stone. Few individual buildings
within the Council (or assassination The Archon’s Seat, the chief temple can now be discerned, save for the
attempt) must come soon. of the city’s patron goddess, Stern odd blackened shell rising here and
Scarlet-clad strangers offering Alia, was situated here. there from the devastation. Streets
intelligence, coin and sorcerous aid Most of Pontylver’s harbors were on and alleys are now no more than
approached the Council elders in 592 Keritharn, a heavily fortified island set shallow troughs in the rubble. Piles
CY. While their offers of assistance in the broad, sluggish Flamni estuary. of bleached and splintered bones lie
were rejected, the seers were not Connected to the city by a massive, strewn throughout the wreckage.
expelled from the city, prompting stone-flagged causeway and sea Since the city’s fall, nature has
much speculation amongst the wall (the Stormward), Keritharn is begun to reclaim the ruins, though
populace as to the purpose of their blessed with many sheltered, deep- the magnitude of the evil wrought
presence. water anchorages. Due to silting within has warped its growth.
Fragmentary ancient Oeridian and ever-shifting sandbars, the Thickets of stunted saplings, choked
records suggest that Mentrey was waters separating the island from by tangles of thorn bushes and briars
built on a site of almost unmatched Pontylver proper are too shallow to whose wicked barbs inflict festering
holiness, being founded on, or near, accommodate anything but river wounds, have sprung up from the
the final resting place of Johydee the barges. Cargoes were unloaded tumbled stone. The valley between
legendary seer and priestess. If this is from ocean-going ships on Keritharn the city’s twin hills has become a
true, the site is now lost, obscured by and transferred to the river barges suppurating mire, a breeding ground
centuries of building, power struggles moored along Pontylver’s waterfront. for disease-bearing insects, oozes,
(both temporal and religious), and The heart of the port was the and carnivorous plants.
the destruction wrought by the total ancient Watertown – a warren of Unsurprisingly, undead of all sorts
breakdown of civil order. Rumors of a warehouses, merchant’s compounds, are rife in the ruins. A gargantuan
shadowy cult dedicated to guarding and hostelries. The district had an corpse gatherer once haunted the
the secret of the Sepulcher of the unsavory reputation with vagrants, city, until soldiers slew it with great
Hidden Empress abound. beggars, and thieves thronging its loss in late 592 CY. Its remains
warren of alleys. are scattered over the blackened
PONTYLVER: CITY OF Though founded by Oeridians, the cornerstones of the Archon’s Seat.
RUINS city was home to a significant Suloise Particularly resilient zombies and
The shattered ruins of this sprawling community – immigrants from the other undead still infest this area
metropolis occupy a strategic Duxchan and Lendore Isles. The Suel keeping treasure-seekers away. The
position at the mouth of the wide and dominated shipbuilding and related undead often use the dense sea
sluggish Flamni River. Pontylver was crafts and clustered in a district fogs (known locally as the Harr)
once a hub for trade in the south- known as the Keelsands, in the south rolling in from the estuary as cover
eastern Flanaess. The ships of a of the city. for raids on the Ahlissan pickets on
dozen nations moored at Pontylver’s the Stormward and Keritharn. As a
docks and her markets rang to the City of Ruins result, the sight of the Harr rolling in
sound of many tongues. In the summer of 584 CY, the armies sets alarm bells ringing and causes
Stout city walls protected the of the Great Kingdom razed Pontylver no small measure of dread among
populace from the ravages of to the ground. The city’s impressive the island’s defenders.
Duxchan pirates and other foes. The fortifications and mystical defenses As if this were not enough, a
city’s oldest ward, the High City, availed it naught against the fiendish strange, pernicious curse blankets

Page 10 of 49
Pontylver’s ruins. Those spending Medegia. abandoned buildings and farms as
time within the city proper often their own. Inevitably this has caused
degenerate into homicidal mania. Features of the City of Ruins friction between the newcomers
Sages theorize that the magnitude The suffering, destruction, and and original inhabitants. Several
of the death, suffering, and violence death inflicted on Pontylver is almost “accidental” deaths have resulted
perpetrated here have left behind unrivalled in the history of the and tensions are steadily increasing.
an echo of sorts, affecting those Flanaess. The fell energies released
predisposed to violence especially. by this orgy of depravity have leached Barrish
Others point to the unusual numbers into the very fabric of the city. A run down and dilapidated fishing
of fiends said to have stalked the Terror of the Ruins: A massive village traditionally administered
wreckage of Pontylver after its fall. unhallow spell linked with a modified by House Garasteth, Barrish is a
The curse does not seem to reach cause fear affect, blankets Pontylver’s miserable place. After a pirate raid
as far as Keritharn, although it is ruins. Individuals exploring the ruins in Flocktime 585 CY, the previous
unknown why. must succeed on a DC 12 Will save lord, Prince Alaern (NE male human
Even Ahlissa’s hardened veterans every hour or be shaken for the aristocrat 2/fighter 1), sold the village
blanch at the prospect of exploring duration of their exploration and for in its entirety to the self-styled Lady
the city proper. Clerics always 1d4 hours afterwards. Arrness (NE female human wizard
accompany Ahlissa’s heavily armed Madness: In addition, for every 10) and her consort, the deadly and
incursions into the ruins. Gartrel’s full day spent in the ruins, explorers merciless Tellish (LE male human
nephew, the charismatic and iron- must succeed on a DC 16 Will save cleric 5 [Syrul]/rogue 5/assassin2)
willed Prince Falrenn of Darmen or be driven mad by the unremitting before disappearing. The burly, black-
(LE male human fighter 4/cleric 9 desolation of the place. Treat such haired and black-hearted Ascue (LE
[Hextor]) is the provost of the city individuals as if subjected to a male half-orc cleric 5 [Syrul]/fighter
and the commander of the garrison. confusion spell (CL 12th). This effect 7) commands a small force of well-
is permanent until removed by trained followers who also crew The
Keritharn dispel magic, break enchantment, or Isles, a sleek warship often berthed
Keritharn’s sheltered harbors are now remove curse. in Barrish’s sheltered harbor. These
clear of the gutted hulks of vessels Rubble and Ruins: The going Lendorian refugees freely allow their
caught trying to flee Pontylver’s fall. underfoot in Pontylver is particularly pirate brethren use of their harbor.
The Ahlissans have also repaired the treacherous, much of the city being Although black-hearted as
isle’s formidable defenses. Ahlissan little more than piles of rubble. While fiends, Arness, Tellish and Ascue
efforts now focus on the reconstruction in the city proper, explorers are, are canny and do not overly abuse
of Keritharn’s shipyards. Once at best, considered to be moving the populace. Since their arrival
complete, these facilities will enable through areas of uneven floor (treat things have grown steadily better
Ahlissa to construct its “Grand Fleet as uneven flagstones) covered with in Barrish; fields surrounding the
of the Solnor.” Ostensibly, the fleet’s light rubble. Normally however, village are well tended, the fishing
primary task is to wrest control of explorers must traverse areas equal fleet has been repaired, as have the
the vital Tilva Straits from the Scarlet to uneven floor covered with dense dilapidated defenses and the influx
Brotherhood. However, Rel Astra and rubble (DMG 60). of freebooters brings much needed
her allies rightfully fear that Ahlissa wealth to the inhabitants.
then plans to use her fleets bring the Dornelan The village is dominated by two
Solnor Compact to heel. The scene of a fierce battle toward buildings; the Hall of the Eternal
The battered length of the the end of 592 CY between Ahlissan Horizon and the ancient cliff top
Stormward still stands resolute. The forces and deserters from the ill- demesne of House Garasteth.
watchtowers that studded its length fated Glorioles Army, this large Harmin (LN male human cleric 8
and the towering temple-lighthouse village stands in the vanguard of [Osprem]) tends the former. Now in
of Procan that stood at its midpoint Ahlissa’s holdings in Medegia. Heavily his late forties, Harmin is famed for
were destroyed during the city’s garrisoned with both cavalry and his immaculately trimmed beard and
destruction. Ahlissan engineers have infantry units, probes are launched magical golden full plate armor.
rebuilt several of the Stormward’s almost daily from here deeper into
gatehouses to defend Keritharn from Medegia. The garrison, commanded The Ruins of
the undead prowling the city proper. by the aggressive Emmara Cordrenn Gurthanal
As a sign of Pontylver’s importance (LE female half-elven ranger7/ Gurthanal lies atop a long range
in Ahlissan planning, the capable fighter 3), has improved the village’s of gently sloping hills overlooking
and ruthless Prince Gartrel (LE male makeshift defenses, excavating an the Spindrift Sound. Founded by
human fighter 10) moved his seat additional steep earthen bank and the Flan as a place of refugee
here in late 591 CY. He monitors Rel dry (now detritus-filled) moat around thousands of years ago, it has
Astran troop movements from his the settlement. With the rule of law been held and expanded upon by
fortress atop Keritharn and directs reasserted, a small trickle of camp successive owners. Originally a hill
Ahlissa’s growing hegemony over followers has settled here, claiming fort consisting of three concentric

Page 11 of 49
rings and deep ditches, the Oeridians Despite these decidedly unorcish safe anchorage and his men are able
built a small watchtower here after ideals, life in Montesser is brutal and to move freely about the town. He
they subjugated the area. Falling disciplined. Wrongdoers are dealt is keenly interested in the power
into disrepair, it was not reinforced with in typical orcish fashion and struggles within old Medegia and the
until after the Turmoil Between the society is organized along martial orcs share all they learn with him.
Crowns, when followers of Hextor lines. Although not territorially ambitious,
claimed Medegia. A large monastery The original settlers were deserters the orcs of Montesser have fought
and extensive outbuildings along from the imperial forces responsible off several assaults by determined
with a curtain wall were added. A for the sack of Mentrey, but since the bands of sellswords, mercenaries
place of dark worship and bleak settlement’s founding, numbers of and bandits intent on looting the
aspect, prisoners of worth were both orcs and half-orcs have increased settlement. Typically the orcs have
also incarcerated here during the dramatically. A number of orogs have wrested much equipment from their
reign of the Censors. Rumors also also been reported to be amongst defeated foes, chief amongst which
identified the locale as an important the population. Roughly 1,600 orcs are several score of warhorses, the
site in the veneration of Ahmon-Ibor, and 300 half-orcs now dwell within riding of which they have long since
and described in lurid details the the town. Small outlying settlements mastered. They are ever vigilant
sacrifices and other abominable rites (often of less than 20 individuals) to further assaults; approaching
carried out there. dot the hills surrounding Montesser, this settlement surreptitiously is
A veritable bastion of evil, Gurthanal’s raising the total population to around incredibly dangerous.
extensive fortifications warded 3,500. Several different tribes Montesser is a theocracy ruled
it from the worst of the Imperial are represented within Montesser by Shauntru (LE [LN] female orc
incursions following the Almoran including the Bloodied Eye, Ragged cleric 9- Luthic) a now elderly, but
Raid. Under siege for several months, Banner and Red Bones. wise matriarch. Single-minded in
the Hextorites held out until the The original settlement was little her desire to protect the young
encircling forces disintegrated into more than a shanty town built of of Montesser, Shauntru can be an
chaos. The defenders’ success was wood looted from other abandoned implacable enemy to those earning
short lived, however, as something or destroyed villages nearby. The her ire. Bhargeval (LE [LN] male
fell upon and consumed many of orcs plant crops haphazardly on the half-orc ranger 8/cleric 3 - Bahgtru) a
the garrison as the first snows of fertile banks of the minor river that monstrously strong warrior devotedly
winter fell. The few survivors spoke gives this place its name. Goats are assists Shauntru in the defense of
of a great many-tentacled demon grazed in the surrounding hills and the town. The closest thing the town
emerging from one of the rough- limited fishing was even attempted has to a general, Bhargeval directs
hewn menhir dotting the hills and the in a couple of (stolen) battered but the town’s defenders in times of both
site was avoided thereafter until the serviceable fishing boats. peace and war.
Flight of the Fiends. In the intervening years the
Toward the end of 593 CY, a settlement has expanded several Intrigues and
powerful warrior-animus claimed times and is now enclosed by thick Whispers
the fortifications as his personal earthen ramparts and steep stake- Medegia is a land engulfed in turmoil
demesne, repairing some of the lined ditches. Several important and strife. Although the Greyhawk
outworks and reinforcing the central buildings within the town are now Wars drew to a close almost a decade
keep. Tales told by terrified peasant of stone construction and the orcs ago, Medegia is still a battleground,
folk speak of great work gangs being now operate a small fleet of fishing in which Ahlissa and Rel Astra jostle
forced to excavate swaths of the area vessels. Learning from their earlier for advantage while slowly increasing
as if the animus, a Hextorite named mistakes, the orcs’ farming and their holdings, while the Free Lords
Lord Farland of House Naelax (LE fishing skills are steadily improving. and smaller independent fiefs fight to
male animus aristocrat 1/fighter 8), One feature of note within the remain free of outside influence.
was searching for something long town is the walled compound of Ahlissan and Rel Astran interest
lost beneath the sod of this forsaken Froznir Delrrii (LE male human rogue in the activities of the Walker have
place. 7), a native of the Sea Barons. A led to several attempts to interrupt
consummate mariner and trader, his progress. Neither state has been
Montesser Froznir first discovered Montesser in remotely successful although both
Seven years ago the settlement of early 586 CY. Although initial contact now seek to understand the nature
Montessor didn’t exist. Established between the two groups was violent, and purpose of the smooth stone
and led by a charismatic priestess of subsequent (cautious) negotiations monoliths that have begun appearing
Luthic (lesser NE orcish goddess of resulted in a mutually profitable in his wake since Medegia’s fall.
fertility, medicine, healing, servitude, exchange of trade and information. Much of Pontylver remains
caves and home) the orcs settling here Thanks to his efforts, the orcs of unexplored. Many of the priesthoods
simply tired of war, instead electing Montesser are much better equipped and learned scholars of that ill-fated
to carve out a home for themselves than they were a decade ago. In city were extremely wealthy. The lure
on the shores of the Solnor Ocean. exchange, the orcs allow Froznir of these lost riches makes it easy

Page 12 of 49
for Commander Falrenn is keen to gift. From law flows the strength and
attract adventurers prepared to clear resolve to combat chaos and disorder.
the inner precincts of the city, despite Manipulation of the law for personal
the horrific perils therein. gain is the greatest sin; lawbreakers
Unseasonably heavy rains thwarted must be hunted down and punished
the attempts of Mentrey’s populace to deter future transgressors.
to flee with their riches. It seems Children should be nurtured above
highly unlikely that this vast wealth all others for in them lies the future.
was looted, as the Imperial forces The long and glorious history of the
that survived the sack of the city Oeridian people must be preserved
did not bear away any great wealth. so that future generations may study
Therefore, whole fortunes must still the wisdom of their antecedents.
lie hidden in or around the former Stern Alia’s followers are unbending
capital. in their adherence to the Code of
Slavery is once again on the rise Justice set out by the lawmaker
and rumors are rife that scarlet- Schandor. In Medegia they acted as
garbed strangers have been seen judges and magistrates as well as
throughout the See attempting historians and archivists. Adherents
to muster resistance against also operated a series of workhouses
encroaching Ahlissa and Rel Astra across the See wherein the destitute
forces. or orphaned could gain a proper (if
The cult of Ahmon-Ibor, a remnant harsh) education.
of the depraved Ur-Flan, has once *
again begun to practice its dark
rituals, dragging screaming victims
to their deaths on bloodstained
altars. Also named the Sibilant Beast,
the cult’s patron is more commonly
known as Demogorgon.

Faiths of Medegia

Stern Alia
LN (LE) Oeridian demigoddess of
Oeridian Culture, Law, Motherhood
Domains: Knowledge, Law,
Protection; Weapons: heavy mace.

Stern Alia (STERN-Alia) is mother


to the Oeridian war gods Hextor
and Heironeous. A little known
power, during the Great Migrations Stern Alia
she was eclipsed in standing by her
more illustrious progeny. In recent gift. From law flows the strength and
years she has been reduced to little resolve to combat chaos and disorder.
more than a local saint worshipped Manipulation of the law for personal
in the See of Medegia. Prior to the gain is the greatest sin; lawbreakers
Greyhawk Wars the ascension to the must be hunted down and punished
throne of a new Archon in Pontylver’s to deter future transgressors.
Temple of the Unalterable Way led to Children should be nurtured above
a schism within the faith. Only now all others for in them lies the future.
are the faithful recovering from the The long and glorious history of the
corruption that marked this deep Oeridian people must be preserved
division. so that future generations may study
Her holy symbol is a balanced set of the wisdom of their antecedents.
scales set about a flaming sun. Stern Alia’s followers are unbending
The salvation of the Oeridian in their adherence to the Code of
people lies in the strict adherence Justice set out by the lawmaker
to law. Obedience is the greatest Schandor. In Medegia they acted as

Page 13 of 49
Rogue’s Gallery

MORDENKAINEN
By Rick Miller
Special Thanks to Mike Johnson
Art by Bryan Blumklotz, Rick Miller, Jerry Minor
and Wade K. Nolen

In the World of Greyhawk campaign Highfolk to the Wild Coast, to the The group consisted of his then
setting, the archmage, Mordenkainen City of Greyhawk and his current apprentice, Bigby, the renowned
remains one of the most powerful residence in the Yatil Mountains. fighter Robilar, Riggby the cleric
archmagi of the Flanaess. The oft The eighty-nine year old archmage’s of Boccob, the zealous fighter,
feared and respected archmage plays history is perhaps just as sketchy as Yrag, the ranger Otis and from the
a pertinent part in many expeditions the designs of the man himself. Some shores of the Lake of Unknown
and recovery of arcane lore and claim that he is a descendant of Depth, the wizard Tenser and his
artifacts. In fact, few spellcasters Ganz Yragerne, first Landgraf of the slow-witted though well-meaning
have never heard of his fantastic Selintan, which also places him as cleric friend of St. Cuthbert, Serten
exploits as most mages know at least distant relative to Zagig and Heward. rounded out the group. The group
one spell he originally researched. He While others claim he is of Oeridian named for the Obsidian Citadel,
is perhaps most notable for being the blood, possibly Aerdi and distantly Mordenkainen’s stronghold in
shadow-leader of the Circle of Eight, related to House Cranden, one of the the Yatil Mountains explored the
a cabal of eight wizards bent on royal houses of the Great Kingdom of Flanaess until Mordenkainen’s darker
controlling and responding to events Aerdy. actions brought him into conflict
of import throughout the Flanaess. Thirty-seven years ago he with certain members of the Citadel,
History founded an adventuring group known notably the good wizard Tenser, who
Sages speculate that the archmage, as the Citadel of Eight, possibly advocated direct intervention on
Mordenkainen was born in 509 CY, inspired by Zagig’s own Company of the side of weal and who couldn’t
somewhere along the Wild Coast Seven, to explore the Flanaess and grasp why Mordenkainen would not
region of the Flanaess. Rumors place unearth its treasures and knowledge dedicate himself and his band to
his residences everywhere from of lost civilizations. the eradication of evil. The Citadel

