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Five Shires Gazetteer


Alternate Edition
Editor: John Biles
Primary Author: John Biles
Vaults of Pandius and Wizard's Community Mystara Materials and Concepts Used in this Gazetteer
Creators:
DM@Wizard's Community--Mystara (Write-ups on the High Heroes)
Marco Dalmonte (Suggested list of Shires Immortals)
Håvard (Shadowdeep name and Races of the Shadowdeep)
Thorfinn Tait (Map of the Five Shires as of 1000 AC, which I then added to)
Andrew Theisen (Various ideas involving Halflings, Blackflame, and Glaurants, Regions of the
Shadowdeep)
Beau Yarbrough (Hin Master Prestige Class)

Table of Contents
DM's Guide to the Five Shires - 2
Welcome to the Five Shires, Alternate Edition - 2
History as the Immortals Know It - 4
A DM's Shires Almanac - 9
The Sacred Mysteries - 15
Halflings, Heroes, and Highwayhin - 16
A DM's Guide to the Five Shires - 29
Highshire - 29
Eastshire - 32
Seashire - 34
Heartshire - 38
Southshire - 40
Shireton - 42
Shire-Related Locations Outside the Shires - 43
Adventures - 43
Player's Guide to the Five Shires - 56
What Everyone Knows About the Shires - 56
History as the Hin Know it - 59
Peoples of the Shires - 64
Clan Life - 65
Shire Government, Law, and Justice - 67
Rules and Miscellanea - 69
Hin Master Prestige Class - 74
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Welcome to the Five Shires, Alternate Edition


Why an Alternate Firstly, agricultural countries Thus, as the Five Shires
undergo a boom/bust cycle which periodically becomes full of too
Edition? is driven by population growth many people for everyone to have
and the limits of the ability of the six meals a day, the inhabitants
The standard version of the Five land to sustain such growth. It become progressively more
Shires is a fine enough place to begins with a small population suspicious, protective of their
come from, but it suffers the farming only the best lands. As relatives over strangers,
problem of not giving adventurers the population grows, they spread quarrelsome, sneaky, and even
much to do. The folk of the Five out to begin farming more violent. The population pressure
Shires are largely happy and marginal lands. Eventually, all the must be relieved either by
content with little internal conflict land is taken, and further expansion or by civil war which
and not even much external population growth is only possible cuts the population down to size.
conflict. Its inhabitants live quiet, if you either conquer more land.
happy fulfilled lives unless This can lead either to bursts of This interlocks with a third cycle,
something invades, and even that colonization and expansion or else the cycle of growth and shrinkage
doesn't happen all that often. to bloody war as everyone begins of the population of the region of
killing each other to take control the Shadowdeep located under the
In other words, it's a great place to of the best land. Five Shires. Manipulated by the
live, but not a place for Deep Glaurants, the humanoids
adventurers. Even the magical Secondly, this interlocks with the and other creatures which dwell
paradise of Alfheim has some nature of halflings (postulated for below the land periodically erupt
conflicts, problems, and dangerous this supplement). When food is upwards, seeking to seize the
places to form a basis for readily available, halflings eat like Crucibles of Blackflame and to
adventures. The Five Shires pigs and are happy and content rule the land for themselves.
deserves the same. and good natured. They become a While the monsters outstripping
peaceful folk, able to fight if their resources follows a cycle
Thus, this edition seeks to make survival is necessary, but inclined similar to that of the Halflings,
the Five Shires a place to have to strongly lawful and good their cycle is timed differently,
adventurers, as well as a place for behaviours. However, when and thus has different results,
bored adventurers to take their starvation sets in, they become depending on its intersection with
leave of to make trouble increasingly sneaky, cranky, and the Halfling psychological and
elsewhere. quarrelsome, as their survival agricultural cycles.
instincts begin to override their
good natures. Halfling It is of course in the nature of
The Twin Driving adventurers tend to be a lot things that all three cycles are now
Dynamics of the sneakier and dangerous and theft- starting to peak simultaneously in
Alternate Five Shires inclined than normal halflings in the year 1000 AC, when the player
part because they don't have time characters step onto the scene...
The history of the Alternate Five for meals six times a day. Or the
Shires is driven by several money to pay for it. Until they
interlocking cycles. steal it.
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The Final Goal of a Five own limits on population, which is improve production.) This would
why its inhabitants periodically bring about the most changes in
Shires Campaign invade the Shires.) There are the Shires, and may not be to
those within the shires currently everyone's taste in a fantasy game.
The Five Shires are, in a sense, advocating this path. It is probably the easiest (at least
doomed to repeat themselves in an in some ways) to bring to pass,
endless cycle of growth, The second major possibility is though the solution most likely to
prosperity, overcrowding, and perhaps the hardest, the lead to external conflict with new
slaughter, unless they break out of transformation of the Shires into a trade rivals. It would also horrify
this cycle. The ultimate goal of a magical land like that of the Elves, some halflings who are very fond
Five Shires campaign would be to tapping into the power of the of their traditional ways, despite
end this repetition and open up Blackflame. It is hardest because the problems inherent in them.
new vistas which would enable the the Halflings, with good reason,
Shires to overcome the limits of an are not fond of Wizards and The final possibility is the
agricultural lifestyle in a restricted Sorcerors, associating them with conquest of new surface lands and
area. This product proposes Glantri and Alphatia. However, it the planting of colonies. This is a
several possible methods by which would be possible to combine the task well suited for wandering
player characters could bring this powers of the clan Crucibles with heroic adventurers (as players tend
to pass. And, of course, players the naturally occurring fonts of to be) who now want to found
being what they are, they no doubt Blackflame found in the caverns their own dominion. Fort Doom is
will think of six other solutions, below to massively increase the ripe for conquest by heroes; other
then someone will fumble a land's fertility while restraining land expansion would have to go
crucial roll during the one they that of the halflings themselves further afield, though. The Five
choose and everything will go to somewhat. This would be a huge Shires is increasingly hemmed in
hell, requiring death-defying project, requiring the cooperation by civilized lands, making this a
improvisation to avert ecological of many Masters, Clerics, Druids, potentially difficult task, unless
apocalypse. Wizards, Sorcerors, etc, etc, but one can convince enough halflings
would greatly lengthen the cycles to move to Norwold or the Savage
Or maybe that's just how my plans and moderate their effects. A few Coast or Davania. But then,
fail when I'm playing. within the shires look to this path, players specialize in making the
but tend to keep it quiet for fear of impossible happen. A fair number
The first major possibility is being lynched. of Shire folk support this solution.
expansion into the Shadowdeep. Especially if it's other people who
In the past, the halflings have The third major possibility may or will have to do the leaving.
tended to try to expand on the may not be to the tastes of DMs
surface, which has sometimes and players in a game such as this. And, of course, the players will no
worked and sometimes not. While A commercial and/or industrial doubt come up with solutions of
halflings do like living semi- revolution would enable the their own to the problem, once
underground, they have long Halflings to become traders and they understand it. No solution
forgotten how to live in caverns. manufacturers, buying raw should be easy, but in the end, it's
Properly instructed and with the materials, processing them, and the player's job to outsmart the
major underground menaces turning them into manufactured DM, and the DM's job to take it
defeated, there is room for them to goods on a larger scale, then using gracefully.
massively expand into the the profits to import enough food
Shadowdeep, relieving population to feed a hungry Halfling
pressures, if only for a time. population. (And to continue to
(After all, the Shadowdeep has its
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History as the Immortals Know It


Around 1300 BC, the Serpent- undead or put to work as slaves. then pass on quietly. Furthermore,
Men, created so long ago by the But when Taymor was destroyed their few children oft proved too
now long imprisoned Carnifex, by a massive earthquake in 1750 adventuresome for their own
engaged in their final round of BC, with the help of their good, growing up bored in a safe
empire building, led by the Lord Immortal patrons, the Gentle Folk land and seeking excitement they
of the Golden Throne, possessor had escaped slavery and purified proved unable to survive. And
of an ancient artifact created by a the forests and hills of the Shires, increasingly, the land was full of
now dead Immortal of Conquest. turning them into a refuge and hungry Halflings, and the lands of
The Hin of Davania were unable renouncing violence and force the Gentle Folk shrunk, leaving
to stop them; some of them against others. They worked great little room for population growth.
formed an army to defend the feats of Arcane and Divine magic,
others as they built a fleet to flee. sealing the entrances to the Finally, the Immortals, fearful
They succeeded, enabling a third Shadowdeep and keeping out they would die out, whisked away
of the population to escape. many of the monsters which dwelt the last of them to the Hollow
Another third perished at the in the lands to the north and east World around 1000 BC. This left
hands of the Serpent-Men and the of them through great workings only the Halflings to maintain the
final third were enslaved by them. empowered by their own purity. defences built by the Gentle Folk.
Many years later they would Thus, they were willing to share
successfully revolt against the their lands with the Halflings, who Unfortunately (for the Hin), the
Serpent-Men, but that is a story came in peace. Gentle Folk were withdrawn by
for another time and place. the Immortals just as the great
For centuries, the two nations humanoid tide of 1000 BC swept
And thus it was that the ancestors dwelt in peace, the Gentle Folk south. To make matters worse, the
of the modern Shirefolk left the gradually withdrawing into the huge growth of the halfling
continent of Davania, seeking a deep forests as their population population had led it to hit the
new home. Hin tradition asserts boomed. They taught rites to the overcrowding phase of the cycle
they all came in a single ship, the Clan masters, enabling them to just as the humanoids arrived.
Dawn Hope, but in actually, it was help maintain the land's defences. Clans began to quarrel and failed
a small fleet of ships of various Unfortunately, because the Hin to cooperate to maintain the
sizes, none of them very well did not themselves maintain the traditional rites. The defences
made. Nearly a third never made full standards of purity of the began to decay and the Orcs
it, sinking or being destroyed in Gentle Folk, these defences began poured in.
storms. Arriving in the modern to waver.
Shires, they found them inhabited Hinhome, as the Hin now called it,
only by the Gentle Folk, a clan of Furthermore, the Gentle Folk fell swiftly to the Orcs.
Elves the Halflings (who called themselves went into decline. Quarrelsome clans failed to
themselves the Hin) referred to as Their long enslavement by the cooperate and the Orcs picked off
'Masters'. undead had somehow made it many on their own. In the end, the
harder for them to reproduce and last clans stood together, but it
many of them were old and tired was not enough. Hinhome now
The Gentle Folk had once been of life. They had redeemed their came under the rule of the Orcs.
enslaved by the Taymoran empire land and found new guardians for
at the height of its evil, many of it, and most of them were ready to Othrong, High King of the Orcs,
their number turned into hideous relax and enjoy their last years, put the Halflings to work, creating
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a powerful Orcish kingdom where down to the point where the Hin What followed was a period of
the halflings were put to work could overcome them, though at relative peace and quiet, but also
doing all the menial tasks. It was grave cost. of slavery and submission. The
essentially a feudal state with Dwarves restored order,
halfling serfs, Orcish nobles, and By the winter of 964, the Hin were rationalized food production, and
priests of Karaash blessing the free, but now there were other enabled the Halfling population to
whole affair. (Those who work, problems to deal with. Namely, begin to recover after centuries of
those who fight, and those who much of the old lore which internecine warfare and invasion.
pray, you see.) Othrong's plans to maintained the Gentle Folk's Furthermore, the Hin bred faster
create a permanent Orcish empire defences of the land had been lost than the Dwarves, and by the mid-
might have worked if he'd chosen due to the Orcs slaughtering the 7th century, the Hin were now
to rule over humans. lorekeepers. Furthermore, a new much more numerous than their
Unfortunately, one of the side government had to be constructed, masters and ripe for revolt. And
effects of his empire was to slowly and all the hostile humanoids of revolt they did.
drive the halflings more and more the mountains and the
towards the feral, sneaky, vicious Shadowdeep had to be dealt with. The Dwarves put up far more of a
side of their natures. fight than the Orcs had; the Dwarf
For two centuries, the Hin War lasted from 663 to 638 BC,
Many young halflings fled into the struggled to try to build a before finally the remnants of the
wilderness; many of those died, functional government which Dwarven Army fled east,
while others went out into the could overcome the old quarrels eventually finding refuge with the
world and made contact with other which had opened the land to Dwarves of Highforge in
halfling settlements. They grew invasion. But these old quarrels Traladara. The military leaders
strong in adventures, then returned undercut efforts to build a central who emerged in this war became
to lead their people to freedom. government ruled by a council of known as the Lords, and they
Elders. Furthermore, the formed a feudal state, creating a
Their chance came in 965, when Shadowdeep and the mountains military class of permanent
Othrong died and his less continued to periodically gush warriors to defend the new
intelligent son Raurgh took the forth with invasions of humanoids. Kingdom of Shaerdon from
throne. Raurgh's generation had Many halflings continued to go invasion.
grown up fat and lazy, living off hungry, keeping them more feral
the work of increasingly lean and than peaceful. For a century, things worked well;
hungry halflings, halflings who the Lords drove out the invaders
increasingly saw their choice as It was around 750 BC when the and slowly expanded the dominion
one of either risking death in Dwarves came, attracted by of the Hin, pushing beyond the
revolt or dying of overwork. reports of gold in the land. Led by mountains to the north and over
Loktal Ironshield, the Dwarves the lands of the modern Baron von
That winter, the land froze over, carved out a powerful kingdom Hendriks in the east and into the
and the Hin seized their chance. (The Glittering Land) based in the Malpheggi swamp in the west.
Led by returned heroes, they mountains and highlands, forcing Unfortunately, the Lords were
ambushed and slew Raurgh and the Hin into submission in the proud and quarrelsome and prone
the other major Orc lords, then led lowlands, required to pay food to violence, and the Ruling
a massive slave break into the tribute to the Dwarves and to help Council suffered in effectiveness
forests along with the supplies, work the mines. as each sought to promote his own
then sat back and let the orcs clan above the others. Many of
slaughter each other for food the old clans ceased to exist,
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fusing with others to form the new who discovered the secret of Gunzuth divided the land into five
clans led by the Lords. Blackflame in the Shadowdeep. shires, each itself divided into
They created the first Crucibles of 'townships' (territories surrounding
Finally, a continuing feud erupted Blackflame and used them to the home of a particular clan).
in violence between two major make special weapons for the day Each clan governed itself as it saw
lords. The murder of Lord of liberation to come. fit, while each township elected
Blacktoes at a Council meeting two representatives for the
marked the beginning of the Finally, in memory of the first Assembly of that shire and one
Kinstrife in 522 BC. For the next rising against Orcish rule, they representative for the Assembly of
ten years, the Lords slaughtered struck in the dead of Winter in 408 the Shires as a whole. Each
each other and rival clans BC, assassinating many major Shire's assembly elected a Sheriff
mercilessly, until finally, in 512 Orcish leaders with Blackflame for that shire, and the five Sheriffs
BC, the border defences collapsed weapons, using Blackflame would rule as an executive council
and bands of humanoids poured artifacts to pass as other Orcish with the Assembly of the Shires
into the land, led by Orc King leaders, so as to turn them on each serving as a legislature. Each
Thrail. He was joined by bands of other. The Orcs now turned on township was required to place a
humanoids from the Shadowdeep each other in an orgy of certain number of warriors at the
as well. Unable to unite, the destruction, the Orcstrife, and service of its Sheriff in peacetime
Lords fell, and by 503 BC, he when the time-travelling Thrail and to provide a levy of warriors
ruled unchallenged. tried to stop this, Gunzuth hacked in wartimes. The city of Shireton
him into small pieces and Alfron was now built to serve as the
For a century, a series of Orc cast his soul into the Nightmare capital of the shires.
Kings ruled over the land, some Dimension, where his patron
treating the Hin abominably, could not even find him to try to Once all was in order, Gunzuth
others easing up on the treatment. bring him back as a Titan. and Alfron descended into the
The stability of the Kingdom was Shadowdeep to begin their quests
unusual; only the Immortals know By 400 BC, the Orcs had been for Immortality in which they both
that Thrail sought Immortality on defeated, and Gunzuth emerged as succeed, Alfron on the Path of the
the Path of the Dynast and the leader of the Hin, take the title Paragon and Gunzuth on the Path
travelled through time, enabling of Sheriff, with Alfron as his main of the Dynast.
his kingdom to survive through a advisor. Alfron trained a new
series of generations of rule. (He class of halfling loremasters, who Meanwhile, life in the Shires was
was sponsored by would study and master the quiet for several centuries;
powers of the Blackflame, as well periodically, creatures erupted out
Thrail might have succeeded in as gathering what lore of the of the Shadowdeep or out of the
creating a permanent, or at least Gentle Folk still survived, and mountains or oceans or the
very long lasting Orcish empire, if tasking another group of Malpheggi Swamp or the forests
not for the intervention of two loremasters, the Masters of the of Traladara, but it was nothing
halflings who would become the Shires, with perfecting it. the Shire government couldn't
first of the High Heroes, the Gunzuth set out to design a system handle. During this time, the
Immortals of the Shires. Gunzuth of government that would provide population of the Shires remained
the Clanless, who would become strong leadership without it fairly static, due to steady attrition
Brindorhin, and the loremaster becoming another engine for the from humanoid invasions. During
Alfron, who would become Hin to kill each other. this period, the first halfling
Coberham Shadowglint, were part pirates begin to operate along the
of a small band of would-be rebels waters of the Shires, though there
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was not yet a lot of commerce for bad weather, the liberal use of domination magics and
them to raid. blackflame, and the successful doppelgangers to replace key
bribing of a Thyatian squadron figures.
The crowning of the First Emperor commander to 'not arrive in time
of Thyatis marked a watershed in for the battle'. This victory She might well have gotten away
the life of the Shires. Coastal inspired the Ierendi to revolt in with it if not for the Halfling hero
trade now greatly increased as the 600 AC, and the Thyatians proved Nob Nar. Nob had fallen in love
Thyatians reached out to trade unable to put down that revolt, with Navilstar, the daughter of one
with the Makai of the Ierendi fight the Shires, AND fight of Regia's puppets, the Baron of
Isles, with the Atruaghin Clans, Alphatia at the same time. Halag (now Fort Doom today), a
Sind, and with the rising Nevertheless, the war dragged on Traladaran noble. Regia had taken
communities at the southern end until 623, when the Thyatian control of him so as to ensure the
of the Malpheggi Swamp. This Emperor mysteriously fell down eastern borders of her new colony
led to rising piracy, but also to a the stairs, onto a pile of knives that would be defended by a buffer
growing naval presence of the Hin someone had left lying around, zone. The Ballad of Nob Nar
themselves, who had to ensure that resulting in 23 stab wounds. relates the tragedy which followed
the Hin pirates didn't get out of Furthermore, some clumsy person when her father tried to marry her
hand. had spilled poison all over the off to another western Traladaran
knives. The cleaning staff had to noble who Regia hoped to bring
Seeing the population rising, the be sacked. This resulted in a under her sway. Navilstar was
Sheriffs planted colonies in what change of dynasty, and the new slain, and Nob Nar slew the Baron
is now Minrothad and the Ierendi ruler made peace with Ierendi and in turn. Regia tried to kill him
isles. Unfortunately, this led to the Five Shires in order to focus when he took Navilstar to be
conflict with Thyatis. The on fighting the Alphatians. buried in the legendary caern of
Minrothad colony was conquered Everwake Way. This led him into
and enslaved by the Thyatians in A little over a century of relative the tangle of her plots, and finally
the 4th century AC, while Thyatis peace and quiet follow, punctuated led to him exposing her
took over the Ierendi Isles in the only by the occasional Orc conspiracy and slaying her. He
late 6th century AC. This helped invasion. The Shadowdeep was went on to follow the Path of the
to turn the Hin against Thyatis and strangely quiet (in part due to a Hero to immortality.
the Sheriffs began their policy of civil war among the Deep
implicit toleration of piracy Glaurants in their subterranean Combined with the rise of Glantri
against Thyatians. kingdoms). and its wizards mounting raids on
the Shires to steal halflings for
The Thyatians were not the types The Eighth century, however, is experiments, the Shires came to
to take such things lightly, and in noteworthy for Alphatians going take a dim view of wizards from
593, they began the Thirty Years' out and trying to colonize various this incident. Any halflings who
War against the Shires, a places at the fringes of Thyatian display any such talents are
prolonged naval conflict. This influence, as part of a strategy of shunned at best, exiled or even
proved an expensive mistake. encirclement favoured by the lynched at worst. Only the
Thyatis was also at war with Emperor of the time. The Shires Blackflame loremasters remained
Alphatia and could only put forth were claimed by the subtle and immune to this.
a portion of its strength. The cunning Regia, third cousin to the
Battle of Hingulf in 599 smashed Emperor of Thyatis. She began The last few centuries have been a
up the main Thyatian fleet in the working to quietly take control of time of peace and prosperity.
area, thanks to a combination of the government, using charm and While there is always naval
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skirmishing, the lands around the 1900-1750 BC: The Gentle Folk 750-745 BC: Loktal conquers
Shires grow increasingly civilized are slaves in the Taymoran Hinhome.
and the influx of humanoids has Empire. 745-663 BC: Loktal and his
been slow. Even raids from the 1750 BC: An earthquake sinks descendents rule over The
Shadowdeep were low for many much of the Taymoran Empire. Glittering Land.
years. Trade and commerce has The Gentle Folk escape, settling in 663-638 BC: The Hin revolt and
increased, and in Shireton, new the Shires, which they purify and crush Loktal in the Dwarf War.
methods of manufacture are being defend. 638 BC: The Lords of Shaerdon
pioneered. The result is that the 1300 BC: The Serpent-Men begin meet and select the first Decennial
population has boomed and now their war on the Hin homeland in King in the new city they build,
the lands are growing Davania. Shaerdon City.
overcrowded. The Sheriffs begin 1298 BC: The Hin build a 638-522 BC: The Kingdom of
to look for solutions, for they can ramshackle fleet to enable a Shaerdon expands to claim
see signs of the Shires starting to portion of the population to Southern Darokin and eastern
go sour, as the negative effects of escape, while the rest remain Karameikos. But the Lords
overcrowding impinge upon home to fight off the invaders long quarrel frequently with each other.
traditional halfling customs and enough for the fleet to escape. 522 BC: Lord Blacktoes is
life. Furthermore, their scouting 1297 BC: The Hin armada lands murdered at a Council meeting.
reports show the Shadowdeep is in the Southwestern shires, near 522-512 BC: The Kinstrife.
way overdue for another eruption. modern Tothmeer. Many clans wipe each other out in
1296 BC: First Contact with the bloody war.
And finally, the Black Eagle Gentle Folk 512-503 BC: Orc King Thrail
Baron is eyeing the Shires and 1296-1200 BC: The Gentle Folk overruns the land, crushing the
must be dealt with, one way or help the Hin establish their new remaining Lords.
another. He's mounted two large homeland. 503-408 BC: Thrail and his
scale raids (989 and 995), and it's 1200-1000 BC: The Gentle Folk descendents rule over the land;
expected he'll seize the chance to withdraw to the woods and go into Thrail time travels to help his
invade whenever the Shadowdeep decline. kingdom survive.
next erupts. And since Stefan 1000 BC: The Immortals take the 421 BC: Gunzuth the Clanless
Karameikos is too weak or corrupt Gentle Folk to the Hollow World. and Alfron the Loremaster
to stop him, it'll be up to the Hin The Hin are falling out with each discover the secrets of
to take matters into their own other as the land becomes full. Blackflame; they are not aware the
hands. 1000 BC: The Beast-Men overrun Deep Glaurants led them to this.
Traladara and Hinhome. 408-400 BC: Gunzuth and Alfron
It always is. 1000-993 BC: High King lead the clans in revolt,
Othrong conquers the Shires and slaughtering the leaders of the
It is a time for adventurers, when a founds the Kingdom of Othrong. Orcs with Blackflame, then aiding
peaceful land stands on the knife 965 BC: Othrong dies and Orcs in killing each other in the
edge of disaster, when the actions Raurgh, his son, takes the throne. ensuing Orcstrife.
of heroes will determine the future 965-964 BC: The Hin rise up and 406 BC: Gunzuth and Alfron slay
of the shires for centuries to come. destroy the Orcs. Thrail, casting his soul into the
964-750 BC: The Hin clans Nightmare Dimension.
Chronology squabble over the land. 400 BC: Gunzuth creates the
750 BC: Loktal Ironshield and his modern system of Shire
dwarves arrive in Hinhome. Government; Alfron begins
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further training of Keepers of Late 6th century AC: Thyatis in an underwater art collection of
Blackflame. takes over the Ierendi Islands. Hin the DM's choice.
378 BC: Gunzuth and Alfron pirates unleashed on Thyatians. 623 AC: Thyatian emperor
head into the Shadowdeep to 593-623 AC: Thirty Year's War Felonious XI falls down the stairs,
begin their Quests for Immortality. 595 AC: Famous Hin Pirate lands on knives, takes 23 poisoned
0 AC: Crowning of the First Galassar builds the Money Pit as a stab wounds. New Emperor
Emperor of Thyatis leads to an defence for his treasure. Marcus III ends the war.
increase in trade along the coast 599 AC: Thyatian fleet crushed in 8th century AC: Alphatian
and in the ocean. Battle of Hin Gulf wizardess Regia tries to subvert
250 AC: The Sheriffs plant 600 AC: Ierendian Independence the Shires, but is defeated by Nob
colonies in what is now Minrothad Revolt. Nar.
and Ierendi. 608 AC: Hin Pirate Galassar is 989 AC: Black Eagle Baron
Early 4th century AC: The turned to stone at the Battle of invades the Shires, defeated at
Minrothad colony is enslaved by Five Bulls and sinks to the bottom Rollstone Keep.
Thyatians. of the ocean, never to be seen 995 AC: Black Eagle Baron
again. His stone body now resides invades again, defeated at Fire
Rock.
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A DM's Shires' Almanac