Page 14 of 49
disbanded after the Battle of Emridy the Cairn Hills to the choking ash of in the Tome of the Black Heart,
Meadows, which is regarded by many the Sea of Dust. The Circle worked discovered so very long ago beneath
as one of the most important events tirelessly making itself known in Maure Castle. For decades, he
of the sixth century. Only Serten was courts throughout the Flanaess from has been collecting his thoughts
present at Emridy Meadows, and he the corrupt Great Kingdom to the in a work known as the Codex of
paid with his life. regal imperial kingdom of Keoland, Mordenkainen. Archmages across
After the dissolution of the thus achieving a measure of political the Flanaess would give anything to
Citadel, Mordenkainen remained influence. Then, at the very end of the peruse its pages.
great friends with the organization’s wars, on the eve of the Day of Great
most cunning fighter, Lord Robilar, Signing in the City of Greyhawk, Factions And Allies
and together they traveled the length treachery nearly destroyed the Circle Mordenkainen’s philosophies,
and breadth of the Flanaess, from of Eight. When Bigby, Tenser, and demeanor, and deeds have earned
the City of the Gods in the northern Otiluke inspected the Great Hall that him many friends throughout the
wastelands of Blackmoor to the vine- would house the treaty event, they years such as the lesser deity, Dalt, his
choked crumbling pyramids of the discovered ingenious magical traps former apprentice Bigby, Alhamazad
Amedio Jungle. After years of viewing meant to assassinate the assembled the Wise, Gwydiesin of the Cranes,
himself as a chess master amongst his ambassadors and dignitaries. The Ravel Dasinder, and the Silverbow
peers, Mordenkainen naturally began silent archmage Rary of Ket, the Sages of Lendore. Of course, he has
to view such companions as pawns. only member of the Circle whose access to the full resources of the
When the opportunity to destroy magical prowess rivaled that of Circle of Eight and many contacts
Iuz once and for all presented itself Mordenkainen, then emerged from from his years in the Citadel of
to the wizard, he manipulated his the shadows to congratulate his Eight. Rumors also suggest that he
longtime friend and ally, Lord Robilar allies on their foresight. His schemes can sometimes be spotted visiting
into releasing the imprisoned demon- thwarted, the archmage of Ket lashed with his distant kinsman Heward,
god, Iuz with the help of Riggby the out at his former allies, slaying Tenser or traveling with Keoghtom and
Patriarch. Meanwhile, freeing himself and Otiluke and gravely wounding Murlynd, with Zagyg and Keoghtom,
from the disastrous consequences Bigby. Worse, Mordenkainen soon or with Keoghtom and Heward.
and the scorn of his more altruistic received word that his greatest While he has many allies,
associates should the plan fail. After friend, the fighter Lord Robilar, had Mordenkainen has just as many
Lord Robilar was exiled from the City sacked the slain wizards’ strongholds detractors. Among these are Lord
of Greyhawk and the sacking of his and destroyed their clones and Robilar, Tenser, and Yrag who
lordly lands the two split and despite soul objects, preventing their consider him to be untrustworthy and
an attempt to remain aloof from return to life. While, Mordenkainen a bit self-centered. While groups like
the consequences of his actions, could understand Rary’s actions, the neutral druidic Hierophants of
Mordenkainen was left bearing the begrudgingly, Robilar’s betrayal hurt the Cabal, find his vision of balance
responsibility of his actions. the most and seemed incongruous to wholly self-centered and somewhat
Two years after the dissolution his nature. arbitrary.
of the Citadel, Mordenkainen in an In recent years, Mordenkainen Mordenkainen has made many
attempt to reconcile the mistakes has turned his full attention to his enemies over his lifetime, among
of the past formed the the Circle position as leader of the Circle of Eight them are Iggwilv, Tuerny the
of Eight. Unlike the Citadel the and to contemplate the mysteries Merciless, Evard the Black, the
Circle was formed from of a cabal of the planes. Mordenkainen demigod Iuz, Kermin Mind-Bender,
of eight wizards with himself acting continues to frequent the Free City of Rary of Ket (aka the Traitor), Terik
as the ninth “shadow member” and Greyhawk either for Circle business (Lord Robilar’s brother), and Bilarro
leader. Mordenkainen felt that the or to sponsor adventuring groups. (Lord Robilar from a mirror world).
failure of the Citadel was due to The events of the Greyhawk Wars
its composition. He felt that such a and their aftermath strike him as
group as he envisioned could only prophetic of the dark times revealed
succeed if its members were “men of
wizardly skill, whose interests were
deeper than their coin purse.” Origins of the Character
In the years approaching the The character Mordenkainen, was created by Dungeons and Dragons co-creator
Greyhawk Wars, the Circle thwarted Gary Gygax in the early 1970’s as an on again, off again Non-Player Character/
schemes throughout the Flanaess, Player Character. Mordenkainen’s name is derived from the names Mordecai,
from the jealous schemes of the a theophoric name referring to the god Marduk with the understanding that it
demigod, Iuz’s to the corrupt designs means, “follower of Marduk” and Lemminkainen, a prominent figure in Finnish
of the lich, Vecna and his puppet mythology. The character was a figurehead for Gary’s home game which
Halmadar the Cruel. Meanwhile, eventually evolved into the World of Greyhawk campaign setting in 1975.
the Circlel sponsored explorations Though times have changed, the character has remained the same, retaining
from the treasure-laden tombs of all of the intensity and drive that its creator gave him over three decades ago.

Page 15 of 49
The Obsidian Citadel
Secreted deep in the perilous Yatil mountains lies Mordenkainen’s base of
operations is a dark grey symmetrical complex of towers and walled defenses
protected by gale-force winds, swirling clouds, disorienting enchantments and
illusions. The entire complex is warded with dimensional lock, guards and wards
and other magical defenses that extend into the astral and ethereal planes to
confuse those who would seek to enter by this route. Visitors to the citadel
receive special gemstones or amulets which act as a find the path spell, so far
as locating the citadel goes. In fact, few know the precise location of the citadel,
while Tenser and Bigby know its exact location.
The Citadel is garrisoned by elite dwarven warriors, gnomish rogues, various
humans and a small group of elves including the elven lords Eraj (LN; fighter
10, windrider 4) and Felnorith (LN; fighter 12, windrider 2), both of whom
ride elite trained griffons. Further, a small tribe of cloud giants, a strong clan of
stone giants and a very old silver dragon add to the conscript forces available
from the surrounding mountains. Most of these forces loyally serve within the
citadel in grateful return for Mordenkainen’s help in protecting their clans and
homes against marauding humanoids in the Yatil range, though some like Eraj
and Felnorith are old adventuring friends.

Appearance, Attire and within society, ensuring that no single (Dragon 357), mastery of elements,
Mannerisms faction gained the upper hand. mastery of shaping
Mordenkainen appears like a middle- He is keenly aware of the Combat Gear rod of absorption
aged gentleman of average build responsibilities imposed upon a man (20 spell levels stored), scroll of
with pale-olive skin, piercing brown of his stature, and has less time for maximized chain lightning (CL 20th,
eyes, a bald pate, and a silver- magical research and study than DC 31) x3, scroll of greater teleport
streaked Van-Dyke goatee that ends he would like. His massive library x3, scroll of time stop x2, staff of
in a point. He stands six-foot-two- overflows with stacked spell books fiery power (38 charges), wand of
inches tall and weighs roughly one- which contain all known spells, fireball (CL 10th, 47 charges), carpet
hundred-forty-two lbs. except those particular to individual of flying (5ft. by 10 ft.), silver key of
Mordenkainen often dresses mages other than Mordenkainen portals*, winged boots of speed
in the guise of a merchant when himself-is increasingly filled with Spells Prepared
traveling, otherwise donning robes of tomes on history and politics, and (Wiz 4/8/8/11/7/7/7/6/6/6/3/2):
blue, brown or black with decorative sheaves of written reports from his (CL 28th; +23 ranged touch, +34 vs.
silver threading. Mordenkainen is many servants and aides. SR)
11th – extended epic mage armor,
never without magical defenses and
wards, or magical items that boost his Mordenkainen CR 28 maximized meteor swarm (DC 34)
Male human wizard 26/ archmage 2 10th - let go of me, maximized polar
survivability in combat or his already
N Medium humanoid ray, quickened delayed blast fireball
impressive spellcasting abilities.
Init +13; Senses arcane sight, (DC 32)
Mordenkainen appears aloof, if
darkvision 60ft., see invisibility; 9th - mordenkainen’s disjunction
somewhat of a stubborn, difficult man
Listen +5, Spot +5 (DC 33), prismatic sphere, quickened
that brooks no insolence from fools.
Languages Ancient Suloise, Baklunish, greater dispel magic, shapechange,
Further, the archmage spends much
Common, Draconic, Dwarven, Elven, time stop, wish
time listening and analyzing than
Flan, Old Oeridian, Sylvan 8th – greater anticipate teleportspc,
plying words. When he does speak
tongues horrid wilting (DC 32), maze, mind
his judgments are authoritative and
DEFENSE blank (cast daily), spell enginespc,
rarely disputed.
AC 40, touch 30, flat-footed 31 or superior invisibilityspc
The archmage of the Obsidian
with epic mage armor 50, touch 40, 7th – empowered disintegrate (DC
Citadel views himself as the master
flat-footed 41 30), forcecage, greater teleport,
of the Great Balance on Oerth. His
hp 270 (28 HD) displacement 50% maximized cone of cold (DC 30),
views and philosophies stem from
Immune mind-affecting, scrying mordenkainen’s magnificent
decades enrapt in the rigors of arcane
Resist fire 30; SR 35 mansion, mordenkainen’s sword
research. While, Mordenkainen has
Fort +27 Ref +27 Will +29 (+45 melee)
championed the banner of justice
OFFENSE 6th - chain lightning (DC 31),
(during the Greyhawk Wars) he all
Spd 30ft., fly 60ft. with winged boots contingency, globe of invulnerability,
too frequently maneuvers behind
the scenes abetting abyssal forces. Melee staff of fiery power +23/ +18 greater dispel magic, legend
(1d6+5 plus 1d6 fire, crit 20/ x3) lore, mordenkainen’s lucubration,
Though, he prefers to act through
Base Atk +14; Grp +14 repulsion (DC 30)
agents, Mordenkainen influences
Atk Options impromptu metamagic 5th - arc of lightningspc (DC 30), break
events to preserve a status quo

Page 16 of 49
enchantment, dominate person (DC pouches, bracers of armor +10, cloak consists of creating spaces within the
23), duelwardspc, greater fireburstspc of greater displacement, crystal ball, spell’s area or effect that are not
(DC 30), maximized lightning bolt dusty rose prism ioun stone, gloves subject to the spell. The minimum
(DC 28), mordenkainen’s faithful of dexterity +6, oerdian robes of dimension for these spaces is a 5-foot
hound the archmagi*, pearl of power (4th, cube. Furthermore, any shapeable
4th - charm monster (DC 28), 6th), ring of epic protection +6, ring spells have a minimum dimension of
confusion (DC 28), dimensional of wizardry III, ur-flannae amulet of 5 feet instead of 10 feet. This ability
anchor, force missilesspc, orb of fortitude*, various spellbooks and costs one 6th-level spell slot.
forcespc, otiluke’s resilient sphere (DC components.
29), stoneskin Spellbook
3rd – dispel magic, haste, hold Mordenkainen knows hundreds MAGIC ITEMS AND
person (DC 27), icelancespc (+27 of spells, many of which he ARTIFACTS
ranged touch, DC 28), magic circle researched himself (and have
against evil, protection from energy, some come into wide use on
slow (DC 27), stinking cloud (DC Oerth and on other worlds). He
Mordenkainen’s Staff of
28), suggestion (DC 27), water knows all the wizard spells in the
Fiery Power
Minor Artifact
breathing, wind wall Player’s Handbook and most from
Price: priceless
2nd - detect thoughts (DC 26), the Spell Compendium. As new
Body Slot: carried
empowered magic missile x2, spells are researched by other
Caster Level: 26th
glitterdust (DC 27), melf’s acid arrow mages and come into circulation,
Aura: overwhelming; (DC
(+23 ranged touch), mirror image, Mordenkainen is not slow to
29) varied
scorching ray, web (DC 27) discover and scribe them into his
Activation: standard
1st – alarm, buzzing bee, disguise own vast library of spellbooks..
Weight: 4lbs.
self, dispel wardspc, guided shotspc, Epic Spells Known: epic mage armor,
Description
identify, ray of enfeeblement, shield greater ruin, greater spell resistance,
This adamantine and
0 - detect magic, detect poison, let go of me, ruin, safe time, superb
darkwood staff is shod
light, read magic dispelling
with three rings at the
spc
= Spell Compendium SPECIAL ABILITIES
center. The center ring is
ABILITIES Impromptu Metamagic (Ex): Each
wrapped with a cold iron
Abilities Str 10, Dex 28, Con 24, Int day, Mordenkainen can choose
grip.
38, Wis 20, Cha 23 +5 inherent one metamagic feat he possesses
This +5 flaming burst
bonus to Dex, Con, Int, Wis, Cha affecting spells with that without
quarterstaff combines
SQ unused class abilities increasing the spell level or casting
the benefits of a staff of
Feats Craft Staff, Craft Wondrous Item, time. Mordenkainen can use this
fiery power and a staff
Empower Spell, Epic SpellcastingE ability a number of times per day
of power, while granting
(Arcana), Extend Spell, Greater equal to 5 minus the level adjustment
its wielder fire resistance
Spell Penetration, Improved of the metamagic feat. Even though
30 whenever held. When
Initiative, Improved MetamagicE, the ability does not increase the
Mordenkainen wields the
Improved Spell CapacityE (10th & spell’s level, Mordenkainen must
staff he gains a +2 luck
11th), Intensify SpellE, Maximize be able to casts of the level the
bonus to AC and saving
Spell, Quicken Spell, Scribe Scroll, spell would be if he had applied the
throws. Further, the
Skill Focus (spellcraft), Spell Focus metamagic feat normally.
wielder may use the staff
(conjuration & evocation), Spell Mastery of Elements (Ex): The
to smite opponents. If 1
Penetration archmage can alter an arcane
charge is expended (as
Skills Bluff +13, Concentration +38, spell when cast so that it utilizes a
a free action), the staff
Craft (alchemy) +32, Decipher different element from the one it
causes double damage
Script +34, Diplomacy +20, normally uses. This ability can only
(×3 on a critical hit) for 1
Escape Artist +39, Intimidate +13, alter a spell with the acid, cold, fire,
round. Unlike the staff of
Knowledge (arcana) +45, Knowledge electricity, or sonic descriptor. The
power, this staff may not
(architecture and engineering) spell’s casting time is unaffected.
be used for a retributive
+19, Knowledge (dungeoneering) The caster decides whether to alter
strike, requiring it to be
+19, Knowledge (geography) +20, the spell’s energy type and chooses
broken by its wielder.
Knowledge (History) +29, Knowledge the new energy type when he begins
(If this breaking of the
(local) +15, Knowledge (religion) casting. This ability costs one 8th-
staff is purposeful and
+34, Knowledge (the planes) +34, level spell slot.
declared by the wielder,
Ride +10, Search +19, Sense Motive Mastery of Shaping (Ex): The
it can be performed as a
+13, Speak Language +4, Spellcraft archmage can alter area and effect
standard action that does
+50, Use Magic Device +12 spells that use one of the following
not require the wielder to
Possessions combat gear, bag of shapes: burst, cone, cylinder,
make a Strength check.)
holding (type IV), belt of many emanation, or spread. The alteration

Page 17 of 49
All charges currently in the staff are intensified delayed blast fireball, action: passwall, ethereal jaunt, and
instantly released in a 30-foot radius. levitate, maximized cone of cold, word of recall.
All within 2 squares of the broken maximized meteor swarm
staff take points of damage equal to 8 Cost to Create: 225,000gp + Ur-Flannae Amulet of
× the number of charges in the staff, 18,000XP + staff of power Fortitude
those 3 or 4 squares away take 6 × Price: 55,200gp
the number of charges in damage, Robes of the Oerdian Body Slot: neck
and those 5 or 6 squares distant Warmage Caster Level: 12th
take 4 × the number of charges in Price: 380,500gp Aura: overwhelming; (DC 22)
damage. All those affected can make Body Slot: chest evocation
DC 17 Reflex saves to reduce the Caster Level: 26th Activation: immediate
damage by half. Aura: overwhelming; (DC 25) varied Weight: 1lb.
The character breaking the staff Activation: standard Description
has a 50% chance of traveling to Weight: 1lb. This ancient Ur-Flan amulet bears a
another plane of existence, but if he Description large dark ruby that hangs from its
does not, the explosive release of This dark blue robe has a light-blue electrum chain.
spell energy destroys him. underlayer that can be rolled up The amulet grants its wearer a +6
After all charges are used up from on the sleeves in warmer weather. enhancement bonus to Constitution
the staff, it remains a +5 flaming The robe is trimmed with silver and and a +2 natural armor bonus.
burst quarterstaff. (Once empty adorned with silver buttons each Further, once per day the amulet may
of charges, it cannot be used for a bearing a protection rune. be used to remove fatigue from its
retributive strike.) In addition, it has The robe grants its user a +8 wearer.
the following powers: enhancement bonus to Intelligence, CONSTRUCTION
1 charge - +6 resistance bonus on all saving Prerequisites: Craft Wondrous
• continual flame throws, +15 insight bonus to Item, barkskin, bear’s endurance,
• empowered magic missile Spellcraft, Spell resistance 35, and remove fatigue,
• extended wall of fire a +2 enhancement bonus on caster Cost to Create: 27,600gp +
• heightened ray of level checks made to overcome spell 2,208 XP
enfeeblement [9th] resistance.
• heightened maximized CONSTRUCTION
lightning bolt [5th] Prerequisites: Craft Wondrous Spells and Arcana
• heightened maximized Item, fox’s cunning, greater spell
fireball [5th] resistance, legend lore, resistance, Mordenkainen is responsible for
• levitate creator must be of same alignment developing the following spells by
2 charges - as robe. level:
• extended globe of Cost to Create: 190,250gp + 1st) mordenkainen’s
invulnerability 15,220 XP buzzing bee (Spell Compendium
• extended summon monster 41), mordenkainen’s protection
IX (elder fire elemental only) Silver Key of Portals from avians,
• extended wall of force (in a Minor Artifact 2nd) mordenkainen’s
10-ft.-diameter hemisphere Price: priceless defense against reptiles,
around the caster only) Body Slot: - mordenkainen’s protection from
• heightened hold monster Caster Level: 30th vermin
[9th] Aura: overwhelming; (DC 26) varied 3rd) mordenkainen’s
• intensified delayed blast Activation: immediate defense against lycanthropes,
fireball Weight: - mordenkainen’s encompassing
• maximized cone of cold Description vision
• maximized meteor swarm This silver skeleton key bears the 4th) mordenkainen’s
CONSTRUCTION symbol of the god Dalt on its bow. electric arc, mordenkainen’s
Prerequisites: Craft Staff, Craft The key functions like a chime faithful phantom shield-maidens,
Magic Arms and Armor, Extend Spell, of opening when it is touched to mordenkainen’s force missiles (Spell
Heighten Spell, Intensify Spell, Spell the bars, door, lock, lid, portal, or Compendium 98), mordenkainen’s
Focus (evocation), extended globe shackles to be opened. The key involuntary wizardry,
of invulnerability, extended summon automatically dispels a hold portal or mordenkainen’s protection from
monster IX (elder fire elemental only), arcane lock with a caster level of less slime
extended wall of fire, extended wall than 30th level. Further, the wielder 5th) mordenkainen’s
of force, heightened hold monster, gains a +30 insight bonus on all celerity, mordenkainen’s faithful
heightened maximized fireball, Escape Artist skill checks. Twice per hound (PH 255), mordenkainen’s
heightened maximized lightning bolt, day, the wielder can call on each of private sanctum (PH 256)
heightened ray of enfeeblement, the following powers, as a immediate 6th) mordenkainen’s

Page 18 of 49
lucubration (PH 256), mordenkainen’s This spell summons 1d4+1 elite to track a shapechanger. Note that
trusted bloodhound (Complete Mage incorporeal swordwraiths (Fiend spell resistance and saving throws
111) Folio 173) that shimmer with violet against this spell do not apply to the
7th) mordenkainen’s outlines. They appear where you Shapechanger, but to the target being
magnificent mansion (PH 256), designate and act immediately, on protected. The spell actually grants
mordenkainen’s penultimate your turn. Each swordwraith attacks the target magical understanding of
cogitation, mordenkainen’s sword your opponents to the best of its the attack patterns of such creatures,
(PH 256) ability. If you can communicate with and helps him learn to avoid being
8th) mordenkainen’s the creature, you can direct it not to struck.
capable caravel (Stormwrack 119), attack, to attack particular enemies, The material component for
mordenkainen’s faithful phantom or to perform other actions. this spell is a handful of crushed
guardian To most creatures, the phantom moonstone.
9th) mordenkainen’s defenders are solid, seemingly real Origins and Credits
disjunction (PH 255), mordenkainen’s entities. To the spellcaster and his Reference Greyhawk Adventures
faithful phantom defenders allies, the defenders are completely hardcover; Converted by Owain_
transparent and incorporeal, so any Abjurer and Rick Miller
Mordenkainen’s Celerity offensive spell cast has no effect on
School transmutation; Level the spellcasters defenders. Spells Mordenkainen’s Defense
sorcerer 5, wizard 5 cast through the defenders strike Against Reptiles
Casting enemy creatures. If the defenders are School abjuration; Level sorcerer 2,
Casting Time 1 immediate action caught within the area of effect of a wizard 2
Components V, S, M the spellcasters spells, the defenders Casting
Effect suffer no harm. Casting Time 1 standard action
Range personal The material component is a Components V, S, M
Target you small lead crystal figure depicting the Effect
Duration instantaneous type of defender summoned and a Range touch
Saving Throw none Spell 1,000gp. emerald for each creature Target creature touched
Resistance no summoned. The emeralds vanish Duration 10 min./level (D)
Description when the spell is cast. Saving Throw Will negates
This spell allows the caster to cast Origins and Credits (harmless); Spell Resistance yes
their next movement-based spell as a Reference Greyhawk Adventures (harmless)
quickened spell so long as the spell is hardcover; Converted by Rick Miller Description
level 1-4. Spells to be affected must A creature protected by this spell
be cast within 1 round of the casting Mordenkainen’s Defense receives a +2 insight bonus to his
of the mordenkainen’s celerity. Against Lycanthropes AC, but only against reptiles or
Spells do not expire when the celerity School abjuration; Level sorcerer 3, amphibians of the animal or magical
expires. wizard 3 beast type. This includes (but is not
The material component for Casting limited to): snakes, frogs, dinosaurs,
this spell is a small pouch or vessel Casting Time 1 standard action toads (including familiars), turtles,
containing centipede or millipede Components V, S, M and many others. Also, the target
legs. Effect gains a +1 insight bonus per 4 caster
Origins and Credits Range touch levels (maximum of +5) to all saves
Reference Tome of Magic (2nd- Target creature touched against poisons from creatures on
edition); Converted by Rick Miller Duration 10 min./level (D) the above list. Lastly, the target
Saving Throw Will negates receives a +2 insight bonus per four
Mordenkainen’s Faithful (harmless); Spell Resistance yes caster levels (maximum of +10) to all
Phantom Defenders (harmless) Survival checks made to track any of
School conjuration (summoning) Description the above creatures. Note that spell
[lawful or evil]; Level sorcerer 9, A creature protected by this spell resistance and saving throws against
wizard 9 receives a +2 insight bonus to his this spell do not apply to the reptile,
Casting AC, but only against creatures with but to the target being protected.
Casting Time 1 full round the Shapechanger subtype (not just The spell actually grants the target
Components V, S, M lycanthropes). Also, no matter how magical understanding of the attack
Effect many times the protected target is patterns of such creatures, and helps
Range close (25 ft. + 5 ft. /2 levels) struck during the duration of this him learn to avoid being struck.
Target 1d4+1 summoned creatures spell by a were-creature, he will The material components for this
Duration 1 round/level (D) not contract lycanthropy. Lastly, the spell are a bit of snake skin, and a
Saving Throw none; Spell target receives a +2 insight bonus dried frog’s leg, placed in a pouch of
Resistance no per four caster levels (maximum of hardened leather.
Description +10) to all Survival checks made Origins and Credits

Page 19 of 49
Reference Greyhawk Adventures This spell causes a bright flash of within 30 ft. of the primary target. You
hardcover; Converted by Owain_ lightning to erupt from your fingertips can choose to affect fewer secondary
Abjurer and Rick Miller and strike one or more opponents. targets than the maximum (to avoid
One arc of lightning strikes the allies in the area, for example).
Mordenkainen’s Electric Arc primary target, and one more arc is The material component for this
School evocation [electricity]; Level evoked for every three caster levels. spell is a bit of fur and a glass rod.
sorcerer 4, wizard 4 The primary target is dealt 1d6 points Origins and Credits
Casting of electricity damage per caster Reference Greyhawk Adventures
Casting Time 1 standard action level (maximum of 15d6). After the hardcover; Converted by Owain_
Components V, S, M primary bolt strikes, lightning arcs Abjurer and Rick Miller
Effect to one secondary target for every
Range close (25 ft. + 5 ft. /2 levels) three caster levels (maximum of 10 Mordenkainen’s Encompassing
Targets one primary target, plus secondary targets). The secondary Vision
one secondary target/3 levels (each arcs each deal half as much damage School transmutation; Level
must be within 30 ft. of the primary) as the primary (round down). All sorcerer 3, wizard 3
Duration instantaneous subjects can attempt Reflex saving Casting
Saving Throw Reflex half; Spell throws for half damage. Each arc Casting Time 1 full round action
Resistance yes must be aimed at a different target, Components V, S, F
Description and all secondary targets must be Effect
Range touch
Target creature touched
Duration 10 min. /level (D)
Saving Throw Fortitude negates
(harmless); Spell Resistance yes
(harmless)
Description
This spell grants a creature a full
360-degree field of vision, so the
creature can see sides and rear
as well as it sees front. Flanking
opponents gain no bonus on their
attack rolls instead of +2, and
rogues are denied their sneak
attack because you do not lose your
Dexterity bonus (but they may still
sneak attack you if you are caught
flat-footed). Your Spot checks gain
a +3 competence bonus, and your
Search checks gain a +1 competence
bonus. Concurrently, you suffer a
–4 penalty on saves against all gaze
attacks during the spell’s duration.
This spell will work in combination
with any sort of enhanced or magical
vision, including darkvision, low-light
vision, and spells like see invisibility.
The focus component for this
spell is a crystal disc with eight eyes
inscribed upon it, spaced at 45 degree
intervals around the edge of the disc
(valued at 150 gold pieces). The disc
must remain on the target’s person,
or the spell’s duration immediately
ends.
Origins and Credits
Reference Greyhawk Adventures
hardcover; Converted by Owain_
Abjurer and Rick Miller

Page 20 of 49
Mordenkainen’s Faithful This spell causes a pair of shimmering, wooden figure of the caster (valued
Phantom Guardian phantom beings made of force to stay at 300 gold pieces total).
School conjuration (summoning) by your side and protect you from Origins and Credits
[air]; Level sorcerer 8, wizard 8 attackers. Each of the two phantom Reference Greyhawk Adventures
Casting shield bearers can provide protection hardcover; Converted by Owain_
Casting Time 1 full round from up to three attackers, granting Abjurer and Rick Miller
Components V, S, M you a +2 shield bonus against them.
Effect If the two phantoms each protect Mordenkainen’s Involuntary
Range close (25 ft. + 5 ft. /2 levels) you from the same beings, the shield Wizardry
Target one summoned creature bonuses stack with themselves School enchantment (compulsion)
Duration 1 round/level (D) (but not with other shield bonuses) [mind-affecting]; Level sorcerer 4,
Saving Throw none; Spell for a +4 shield bonus to AC. Each wizard 4
Resistance no of the phantoms’ shields gain an Casting
Description enhancement bonus of +1 per four Casting Time 1 standard action
This spell summons an invisible caster levels, to a maximum of +5 Components V, S
stalker lurking at the border of the enhancement bonus at 20th level. Effect
ethereal plane. It appears where you The shield bonus is not lost even if Range medium (100 ft. + 10 ft. /
designate and acts immediately, on flat-footed, as the phantoms are level)
your turn. It attacks your opponents never caught unaware or surprised. Target one spell-casting creature
to the best of its ability. If you can As a force bonus, the AC boost is not Duration instantaneous
communicate with the creature, you lost against incorporeal attacks, and Saving Throw Will negates; Spell
can direct it not to attack, to attack since the shields are not in physical Resistance yes
particular enemies, or to perform contact with you, the shield bonus Description
other actions. The guardian is is not lost against touch attacks, This spell forces a single, randomly
empowered with a true seeing spell either. The phantoms cannot leave chosen spell from the mind of a single
and remains within flanking distance the range of the spell, but can be spell-casting being. In the case of
(10ft.) of the caster at all times. ordered to move about within the prepared spells, the subject decides
Further, the creature can Spot hiding range of the spell as a Direct a Spell which spells to abandon at each level.
creatures within the area around action. You only gain the AC benefit if If the subject has more than one
the mage. If the guardian spies any they are occupying your space (being standard action allowed in the round,
creature about to launch a surprise mostly insubstantial this does not he or she may spend those actions as
attack on the caster, the guardian will interfere with you) or an immediately he or she desires. The subject doesn’t
instantly materialize as a shimmering adjacent space. The phantoms can realize the spells or spell slot is gone
outline of violet light blocking the provide their shield bonus to another until he or she tries to cast a spell and
assailants attack and defending its creature chosen by you (the person finds it unavailable. Abandoning a
summoner. they are defending can also be spell slot or losing a spell is standard
The material component for this changed as a Direct a Spell action action, but it does not draw an attack
spell is a tiny 100gp clear gem and a once each round). Each round after of opportunity. It is a purely mental
small (not necessarily lit) candle, the the first, you can use a Direct A Spell exercise not obvious to observers.
gem is sacrificed to the guardian as action (a move-equivalent action) Mordenkainen’s involuntary
payment for its service. to switch those being blocked by wizardry can not trigger the use of a
Origins and Credits the two phantoms (a single action magical item.
Reference Greyhawk Adventures changes both phantoms). The force Origins and Credits
hardcover; Converted by Owain_ beings cannot be damaged by Reference Dragon Magazine 200;
Abjurer and Rick Miller physical attacks, but dispel magic, Converted by Rick Miller
disintegrate, a sphere of annihilation,
Mordenkainen’s Faithful or a rod of cancellation affects it. The Mordenkainen’s Penultimate
Phantom Shield-Bearers phantoms’ AC against touch attacks Cogitation
School abjuration [force]; Level is 13. If a creature being blocked by School transmutation; Level wizard
sorcerer 4, wizard 4 the phantoms has SR, the resistance 7
Casting is checked the first time the creature Casting
Casting Time 1 standard action attempts to strike you. If the SR Casting Time 1 standard action
Components V, S, F resists the spell, that creature is Component V, S
Effect immune to this casting of the spell. Effect
Range close (25 ft. + 5 ft. /2 levels) If not, the spell does not need to Range personal
Effect two shield-bearers check against that creature’s SR for Target you
Duration 1 round/level (D) its remaining duration. Duration instantaneous
Saving Throw none; Spell The focus component for this Saving Throw Will negates
Resistance yes spell is a pair of tiny crystal shields (harmless); Spell Resistance yes
Description tied with silk string to a miniature (harmless)

Page 21 of 49
Description Components V, S, M do not apply to the vermin, but to
This spell permits you to call to mind Effect the target being protected. The spell
one spell from any of your spellbooks, Range touch actually grants the target magical
as long as that spellbook is within one Target creature touched understanding of the attack patterns
mile per caster level. The spell cannot Duration 10 min. /level (D) of such creatures, and helps him
be called from a scroll, or another Saving Throw Will negates learn to avoid being struck.
wizard’s spellbook. The called spell (harmless); Spell Resistance yes The material component for this
can be of any level, up to 6th. The (harmless) spell is an insect trapped in amber.
called spell is then treated in all ways Description Origins and Credits
as if prepared normally. A creature protected by this spell Reference Greyhawk Adventures
Origins and Credits receives a +2 insight bonus to his hardcover; Converted by Owain_
Reference Greyhawk Adventures AC, but only against ooze. Also, the Abjurer and Rick Miller
hardcover; Converted by Owain_ target gains a +1 insight bonus per *
Abjurer and Rick Miller 4 caster levels (maximum of +5) to
all saves against special attacks from
Mordenkainen’s Protection any type of ooze. Lastly, the protected
from Avians creature gains acid resistance 20 for
School abjuration; Level sorcerer 1, the duration of the spell, as does his
wizard 1 equipment. Note that spell resistance
Casting and saving throws against this spell
Casting Time: 1 standard action do not apply to the vermin, but to
Components: V, S, M the target being protected. The spell
Effect actually grants the target magical
Range: touch understanding of the attack patterns
Target: Creature touched of such creatures, and helps him
Duration 10 min. /level (D) learn to avoid being struck.
Saving Throw Will negates The material components for this
(harmless); Spell Resistance yes spell are a bit of food mold pressed
(harmless) between two flat stones, and a pinch
Description of diamond dust (usually worth less
A creature protected by this spell than 1 gold piece).
receives a +2 insight bonus to his AC, Origins and Credits
but only against avians. For purposes Reference Greyhawk Adventures
of this spell, an “avian” is defined as hardcover; Converted by Owain_
any animal or magical beast with a Abjurer and Rick Miller
fly speed and feathers. Hawks (even
familiars), ravens, griffons, giant Mordenkainen’s Protection
owls, and many other creatures will from Vermin

trigger this effect. Note that spell School abjuration; Level sorcerer 2,
resistance and saving throws against wizard 2
this spell do not apply to the avian, Casting
but to the target being protected. Casting Time 1 standard action
The spell actually grants the target Component V, S, M
magical understanding of the attack Effect
patterns of such creatures, and helps Range touch
him learn to avoid being struck. Target creature touched
The material component for Duration 10 min./level (D)
this spell is a feather from any bird Saving Throw Will negates
wrapped with a strip of tough leather. (harmless); Spell Resistance yes
Origins and Credits (harmless)
Reference Greyhawk Adventures Description
hardcover; Converted by Owain_ A creature protected by this spell
Abjurer and Rick Miller receives a +2 insight bonus to his
AC, but only against vermin. Also,
Mordenkainen’s Protection the target gains a +1 insight bonus
from Slime per 4 caster levels (maximum of +5)
School abjuration; Level sorcerer 4, to all saves against special attacks
wizard 4 (including poison) from any type of
Casting vermin. Note that spell resistance
Casting Time 1 standard action and saving throws against this spell

Page 22 of 49
Rogue’s Gallery

THE SEEKERS
OF THE ARCANE
By Gary Holian and Rick Miller
Art by Daniel Kvasznicza, Rick Miller and Jerry Minor
Cartography by Denis Tetreault

The Seekers are a loose-knit society HISTORY OF THE ORDER of Cranden and Garasteth and
of explorers, adventuring scholars, In the seventh common year, famous benefactors such as Admiral
and fortune hunters who scour the Nasran, the first Overking of the Aeodorich Atirr, their exploits were
world for ancient secrets and lost Great Kingdom of Aerdy established often the stuff of song and legend.
magic, often for personal gain or the Imperial Guild of Surveyors Sadly, though some records survive,
profit. The recovery of lost lore and Explorers at the behest of his many of the detailed accounts of
remains the central goal of this eminent court mage, Schandor. The their exploits were destroyed in the
small and decentralized association, writ of these worthy trailblazers was Great Fire of Eastfair.
but the desire to trace and secure to catalogue the vast lands and ever- As decadence began to grip
ancient artifacts, relics, and places expanding frontiers of the Great the heart of the empire and vast
of power is also paramount. Some Kingdom that were then threatening provinces such as Ferrond (in 254
critics ridicule the Seekers as a to span the entire Flanaess. In CY) and Nyrond (in 356 CY) began to
secretive society of freebooters, tomb particular, their charge was to map the secede, the writ of the Imperial Guild
raiders, and grave robbers spread geography of the Flanaess, record its of Surveyors and Explorers became
across the Flanaess like a glorified wonders, explore its countless ruins, increasingly moot. Membership in
thieves’ guild. They have made many document its strange flora and fauna, the order, like the territory of the
enemies over the last few centuries, and most importantly to bring home Great Kingdom itself, had shrunk.
but have unearthed and illuminated the treasures of lost civilizations to The Malachite Throne was embroiled
many mysteries as well. In the Rauxes for safekeeping and study. in one of many successive bouts of
opinion of detractors such the Silent The Imperial Guild did this task political naval-gazing and Imperial
Ones of Keoland, most of the ancient with great aplomb and celebrated commissions, when and if they were
knowledge in which the Seekers hope courage, venturing far and wide, paid barely covered the initial costs
to dabble is best left undisturbed, from the shores of the Icy Sea to the of expeditions.
even destroyed if need be, lest it fall jungles of Hepmonaland, bringing Into this atmosphere entered a
into the wrong hands and precipitate wonder after wonder to the Overking’s renowned member of the guild,
terrible consequences. However, the court, often with the imperial army Lord Jon Marius, famed for being
Seekers believe that by pooling their marching in their wake. Some of the the first man to produce a rough
resources and sharing their often expeditions were ill-fated, like the map of the floor of the Rift Canyon.
hard-won lore, they can, in the words infamous attempted crossings of the There amid the dangers of the vast
of Marius of Seltaren, “enslave the vast Solnor Ocean that often ended in delve he secured the artifact known
wonders of the past to the ambitions tragedy. Most of the guild members as the Talisman of Kyuss. Marius
of the future.” were wizards, bards, clerics, and was later dispatched to survey the
warriors in addition to being scholars. Duchy of Urnst during the reign of
With many patrons in the houses the Overking Toran IV. Marius settled

Page 23 of 49
in Seltaren to explore local legends with vast resources, much to the helped convince the adventurous
surrounding the Suel migrants who consternation of the rival Society of merchant Sormod of Perrenland to
founded the region. During his Magi. Zagig in his reputed madness launch an expedition to the Land of
investigations, he was particularly supported both groups to foster Black Ice, which uncovered the first
drawn to the mysterious and looming healthy competition. His only request, evidence of Rigodruok, the so-called
Maure Castle. However, it had been to which Marius acceded, was the use Rainbow Vale. However, large, formal
declared inviolate by the Duke’s silver key of portals for one year and expeditions soon became few and
court in Leukish after early attempts one day. Soon other Seeker lodges the Seekers increasingly became a
ended in disaster and Marius failed around the Central Flanaess were debating society and clearinghouse
to convince his superiors of the need established as expeditions to such of small relics and antiquities.
to open the site despite constant far away mysteries as the Valley of The opening of the ruins of Castle
remonstration. the Mage and the Sea of Dust were Greyhawk and other mysterious
Years later, after the duchy became launched. places in the 550s CY and the
independent, a disenchanted Lord While the Seekers began to flourish, wealth and magic that flowed from
Marius made a formal break with Jon Marius became increasingly such finds sparked a renaissance in
the Imperial Guild to pursue his engrossed in his studies. He soon exploration and treasure hunting.
own studies. He soon became quite turned over responsibility for the Ad hoc groupings of adventurers
wealthy due to fortuitous finds in Seltaren Seeker lodge to his sons, became common sights in many
the Abbor-Alz and Cairn Hills that Arin and Pern. Over the next decade towns and cities in the Flanaess,
attracted increasing attention to his research became focused on a especially in the region around
those regions. In the winter of place he enigmatically called the Lost Greyhawk which became a veritable
362 CY, he summoned a meeting City of the Elders, a much whispered hub of fortune-hunters, many of
of extant members of the guild in legend that still proved apocryphal, which wanting to try their own hands
Nellix Town. During the conclave, he for no explorer, seeker or adventurer at dungeons of Castle Greyhawk.
revealed an astonishing discovery: had found evidence of the place. The Seekers, whose fortunes had
an artifact known as the silver key Marius quickly gobbled any lore ebbed and flowed over the decades,
of portals with the power to open that hinted at such a place into his experienced resurgence. In 553 CY,
any lock or seal. This device would private library. In his final years, as one of their number even became
certainly be a marvelous boon to any his interest grew into obsession, he the Seer of Urnst and later another,
explorer. Marius addressed his former paid an exorbitant price for a blue- the Archmage of Keoland. Today,
associates, criticizing the Imperial hued triangular plaque discovered in the Seekers number a few hundred
Guild and its rules that would require 399 CY in the Cairn Hills by a young members, including aspirants. Their
him to turn over such a wondrous explorer who stumbled upon a sealed Seeker lodges have spread far and
find to bureaucrats in Rauxes and tomb. The next year, an 87-year-old wide over the heartlands of the
prevent him from sharing it with his Jon Marius departed Seltaren on a Flanaess, from Rel Astra in the east
fellow explorers. Many nodded their final expedition never to return. to Molvar in the west.
heads in agreement and soon other Despite the disappearance of the
grievances were laid bare. A secret elder Marius, the society soldiered ORGANIZATION
society was formed that night, one on. Tyriel Matreyus sailed from Seekers have little formal
that would no longer look to Rauxes Nessermouth to the City of Gradsul organization. All Seeker applicants
for its direction and support. They and founded the first Seeker lodge are trained in a master and apprentice
named themselves the Seekers. in the Sheldomar Valley in 419 CY, system where the choice of pairing is
Marius and his fellow Seekers, impressing Duke Luschan V with his completely voluntary, depending on
then scarcely more than a dozen in tales of the wonders of the southern the interests and background of those
number, agreed to meet regularly seas, including the steaming jungles involved or if the candidate is already
and to pool their resources and share of the Densac Gulf (the Duke an established explorer. Seekers
their findings. The house of Marius in later reportedly disappeared in are almost always in the need of
Seltaren would be their headquarters said jungles.) Sir Rowan Magnus, assistance in their investigations,
and the repository of their lore. The expatriate of the Great Kingdom especially in the field. Many eager
research of Lord Marius and his returned to Rel Astra in 422 CY and young explorers often present
associates made rapid strides and gathered many former members of themselves at Seeker lodges for
in 378 CY he was summoned to the Imperial Guild of Surveyors and service rather than hitch themselves
Castle Greyhawk for a meeting with Explorers to his banner, founding to a rag-tag group of adventurers
its enigmatic lord, Zagig Yragerne. a Seeker lodge in the City of the whose ventures usually end in death.
A second Seeker lodge was soon Heavens under the patronage of For the most junior among them, the
opened in the City of Greyhawk after Prince Malchim III. They dedicated work of an apprentice Seeker is often
the Landgraf of the Selintan, himself their focus to the lands of the drudgery. Becoming a manservant,
a self-styled explorer, took an interest former Great Kingdom, the Solnor bearing, digging, mining, long hours
in the investigations of Marius and his Coast, and its distant shores. In of painstaking study or translation
brethren and endowed the Seekers 453 CY, Seeker Henriki Ardand are often par for the course.