Climate round, though in the depths of tobacco, and sugar for sale at
winter, it sometimes plunges to the market, in order to raise money,
fifties. It is always just a little whether to make the clan leaders
The Five Shires tend to be either
humid. The Land of Black Flame rich, to help pay debts, or to
cool and wet or warm and wet.
is chillingly cold, warming up to generally improve the wealth of
Winter is fairly moderate, with
the fifties in summer, dropping to the clan. Urban merchants have
snow only common in the
the thirties in spring and fall, and encouraged this trend, as it gives
highlands and the mountains,
plunging down into the twenties them more to sell to foreigners to
though it will snow several times a
and tens in winter. Many areas are make a profit thereby; the clans
year even in Southshire.
coated with black ice. also benefit if the profits are
However, it rains like crazy,
shared fairly, as food can be
nearly every day, as wet air blows
imported for distribution to the
in from the oceans, hits the Agriculture clan members. Unfortunately, the
mountains, rises, chills, and
profits are not always shared
dumps its load of water. The
fairly, leading to conflict...
mountains block cold air from The Five Shires is good for
flowing south easily, and thus growing anything that doesn't
Everyone in a clan is expected to
winter has bursts of mind humidity or need consistent
help work the fields, unless they
freezing/snowy weather, but can't high heat. In general, the
do other work for the clan--
sustain it. Temperatures limp predominant shire food crops are
craftswork, taking care of
along in the forties with bursts of wheat, rye, oats, corn, beans,
children, etc. No one is
fifties or thirties or twenties. tomatoes, potatoes, and various
unemployed in the countryside, as
kinds of melons. Just about every
there's always a need for people to
Spring and Fall are fairly wet and kind of grain, fruit, or vegetable
work the fields.
cool, with average temperatures in that will grow in the Shires is
the fifties, shading towards the probably grown by some clan,
The Five Shires is hitting the
sixties at the start of Fall and the however.
limits of its agriculture;
end of Spring. Rain becomes
increasingly, clans have to cut
more erratic, though it is still Land is held communally by the
rations, making everyone
common. clans in most of the Shire; this
increasingly crabby. Wiser clans
means everyone gets a share of the
have begun to find other sources
Summer is warm to hot, in the crop. It has the disadvantage that it
of income, but many traditionalists
seventies and eighties, and the tends to slow or prevent any kind
frown on these expedients, while
shires turn hideously humid, with of innovation, and people don't
others are simply jealous. And
only periodic bursts of rain to work as hard as they would if they
some clans mismanage their
knock the humidity out of the air. personally profited by it directly.
resources and are heading towards
A few days, the temperatures Which is fine with most halflings,
disaster.
surge into the nineties and who aren't fond of workaholics
everyone takes the day off if at all anyway.
(Mind you, anyone less ravenous
possible.
than Halflings would still get by
Some clans have begun to grow
well on what is being grown...)
In the Shadowdeep, Zarak Kash cash crops lately, producing
tends to remain around 60-65 year various kinds of spices, cotton,
11