Page 24 of 49
Regular members have
few enumerated rights and
responsibilities. Seekers are
required to keep personal journals
of their studies and adventures that
they must share periodically with
their affiliated Seeker lodges for
archiving. If and when a Seeker’s
studies lead to death, enfeeblement,
or disappearance, these journals
often prove invaluable in solving
the mystery as well as guiding the
investigations of future Seekers. This
is their legacy to future generations.
None are under any illusion that
some Seekers keep secret journals
containing material they are unwilling
to yet share, but an official account
is an important part of their tradition
and secret journals are often later
recovered at death. A fee is also
SEEKER LODGES can even act as hostelries for Seekers
required for the use and maintenance and their guests for short periods of
The Seeker lodges established by
of facilities at the Seeker lodge time, with proper remuneration, of
members of the order are the heart
with which the Seeker is affiliated, course.
and blood of this society. While
including the all-important library However, the nucleus of the
these are often simply the personal
and map rooms of the Seeker lodge. Seeker lodge is its extensive and
residences of retired or inactive
Often this requirement is met through impressive Chamber of Annals
members, some of the lodges,
a tithe of the wealth discovered and Map Room. In these secured
especially those located in large
during exploration, but its rate is not rooms are contained hundreds upon
cities, are quite impressive edifices.
strictly set. The more magnanimous hundreds of the journals of former
Each Seeker lodge is marked
and generous the Seeker, the greater Seekers, their notes, and research,
clandestinely with the symbol of the
the privileges and interest are catalogued by era and area of
order: the eight-pointed star, above
accorded to his investigations. Many interest. The map room contains
the entryway. However, in places
fancy themselves as gentlemen, hundreds, if not thousands of charts,
where the Seekers are viewed with
even noblemen (regardless of their atlases, globes, and related tools.
disdain, the eight-pointed star is
true heritage) and patronage builds Most Seekers libraries contain a large
replaced with a surveyor’s spyglass
status. Seekers from one Seeker copy (over 10 feet in width) of the
crossed with a scroll. A successful
lodge visiting another can expect map of the Flanaess commissioned
Knowledge (geography, history, or
accommodation as he would at his by Zagig Yragerne from the famed
local) DC 20 identifies these symbols.
own. cartographer Pekul in the City of
All Seekers in good standing within
Finally, each Seeker lodge has an Greyhawk. Also in these rooms
the society are welcome within these
informal council composed of retired are the many tomes and scrolls far
doors.
and highly respected Seekers that too valuable to be left unguarded,
Most lodges are located in far flung
almost always includes the master including such titles as: The Dragon-
cities such as Gradsul, Greyhawk,
or masters of the Seeker lodge. The Scale Tome by Timonas of Jalpa, An
Irongate, and Rel Astra, but the
Council is empowered to suspend or Honest Traveler’s Strange Tales of
modest home of a Seeker in a small
expel members, effectively barring the South by L. Marquel, Secrets of
village might also serve in places
them from access to the lore and the Ye Sky Revealed by Selvor the Elder,
more remote. The Seeker lodges
magic contained within the Seeker Art of Communications and Sigils
often operate as small gentlemen’s
lodge and from assistance from other by Flamsterd, Demonology of the
drinking houses containing overblown
Seekers. Such suspensions can arise Savant and The Lost Gods by Savant
libraries and maps in the common
from theft of knowledge, destruction Iquander, Doors and Passages of
room, where information (both
of property, or direct conflict with Arcane Worlds by Lethchauntos, the
fact and rumor) is exchanged and
another Seeker. One Seeker may Chronicle of Secret Times by Uhas
digested by members and guests.
never knowingly harm another, of Neheli, and even the Grimoire
The larger Seeker lodges also have
though priorities over discoveries Arcanamacha (author unknown).
meeting rooms, where presentations
are never recognized. Knowledge For more on Seekers Seeker lodges
can be made to audiences as large
belongs to the first man to hold it (See Dragon 348 pp.71)
as 100. Most are equipped with small
clearly within his grasp.
laboratories and studies, also for use
by members. Many Seeker lodges

Page 25 of 49
Greyhawk City Seeker
Chapter
The second oldest Seeker lodge of the
Seekers is perhaps the most bustling
and least formal in the Flanaess. Its
mistress, a retired Seeker known
as, Eyana Klun (N female human
rogue 6/ wizard 5/ arcane trickster
3), caters to adventurers and is
known to rent the use of its library
to all-comers, though certain special
collections are carefully watched. It
has some of the best information on
the ruins, dungeons, and mysteries
of the region in the entire Flanaess.
The Free City Seeker Lodge in the
Clerkburg district was once the old
Library of Greyhawk before the
Great Library was established. Now
the library serves as a research
area focused towards adventurers
and cartographers. Below the actual
library is a sanctuary for Seekers and
their clientele. Even further beyond
that lies the vaults and laboratories
of the Seekers, as well as a secret
entrance into Greyhawk’s sewers.
growth. For many Seekers do take The city’s Seeker lodge is well
New Language: Thieves cant on other professions to balance out known for purchasing any magical
This secretive and closely- the fold. Seeker Bards are trained goods adventurers may wish to part
guarded language of slang, at the Bardschool, while those in with. Among the most prized magical
gestures, signals, and body need of rogue training may seek items are bags of holding, chimes
language was developed by the out the Thieves Guild, whom Eyana of opening, or any scroll or magical
Thieves’ Guild many years ago is known to be on favorable terms device that facilitates exploration.
and remains in practice to this with. Further, rare and mysterious
day. The cant is used by the local classes can be learned through Gateways to Adventure
thieves and assassins guilds, as various Seeker instructors who visit Within the past few years the
well as by many of the Seekers the Seeker lodge. Either through followers of Zuoken have flocked
within the Free City to identify
research or an actual instructor, to the Free City seeking the exact
marks and each other on the
the prospective student may learn location of their imprisoned patron
street to prevent any in-fighting
where possible. any of the following professions: deity. However, recently this search
Further, this language may also Arcane Trickster, Archmage, Duelist, has turned to a pilgrimage for the
be treated as a Class-Related Dungeon Delver, Dwarven Defender, faithful, bringing increased traffic
Language for Rogues native to Eldritch Knight, Loremaster, to the Seeker lodge. Each reverent
the area. A successful Knowledge Spellsword, or Suel Arcanamach. pilgrim follows these rumors to free
(local) skill check DC 20 identifies Few places in the city have more Zuoken from the confines of the
a user of the language, though experts on larceny and arcane secrets Ruins of Castle Greyhawk, and find
without an understanding of the than the Seeker Lodge. As such, their path to true enlightenment.
language itself, nothing more it’s no surprise that the lodge hosts
may be discerned.
the instruction in the implements of Recently a rumor has surfaced in
arcane ranged legerdemain. Arcane the Greyhawk Seeker lodge that
Training and Resources
Tricksters seldom find refuge due to the Irongate lodge is quietly looking
The Seekers of the Free City entertain
their infamous reputations, within for someone capable of translating
the greatest diversity among their
the Free City however; they are ancient encrypted illithid sigils and
ranks of any organization of the
called upon for any rare or dangerous glyphs over a thousand years old, for
Flanaess. While, most Seekers are
expedition involving complex traps an undisclosed client.
encouraged to take up rogue skills
which may require safe distance from
and some arcane studies for field
hazards. In such cases the Seekers The mysterious Seer of Urnst (NE
work, these choices do not restrict
often work alongside the city’s male human wizard 10/loremaster
the potential Seeker from further
Thieves’ Guild. 10), has taken up residence at the

Page 26 of 49
Free City Seeker Lodge under the armor, except when resting. Base Atk +7; Grp +7
guise of a sagely old man. The Seer Eyana is a charismatic woman who Atk Options Point Blank Shot, Precise
has taken an interest in an element has many ties within and without Shot
called, oerthblood. Through there are the Free City. Among her allies are Special Atks impromptu sneak attack
other sources of oerthblood such as the Thieves and Assassin guilds, 1/day, sneak attack +4d6
under Tenser’s Castle or Spinecastle. the Guild of Wizardry, the Temple of Combat Gear potion of cure serious
The Seer is much more interested Boccob, and many others of a less wounds (CL 5), potion of lesser
with an obelisk, made of this material than savory nature. restoration (CL 3), scroll of dispel
reputably below the dungeons of the magic (CL 5)
Eyana Klun CR 14
Ruins of Castle Greyhawk, and is Spells Prepared/ Known (CL 8th;
Female human rogue 6/wizard 5/
rumored to be willing to pay obscene +11 ranged touch, +8 vs. SR)
arcane trickster 3
amounts of coin for even a tiny shard 4th - dimension door, greater
N Medium humanoid
of it. invisibility
Init +8; Senses -; Spot +6, Listen +6
After watching each other from the 3rd - fly, haste, greater magic
Languages Common, Old Oeridian,
shadows for years, Maldin (N male weapon, suggestion (DC 16)
Thieves Cant
human rogue 2/ fighter 1/ wizard 2nd - invisibility, rope trick, scorching
AC 22, touch 15, flat-footed 22
10/ eldritch knight 9/ archmage ray, see invisibility
uncanny dodge
2 and Eyana Klun have struck an 1st - charm person (DC 14), disguise
hp 112 (14 HD)
agreement that permits Seekers in self, expeditious retreat, obscuring
Fort +10 Ref +15 Will +12
need of higher arcana training to mist, ray of enfeeblement
evasion, trap sense +2
take up an apprenticeship with the 0 - detect magic x2, mage hand, ray
Spd 30ft.
wily mustached archmage. In return, of frost
Melee +1 keen short sword +12/ +7
Maldin has been granted full access Abilities Str 10, Dex 18, Con 18, Int
(1d6+1, crit 17-20/ x2)
to the Seeker libraries within the Free 16, Wis 12, Cha 16
Ranged +1 shortbow +12/ +7 (1d6+1,
City and special research privileges SQ ranged legerdemain, summon
crit 20/ x3)
regarding any information on Zagig’s
activities within the castle prior to his
disappearance.
Following an expedition into Maure
Castle, Malaketh (N male human
wizard 19/ archmage 2) returned
several lost documents of the late
Seeker Kerfane to the Seeker Lodge
in the city of Seltaren. In return, the
Seekers granted him access to their
libraries in the Free City. Recently, he
has taken up visiting the Free City
Seeker Lodge, offering spellcasting
services and free sage advice to any
Seekers on their way to the Ruins of
Castle Greyhawk in exchange for any
notes, spellbooks, or lore regarding
the late Zagig Yragerne.

MAJOR PERSONAGES OF
THE FREE CITY SEEKER
LODGE

Eyana Klun
Eyana is currently thirty-three years
old as of mid C.Y. 597. Eyana is a pale-
olive skinned woman with hazel eyes
that change tone to suit her mood.
Eyana wears her dark red hair down
around her shoulders. She stands
five-foot six-inches tall, and weighs
one-hundred twenty-two pounds.
Eyana favors clothing that allows her
to slip by in the night undetected,
and always wears her custom leather Eyana Klun

Page 27 of 49
familiar, trapfinding Seeker Lodge and may use or request darkvision 60ft., see invisibility; Spot
Feats Improved Initiative, Negotiator, the use of any of these items. If slain, +3, Listen +3
Point Blank Shot, Precise Shot, Eyana will be resurrected once through Languages All (tongues) or Abyssal,
Scribe ScrollC, Silent Spell, Stealthy, a pre-arranged agreement with the Ancient Suloise, Celestial, Common,
Weapon Finesse. local Thieves’ Guild. Draconic, Dwarven, Elven, Flan,
Skills Appraise +8, Balance +7, Bluff Infernal, Old Oeridian
+16, Climb +5, Concentration +21, Cellick’mir AC 23, touch 20, flat-footed 17
Decipher Script +10, Diplomacy (formerly the Seer of Urnst) hp 118 (20 HD)
+19, Disable Device +11, Disguise Dressed as an astute sage, this Immune mind-affecting spells and
+8, Escape Artist +11, Forgery middle-aged gentlemen’s appearance effects, scrying and divinatory
+5, Gather Information +11, Hide is but a guise and a front for the detection (mind blank)
+13, Intimidate +8, Jump +7, mysterious renegade Seeker once Fort +15 Ref +15 Will +16
Knowledge (arcana) +10, Knowledge known as the Seer of Urnst. The Seer Spd 30 ft.
(dungeoneering) +4, Knowledge once had a prestigious reputation Melee rod of thunder and lightning
(geography) +4, Knowledge that became exceedingly fell as time +10/ +5 Melee (1d6/ crit 20/
(history) +4, Knowledge (local) +4, went on. He was most drawn to the x2)
Knowledge (religion) +4, Knowledge original research of Lord Jon Marius, Base Atk +10; Grp +8
(the planes) +4, Listen +6, Move his investigations into Maure Castle Combat Gear rod of thunder and
Silently +13, Open Lock +10, Search and his “Eight-Pointed Star Enigma”. lightning, rod of quicken metamagic
+13, Sense Motive +8, Sleight of The Seer now attempts to blend Spells Prepared Wiz
Hand +11, Speak Language +1, in at the Free City Seeker Lodge, 4/7/7/6/6/6/6/5/5/5 (CL 20th; +13
Spellcraft +12, Spot +6, Tumble hiding right under the noses of those ranged touch, +22 vs. SR)
+11, Use Rope +5 who demand his capture. In his true 9th – dominate monster (DC 31),
Possessions combat gear, +3 studded appearance, the Seer is fifty-five power word kill (DC 31), prismatic
leather, +1 mithral shield, +1 keen years old as of mid C.Y. 597. He is sphere, quickened teleport, time
short sword, +1 shortbow with an exceedingly thin and pale-skinned stop
50 masterwork arrows, circlet of man with sharp grey eyes. The 8th –maze (DC 28), mind blank,
persuasion, amulet of health +2, Seer keeps his long white-peppered moment of prescience, quickened
gloves of dexterity +2, chime of hair tied back beneath his hood. He break enchantment, symbol of
opening, bag of holding, (type stands five-foot eleven-inches tall, insanity (DC 30)
I), cloak of resistance +2, ring of and weighs one-hundred thirty-five 7th – banishment (DC 27), delayed
protection +1, quiver of ehlonna, pounds. blast fireball (DC 27), quickened
masterwork thieves` tools, The Seer favors long flowing dark haste, spell turning, vision
spellbook, spell component pouch grey robes with sleeves that cover 6th – chain lightning (DC 26),
Spellbook as above plus; 0 – all PH; his hands and a hood that conceals contingency, disintegrate (DC 26),
1st - comprehend languages, detect much of his face, save his bushy greater dispel magic, mislead,
secret doors, feather fall, jump, white eyebrows. An ancient runic true seeing
silent image; 2nd - arcane lock, brooch fastens his travelers cloak to 5th – cloudkill (DC 25), cone of cold
bear’s endurance, cat’s grace, eagle’s his robes. (DC 25), contingency, false vision,
splendor, knock; 3rd - blink, dispel The Seer is vastly intelligent with mind fog (DC 27), symbol of sleep
magic, flame arrow, nondetection; a penchant for knowing what to (DC 27)
4th - charm monster, fear, rainbow say at the most opportune time to 4th – charm monster (DC 26),
pattern, scrying, stoneskin best serve his own interests, while crushing despair (DC 26),
Tactics Eyana is almost never appearing to be helpful or benevolent dimension door, phantasmal killer
encountered without at least 2 to others. Among his allies were Eli (DC 24), scrying, stoneskin
Seeker guards. Eyana is no fool, Tomorast and his renegade band 3rd – clairaudience/ clairvoyance,
and she knows that if cornered by a of Seekers. Though at one time, lightning bolt (DC 23), magic
group of adventurers her chances are he was the court wizard for Duke circle against evil, protection
better to flee and return in force than Justinian of the Duchy of Urnst, prior from energy, rary’s mnemonic
to fight alone. Usually before combat to his failure to obtain the soul gem enhancer, slow (DC 23),
ensues she attempts to hide or go from the infamous Ghost Tower of suggestion (DC 25)
invisible and pick off spellcasters Inverness and the dukes subsequent 2nd – arcane lock, detect thoughts
with ranged sneak attacks. If forced death. After which, he disappeared (DC 24), locate object, knock,
into melee, Eyana will attempt to soon after. His research and journals mirror image, resist energy,
cast spells to hasten her retreat and have never been found. scorching ray (DC 22)
tumble her way out. 1st – alarm, disguise self, identify,
Development Eyana has access to all Seer of Urnst CR 20 magic missile x2, protection from
of the spellbooks and items in the Male human wizard 10/loremaster 10 evil, shield
Seeker Lodge and may use or request NE Medium Humanoid 0 – detect magic x2, light, mending
the use of any of these items. If Init +7; Senses arcane sight, Spell-like abilities: (CL 20th)

Page 28 of 49
1/day – analyze dweomer or legend locations Beyond the profession must not speak of their
lore. Free City chosen profession. Lest the Silent
Abilities Str 6, Dex 16, Con 16, Int 30, Though the Free City of Greyhawk Ones seek dispute with the Gradsul
Wis 14, Cha 18 +4 inherent lodge is one of the more prominent Seeker lodge over the rights of any
bonus to Dex, Con, Int chapter houses, player characters who possess a copy of the Grimoire
SQ applicable knowledge, contingency may require specific lore found Arcanamacha.
(false vision) if scryed upon, dodge elsewhere; such as the following The Gradsul Seeker lodge is
trick, greater lore, instant mastery, locations. obsessed with exploration of the
lore (+10), lore of true stamina, Dreadwood, ancient Suel magic,
pre-cast spells (mind blank), secret GRADSUL and explorations of the “South” and
knowledge of avoidance, summon The Gradsul Seeker lodge remains retrieval of any treasure found there.
familiar, true lore, two bonus under the patronage of the house of Most valued are any magical staves,
languages Sellark in Keoland and is affiliated with rods, and various wondrous artifacts.
Feats Combat Casting, Craft Rod, the guild known as the Sea Mages. Though, ancient spellbooks or scrolls
Craft Wondrous Item, Extend Spell, The Seeker lodge is maintained by are also of high value to the Seeker
Greater Spell Focus (enchantment), Nessir Kyrathi (N Male human lodge.
Improved Initiative, Quicken Spell, fighter 7/ suel arcanamach 4).
Scribe Scroll, Skill Focus: Knowledge Nessir is renowned for sponsoring IRONGATE
(arcana), Spell Focus (divination and expeditions into the lost Suel and Among the buildings of Irongate, the
enchantment,) Spell Penetration. Baklunish lands. Among the other Seeker lodge is one of many heavily
Skills Appraise +20, Bluff +8, Seeker lodges, the Gradsul house fortified stone buildings; unlike many
Concentration +26, Craft (alchemy) is one of the more enterprising. It’s of the others though it delves deep
+13, Decipher Script +20, Diplomacy funding supposedly coming directly below the city into the labyrinthine
+9, Gather Information +9, Heal from the former Seeker, Lashton tunnels beneath. At first glance,
+7, Hide +14, Knowledge (arcana) (LN Male human wizard 19), now the the establishment is a rather large
+36, Knowledge (architecture king’s court mage and advisor. armory and weaponsmithy well within
and engineering) +15, Knowledge Of all the buildings in Gradsul this the cities walls. Master craftsmen
(dungeoneering) +15, Knowledge building is the first to draw the eye of work here under the supervision of
(geography) +15, Knowledge the unassuming visitor. Constructed Klaggen Ironback (LN male hill
(history) +33, Knowledge (nature) from dark timber gathered from the dwarf fighter 8/ dwarven defender
+11, Knowledge (nobility and Dreadwood and the light stone mined 2). Klaggen works arduously to
royalty) +12, Knowledge (religion) from quarries in the Good Hills. The keep with the demand of those who
+13, Knowledge (the planes) design of the building blends the light travel far and wide to buy and sell
+30, Listen +3, Move Silently +4, stone as its foundation and forms the all manner of weapons and armor.
Profession (scribe) +4, Search +11, supporting pillars of the building. Underneath the raging fires and
Speak Language +2, Spellcraft +35, While the darkened wood fills in the piles of metalwork, a large cache of
Spot +3, Use Magic Device +14. middle areas of the building. The roof knowledge and wealth are stored
Possessions combat gear, ring of the building is made of a dark slate here. Various maps, scrolls, ancient
of protection +3, scarlet and quarried outside the city of Gradsul, weapons, armor and more cover the
blue sphere ioun stone, robe of along the shores of Azure Sea. Out tables and well dusted shelves. After
blending, cloak of resistance +4, back are various stables where hours, this vault serves as a meeting
bracers of armor +6, ring of feather horses and wagons are kept. To the place and refuge for fellow Seeker
falling, masterwork alchemy tools, unknowing, the building serves as members in need to sanctuary or
masterwork scying tools, spell a teamsters union and acts as the those just in need of a warm, safe
component case, spellbooks. cities stable house. However, to the place to rest for the night.
Spellbook: as above plus 0-7th Seekers this rather odd stable house The Irongate Seeker lodge is
– All in PH; 8th- binding, clone, is a secret passage leading to a safe known to have an alliance with the
dimensional lock, discern location, haven, training grounds, arcane neighboring dwarves of the Iron Hills.
greater prying eyes, polymorph laboratories, and vaults rumored to The dwarves come here to trade their
any object, prismatic wall, screen, contain artifacts pre-dating the Twin wares safely and train others in their
symbol of insanity, temporal stasis; Cataclysms. rugged defense techniques. The
9th - etherealness, freedom, gate, Those wishing to learn the secrets dwarves of the Iron Hills have proved
mordenkainen’s disjunction, refuge, of the Suel Arcanamachs must first especially good allies to the Seekers
summon monster IX, teleportation enlist to the Gradsul chapter for in the region. Dwarven Defenders are
circle, weird, wish. training and study of the Grimoire often picked for special expeditions in
Development: In addition to his own Arcanamacha. Students are under mountainous or underground areas.
items, the Seer has access to the constant supervision and are not The dwarves also prove exceptionally
Free City Seeker Lodges spellbooks, permitted to leave the Seeker helpful in determining the stability of
a crystal ball and most spell lodge until training is complete. For ruined structures and caverns.
components worth 1,000gp or less. reasons of security, students of this Among all the items the Irongate

Page 29 of 49
Seeker lodge trades for the most and remains a cautionary tale.
valued are those crafted or taken from Seltaren’s Seeker lodge is one of
the mysterious Scarlet Brotherhood. the oldest and best-built buildings
In addition, they generally prefer in the city. Built from solid granite
to purchase rare defensive spells or with strong supporting pillars and
magic items. reinforced bronzewood doors it has
weathered the years better than most
REL ASTRA of the city. The Seltaren Seeker lodge
The Seekers of Rel Astra are serves as the grand library of Seltaren.
highly ambitious noblemen and It houses rare Suel tomes not found
are exceedingly wealthy, having in other places of the Flanaess. In the
numerous scions of the Houses of levels below the library is one of the
Garasteth, Darmen, and Torquann greatest collections of Suel, Flan, and
among their order. They are Oeridian artifacts and knowledge in
particularly drawn to naval pursuits, the Flanaess. Among these artifacts
the exploration of lands beyond the are various pieces found in Maure
shores of the Flanaess. Castle itself.
The Seeker lodge of Rel Astra is Marius and the Seekers of this lodge
a carved masterpiece built from the are always on the lookout for rare and
rock quarried near the Gull Cliffs. expensive tomes, scrolls, and other
The floors of this building are made lore. They are particularly interested
of solid marble and the windows in Ur-Flannae and Suel artifacts that
are adorned with all sorts of colored may be found in neighboring states.
glass, some rumored to have been
plundered from the fallen city of VERBOBONC
Pontylver. Recently, this outpost became a
Under the supervision of Breyne Seeker lodge, after the fall of the
Alorick (LN female human fighter 4/ Highfolk Seeker lodge at the hands
wizard 5/ eldritch knight 7) the Rel Breyne Alorick of Eli Tomorast. The most recent
Astra Seeker lodge fronts as a library who recognize the eight-pointed star headmaster is a taciturn elven man
and notary of the city. However, in symbol carved into the front door, bearing some drow lineage named
the towers and hidden basement lies the Seeker lodge is perhaps the most Monataine Darkshadow (N
the greatest collection of Oeridian reliable source of peregrination in the male high elf rogue 10/ wizard 5/
and Flan artifacts and knowledge city. The Seeker lodge is maintained dungeon delver 1). Monataine was
since the fall of Rauxes. In the towers by a soft-spoken man named Feldus appointed here after establishing
are various astrological and seafaring Selvant (N male human rogue an underground network in Tenh
measurement devices rarely found 4/ wizard 5/ arcane trickster 3). between Nystul and the Seekers in
elsewhere in the Flanaess. Maps and Feldus was once involved in a major that area.
charts of far off lands and continents expedition to the Forbidden City, Once a rich log house, at the
as well as unique treasures gathered where he and several other Seekers edge of town this building has been
from the jungles of the Amedio and contested with a group of adventurers converted to a tavern and trade post.
Hepmonaland. from Cauldron over claims of a set of Many rich patrons come here to rest
Eldritch Knights and Duelists are golden rings liberated from a yuan-ti from their travels or to seek out the
popular among the royalty of Rel temple. well-stocked store filled all manner
Astra. Instructors of these professions of exploration and traveling goods. A
teach only to those who can afford SELTAREN hidden tunnel in the stockroom leads
the time and training, though Seeker Being the oldest Seeker lodge to a small vault and several rooms for
members are given discounts for accords Seltaren a unique place in traveling Seekers. The vault currently
performing certain tasks. the society. It remains the home of holds several strange and esoteric
The Seeker lodge of Rel Astra favors Octavus Marius (NG male human pieces gathered from the Temple
seafaring magical items, scrolls, bard 12/ loremaster 1), a descendent of Elemental Evil and other ruins in
wands, and charged items for their of the founder of the society. the area as well as several pieces
travels. They are also rumored to be Seltaren’s libraries are probably the originating from the Yatils transferred
highly interested in any artifact or most extensive of any other Seeker from the Highfolk chapter.
wondrous item found in the jungles lodge. However, much more attention The Verbobonc Seeker lodge is
to the south. is paid to the fall of Seeker turned quickly becoming renowned for
renegade, Eli Tomorast (CE male spelunkers and dungeon delvers.
SASSERINE human wizard 17), and his quest for The region is rich with trade and is
Most visitors to Sasserine ignore the tome of the black heart, which looking to barter in magical items and
this modest building, but to those remains the talk of the order here spells. Any magical item that aids in

Page 30 of 49
movement, improves vision, benefits
rogue skills or has extra dimensional
space is preferred. However, most
magical item trades are accepted
without question.

Rumors and Whispers


PASSAGE TO THE ISLE OF DREAD:
A ship captain from Rel Astra, Madsen
Atirr (N male human bard 8/duelist
4) runs perhaps the best crew and
ship for hire on the Solnor Coast. His
vessel the Morningstar is often in the
service of the order, though he is no
longer a very active Seeker himself.
His competitors have often ridiculed
him as “Mad” Madsen Atirr due to his
reputation for damning the dangers,
achieving his missions and returning
to port with most of his crew and
vessel intact. Rumors suggest he is
currently outfitting an expedition for
unknown patrons to a place called
ominously the Isle of Dread.

SPIES OF THE HOLY SEE: A paladin


of Nyrond and strong proponent
of the Scarlet Brotherhood, Linus
Marquel (LG male human paladin
13 of Heironeous) often hires out
adventurers to uncover the secrets
dealings of the Scarlet Brotherhood.
Once the region’s most celebrated
Seeker, Linus became famous for
the commission he won from King
Archbold of Nyrond in 570 CY after
uncovering the nature of people
and lands of the mysterious south.
Madsen Atirr
Linus was the first to uncover the
nature of the Scarlet Brotherhood THE OBSESSED EXPLORER: An
and report it widely. Thereafter Linus explorer out of Gradsul, obsessed
was appointed as secret bishop of with artifacts from the Amedio Jungle,
the church of Heironeous tasked Tibarian Matreyus (LN Male human
with tracking the movements of the fighter 11), was once sponsored by the
Scarlet Brotherhood. Seekers to retrieve lost Suel artifacts
in an expedition to the Amedio
THE MAD BARON: Rumors have it Jungle many years ago. His mission
that, Baron Malweig of Dilwych ultimately proved a failure, but this
(CN male human fighter 8/bard 7) has not stopped Matreyus from
was once a member of the Seekers in pursuing his investigations. Tibarian
his youth, but he discovered a secret now richly rewards adventurers who
so fantastic that it drove him to the sell treasures recovered from the
brink of insanity. Some of the Seekers Amedio Jungle, especially from the
suggest, on the contrary, that he was Tamoachan region.
driven to this condition by the Silent *
Ones of Keoland in order to hide this
very knowledge. Members of the
Seekers still visit him on occasion in
an attempt to crack his mystery.

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Return to the Forgotten
Temple oF Tharizdun

SIDE TREK LOCATIONS IN THE YATILS


Page 32 of 49
Gazatteer of the Flanaess
SIDE Trek LOCATIONS IN THE YATILS
By Rick “Duicarthan” Miller
Original Version by Gary Gygax
Art by Rick “Duicarthan” Miller and Eugene Jaworski
Cartography by Rick “Duicarthan” Miller and Brian “Cebrion” McRae

A great evil has been loosed on birdmen have fought for dominance. Base Atk +2; Grp +2
the Yatils. This evil was released To this end Elder A’archa has reached Feats Exotic Weapon Proficiency (net),
when several groups of adventurers a diplomatic alliance with the stone Expeditious Dodge (Races of the
stumbled upon some forbidden ritual giants of the Valley of the Stone Wild 150), Flyby AttackB, Weapon
or guardian of one of the ancient Giants and even assisted them in Finesse
temples of the Dark God, Tharizdun. ridding the valley of the loathsome Skills Craft (netmaking) +1,
The vale now lies in shadows that lamias and their leucrotta servitors. Knowledge (nature) +1, Jump +5,
currently concealing the sun’s rays The griffons raids into the Listen +2, Spot +2, Survival +2
for a ten-mile radius of the Gnomish aarakocra’s territory of the Yatils Languages Auran, Common
Vale. have been occurring much more Combat Gear potion of cure light
The Side Trek locations in the frequently lately and Elder A’archa wounds (CL 5), Other Gear
Yatils tie into the upcoming, “Return fears that the cunning pack may have masterwork studded leather armor,
to the Forgotten Temple of Tharizdun” allied with the lamias and leucrotta masterwork net, 6 javelins
a D&D adventure designed for four to the north. Such an alliance could SPECIAL ABILITIES
11th-level characters, although it can very well mean the end of his flock. Bite (Ex): When grounded, an
be adapted for player characters of Elder A’archa asks the PCs if they aarakocra attacks with its beak
higher or lower levels. It is assumed could either persuade the griffons to (+7 melee), dealing 1d3 points of
that the PC’s will be around 9th- move their hunting ground further damage on a successful attack.
10th level when adventuring in the south or if they must slay the beasts, Expeditious Dodge (Feat): When
Yatils. All of the various areas do not particularly if the lamias are allied you move 40 feet or more in a single
have specific encounters, although with them. turn, you gain a +2 dodge bonus to
you may elect to devise your own Should the PCs accomplish this goal your Armor Class until the beginning
if so desired. General and specific Elder A’archa offers them any basic of your next turn.
explanations follow the encounter supplies, food, or water they may Summon Large Air Elemental (Su):
area listing. need as well as free spellcasting A group of five aarakocras that
services including raise dead so long includes at least one cleric can cast
Plateau of the Aarakocra as they remain in the Yatils. summon monster VI to summon a
EL 12 Large air elemental. To perform the
Aarakocra Fighters (30) CR 2 summoning, the aarakocras must
Flying over this rocky plateau are
Elite aarakocra fighter 2 perform an intricate aerial dance for
several reddish-orange eagle-looking
Monsters of Faerun 11 3 rounds.
creatures scouting for trouble.
NG Medium monstrous humanoid
As the PCs approach the plateau they Init +4; Senses darkvision 60ft., low- Elder A’archa CR 10
are met by Elder A’archa and six of light vision; Listen +2, Spot +2 Elite aarakocra cleric 9 of Pelor
his personal guard. The aarakocra’s DEFENSE Monsters of Faerun 11
initial attitude is indifferent unless AC 18, touch 14, flat-footed 14 (+4 NG Medium monstrous humanoid
they spot the holy symbol of Pelor, Dex, +1 natural, +3 armor) Init +3; Senses darkvision 60ft., low-
at which time they become friendly. hp 20 each (2 HD) light vision; Listen +6, Spot +6
The PCs may make a Diplomacy skill Fort +4, Ref +4, Will +4 DEFENSE
check DC 30 to achieve a helpful OFFENSE AC 20, touch 13, flat-footed 17 (+4
attitude from the aarakocra. If the Spd 20ft., fly 90ft. (average) Dex, +1 natural, +3 armor)
PCs have already peacefully met with Melee 2 talons +6 (1d4, 19-20/x2) or hp 60 (9 HD)
the stone giants they receive a +5 bite +7 (1d3, 20/x2) Fort +9, Ref +7, Will +14
circumstance bonus to any Charisma- Ranged javelin +6 (1d6, 20/x2) OFFENSE
based skill check when dealing with masterwork net +7 (target Spd 20ft., fly 90ft. (average)
the aarakocra. entangled) Melee 2 talons +9/+4 (1d4, 19-20/
Typically a peaceful race, the Space 5ft.; Reach 5ft. x2) or
aarakocra retaliate if they are Special Attacks bite, summon large bite +9/+4 (1d3, 20/x2)
attacked first. For over thirty-five air elemental Ranged javelin of lightning +9 (5d6
years the aarakocra have dwelled STATISTICS electricity (Reflex DC 14 halves) or
within the Yatils, often at war with Abilities Str 10, Dex 19, Con 13, Int javelin +9/+4 (1d6, 20/ x2)
a pack of griffons to the south these 10, Wis 14, Cha 8 Space 5ft.; Reach 5ft.

Page 33 of 49
Special Attacks bite, summon large The remaining aarakocras fly up high The Secluded/ Safe Valley
air elemental above the PCs positioning themselves
Cleric Spells Prepared (CL 9th or for flyby attacks. A small river runs through this
good/ healing spells CL 10th, +9 During Combat As the other solitary valley. Vibrant wild flowers,
ranged touch) aarakocras launch their nets and shrubs and small trees fill the valley,
5th - mass cure light woundsHD, javelins, Elder A’archa casts bless, while small ponds branching from the
raise dead, scrying mass shield of faith (+2 deflection river teem with fish.
4th - cure critical woundsHD, bonus to AC), and status. The Should the PCs choose this valley
divination, neutralize poison, mass aarakocras do their best to stay out for a camp location a successful
shield of faith of range of the PCs, however if more Survival skill check DC 20 uncovers
3rd - cure serious woundsHD, than six fall to the PCs, Elder A’archa sufficient food to feed a party of six
daylight, dispel magic, magic circle casts divine favor and makes several for up to one month. Those exploring
against evil, remove disease flyby attacks of his own. the southern edge of the cliffs must
2nd - aidHD, augury, cure moderate Morale As the aarakocra take make a successful Spot or Survival
wounds x2, hold person, status damage they fly up to Elder A’archa check DC 25 reveals a small, dry
1st - bless, cure light wounds x2, for healing or if the Elder is in melee cave where that can house up to
divine favor, protection from evilGD, they imbibe their potions of cure eight medium sized creatures.
sanctuary, shield of faith light wounds until the Elder can While those exploring the
0 - detect magic x2, guidance, light, assist them. So long as the Elder is northeastern cliff must make another
mending, resistance still fighting the aarakocra continue skill check DC 25 to uncover a narrow
GD= Good domain, HD= Healing their assault. Should more than eight goat path leading up the cliff face
domain aarakocra fall the Elder retreats with and back down into the next valley.
STATISTICS the remaining flight of warriors. Once known, this route can be used
Abilities Str 10, Dex 16, Con 14, Int by the party in their excursions
12, Wis 20, Cha 14 Great Valley of the against the Temple, thus saving them
Base Atk +6; Grp +6 Griffons EL 10 considerable travel and allowing
Feats Brew Potion, Divine Metamagic, them to foil pursuit.
The griffons of this valley dominate
Empower Spell, Flyby AttackB,
bred into a full pride. The wily
Weapon Finesse
creatures feed off of stray aarakocra Valley of Stone Giants
Skills Concentration +14, Diplomacy
and sparse game. The feral beasts (once the Valley of the
+7, Heal +10, Knowledge (Religion)
avoid humanoids in large groups. Leucrotta) EL 12/EL 16
+6, Listen +6, Spellcraft +6, Spot
They hunt down stragglers or lone Heavy granite boulders block
+6
travelers, especially those with passage into this deep desolate
Languages Auran, Common
livestock. The griffons nest in various valley. Standing guard behind these
Combat Gear javelin of lightning,
places depending on the time of year. boulders are five stone giants and a
potion of cure light wounds (CL
Their favorite is a large cave on the dire bear.
5), Other Gear +1 breastplate,
southern ridge concealed by heavy
6 javelins, gloves of dexterity +2, Five stone giants and a dire bear
boulders and dense thorn bush.
periapt of wisdom +2, vest of guard each entrance to this valley
resistance +1 As the PCs enter the valley, the (EL 12). If they are attacked, one
SPECIAL ABILITIES griffons take cover using the rock of the giants immediately sends for
Bite (Ex): When grounded, an crags, cloud cover and foliage to reinforcements. The rest of the stone
aarakocra attacks with its beak their advantage. Any PC that makes giants dwelling in the caves converge
(+7 melee), dealing 1d3 points of a successful Spot check DC 20 upon the party afterward assured
damage on a successful attack. discovers the griffon. that they are the reason for the
Summon Large Air Elemental (Su): If the PCs have encountered the cursed shadow that has scared off
A group of five aarakocras that aarakocra or attack the griffons, the game in the area and laid waste to
includes at least one cleric can cast griffons pounce on the PCs, then their crops.
summon monster VI to summon a resort to hit and run tactics. Should Stone giant elder; hp 139;
Large air elemental. To perform the the PCs choose to camp in the valley Monster Manual 124
summoning, the aarakocras must the griffons will not disturb them Stone giants (14); hp 119
perform an intricate aerial dance for unless one of them wanders off alone. each; Monster Manual 124
3 rounds. At which point the solo PC confronts Dire bears (3); hp 105 each;
five griffons. These griffons surround Monster Manual 63
Large air elemental; hp 60; the PC while one attacks from the air. Stone giant, non-combatant
Monster Manual 95 Pride of Griffons (10); hp 59 (7); hp 99 each; Monster Manual
TACTICS each; Monster Manual 139 124
Before Combat Elder A’archa and The Leucrotta fled from this valley
five of the aarakocras summon a several years ago when it was overrun
large air elemental to harry the PCs. by a tribe of stone giants. The stone

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giants have been at odds with the pack that has dwelled here for nearly Lamia Elder CR 8
lamia and leucrotta packs since their fifty years, the valleys walls create Monster Manual 165, Monster Manual
arrival in this region of the Yatils. echoes while the trees offer excellent II 213
The stone giants subsist by cover. Recently, a particularly clever Lamia monster of legend
hunting, gathering, and herding lamia has convinced the leucrotta CE Large outsider (Augmented
mountain animals such as sheep to join her pack. The alliance is a Magical Beast, Native)
or goats. Several years ago, these successful one, and it now controls Init +10; Senses darkvision 60 ft.,
stone giants formed an alliance with the valley and the leucrotta, which low-light vision; Listen +2, Spot
the aarakocra, exchanging foodstuffs once vied with them for dominance. +11
and stone goods for cloth, pottery, There only remaining concerns come DEFENSE
and manufactured items. from the stone giants in the Valley of AC 27, touch 15, flat-footed 21 (–1
the Stone Giants (once the Valley of size, +6 Dex, +12 natural)
19. Valley of the Lamia the Leucrotta). hp 121 (9 HD) fast healing 5
EL 12 The leucrotta continually scout Fort +14, Ref +12, Will +7
the area for travelers. When the PCs Immune sleep; SR 19
An ancient path leads to this deep-
enter this area, the leucrotta imitate OFFENSE
forested valley secreted amongst
the sounds of a woman screaming to Spd 30ft.
the shadowy mountains. A woman’s
draw victims to the area. The lamias Melee +1 keen spell-storing dagger
screams for help echo from this
use illusions to appear as young +19/+14 (1d6+11, 17-20/ x2) and
valley.
maidens surrounded by hellhounds. touch +15 (1 wisdom drain, 20/x2)
Named after the legendary lamia or