A Few Notes on Sheriff, but they answer to him basis, but in practice, only about
and him alone once supplied. 5% of the population is
Geography Krondar man forts and act as sufficiently well drilled to be
police forces in peace time, and useful outside immense crises.
The Shires can be divided into act as the core of the army in times
three regions. The highlands are of war. Krondar typically wear Finally, there are roving bands of
the mountains and hills which run chainmail and are armed with adventure-seekers who wander the
along the northwestern border of shortbows or crossbows, axes or fringes of the Shire, attacking
the nation. They are full of rich swords, and often shields. Most threats real and imagined. At sea,
ores and also entrances to the have warponies to ride as well. they become pirates; on land, they
Shadowdeep. are known as Hornets, swarming
The second level is the militia; down on intruders and stinging
From the highlands, the land each clan is required to maintain a them to death. Or sometimes
slopes downwards to the south militia; in peacetime, most of the dying en masse. As the Shires
east, across a broad area, militia is demobilized, while small become overcrowded and the
originally forested, known as the militia groups help to man small Halflings grow more cranky,
lowlands. At times, the lowland defence posts, respond to increasing numbers of halflings,
rises in ridges, but for the most emergencies, and watch for especially youth, join the Hornets.
part it slopes gently towards the trouble. In wartime, anyone of There are perhaps as many as a
sea. There is not much mineral military age can be called upon to thousand of them, raiding
wealth here, and entrances to the help defend the Shire, though the everything in sight and generally
Shadowdeep become rarer. sheriffs try to avoid calling out too raising hell against enemies of the
many people, so as to avoid Shire. Some of them like to raid
The coastal plain extends about leaving only the elderly and into the Shadowdeep. The
ten miles inland from the sea; this children at home. In wartime, the Sheriffs disavow any official
area is frequently flooded by bad Sheriffs group clan militias into connection to the restless youth,
storms and is just barely above sea units of 10, 100, and 1000, but quietly help direct their
level in many places, requiring the commanded by sergeants, activities, or snuff out bands who
elevation of coastal villages on lieutenants, and captains appointed degenerate into bandits, as
artificial mounds. There are very by the Sheriff. Militia are usually sometimes happens.
few entrances to the Shadowdeep armed with leather armour, slings
here, and what few exist are or shortbows, and spears. The Hin maintain a small navy,
usually flooded often enough to but mainly rely on pirate activities
chase away would-be inhabitants. Currently, about 1,000 militia men to shield the coastline; as with the
are mobilized around the Shires, Strikers, pirates are quietly
The Defence of the some supplementing fort defences, coordinated by the Sheriffs so
and others positioned to watch for long as they attack no Hin vessels.
Shires trouble or acting as local police.