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2 claws +18 (1d4+5, 19-20/x2) or Leucrotta (4) CR 4 Bluff checks and Disguise checks.
touch +15 (1 wisdom drain, 20/x2) City of Splendors- Waterdeep 136 Stealthy (Ex): A leucrottas has a
Space 10ft.; Reach 5ft. CE Large magical beast +4 racial bonus on Hide checks in
Special Attacks frightful presence Init +1; Senses darkvision 60 ft., mountainous terrain.
(20ft.-radius, victims become low-light vision; Listen +2, Spot +6 Sure-Footed (Ex): A leucrotta has a
shaken, Will save DC 19 negates) DEFENSE +4 racial bonus on Balance checks,
Spell-Like Abilities (CL 9th) AC 16, touch 10, flat-footed 15 (–1 and it ignores movement penalties
At will—disguise self, ventriloquism size, +1 Dex, +6 natural) for moving on slopes. However,
3/day—charm monster (DC 20), hp 57 each (6 HD) a leucrotta lacks hands, and thus
major image (DC 22), mirror image, Fort +9, Ref +6, Will +2 (+4 cannot climb ropes or vertical walls.
suggestion (DC 22) to saves against disease and poison) A leucrotta has a +8 racial bonus on
1/day—deep slumber (DC 22) Immune charm, compulsion Climb checks. It can always choose
The save DCs are Charisma-based. OFFENSE to take 10 on Climb checks, even if
STATISTICS Spd 50ft., climb 20ft. rushed or threatened.
Abilities Str 30, Dex 23, Con 26, Int Melee bite +10 (1d8+6/x3)
14, Wis 14, Cha 21 Space 10ft.; Reach 5ft. Lamias (3); hp 58 each; Monster
Base Atk +9; Grp +21 Special Attacks adamantine bite, Manual 165
Feats Dodge, Improved InitiativeB, mimicry MORALE
Iron Will, Mobility, MultiattackB, Special Defenses iron guts Before Combat As the PCs enter
Spring Attack STATISTICS this valley the leucrotta flank around
Skills Bluff +18, Concentration +17, Abilities Str 19, Dex 12, Con 18, Int through the mountains while one
Hide +15, Jump +22, Spot +11 12, Wis 11, Cha 5 of their number remains with the
Languages Common, Draconic, Elven, Base Atk +6; Grp +14 lamias. The lamia elder casts major
Undercommon Feats Improved Bull Rush, Improved image on herself to appear as a stone
Combat Gear +1 keen spell-storing SunderB, Power Attack, TrackB, giant woman cowering in fear as the
dagger (stores vampiric touch CL Weapon Focus (bite) leucrotta stalks her. The other lamias
10) Skills Balance +5, Bluff +3 (+11 also cast major image to take the
SPECIAL ABILITIES mimicking voices), Climb +12, Hide guise of shadow giants (Fiend Folio
Enhanced Attributes (Ex): The save +3 (+7 in mountainous terrain), 82).
DC for each of the lamia elder’s Jump +12, Move Silently +7, Spot During Combat The other leucrottas
special attacks, spells, and spell-like +6, Survival +6 (+10 tracking arrive one round later and work to
abilities increases by +4. footsteps) flank the PCs, concentrating their
Fast Healing (Ex): The lamia elder Languages Common, Draconic, Giant attacks on any outlying spellcasters.
regains lost hit points at the rate SPECIAL ABILITIES Morale The lamia elder fights until
of 5 per round. Fast healing does Adamantine Bite (Ex): A leucrotta she reaches 25% of her hit points,
not restore hit points lost from deals bite damage as if its teeth were at which time she withdraws while
starvation, thirst, or suffocation, and magic adamantine weapons both for the lamias and leucrotta cover her
it does not allow the lamia elder to purposes of bypassing the hardness retreat. Should the lamia elder fall
regrow or reattach lost body parts. of objects and for overcoming in battle, the enraged lamias fight to
Frightful Presence (Ex): When the damage reduction. On a critical the death while the leucrotta flee.
lamia elder roars it inspires terror in hit, a leucrotta’s bite deals triple
all creatures within 20 feet that have damage. A leucrotta often attacks its Gorge of the Orcs
fewer Hit Dice or levels than it has. opponent’s weapons and shields.
The rocky crags of this mountainous
Each potentially affected opponent Immunities: A leucrotta is immune to
area give way to cascading waterfalls
must succeed at a Will save (DC charm and compulsion effects.
that create thick clouds of fog.
19) or become shaken—a condition Iron Guts (Ex): A leucrotta can eat
that lasts until the opponent is out almost anything, no matter how The fog in this area conceals
of range. A successful save leaves rancid. It has a +4 racial bonus on deep caverns where tribes of orcs
that opponent immune to the lamia Fortitude saves against disease and once laired. A successful Spot or
elder’s frightful presence for 24 poison. Wilderness Lore skill check DC 25
hours. Mimicry (Ex): A leucrotta has the reveals the cave entrance.
Wisdom Drain (Su): By making a ability to mimic animal cries and Over thirty years ago, these orcs
successful touch attack, the lamia voices in any language. It can were dispatched and due to frequent
elder permanently drains 1 point of duplicate the voices of its victims, expeditions since no other tribe would
Wisdom. Lamias try to use this power including screams, with uncanny dare claim the area. Recently, these
early in an encounter to make foes accuracy. A leucrotta has a +8 caves became the lair of the shadow
more susceptible to charm person racial bonus on Bluff checks made dragon, Ilvitreus; CE; mature adult
and suggestion. to imitate another creature’s voice. shadow dragon (Draconomicon 191)
A leucrotta uses its Wisdom modifier who dwells here. Uncomfortable with
(instead of Charisma) when making the temple’s cramped space, Ilvitreus

Page 36 of 49
tunneled deep into these caverns to Confusing Gaze (Su): Confusion as Special Defenses shadow blend
create his own lair. Ilvitreus took two cast by an 8th-level sorcerer, 30 Spell-Like Abilities (CL 7th)
greater shadows and eight shadows feet, Will negates DC 20. 3/ day - mirror image, non-detection
created by Cyril, two shadow umber Shadow Blend (Su): In any condition 1/ day - dimension door
hulks as well as a dozen trolls. of illumination other than full Sorcerer Spells Known
The cave itself also has its own daylight, Ilvitreus can disappear 6/8/7/5 (CL 7th, +21 ranged touch)
defenders a swarm of darkmantles into the shadows, giving it total 3rd – (5/day) - haste, major image
guard entry through the upper cliff- concealment. Artificial illumination, (DC 18)
face cave entrance, while a gang of even a light or continual flame 2nd – (7/day) - bull’s strength,
bodaks lurk the southern edge of the spell, does not negate this ability. A invisibility, mirror image
gorge at night issuing forth from a daylight spell, however, does. 1st – (8/day) - alarm, comprehend
hidden cave somewhere along that Tremorsense (Ex): Umber hulks can languages, disguise self, ray of
cliff-face. automatically sense the location of enfeeblement, silent image (DC 16)
Bodaks (4); hp 58 each; anything within 60 feet that is in 0 - dancing lights, daze (DC 15),
Monster Manual 28 contact with the ground. flare (DC 15), mending, message,
Darkmantles (15); hp 6 each; resistance, touch of fatigue (DC 15)
Monster Manual 38 Ilvitreus’ Lair EL15 Cleric Spells Prepared
Shadows (8); hp 19 each; (CL 7th; +21 ranged touch)
Strange glowing sigils augment
Monster Manual 221 4th - cure critical wounds, invisibility
the deep shadows of this murky
Greater Shadows (2); hp 58 purge
stalagmite-covered cavern.
each; Monster Manual 221 3rd - cure serious wounds, deeper
At the far back of the room, thousands darkness, meld into stone
Shadow Umber Hulks (2) CR 9 of gold and platinum coins form a 2nd - desecrate, hold person, resist
Advanced shadow umber hulk makeshift mattress for the covetous energy, silence
Monster Manual 248 or dragon. Sitting on nearby stalagmite 1st – command (DC 16), deathwatch,
Lords of Madness 167 is a platinum platter containing divine favor, entropic shield,
NE Huge aberration several small gems. protection from good x2
Init +4; Senses darkvision 60ft., This entire cavern and everyone 0 - detect magic x2, guidance x2,
low-light vision, tremorsense 60ft.; and everything inside it are difficult read magic x2
Listen +15, Spot +0 to detect by divination spells and STATISTICS
DEFENSE detection spells and magic items. Abilities Str 23, Dex 10, Con 19, Int
AC 19, touch 8, flat-footed 19 (+0 Dex, For such a spell or item to work, the 20, Wis 20, Cha 21
+11 natural armor) caster or user must succeed on a Base Atk +22; Grp +32
hp 139 each (13 HD) fast healing 2 caster level check DC 24. Feats Blind-Fight, Cleave, Craft
Fort +14 Ref +6 Will +10 Wondrous Item, Flyby Attack, Hover,
DR 5/ magic Ilvitreus the shadow dragon CR 15 Improved Initiative, Power Attack,
Resist cold 15 Male mature adult shadow dragon Wingover
OFFENSE Draconomicon 191 Skills Bluff +4, Concentration +25,
Spd 30ft., burrow 30ft. CE Large dragon Decipher Script +20, Disguise +15,
Melee 2 claw +17 (2d6+10, 19-20/ Init +4; Senses darkvision 60ft., low- Hide +18, Knowledge (arcana)
x2) and light vision; Listen +3, Spot +13 +30, Knowledge (architecture)
bite +15 (4d6+5, 20/x2) Aura frightful presence (210ft.-radius, +12, Knowledge (dungeoneering)
Special Attacks confusing gaze (30ft. Will save DC 26 negates) +11, Knowledge (geography) +11,
range, confusion, Will save DC 20 DEFENSE Knowledge (history) +16, Knowledge
negates) AC 28, touch 20, flat-footed 23 (religion) +16, Knowledge (planes)
STATISTICS hp 231 (22 HD) +30, Listen +3, Move Silently +11,
Abilities Str 31, Dex 11, Con 23, Int Fort +17 Ref +13 Will +18 Search +12, Spellcraft +32, Spot
11, Wis 11, Cha 13 DR 10/ magic SR 25 +13, Tumble +6
Base Atk +7; Grp +25 Immune energy drain, paralysis, Languages Abyssal, Common,
Feats Ability Focus (confusing gaze), sleep Draconic, Giant, Infernal,
Great Fortitude, Improved Initiative, Weakness light blindness Undercommon
Multiattack, Toughness OFFENSE Combat Gear wand of stone shape (6
Skills Climb +20, Jump +11, Listen Spd 80ft., fly 150ft. (poor) charges, CL 5)
+15, Move Silently +6 Melee bite +27 (2d6+6, 20/ x2) and SPECIAL ABILITIES
Languages Abyssal, Common, 2 claw +22 (1d8+3, 19-20/x2) and Breath Weapon (Su): Ilvitreus’s
Draconic, Giant, Infernal, 2 wings +22 (1d6+3, 20/ x2) and breath weapon is a 40ft. cone of
Undercommon tail slap +22 (1d8+3, 20/ x3) billowing, smoky shadows with an
Combat Gear wand of stone shape (6 Special Attacks breath weapon (40ft. energy drain effect. Creatures within
charges, CL 5) cone, 4 negative levels, Reflex save the cone gain 4 negative levels. A
SPECIAL ABILITIES DC 26 halves) successful Reflex save DC 26 halves

Page 37 of 49
this. dragon. If he hears the PCs coming spellcasters usually have silence cast
Shadow Blend (Su): In any condition down the tunnel a successful Listen on them.
of illumination other than full check DC 20, he also prepares a Morale Ilvitreus is no fool, if reduced
daylight, Ilvitreus can disappear major image spell for when he uses to less than half his hit points he
into the shadows, giving it total his breath weapon. retreats saving his last use of the
concealment. Artificial illumination, During Combat Ilvitreus attacks only rod of lesser quicken metamagic to
even a light or continual flame in defense, once provoked he casts a cast a deeper darkness spell and
spell, does not negate this ability. A quickened protection from good spell flee through the ceiling of the cave,
daylight spell, however, does. and a desecrate spell as he calls for which is sealed by a great boulder.
TActics aid from any remaining shadows. The TREASURE
Before Combat Ilvitreus waits in the following rounds depend on the PCs There are 2500 gold coins here and
shadows using his greater invisibility actions, melee threats will usually 500 platinum coins. The gems on the
spell.He currently uses a disguise be targeted with a hold person spell platter are a rhodochrosite (8gp), a
self spell to conceal himself as a red while dangerous spellcasters usually blue quartz (12gp), a banded agate
(14gp), and a black star sapphire
(1,200gp). The platter is worth 50gp.
*

COMING NEXT ISSUE

Return to the
Forgotten Temple
of Tharizdun

A shadow looms once


more over the Yatils.
Forgotten by all but
the most scholarly and
adventurous types the
Dark Gods worshippers
seek to once more free,
He of Eternal Darkness.
As the gnomes and
other denizens flee their
traditional homes, the
trumpet of glory has
once more beckoned
Ilvitreus
to the adventurous ilk.
The Shadowed Paths of
Oblivion adventure path
begins in Oerth Journal
26!

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From the Tome of Zyx

Tuerny the Merciless


By Rick “Duicarthan” Miller amd Mike Bridges

Art by Rick “Duicarthan” Miller

Tuerny also known by the moniker Thirty years after his departure Following their daring escape, the
of “the Merciless”, creator of the from his homeland, Tuerny returned duo sequestered themselves in
malefic iron flask that bears his to the Kalgonite region of Ahlissa. various strongholds throughout the
name became one of Oerth’s most Tuerny’s return however was not planes, eventually returning to Oerth
infamous archmages in a time where one of reminiscence. Within weeks to plot again.
the Aerdi tribes were just migrating his armies had conquered his In 591 CY, Iggwilv contacted
into present day Ahlissa, over nine- former countrymen and enslaved her son, Iuz, a ruthless demagogue
hundred years ago. Surrounded by them forcing them to fight under of the northlands to make their own
the warlike traditions of the Aerdy his banner. Among his retinue were plans against a common enemy,
clan Kalgonite as they clashed with several ogres, especially ogre magi Iuz’s father, Graz’zt. At the time, Iuz
the native Flan for dominance, Tuerny not seen in this part of the Flanaess was overextended, barely holding
learned as a matured from a scrawny before, demons, and other conjured onto the bounty captured during the
pitiable bullied child into a loathing monsters. Greyhawk Wars. Iggwilv consoled her
adolescent. As his iron grasp of the region son, pleading to him that her many
Orphaned at this age, Tuerny and its surrounding areas solidified, contacts within and without the planes
was adopted by a passing Bakluni Tuerny took to the field with less could easily be summoned through a
scholar from the Zashassar of Ekbir frequency, leaving the matters to the network of gates. With their plan set
who took the lad to his homeland efficient ogre magi and elite demon in motion, Iggwilv called on Tuerny to
for proper training. Over the next commanders. Tuerny, took to his sew chaos among Oerth’s defenders
few years, Tuerny’s skills grew at an studies determined to bind more while she prepared. Unbeknownst
alarming rate while training in those powerful demons under his tyrannical to the duo, the plot was doomed to
summoning arts practiced by the banner. When he was about fifty, he fail as a group of adventurers freed
Bakluni sorcerers since before the created the infamous iron flask that the archmage Tenser from captivity
Twin Cataclysms. bears his name, capturing in it the on one of Oerth’s moons, Luna. With
In secret, Tuerny’s lust for magic demon lord, Graz’zt. Under Tuerny’s Tenser’s aid, the adventurers return
intensified, especially regarding command the Dark Prince, ravaged Jallarzi Sallavarian of the Circle of
forbidden practices of the Suel the armies and holdings of all who Eight, to her true form.
and Ur Flan demonologists. Tuerny opposed him. However, during one Since 591 CY, Tuerny the
continued his studies until one day, battle, Graz’zt turned the tables on Merciless has yet to emerge from
a foul creature he had released fled Tuerny when the archmage assumed the shadows as a threat, and though
into the halls of the Zashassar slaying the form of a nalfeshnee demon; she still bears the scars from this
several guests and academics. After a Graz’zt stole his iron flask, trapped encounter, Jallarzi considers Tuerny
lengthy investigation, the Zashassar him in it, and returned to the Abyss. her sworn enemy and seeks to end
was forced to turn the young man into In the Abyss, Graz’zt made his plots wherever they may be.
the authorities. Tuerny was sentenced the foolish archmage his slave and
for several heresies and condemned polymorphed him into a lowly dretch. The Hidden Fortress of Conjured
to death, yet somehow he escaped to In this form, Tuerny served Graz’zt Sands
the badlands of Ull. Under the flowing for decades until, when opportunity Deep in the arid southern hills of
sands and mirage-like landscape, knocked Graz’zt set the enraged Ull is a magical phenomenon that
Tuerny used conjured demons to archmage loose in the endless Blood few nomads have heard of except in
enslave several tribes of ogres. Once War. In time, Graz’zt granted him campfire stories. Fewer have actually
their loyalty was solidified through an immortal form for his services sought out the Hidden Fortress
fear and manipulation, Tuerny turned against Orcus and the other demon usually intent on acquiring demonic
his attentions toward building his own lords attacks on his realm following power or magical wealth from those
stronghold, a fortress concealed by his capture by the Witch Queen, who lair within. The Hidden Fortress
the veil of Ull’s badlands. From this Iggwilv. Incensed and reminded is a subterranean complex held by a
stronghold, Tuerny summoned and of his own capture centuries ago, small band of ogre magi who have
captured countless demons, bending Tuerny eventually conspired with the secretly swore loyalty to the infamous
them to his will as he bolstered his Witch Queen, turning the tables once archmage, Tuerny the Merciless. The
forces for his return to the war torn more on the Dark Prince of the Abyss Hidden Fortress’s entrance is unique,
regions of Ahlissa. by freeing his enslaved consort. appearing as a tall sand dune with

Page 39 of 49
no visible openings. The dune breaks
up and moves along according to
the will of those in the fortress, to Symbol of Tuerny
a position to their advantage. Only Tuerny’s symbol is most often
by walking up the dune can one displayed engraved on a black
be drawn into the fortress, and by iron disk, depicting a stylized man
then there is no turning back as the holding a long rod above his head
dune swiftly swallows any being in with both arms; the man and rod
contact with it. The magical dune is forming a rough T shape. Anyone
in actuality a mobile gate, cleverly making a successful Knowledge
conjured to keep the true location of (history) skill check (DC 35)
identifies the engraving style as old
the underground Fortress a secret,
Oeridian, from the days of the early
though many suspect it is dozens of
Kingdom of Aerdy. The specific image shown was one once used by Tuerny,
miles into the mountains.
an infamous Aerdy wizard-tyrant. These disks are extremely rare, as most
The wily ogre magi living in the Aerdy nobles saw to their destruction following Tuerny’s disappearance.
area inevitably capture those foolish Such a disk, found in good condition, fetches up to 500gp to the right
or unlucky enough to wander into buyer.
the territory of the Conjured Sands.
staff topped with an iron demon claw any object (DC 29), quickened
Wary nomads warn others of exotic
clutching a carbuncle garnet. dimension door
temptresses in the barrens who lure
When Tuerny shape-changes, he 7th - delayed blast fireball (DC 27),
men to the Conjured Sands, only to
appears as a nalfeshnee demon with limited wish (DC 27), plane shift,
reveal their true ogrish selves when
deep green fur tinged with fluorescent quickened fireball (DC 23), reverse
it is too late. Other times the magi
highlights, moss-colored skin, deep gravity
stalk their territory invisibly, flying
emerald wings, hellfire-orange eyes, 6th - contingency, disintegrate (DC
above the landscape in search of new
sickly-yellowed teeth, bloodstained 27), mislead, extended overland
slaves to snatch or livestock to steal
yellow tusks and elongated razor-like flight, repulsion (DC 26)
for a feast. Despite their methods,
claws. 5thy - break enchantment, cloudkill
the ogre magi’s goals are second
(DC 27), cone of cold (DC 25),
to the machinations of Tuerny. The
Tuerny the Mercliess CR 24 mind fog (DC 25)
notorious wizard may very well
Male human wizard 20/archmage 4 4th- charm monster (DC 24), evard`s
have created the fortress as a base
CE Medium Humanoid black tentacles, fire shield, greater
of operations for his interests in the
Init +10; Senses arcane sight, invisibility, scrying, stoneskin
Baklunish West, and then put the
darkvision, see invisibility; Spot +2, 3rd - dispel magic, fireball (DC 23),
ogre magi in charge to guard it in his
Listen +2 haste, protection from energy, ray
absence. Tuerny’s infrequent visits
Languages Abyssal, Baklunish of exhaustion (DC 23), sleet storm,
to the fortress give the ogre band
(Ancient), Common, Draconic, stinking cloud (DC 25)
plenty of time to enact their own
Infernal, Old Oeridian, Suloise 2nd - cat`s grace, false life, fox`s
evil schemes, so long as they do not
(Ancient), Undercommon cunning, glitterdust (DC 24), mirror
interfere with their master’s plans.
tongues constantly active image, scorching ray, summon
Most notably, Tuerny has warned
AC 31, touch 23, flat-footed 25 swarm (DC 24)
them about capturing any wizards
hp 204 (24 HD, false life 219) 1st - disguise self, grease (DC 23),
or witches without his approval.
Fort +21 Ref +21 Will +22 magic missile x2, obscuring mist,
In addition, all rare magic items or
Spd 30ft., fly 40ft overland flight protection from good, ray of
artifacts that come into the ogres’
Melee staff of power +14/ +9 (1d6+2, enfeeblement
possession must be brought to the
crit 20/ x2) 0 - acid splash, detect poison,
Merciless One’s attention.
Base Atk +10; Grp +10 mending, touch of fatigue (DC 20)
Atk Options mastery of elements, Abilities Str 10, Dex 22, Con 22, Int
Appearance and Attire
mastery of shaping, 31, Wis 12, Cha 16 +5 inherent
Tuerny the Merciless appears as a
Combat Gear robe of retaliation bonus to Int, +4 to Dex and Con.
bald man with a peppered white
(Magic Item Compendium 130), staff SQ spell power +1, summon familiar
goatee, dressed in rust-red trimmed
of power (27 charges) Feats Augment Summoning, Craft
flowing black robes. Tuerny stands
Spells Prepared/ Known (CL 25th; Wondrous Item, Craft Staff,
five-foot-nine-inches tall and weighs
+18 ranged touch, +24 vs. SR) Demon Mastery, Epic Spellcasting
one-hundred-fifty pounds. Closer
epic – extended time stop, crown of (arcana), Extend Spell, Extract
examination reveals Tuerny’s hideous
vermin (DC 32) Demonic Essence, Greater Spell
nature through his piercing olive-
9th - power word kill (DC 29), Focus (conjuration), Improved
green eyes and blackened fingernails
prismatic sphere, quickened Initiative, Improved Spell Capacity
sharpened to points that extend from
teleport, weird (DC 29) (10th), Quicken Spell, Scribe
the cuffs of his robes. Further, Tuerny
8th - maze, mind blank, polymorph ScrollB, Skill Focus (spellcraft), Spell
carries a charred-oak, iron-banded