The Shires maintains three levels In a crisis, the Sheriffs will call
The Pirate Life
of defence. Each Sheriff out 10-20,000 militia if necessary;
As in the canon, Hin pirates are an
maintains a force of 400 full-time they can call on far more if they
important safety valve for
professional soldiers known as feel truly desperate, though the
potential troublemakers whose
Krondar. Each clan has the more they call out, the more the
trouble is directed outwards onto
responsibility to supply a certain quality drops. In theory, everyone
enemies of the Shires. Most
number of Krondar to their is supposed to drill on a regular
pirates operate in tacit alliance
12

with the Sheriffs, directing their Shires and bring the often Shire. If that means full scale war
energies at enemies; some, expansionist Barons of Halag to with Karameikos, so be it. This
however, are also on the take, and heel. Now they long for those number is still only a subset of
take bribes from various days. those who wish to simply
ambassadors to avoid another surgically deal with the Baron, but
nations' shipping as well. Instead, Stefan seems to have if a full scale war erupts, many
given his cousin a free hand to Hin will likely swing over to this
The pirates vigorously support the harass the Shires. The humanoid view.
idea of war with Karameikos, as raids are more frequent and better
several major pirates have been organized than before, and the In the meantime, the Hin continue
tossing around a plan to sack Black Eagle Baron makes the old to trade with Karameikos,
Specularum for years now, and Barons of Halag look like kindly supplying the metals which
would like to test it out. saints. Stefan's failure to stop this Karameikans need, and cotton to
has led many Hin to conclude that make nicer clothing, and buying
he has ambitions of conquest on food, especially grain and seafood.
Relations with the Shires and is using his cousin (Though the Hin do supply
to soften them up for attack, that Karameikos with coffee and tea
Specific Nations and he and Ludwig are simply doing a also.)
Peoples good cop, bad cop routine. Stefan
is, after all, a Thyatian, and he's Alfheim: The Hin have a
demonstrated a willingness to fondness for Elves and while there
Darokin: Darokin is the closest
trample the laws and customs of is little direct trade, the Hin trust
ally the Shires have; trade
the Traladarans under his Elves more than any other race;
relations are extensive, and
armoured heel. So why would he more Elves dwell in the Shires
Darokin's existence has helped the
do nothing about Ludwig unless than any other non-Hin race. Hin
Shires to prosper both through
he approves of it? loremasters interested in the old
trade and by shielding the Shires
lore of the Gentle Folk have an
from the worst threats on its
There is not yet a majority in the especial interest in dealing with
Northern and Western frontiers.
Council of Sheriffs or in the Elves. Most other trade involves
Darokin and the Shires have a free
Assembly of the Shires for a the exchange of metals for rare
trade agreement, and Hin pirates
declaration of war, but matters are elven foods or for timber and
don't raid Darokin ships. A
tending that direction, though in Elven craft-work.
handful of Halfling lunatics wish
accordance with the usual practice
to restore ancient Shaerdon and
of the Shires, the Hin continue to Ierendi: Halfling relations with
reclaim the rest of the Cruth
chide Stefan, but will not threaten Ierendi are mixed. Ierendi needs
mountains and the vicinity of
war. Rather, when the time for metal and timber from the Shires.
Athenos, Hinmeet, and Mar. But
war comes, they will simply strike Ierendi can supply food from
they have little influence.
and eliminate the Black Eagle like foreign lands, as well as other
they would a band of orcs. products the Shires can't produce
Karameikos: Hin opinion
itself. However, the pirates of
increasingly turns against
What comes after that is another both nations are firm rivals and
Karameikos. The Hin were
question for debate...A growing this leads to constant tensions.
cautiously optimistic when Stefan
number of Hin, especially those in Furthermore, the small fringe of
Karameikos stepped in thirty years
Eastshire, wish to see the Hin who wish to restore 'Ancient
ago, hoping that he would crush
annexation of western Karameikos Shaerdon' also tend to look at
the humanoids who constantly
and its conversion into another Ierendi as part of the natural
raided from the area into the
13

patrimony of Halflingkind. They Thyatis: Relations with Thyatis Loremasters are in quiet contact
are only fringe lunatics, but they are poor, shaped by the Thirty with the Council of Preceptors,
are sometimes rather...loud. Years' War. Thyatians are seen trading lore and offering council
basically as violent and well- in return for fine Ylari clothwork,
Minrothad Guilds: The Hin find armed monkeys who will steal art, and architectural assistance.
the Minrothad Guilds to be rather anything not nailed down, and Among wealthy Hin seeking to
suspicious. Ierendi tends to even then, they may have a claw show off, Ylari style architecture
control the western ocean trade hammer. The Thyatians return the has a great deal of cachet due to its
routes and the Hin buy most of compliment by viewing the Hin as elaborate ornamentation and
their eastern goods through moronic, lazy children. Trade is exoticness. There is little trade
Ierendi. The efforts of the minimal in directness; most of it is otherwise.
Minrothad Guilds to change this funnelled through Ierendi. Hin
state of affairs tend to involve pirates really love sinking Ethengar Khanates: The Hin
methods the Sheriffs can't approve Thyatian ships. regard the Ethengars as orcs on
of in the hands of non-Hin, and horses. There is no direct trade,
sometimes come at Hin expense. Rockhome: Dwarves face and not even ambassadors.
While the Guilds are not so lingering prejudices which are (Ironically, the current Great Khan
disliked as Glantri or Alphatia, gradually fading with time. For has several halflings in his employ
they are seen as not much more all the trouble he caused them, and has visited the Shires during
trustworthy than the Thyatians. Loktal's kingdoms' eventual his youth and is said to have a
The Sheriffs keep an eye on any failure discouraged dwarves from taste for Halfling cooking.)
Guildsmen in the Shires; trying again, and the long
nevertheless, the Guilds maintain distances between the lands has Alphatians: The Hin would like
a trade consulate which can't be kept contact minimal. As time to treat the Alphatians like Glantri,
infiltrated as all its employees are passes, while Dwarves continue to but view Alphatia as simply too
loyal guildsmen, even the Hin be seen as greedy and addicted to potent to provoke. Only Thyatis
from Minrothad. This strikes the precious metals, they're also could save the Shires from
Sheriffs as just a little unnatural... recognized as hard workers, and Alphatia and that would likely
their merchants are honest. The result in falling under Thyatian
Glantri: Glantrians are illegal in Shire sells coffee, tea, and spices rule. So there are careful,
the Shires. Those who visit must to Rockhome in order to get high conciliatory relations with
pose as natives of another land. quality metalworking. Individual Alphatia. Tiny amounts of trade
While not formally at war, in Dwarves will be kept an eye on, happen with Strongfellow, the
practice, both nations periodically but can usually, with some effort, Alphatian kingdom of Dwarves,
raid each other and then disclaim gain trust from those they deal Halflings, and Gnomes. Eriadna
any knowledge or responsibility. with. has been wise enough to appoint a
In theory, Glantrian presence in Halfling ambassador to the Shires,
the Shires is punished by hacking Emirates of Ylaruam: When who has been able to slightly
off the hands of said wizard so as dealing with the Ylari, the Hin are improve relations.
to hamper future spell casting, torn between a fundamental
then shipping him back to Glantri. sympathy for the Ylari dream of Vestland: The Vestlanders have
In practice, a fair number won't making their land green and had relations with the Shire for
live to have their hands hacked growing and the fact that the Ylari several centuries, though there is
off. are very judgmental and try to little direct trade. Still, they've
cram the Nahmeh down gained a reputation for honest
everyone's throat. Hin dealing and fairness and bravery.
14

The Vestlanders most commonly the Heldannic ambassador is have no particular effect beyond
come to buy tobacco, tea, and watched like a hawk. the psychological. A few customs
coffee. have been quietly spread by the
Sind: The Sindhi are regarded as Loremasters so as to heighten the
Soderfjord Jarldoms: This bizarre, but no threat. Sindhi ties between the Hin and their
nation reminds the Hin of the merchants are honest, but hard to land. And a few have taken on
Kinstrife, which the Hin never, deal with due to their many caste- potency of their own in ways not
ever tire of reminding the related practices. They also well understood (in part due to the
Soderfjord merchants and usually utterly fail to understand dearth of Hin Wizards and
Ambassadors of. After a while, the social structure of the Shires. Sorcerors).
this tends to lead to an increased Still, they are a major source of
chance of berserker gang. There food and clothing; Sindhi clothing The Birth Blessing is common to
is only minor trading at best, styles have some of the same all the Shires, though its form
though Soderfjord mead is popular cachet among the wealthy as Ylari varies. The Clan Loremaster or a
in the Shires when they can get it. architecture and art. In general, Master of the Shires is summoned
Sindhi are regarded like an when a child is born; he blesses
Ostland: Ostland has no eccentric uncle--not dangerous, the child in a rite which involves
ambassador and seems to see the but you need to keep an eye on the use of earth, water,
Hin as chiefly useful as victims. them to avoid them hurting blackflame, and perfume (for air),
Thankfully, raids are rare due to themselves. binding the child to the land (in
the distances involved. Hin theory. In practice, it ties the child
pirates love few things more than Humanoids: The Hin hate and to the power of Blackflame, thus
swarming and destroying Ostland fear the humanoid races and tend enabling the child to potentially
raiders. to treat them as SHOOT ON eventually learn to tap its power.)
SIGHT. Those Hin who have not
Atruaghin Clans: The Hin trade undergone the Birth Blessing
with the Children of the Turtle, The Calendar and cannot learn Denial. A variant of
supplying them with tools, gems, this rite is used when Hin are
and metals in return for the Hin Customs adopted into a clan, whether due
produce of the sea. There is little to changing clans for some reason
contact with the other groups and The Calendar and holidays given or because they came from outside
no exchange of formal in The Five Shires Gazetteer are the Shires.
ambassadors. just fine for this alternate. Some
words are necessary, however, on The Rite of Blessing the Ill is
Wendar: The Hin are aware more localized Hin customs. used by the Loremasters to speed
Wendar exists, but not much else the recovery of clan members
and there is little trade. Hin culture is marked by a huge from injury or illness. Said person
number of rituals whose origins must be brought within the
Heldann Freeholds: The are forgotten, and which have operational range of the Crucible
Heldannic Knights are regarded as become distorted over the years. of Blackflame or else the
a potential major threat to the Once upon a time, these rites and Loremaster must absorb some into
Shires, as they seem fond of practices purified the Hin and his body to use on the ill or injured
conquering hard-working farmers helped to maintain the wards of target. Properly performed, the
and turning them into slaves and the Gentle Folk. But with the rite takes about fifteen minutes,
serfs. There is no real trade, and passage of time, they have been and doubles the recovery rate of
shifted and changed and often the target for a number of days
15