Page 40 of 49
Focus (conjuration), Spell Focus the archmage’s effective caster level -2 size, +2 luck)
(transmutation) by +1 (for purposes of determining hp 300 (24 HD, false life 315)
Skills Appraise +11, Bluff +8, level-dependent spell variables such damage reduction 10/good
Concentration +33 (+37 casting as damage dice or range, and caster Immunity electricity, poison
defensively), Craft (alchemy) +28, level checks only). This ability costs Resistances resistance to acid 10,
Decipher Script +20, Diplomacy +12, one 5th-level spell slot. cold 10, and fire 10; SR 22
Intimidate +15, Knowledge (arcana) Spell-Like Ability: An archmage who Fort +25 Ref +19 Will +22
+37, Knowledge (dungeoneering) selects this type of high arcana can Spd 30ft. (6 squares), fly 40ft. (poor)
+15, Knowledge (geography) +15, use one of her arcane spell slots Melee staff of power +19/ +14 (1d6+2,
Knowledge (history) +22, Knowledge (other than a slot expended to crit 20/ x2) or
(nature) +11, Knowledge (religion) learn this or any other type of high 2 claws +15 (1d8+3, crit 19-20/ x2)
+15, Knowledge (the planes) +37, arcana) to permanently prepare one or
Listen +2, Search +20, Sense Motive of her arcane spells as a spell-like bite +15 (2d8+7, crit 20 /x3)
+6, Speak Language +3, Spellcraft ability that can be used twice per Space15ft. Reach 15ft.
+42, Spot +2 day. The archmage does not use any Base Atk +10; Grp +25
Possessions combat gear, skull orb of components when casting the spell, Atk Options mastery of elements,
the tyrant king, bracers of armor +8, although a spell that costs XP to cast mastery of shaping,
ring of protection +5, bag of holding still does so and a spell with a costly Special Atks smite (DC 20)
(type I): holds spellbooks, spell material component instead costs Combat Gear - robe of retaliation
components, spell component pouch her 10 times that amount in XP. This (Magic Item Compendium 130), staff
Spellbook Tuerny has had centuries ability costs one 5th-level spell slot. of power (27 charges)
to hone his arcane skills and knows The spell-like ability normally uses a Spells Prepared/ Known (CL 25th;
hundreds of spells from many spell slot of the spell’s level, although +16 ranged touch, +24 vs. SR)
worlds and planes including spell the archmage can choose to make epic – extended time stop, crown of
researched by other mages. As such, a spell modified by a metamagic vermin (DC 32)
he is considered knowing all of the feat into a spell-like ability at the 9th - power word kill (DC 29),
wizard/sorcerer spells in the Player’s appropriate spell level. The archmage prismatic sphere, quickened
Handbook and many from the Spell may use an available higher-level teleport, weird (DC 29)
Compendium. However, it is up to spell slot in order to use the spell- 8th - maze, mind blank, polymorph
the DM to decide what fits in his like ability more often. Using a slot any object (DC 29), quickened
campaign best. three levels higher than the chosen dimension door
Epic Spells Known: crown of vermin, spell allows her to use the spell-like 7th - delayed blast fireball (DC 27),
epic mage armor, epic planar ability four times per day, and a slot limited wish (DC 27), plane shift,
binding, ruin, superior binding six levels higher lets her use it six quickened fireball (DC 23), reverse
Mastery of Elements: The archmage times per day. If spell-like ability is gravity
can alter an arcane spell when cast selected more than one time as a 6th - contingency, disintegrate (DC
so that it utilizes a different element high arcana choice, this ability can 27), mislead, extended overland
from the one it normally uses. This apply to the same spell chosen the flight, repulsion (DC 26)
ability can only alter a spell with the first time (increasing the number of 5th - break enchantment, cloudkill
acid, cold, fire, electricity, or sonic times per day it can be used) or to a (DC 27), cone of cold (DC 25),
descriptor. The spell’s casting time different spell. mind fog (DC 25)
is unaffected. The caster decides 4th- charm monster (DC 24), evard`s
whether to alter the spell’s energy Tuerny the Merciless CR 24 black tentacles, fire shield, greater
type and chooses the new energy Male human wizard 20/archmage 4 invisibility, scrying, stoneskin
type when he begins casting. This (shapechanged into nalfeshnee 3rd - dispel magic, fireball (DC 23),
ability costs one 8th-level spell slot. demon) haste, protection from energy, ray
Mastery of Shaping: The archmage Monster Manual 45 of exhaustion (DC 23), sleet storm,
can alter area and effect spells that CE Huge Outsider (Chaotic, Extraplanar, stinking cloud (DC 25)
use one of the following shapes: Evil, Tanar’ri) 2nd - cat`s grace, false life, fox`s
burst, cone, cylinder, emanation, Init +8 (+4 Dex, +4 Imp. Init.); cunning, glitterdust (DC 24), mirror
or spread. The alteration consists Senses arcane sight, darkvision 60 image, scorching ray, summon
of creating spaces within the spell’s ft., see invisibility, telepathy 100 ft., swarm (DC 24)
area or effect that are not subject to true seeing; Spot +10, Listen +10 1st - disguise self, grease (DC 23),
the spell. The minimum dimension Languages Abyssal, Baklunish magic missile x2, obscuring mist,
for these spaces is a 5-foot cube. (Ancient), Common, Draconic, Infernal, protection from good, ray of
Furthermore, any shapeable spells Old Oeridian, Suloise (Ancient), enfeeblement
have a minimum dimension of 5 feet Undercommon tongues constantly 0 - acid splash, detect poison,
instead of 10 feet. This ability costs active mending, touch of fatigue (DC 20)
one 6th-level spell slot. AC 36, touch 14, flat-footed 28 (10 Abilities Str 25, Dex 19, Con 31, Int
Spell Power: This ability increases base, +4 Dex., +18 natural armor, 31, Wis 12, Cha 16 +5 inherent

Page 41 of 49
+5 inherent bonus to Int, +4 to Dex use one of the following shapes: Skull Orb of the Tyrant King
and Con. burst, cone, cylinder, emanation,
SQ spell power +1, summon familiar or spread. The alteration consists
Feats Augment Summoning, Craft of creating spaces within the spell’s
Wondrous Item, Craft Staff, area or effect that are not subject to
Demon Mastery, Epic Spellcasting the spell. The minimum dimension
(arcana), Extend Spell, Extract for these spaces is a 5-foot cube.
Demonic Essence, Greater Spell Furthermore, any shapeable spells
Focus (conjuration), Improved have a minimum dimension of 5 feet
Initiative, Improved Spell Capacity instead of 10 feet. This ability costs
(10th), Quicken Spell, Scribe one 6th-level spell slot.
ScrollB, Skill Focus (spellcraft), Spell Spell-Like Ability: CL 25, shapechange
Focus (conjuration), Spell Focus (2/day)
(transmutation) A nalfeshnee’s natural weapons, as well
Skills Appraise +11, Bluff +8, as any weapons it wields, are treated
Concentration +37 (+41 casting as chaotic-aligned and evil-aligned for
defensively), Craft (alchemy) +28, the purpose of overcoming damage
Decipher Script +20, Diplomacy +12, reduction.
Intimidate +15, Knowledge (arcana) Smite (Su): Three times per day a
+37, Knowledge (dungeoneering) nalfeshnee can create a nimbus of
+15, Knowledge (geography) +15, unholy light. When the demon triggers
Knowledge (history) +22, Knowledge the ability, rainbow-colored beams play
greater quicken metamagic.
(nature) +11, Knowledge (religion) around its body. One round later they
The skull is an ancient artifact
+15, Knowledge (the planes) +37, burst in a 60-foot radius. Any creature
dating back to before the age of
Listen +10, Search +20, Sense within this area must succeed on a
Queen Ehlissa. Surrvaris, Tuerny’s
Motive +6, Speak Language +3, DC 20 Will save or be dazed for 1d10
old master, crated the artifact from
Spellcraft +42, Spot +10 rounds as visions of its worst fears
the skull of a destroyed Ur-Flan lich.
Possessions combat gear, skull orb of hound it. The creature receives its full
Should anyone attempt to take the
the tyrant king, bracers of armor +8, Dexterity and shield bonuses to AC if
skull from Tuerny, they must make
ring of protection +5, bag of holding attacked but can take no actions. Other
a Willpower save (DC 30) to avoid
(type I): holds spellbooks, spell demons are immune to this effect. The
being dominated by the spirit of
components, spell component pouch save DC is Charisma-based.
Surrvaris.
Spellbook Tuerny has had centuries Skill Bonuses: +8 racial bonus on
Prerequisites: Craft Wondrous
to hone his arcane skills and knows Listen and Spot checks.
Item, creator must be 15th level.
hundreds of spells from many
Cost to Create: 44,000gp, 3,520
worlds and planes including spell New Artifacts
XP.
researched by other mages. As such,
he is considered knowing all of the Skull Orb of the Tyrant King
wizard/sorcerer spells in the Player’s MINOR ARTIFACT
NEW EPIC SPELLS
Handbook and many from the Spell Price: -
Compendium. However, it is up to Body Slot: —
Superior Binding
Enchantment (Compulsion) [Mind-
the DM to decide what fits in his Caster Level: 20th
Affecting]
campaign best. Aura: strong; (DC 25) varied
Spellcraft DC: 43
Epic Spells Known: crown of vermin, Activation: -
Components: V, S, M
epic mage armor, epic planar Weight: -
Casting Time: One minute
binding, ruin, superior binding
Range: Close (25 ft. + 5 ft./2 levels)
Mastery of Elements: The archmage This blackened crystal human skull
Target: One living creature
can alter an arcane spell when cast is engraved with silvery sigils and
Duration: See text (D)
so that it utilizes a different element glows with an unearthly grey aura.
Saving Throw: Will negates; see
from the one it normally uses. This When the orb is not held, it floats in
text
ability can only alter a spell with the the air much like an ioun stone.
Spell Resistance: No
acid, cold, fire, electricity, or sonic
To Develop: 387,000gp; 8 days;
descriptor. The spell’s casting time The skulls grants its user a +2 insight
15,480 XP
is unaffected. The caster decides bonus to INT and DEX so long as the
Seed: banish (DC 27)
whether to alter the spell’s energy user possesses the skull. Further, the
Factors: banish seed (DC 27) + No
type and chooses the new energy skull sustains its user without air,
Spell Resistance (DC 10) + Ad Hoc
type when he begins casting. This food, or water. Finally, it also grants
reverse effect (DC 13) = 50
ability costs one 8th-level spell slot. its user a +5 insight bonus to all
Mitigating factors: burn 500 XP
Mastery of Shaping: The archmage saving throws. The skull combines
(-5 DC), increase casting time to 1
can alter area and effect spells that the effects of a rod of greater quicken

Page 42 of 49
minute (–2 DC) = 43 when you cast the spell. Components: The components
Chaining: The subject is for a superior binding spell vary
A binding spell creates a magical confined by restraints that generate according to the version of the spell,
restraint to hold a creature. The an antipathy spell affecting all but they always include a continuous
target gets an initial saving throw creatures who approach the subject, chanting utterance read from the
only if its Hit Dice equal your modified except you. The duration is one year stone tablet containing the spell,
caster level. per caster level. The subject of this somatic gestures, and materials
You may have as many as six form of binding is confined to the appropriate to the form of binding
assistants help you with the spell. For spot it occupied when it received the used. These components can include
each assistant who casts suggestion, spell. such items as miniature chains of
your caster level is increased by Slumber: This version causes special metals, soporific herbs of the
1. For each assistant who casts the subject to become comatose for rarest sort (for slumber bindings), a
dominate animal, dominate person, as long as one year per caster level. bell jar of the finest crystal, and the
or dominate monster, your caster The subject does not need to eat like.
level by a number equal to one-third or drink while slumbering, nor does In addition to the specially made
of that assistant’s level, provided it age. This form of binding is more props suited to the specific type
the spell’s target is appropriate for difficult to cast than chaining, making of binding (cost 500gp), the spell
a binding spell. Since the assistants’ it slightly easier to resist. Reduce the requires opals worth at least 1,000gp
spells are cast simply to improve spell’s save DC by 1. for each HD of the target and a
your caster level for the purpose of Bound Slumber: This vellum depiction or carved statuette
the superior binding spell, saving combination of chaining and slumber of the subject to be captured.
throws and spell resistance against lasts for as long as one month per
the assistants’ spells are irrelevant. caster level. Reduce the save DC by Planar Binding, Epic
Your caster level determines whether 2. Conjuration (Calling) [see text]
the target gets an initial Will saving Hedged Prison: The subject is Spellcraft DC: 46
throw and how long the binding lasts. transported to, or otherwise brought Components: V, S
All binding spells are dismissible. within, a confined area from which it Casting Time: 10 minutes
Regardless of the version of cannot wander by any means. The Range: Close (25 ft. + 5 ft./2 levels);
binding you cast, you can specify effect is permanent. Reduce the save see text
triggering conditions that end the DC by 3. Target: One elemental or outsider of
spell and release the creature Metamorphosis: The subject CR 22 or with 27 HD, whichever is
whenever they occur. These triggers assumes gaseous form, except for its less
can be as simple or elaborate as you head or face. It is held harmless in Duration: Instantaneous
desire, but the condition must be a jar or other container, which may Saving Throw: Will negates
reasonable and have a likelihood of be transparent if you so choose. Spell Resistance: No and Yes; see
eventually happening. The conditions The creature remains aware of its text
can be based on a creature’s name, surroundings and can speak, but it To Develop: 414,000gp; 8 days;
identity, or alignment but otherwise cannot leave the container, attack, or 16,560 XP
must be based on observable actions use any of its powers or abilities. The Seed: summon (DC 14)
or qualities. Intangibles such as binding is permanent. The subject Factors: summon seed (DC 14)+
level, class, Hit Dice, or hit points does not need to breathe, eat, or summon CR 22 creature (+72 DC) =
do not qualify. Once the spell is cast, drink while metamorphosed, nor 86
its triggering conditions cannot be does it age. Reduce the save DC by Mitigating factors: burn 2,000 XP
changed. Setting a release condition 4. (-20 DC), increase casting time to 10
increases the save DC (assuming a Minimus Containment: The minutes (–20 DC) = 46
saving throw is allowed) by 2. subject is shrunk to a height of 1 inch
If you are casting any of the first or even less and held within a gem, This spell acts as a lesser planar
three versions of binding (those with jar, or similar object. The binding is binding spell (see below), except that
limited durations), you may cast permanent. The subject does not the caster can summon up to a CR
additional binding spells to prolong need to breathe, eat, or drink while 22 or a 27 HD monster, whichever is
the effect, since the durations contained, nor does it age. Reduce lower.
overlap. If you do so, the target gets the save DC by 4. Casting this spell attempts a
a saving throw at the end of the first You can’t dispel a superior binding dangerous act: to lure a creature
spell’s duration, even if your caster spell with dispel magic or a similar from another plane to a specifically
level was high enough to disallow an effect, though an anti-magic field or prepared trap, which must lie within
initial saving throw. If the creature mordenkainen’s disjunction affects the spell’s range. The called creature
succeeds on this save, all the binding it normally. A bound extraplanar is held in the trap until it agrees to
spells it has received are broken. creature cannot be sent back to perform one service in return for its
The binding spell has six versions. its home plane due to dismissal, freedom.
Choose one of the following versions banishment, or a similar effect. To create the trap, you must use

Page 43 of 49
a magic circle spell, focused inward. (such as “Wait here” or “Defend
The kind of creature to be bound this area against attack”), the spell
must be known and stated. If you remains in effect for a maximum
wish to call a specific individual, you of one day per caster level, and
must use that individual’s proper the creature gains an immediate Looking for a
name in casting the spell. chance to break free. Note that a Little Greyhawk
The target creature is allowed clever recipient can subvert some Humor?
a Will saving throw. If the saving instructions.
Bored? Tired of surfing hte web
throw succeeds, the creature resists When you use a calling spell to for Greyhawk material thats out
the spell. If the saving throw fails, call an air, chaotic, earth, evil, fire, of print? Want a good laugh thats
the creature is immediately drawn good, lawful, or water creature, it is a always Greyhawk oriented?
to the trap (spell resistance does spell of that type. For example, lesser Then head over to mortellan’s
not keep it from being called). The planar binding is a water spell when WOG web comics at http://www.
creature can escape from the trap you cast it to call a water elemental. greyhawkonline.com/wogcomic/
with by successfully pitting its spell After visiting there head to the
resistance against your caster level Tuerny’s Charisma check (DC 15 + Canonfire forums at canonfire.
check, by dimensional travel, or with 12 (CL) + 1 (Demon Mastery CL) +3 com, join the discussions and
tell the author/ artist what you
a successful Charisma check (DC 15 (DM) + 1 (Spell Power) + 2 (eagles
thought about it!
+ 1/2 your caster level + your Cha splendor) + 3 (Cha modifier) = 37
modifier). It can try each method
once per day. If it breaks loose, it Advancement Options: If you would
can flee or attack you. A dimensional like to advance Tuerny beyond what
anchor cast on the creature prevents is presented here, it is suggested he
its escape via dimensional travel. You continue along the path of archmage, FIND IT AT
can also employ a calling diagram then progress in levels of wizard. The CANONFIRE.COM!
(see magic circle against evil, PH next epic feats in line with what he has Are you playing in a region of
246) to make the trap more secure. are Epic Spell Focus (conjuration), Greyhawk that you’re not familiar
If the creature does not break Improved Combat Casting, Improved with?
free of the trap, you can keep it Spell Capacity, Multispell, or perhaps Do you want to send your
bound for as long as you dare. You Superior Initiative. players off to another nation
can attempt to compel the creature * or region and you need a more
to perform a service by describing detailed information?
the service and perhaps offering REFERENCES If you have been looking for
Maps and Greyhawk knowledge,
some sort of reward. You make a TUERNY [NPC]
come to canonfire.com and find
Charisma check opposed by the DRG#71 Pg# - 19
it. Join the forums, join the
creature’s Charisma check. The DM IVID discussions and make your mark
assigns your check a bonus of +0 to PGTG Pg# - 18 on Greyhawk’s lore.
+6 based on the nature of the service RTO8 Pg# - 2,9,10,12- At the same time if you have
and the reward. If the creature wins 15,18,20,21,23,26,37-39,50-54,56 an mIRC account visit us at
the opposed check, it refuses service. TAB Pg# - 88 the GREYCHAT, a freewheeling
New offers, bribes, and the like can WOGG Pg# - 33 weekly irc chat focusing
be made or the old ones reoffered Tuerny, Iron Flask of [ITM] primarily on the World of
every 24 hours. This process can be DMG1 Pg# - 124,158 GREYHAWK Fantasy Setting.
repeated until the creature promises EW Pg# - 45 The chats run weekly on
Thursdays from 8pm EST to 3am
to serve, until it breaks free, or until Dungeon 149
EST?
you decide to get rid of it by means
of some other spell. Impossible To Join the Chat, configure your
demands or unreasonable commands favorite IRC client to:
are never agreed to. If you roll a 1 SERVER: (NEW SERVER: irc.
on the Charisma check, the creature otherworlders.org)
breaks free of the binding and can PORT: 6667
escape or attack you. CHANNEL: #greytalk
Once the requested service is
completed, the creature need only Recommended chat clients:
so inform you to be instantly sent Windows: www.mirc.com
back whence it came. The creature Mac: www.ircle.com
might later seek revenge. If you UNIX: If you’re using unix, you
assign some open-ended task that don’t need our help.
the creature cannot complete though
its own actions (such as “Wait here”