equal to the Loremaster's level. There are certain places where


(And adds his level to any saving Hin practice several purification violence is punished more sternly
throws against disease.) rituals which are the degenerate than others, as these spots are seen
remains of old Gentle Folk rites. as sacred (usually they were
Most rites, however, do not have Before a meal, they carefully wash meeting sites where the Gentle
supernatural power, or if they do, their foreheads and hands Folk could be found.)
only do so in a particular place. whenever possible and mumble a
Burning the Wicker Orc is a prayer to the immortals. Planned In Southshire, the arrival of the
common ritual, carried out at the violence has to be preceded with a Hin from Davania is re-enacted on
beginning of Spring. The Wicker prayer of apology to the Gentle its anniversary; elsewhere, Hin eat
Orc is stuffed full of remnants Folk and the Immortals and when sea food and try to go to sea if
from last year's harvest, as well as possible, followed by acts of possible.
things symbolic of past sins that charity. A portion of food is set
Hin wish to repent (chosen in aside at each meal for the Gentle It's considered bad luck to cook
consultation with the Clan Folk, "should they come among meat in the same pot as anything
Loremaster). The burning of the us"; it is then given to the needy else; Hin stews, soups, and
Wicker Orc consumes the sins and afterwards, or to any unexpected gumbos are either meatless or
asks the immortals to bless this guests. eaten with meat on the side, or
year's harvest. (It is to be noted cooked meat is added once
that in times past, the Hin have A small portion of each harvest is cooking is done.
sometimes stuffed and burned set aside for the Gentle Folk as
actual Orcs. But Orcs are not so well; it is then distributed to the Many Hin clans practice several
easily come by these days. Not on needy once the ritual week has yearly ritual dances. In their
a scale of one for each village, passed. original forms, these drew magical
anyway.) energies to the sacred locations,
Halflings of mystical bent usually reinforcing the ward network.
A common form of Hin protest is refrain from meat consumption, Now, they generally just are
making a mock-up effigy of except in certain ritual contexts, entertaining to watch. Many other
someone and burning it. This is though milk is acceptable. (But local rites of similar provenance
copied from the Wicker Orc rite. not eggs). Those Hin who follow from ritual meals to sacred theatre
Some clans burn effigies of this practice gain the ability to had a similar origin.
Glantrians on the annual open certain hidden Gentlefolk
anniversary of some raid. But it is doors and containers, if they hold
more commonly used as a political to it for at least a year.
protest.
16

The Sacred Mysteries


All of the material from the Five could not leave the lower caverns It has imbued the Hin race with
Shires Gazetteer in this section for long, as they were ill-adapted more magical resistance to Normal
can be used in this alternate Five to the Normal Dimension. Dimension Magic; ironically, it
Shires, but some additional makes them more adept at
material is added here. One intelligent race came through Nightmare Dimension Magic,
in large numbers, the Glaurants, should they ever have the chance
The Origins of an expansionistic race from the to learn any.
Nightmare Dimension. They have
Blackflame repeatedly tried to turn other races Unknown to almost anyone, the
into patsies to conquer the surface Normal Dimension is also leaking
As noted in the history section, world for them, and even tried to through into the Nightmare
Blackflame is the Nightmare turn the Halflings into their slaves. Dimension, imbuing the area
Dimension equivalent of the around the breach with the powers
Normal Dimension Sphere of Many Halflings today would find of Normal Energy. The Immortals
Energy. In the current age, it themselves questioning everything of both Dimensions are very
leaks through in various fonts in they know if they realized that curious to see what the results will
the deeper regions of the Gunzuth and Alfron were led to be in each world.
Shadowdeep beneath the Five the Blackflame by the Glaurants,
Shires. who hoped to use their mastery of (Some predict the result will be
it to control them. equalization in which both kinds
During the time of Blackmoor, the of magic become functional in
upper caverns were home to But once again, they both worlds, opposed to each
ordinary cave creatures, and the overestimated their ability to other, and probably with a lower
lower caverns were largely void of dominate people, and Gunzuth and overall potency level, but with
life except for the hardiest of Alfron found ways to use the more breadth. Others think the
creatures, as it was unnaturally Blackflame with minimal risk of two will eventually neutralize each
cold there. At times, a few control by the Glaurants. other, ending all arcane magic.
creatures slipped through from the Furthermore, they descended into And some thing an oscillating
dimension of nightmares, for the the depths again and devastated cycle will emerge with eras of
walls were thin here. the Glaurant cities with it. Nightmare Magic followed by
low-to-no magic, followed by
The Rain of Colourless Fire, in This was thanks, in part, to the Normal Magic, then back through
addition to the damage it did intervention of the Immortals of low-to-no magic to Nightmare
elsewhere, triggered explosions of Time and Energy, who backed Magic again.)
Utherite deposits in the area, Gunzuth and Alfron for
creating more caverns and ripping immortality, then made them the But whatever happens, it looks
the fragile fabric of reality. Tears first High Heroes, guardians of the like it will take a long time.
opened between the Nightmare Blackflame. Although some wonder if Delune's
Dimension and the lower caverns, project might well accelerate
leading to Blackflame leaking The continued leaking through of whatever process takes place, due
through and the arrival of things the Blackflame is slowly changing to the need to draw huge amounts
from the Nightmare dimensions. the Five Shires, imbuing it with of Blackflame to power it.
However, many of these creatures the powers of Nightmare-Energy.
17

Halflings, Heroes, and Highwayhin


This section presents the characters within in 3E terms; the 0D&D stats from the original Gazetteer can
generally be substituted for what is found here, although some new characters are presented. Adapt those
however you see fit; I won't cry.