Page 44 of 49
OF OERTH AND ALTAR
DEITIES OF LO NAKAR - AINATET
By Nathan Irving
Conversions by Rick Miller
Art by Jerry Minor
Ainatet was the goddess of bards, ethereal grace. Her long, golden hair items, and the abilities of 9th level
enchantments and charms, flowers, reached to her knees, restrained only enchanters. Ainatet herself carried
herbs, passions, and sylvan creatures by a circlet of silver and ribbons of no weapons, although her jewelry
in the ancient Suel Imperium. She precious metals, and her eyes were a was often composed of magical items
was Phyton’s sister and wife to vibrant green flecked with gold. She (a necklace of missiles, for instance.)
Norebo, the god of luck, and the two preferred simple gowns of silk and Ainatet favored flowers and the
were either madly in love or feuding a belt of emeralds. She was always forms of natural animals when
over a petty disagreement at any accompanied by two sylphs, each making her wishes known. She could
given time. She was given to flights with maximum hit points, magical appear as a flowering rose bush just
of fancy, spending months or years reaching full bloom, the scent from
pining away for some arcane item which soothed and calmed victims
or gift, only to quickly tire of it when of madness, fear, strong emotions,
she received it. She spent much of and berserk rages. Followers who
her time in avatar form on Oerth, found particular favor with her might
but rarely mingled with her human awaken to discover a fresh rose
followers, instead preferring to spend beside them -- this flower granted
her time in the wilds of the Imperium, the priest the ability to cast one
attended by sylphs, dryads, nymphs, particular spell (which could be of
and other fey folk. She was known a higher level than the priest may
to sometimes take a fancy to a normally cast), once per day, until
particularly attractive male priest or the rose wilted (typically in 1d4+3
worshipper of hers, and spirit him days). She could also appear as a
away for several months to be her rose or white colored glow (similar
lover - even today, a person who to that of a faerie fire spell) around
disappears without explanation may a favored object or person, or as a
be referred to as “Ainatet’s lover”. series of colored globes of light laid
Ainatet’s faith reached its highest out to indicate a path or course of
level several centuries before the action.
Twin Cataclysms, as interaction with Ainatet also acted through her
the barbarian tribes at the fringes of servants: aasimar; light aasimons;
the Imperium promoted travel and coure, firre and shiere eladrin; sylvan
interest in the natural world. Later, creatures; and sunflies.
she battled Syrul for control over
the growing number of Suel witches Campaign Information
- practitioners of magic reliant on Worship of Ainatet is preserved only
herbs, charms, potions, and other by the Cult of Roses that flourishes in
talismanic symbols to work their the Sheldomar Valley and is supported
spells. Wee Jas kept herself aloof by Ainatet’s surviving servants, a few
from this debate, since neither chaotic aasimar and eladrin. Their allotment
power appealed to her balanced of Ainatet’s divine essence is enough
nature, and the winner would serve to let them grant first and second
under her regardless. The conflict level spells, and abilities up to those
was not resolved before the Rain of of a 5th level priest. The leader of
Colorless Fire and Ainatet’s death. these servants, however, a tulani
eladrin, is growing older as the divine
Appearance and Attire essence she harbors slowly fades,
Ainatet typically appeared as a tall, and unless someone appears to
enchantingly beautiful woman with replace the Rose Queen, or a potent
elven features and a bewitching, Ainatet source of divine essence is located,

Page 45 of 49
it is likely that even this last cult will or neutral sylvan creatures would for the moment. Learn the workings
cease to exist within a century. harm her, and evil ones had to be of the natural world and use them,
magically compelled or in the direct but remember to respect the earth as
Ainatet (Dead) service of an evil power (such as the source of this strength. Follow
(The Rose Goddess, the Fey Queen, Syrul, a tanar’ri lord, or the Queen of your heart.
the Lady of Passions) Air and Darkness.) Ainatet had little in the way of
Demipower of Ysgard, Chaotic Good formal teachings. Her priests
(with neutral tendencies) The Church espoused emotions and passions,
PORTFOLIO: Bards, Enchantments, All clerics, mystics, specialty though they shied from declarations
Flowers and Herbs, Passion priests, druids, and bards of Ainatet of vengeance and oaths of blood.
ALIASES: None received the religion (Suel) non- Equally important was the idea of a
DOMAIN NAME: Formerly: Ysgard/ weapon proficiency at no cost. select “harvesting”, of discovering
Flowering Forest The faith of the Fey Queen was the secrets of the natural world but
SUPERIOR: None not uncommon in its day. Bards taking only what is necessary and
ALLIES: Norebo, Phyton paid homage to her and Lydia; leaving the rest.
FOES: Syrul, the Queen of Air and rangers, woodcutters, hunters, and Day-to-Day Activities:
Darkness others who had dealings with the Rosepriests were the herbalists and
SYMBOL: A crimson rose, half- Good People honored her name with healers of many small villages and
opened Phytons’; and herb-witches, lovers, towns, and were often called upon to
WORSHIPPERS ALIGN: CN, N, CG, and others caught in the throes of bless children with the gifts of passion,
NG, bards. passion (or desiring to be so caught) creativity, and empathy -- though
venerated her. Still, as the “civilized” they rarely perform marriages, as
Ainatet’s Avatar boundaries of the Imperium advanced faithfulness and Ainatet were as
Female elven wizard 16, druid 14, and the sylvan forests declined, so compatible as night and day. The
bard 18 too did her church change. clerics in the larger cities performed
Stats Str 14, Dex 20, Con 15, Int 19, Ainatet’s church was initially many of the same duties, but of more
Wis 18, Chr 21, Com 23 divided three ways; 35% druids, 35% specialized natures. One cleric would
AC -3; MV 24; Fl 24; HP 150; Thac0 specialty priests, 20% clerics, and be an herbalist, and her companion a
10; #AT 2(spells); Dmg by spell; MR the remainder mystics and clerical midwife, and the third a font of lore
65%; SZ M (5’9”) bards (or Bards of the Flower). on songs, music, and bards.
Spells Druid: 8/8/7/6/3/2/1, Wizard: Druids concerned themselves with Holy Days/Important
5/5/5/5/5/3/2/1, Bard: 4/4/4/3/3/2 the dealings of the forest and the Ceremonies: Richfest, at
Saves PPDM 4, RSW 5, PP 5, BW 4, creatures within it, while clerics were Midsummer, was the occasion of
Sp 6 their counterparts in the cities and Ainatet’s holiest celebration. For five
Special Att/Def: The Rose Goddess larger towns. The specialty priests, days, the Rose Goddesses followers
could cast any spell, priest or wizard, or Rosepriests, were the keepers of were expected to meet and share
from the school of enchantment and the lore arcane, and most common in their learning (as well as indulge
charm, regardless of level or sphere the smaller villages and towns, where any whimsy that came to mind...)
(if a priest spell.) Opponents took a they acted as or assisted the local at the Celebration of Flowers.
-4 penalty to their saves vs. these herb-witches, healers, and midwives. Lesser priests and followers staged
spells. She could also cast any spell The mystics did much the same, but local gatherings, often at or near a
involving plants, flowers, or scent, kept to themselves, establishing no concurrent festival of Midsummer,
but opponents received only a -1 temples or churches, and assembling while the higher-level initiates
penalty to their saves due to Ainatet’s no congregations beyond an acolyte travelled to a regional conclave, and
narrow influence over this portfolio. or two. In later centuries, many the high priests of each order met at
Ainatet could use any charm or druids died or left, taking up worship a secret site in a celebration/party/
enchantment spell, at will. When of gods more opposed to the advance meeting sometimes attended by
administered by touch, victims of of farms and fields, and the numbers Ainatet herself.
a charm-type spell (charm person, of specialty priests swelled to assume Growfest was a lesser holiday
charm monster) did not receive their positions within the church. celebrated by the herb-witches
a saving throw. She often used CLERGY: Clerics, druids, specialty and good-aligned among Ainatet’s
emotion and similar spells to turn her priests, mystics, bards. worshippers as a time of rebirth,
attackers against one another. She CLERGY’S ALIGN: CG, CN, NG, N planting, and the escalation of
could summon any sylvan creatures TURN UNDEAD: C: Yes, SP: No, passions, and occasioned by the
within five miles, usually calling Mys: No, B: No Revelry of Roses. The more evil
treants, korreds, and other sturdy COMMAND UNDEAD: C: No, SP: followers preferred the Needfest holy
allies to combat opponents. No, Mys: No, B: No day, a secretive celebration of lust
The Rose Goddess was immune Dogma: That which cannot be and debauchery, and a traditional
to all spells and attacks utilizing achieved by strength may be won time for bringing dark plans and
emotions, sound, or music. No good through guile and persuasion. Live schemes to completion.

Page 46 of 49
Major Centers of Worship: The was usually painted or carved levels as she advanced in experience
Fey Queen’s followers were strongest onto a badge or amulet, always of (i.e., a 20th level priest of Ainatet
in the borderlands between the wood. Higher-level priests bore holy still casted 9 1st - 3rd level spells, 8
civilized heart of the Imperium and symbols carved from rose quartz; 4th level spells, and 7 5th level spells),
its wilderness outskirts, where virgin many of these had minor magical nor did it affect the acquisition of
forest and “barbaric” impulses co- abilities such as faerie fire or bless hit points, proficiency slots, saving
existed with the learning and lore that could be evoked thrice per day. throws, or special abilities.
of the Imperium. Until the Rain of Adventuring Garb: Adventuring
Colorless Fire, Ainatet’s stronghold priests of the Fey Queen dressed Rose priests gain the following
was in the temperate region north- for comfort, style, and protection, abilities:
east of the capital, between the in that order. Cloaks and tabards A +2 bonus to the non-weapon
Hellfurnaces (though they were not embroidered with the half-opened proficiencies of plant/fungi lore or
yet known by that name) and the rose of Ainatet were commonplace. identification, herbalism, singing,
Ullsprues. Lesser temples existed Armor and weapons were typically musical instrument, public speaking,
in the north-west and south-east light, well-maintained, and attractive. and similar proficiencies. These
corners. Ainatet’s existence was proficiencies had to be purchased
almost unknown, however, in the far Specialty Priests normally for this bonus to apply, and
south and south-west, where more (Rosepriests) additional slots conferred the usual
violent and primal regional gods REQUIREMENTS: Wisdom 12, bonus.
held sway over the natural world Intelligence 12, Charisma 14 Identify poisonous plants or fungi
and Lydia’s worship was strongly PRIME REQ: Charisma, Wisdom with 70% accuracy, +1% per level.
established among the bards and ALIGNMENT: Chaotic Good Speak with fairy creatures at will.
lore keepers. WEAPONS: club, dagger, dart, Cast either friends or taunt (as the
The Bower of the Rose is the quarterstaff, short sword, war first-level wizard spells) once per
only surviving place of worship hammer, footman’s mace, shortbow, day, by touch.
to the Lady of Passions, and was hand axe. Cast faerie fire once per day, (as
established a few centuries after the ARMOR: padded, leather, studded the first-level priest spell).
Twin Cataclysms, along the banks leather, brigandine, elven chain. At 3rd level, rosepriests may cast
of the Sheldomar River in Keoland. MAJOR SPHERES: All, Chaos, music of the spheres (as the second-
It persists nowadays only as the Charm, Creation, Divination, level priest spell from the Tome of
headquarters of the Cult of Roses, Elemental Air & Water, Healing, Plant, Magic) twice per day.
the last remnant of Ainatet’s faith. Protection, Summoning, Weather. At 5th level, they become immune
Affiliated Orders: Ainatet MINOR SPHERES: Animal, to the charm and enchantment
sponsored one militant order, the Elemental Earth, Necromantic, Sun, abilities of sylvan creatures, although
Company of the Glen, made up Time. they could be affected normally by
of fighters, rangers, and militant MAGICAL ITEMS: Any allowed memorized spells cast by such a
priests. This order evolved from a to priests or any items relating to creature.
single adventuring company several enchantments or charms. At 7th level, rosepriests can cast
hundred years before the destruction REQ. PROFS: None. emotion (as the 4th level wizard spell)
of the Suel Imperium, and slowly BONUS PROFS: Herbalism, Singing. twice per day. Targets of a music of
grew over the centuries as members the spheres spell were penalized in
inducted others into their order. It Humans and half-elves could both their saves versus emotion.
was based in the north-east, and become rosepriests of Ainatet, but At 9th level, rosepriests can
no members survived the Rain of the number of half-olven worshippers cast call woodland beings (as the
Colorless Fire. was never large, and sank drastically 4th level priest spell), with the
Priestly Vestments: For official towards the end of the Suel reign as following changes: the possibility
occasions, priests of Ainatet wore the olvenfolk deserted those lands of any particular creature being
flowing robes in hues matching those for ones to the east. within range was doubled; female
of local flowers. Metallic colors of As a demipower of the Outer rosepriests could not summon satyrs
gold, silver, bronze, and copper were Planes, Ainatet could not grant or treants and instead called upon
scorned in favor of natural tints. spells of greater than 5th level to 1d4 korreds, 1 nymph, or 1 sylph;
During the midsummer festival, her priests on the Prime Material male rosepriests could not summon
cloaks, headdresses, and sometimes Plane. Priests who traveled to dryads or a unicorn and instead called
even gowns were woven of flowers Ysgard could be granted 6th and 7th upon 1d4 korreds, 1 actaeon, (from
and herbs. level spells as usual. Priests in the the Mystara Monstrous Compendium
Priests of Ainatet generally dressed immediate presence of Ainatet’s Appendix #2501), or a leprechaun.
well, with fine gowns, blouses, vests, avatar could also be granted spells of
and trousers. Cotton was preferred 6th or 7th level, at her pleasure. This Ainatetian Spells
to wool as a material. restriction did not prevent the priest All priests of Ainatet, including
The Rose Goddess’ holy symbol from casting more spells of the lower clerics, rosepriests, mystics, and

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clerical bards had access to the
following spells unless otherwise
noted. They were prayed for and
acquired as normal priest spells,
regardless of their actual level,
sphere, or school.
Note: Spells marked with a *
are considered 5th level spells for
purposes of how many may be
memorized per day, but cannot be
learned or cast until 12th level.

FAIRY MESSENGER
(Conjuration/Summoning)
Sphere: Summoning
Level: 2
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Casting this spell calls forth an
atomie sprite, which will carry a
short message or perform a minor
task for the priest. The atomie will
travel up to 10 miles per caster level
to deliver its message, and will only
appear and speak to the designated
recipient. The atomie will not engage Fey Messenger of Ainatet
in combat, or enter any area where
it is likely to be harmed or captured. This spell allows the caster in afforded another saving throw if they
If the message cannot be delivered evoke short-lived but intense feelings are likely to be killed while defending
within one day of reaching the of love or hate in the subject. The their loved one.
recipient (due to danger, range, or spellcaster must touch the subject The hate aspect of this spell causes
location), the atomie will return to of the spell and indicate the target the subject to become enraged
the spellcaster and report its failure. of their feelings. This target must by the actions, speech, and very
The spell ends at this point, and the be of a similar race to the subject presence of the target being. Unless
priest cannot send it to a different (humans, elves, and half-elves; restrained, the subject will assault
destination. The spell does dwarves, gnomes, and halflings; the target, although the hatred is
not function in urban settings or orcs, goblins, and hobgoblins; etc., so great that the subject abandons
underground, although variant spells etc...) They need not be attractive weapons, shields, and other
reportedly summon a booka (who will or otherwise extraordinary, although hindrances to pummel his victim.
not enter the wilderness) or glouras particularly repulsive targets may This also prevents the effective use
(found in Dragon #227, and who will afford the subject a bonus to their of spells or magical items requiring
not go aboveground) in such areas. saving throw. A target particularly concentration or command words.
The material component is a small attractive to the spell’s victim may The spell’s subject generally cools
bowl of sugared milk, a particularly result in a penalty to the saving once the target is pummeled into
delicious fairy treat. throw, at the DM’s discretion. submission (unconscious), or leaves
Victim’s affected by the love aspect the immediate area. It may be
PASSION CHARM of this spell will become instantly reawakened if the target returns
(Enchantment/Charm) infatuated and enthralled by the within the spell’s duration.
Sphere: Charm indicated target, attempting to get The material components of this
Level: 2 close to them, fulfill their desires, spell are rose petals for love, and
Range: Touch and generally behave as love-struck thorns for hate. The spell’s verbal
Components: V, S, M puppies. This does not affect and somatic components may be
Duration: 6 hours + 1 hour/level their combat abilities or immediate performed quietly, allowing this spell
Casting Time: 4 awareness, and may even assist to be cast in public with little chance
Area of Effect: 1 person them, particularly if their “beloved” is of detection.
Saving Throw: Negates in danger. Subjects of this spell are

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Other spells include the following fancy to a particularly attractive male
plant renewal (2nd level priest spell, priest or worshipper of hers, and
sphere: plant, Prayers from the spirit him away for several months to
Faithful, pg.24) be her lover - even today, a person
rosewater (2nd level priest spell, who disappears without explanation
sphere: healing, Prayers from the may be referred to as “Ainatet’s
Faithful, pg. 98.) Obviously, this lover”.
spell benefits worshippers of Ainatet Ainatet’s faith reached its highest
when cast by one of her clergy, not level several centuries before the
followers of Lathander. Twin Cataclysms, as interaction with
awakening (4th level priest spell, the barbarian tribes at the fringes of
sphere: protection, Prayers from the the Imperium promoted travel and
Faithful, pg.99.) Ainatet’s version interest in the natural world. Later,
of this spell has a reduced casting she battled Syrul for control over
time (5), and does not affect normal the growing number of Suel witches
or magical traps except to “halo” - practitioners of magic reliant on
the latter with a sickly green glow herbs, charms, potions, and other
(the trap remains un-triggered and talismanic symbols to work their
potent, however.) It has no effect on spells. Wee Jas kept herself aloof
magical webs or wizard locks. from this debate, since neither chaotic
emotion (as the fourth-level wizard power appealed to her balanced
spell.) nature, and the winner would serve
command monster* (6th level under her regardless. The conflict
priest spell, sphere: charm, Players was not resolved before the Rain of
Option: Spells & Magic, pg 176.) Colorless Fire and Ainatet’s death.
commune with nature* (as the 5th A shining light bourne from the
level priest spell.) dawn sparkles till the last of dusks
fall. On the path of the wild, one finds
beauty, truth, and everything needed

Conversion for life. Everything you need is around


you; the only danger is inside you.
Guide for 3.5e Live each day for the moment, love
freely and without rancor. Celebrate
AINATET (DEAD) each victory and venerate each
(The Rose Goddess, the Fey defeat.
Queen, the Lady of Passions), Clerics of Ainatet’s remain
CG (CN) demigoddess of primarily within the Cult of Roses
Enchantment, Flowers/ Herbs, that flourishes in the Sheldomar
Passion and Reverie Valley and is supported by Ainatet’s
Ainatet (I-nah-tet) was the goddess surviving servants, a few aasimar
of bards, enchantments and charms, and eladrin. Their allotment of
flowers, herbs, passions, and Ainatet’s divine essence is enough to
sylvan creatures in the ancient Suel let them grant first and second level
Imperium. She was Phytons’ younger spells, and abilities up to those of a
sister and once wife to Norebo, the 5th level priest. The leader of these
god of luck. servants, however, a tulani eladrin, is
Norebo and Ainatet were either growing older as the divine essence
madly in love or feuding over a petty she harbors slowly fades, and unless
disagreement at any given time. She someone appears to replace the Rose
was given to flights of fancy, spending Queen, or a potent source of divine
months or years pining away for some essence is located, it is likely that
arcane item or gift, only to quickly even this last cult will cease to exist
tire of it when she received it. She within a century.
spent much of her time in avatar form Domains Animal, Chaos, Plant;
on Oerth, but rarely mingled with her Weapons dagger, quarterstaff, short
human followers, instead preferring bow (m); Avatar Female human
to spend her time in the wilds of druid 16, bard 18, mystic theurge 10
the Imperium, attended by sylphs, *
dryads, nymphs, and other fey folk.
She was known to sometimes take a

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