The Government of unacceptable losses. He is He's also taken an interest in


currently sponsoring expeditions finding the tomb of Loktal
the Shires to map it out and to bring him Ironshield, rumoured to hold
intelligence on the area, and is powerful magical treasures and
Jaervosz Dustyboots, Sheriff of collaborating with Multhim some source of hidden lore which
Seashire (male Halfling Fighter Greybeard in this venture. drew Loktal to the Shires in the
15, LG) He's also starting to lean towards first place.
Jaervosz is probably one of the the idea of pre-emptive war on the Multhim has, perhaps, become a
toughest people in the Shire, Black Eagle Barony being urged little too obsessed with Dwarves.
known for his abnormally high by Maeragh. However, he sees He's the leading proponent of
strength for a Halfling (some of this in terms of removing a threat, conquering the Shadowdeep and
which, unknown to most, is due to not in terms of his colonization using it for further expansion of
a strength-enhancing belt). His projects. Should Stefan make the population. Just look at how
personal fighting prowess and his enough of an impression on him as beautiful it is! He has been
skills at military organization a threat to the shires in response to working with Jaervosz to map out
(Profession (General) 13) have led such a war, he is likely to come to the upper caverns and determine
the other Sheriffs to defer to him see Western Karameikos as a plans for how to potentially
in organizing the military of the necessary area to form a buffer colonize it. He rejects the idea of
Shires. He views his perpetual colony in. He would not support foreign colonization; why send
efforts to keep the military ready the idea of conquering all of Hin away when they can stay in
for anything in a time of relative Karameikos unless military their homeland and still have room
peacefulness as key to avoiding necessity seemed to dictate it. to live properly and still produce
any future disasters of the kind enough food? Fungus can be good
which have often afflicted the Hin Multhim Greybeard, Sheriff of for you!
when peace lasted too long. Highshire (male Halfling Fighter Multhim also has an interest in
Jaervosz has noticed the problems 6 / Expert 6, LG) technical innovation born out of
afflicting the Shires, and believes Eldest of the Sheriffs, he is in his engineering training. He is
that colonization is the answer. charge of both mining related friendly to the idea of building the
He tends to look towards both the activities (Craft: Mine technical and craft skills of the
Thanegioth Archipelago and Engineering 15) and dealing with shires and shifting over to a more
Davania beyond it as potential the Shadowdeep (Knowledge: commerce and manufacturing
targets. Surely it's time to check Shires Shadowdeep 12). He has economy. Works for the dwarves,
in by now on the old Motherland. devoted many years to these tasks, after all.
He has toyed with the idea of and has come to understand the Multhim is very wary of invading
cleaning out and occupying part of mind of Dwarves better as a result. Karameikos because he fears
the Shadowdeep, but is uncertain He works quietly against anti- Thyatian intervention, and is well
whether this can be done without Dwarf sentiments in the Shires. aware the Shires are not nearly up
18

to the power level of the 3) a breeding ground for vampires of any irredentist projects, as she
Thyatians. Unless possible and werewolves. They would be has warmed to them due to
Thyatian intervention is blocked better off under Shire rule anyway. Leethila's self-sacrificing nature.)
somehow, he be very reluctant to Maeragh will not act without solid
mount any major attack on the support from the other Sheriffs, Delune Darkeyes, Sheriff of
Black Eagle. though, as she knows her Shire Heartshire (female Halfling
alone can't handle it. She has been Ranger 9, LG)
Maeragh Littlelaughs, Sheriff of trying to convince Multhim that Delune Darkeyes takes the roads
Eastshire (female Halfling Thyatis is unlikely to intervene to and forests of the Shires as her
Ranger 11, LN. Favoured Enemy save an area they neglected for special interest, devoting her
+3: Goblinoids, Favoured Enemy centuries. She's sure that Thincol efforts to preserving the forests
+2: Magical Beasts, Favoured got what he wanted from Stefan and maintaining the roads. She is
Enemy +1: Humans) and no longer cares. (She's a very traditional kindly, helpful
Maeragh is the least friendly of the contemplated finding some way to halfling who wishes to preserve
Sheriffs; she acts as the head judge pay him off, just in case, though.) the old ways. (She is a proud
of the Shires in any case where Maeragh thinks trying to colonize member of the Daughters of the
she has no personal interest. She the Shadowdeep is too dangerous Dawn Hope, a conservative
loves the Shires intently and wants and would only force heritage society, described later in
to protect them; she has no confrontation with nastier things this document). As a result, she is
tolerance for ill behaviour by non- living below. She is open to opposed to the sorts of innovations
Hin, and will generally, given the Jaervosz's colonization proposals, which Sildil and Multhim take an
choice between blaming a Hin or though as a project to be followed interest in. She doesn't want to
anything else, blame the other AFTER the Karameikan menace is see Hin leave the lands and move
thing unless evidence is strong. dealt with. The nation will need to the cities or to see the Hin 'turn
She is the most likely of the its full strength to deal with into dwarves' as she would put it.
Sheriffs to direct Hornets or Karameikos. So for now, such She also rejects the idea of living
Pirates against outsiders. things must wait. in the Shadowdeep; that would
(Maeragh was herself a Hornet in Maeragh's deepest secret is that definitely turn the Hin into
her youth for a time, and she endorses the Lords of dwarves and force them to leave
considered Piracy, only to Shaerdon, the Hin irredentist behind the beauty of things green
discover to her embarrassment that movement. In her case, she comes and growing. She doesn't like
she got too easily seasick.) to it from a viewpoint of military colonization, either, as it would
Maeragh has been calling for an security; these outlying areas must require either forcing people to
invasion of the Black Eagle be reclaimed in order to better leave or bribing them, and why
Barony ever since the 989 defend the heartland. She keeps leave the best land in the world?
invasion. She wants to wipe out this secret because its exposure And who knows what might
the Black Eagle and claim the would make her political position happen to the colonists once
whole area for the Shires. The untenable; even Darokin would they're too far away to be helped?
Karameikans have always been not tolerate having one of the (Delune would not actually try to
trouble for the Shires. Indeed, in Lords of Shaerdon as a leader of stop any colonists leaving; people
her heart, she wouldn't mind the Shires and the Shires cannot should be allowed to choose their
simply conquering the whole afford to have Darokin turn on it. own path. But she's not willing to
nation, as centuries of history (Though it can be noted that her use the Shire's government's
show the inhabitants of the lands personal friendship with the resources to promote it.)
east of the Shires are 1) trouble, 2) Ierendi ambassador has convinced Delune thus opposes most possible
incompetent to govern themselves, her that Ierendi should be left out solutions to the Shire's problems;
19

however, she's one of the largest is starting to slow down a little. in. She's still contemplating
advocates of transforming the While she spends little time at sea, solutions here.
Shires into a Hin equivalent of Sildil oversees the Shire's navy Sildil is also the friendliest to
Alfheim. Surely the old wards can and is the other Sheriff to have Wizards and Sorcerors of the five
be reactivated for defence and the major dealings with Hin pirates Sheriffs; their powers can be
land made magically bountiful and (besides Maeragh). She also is useful, and the Shires ought to
fertile as in Alfheim. The Hin studying land warfare, as she find a way to tap that power, not
could then live in greater harmony expects to get Jaervosz's military waste it.
with nature and have fewer oversight duties once he retires. Sildil is cautiously open to the
worries. She consults extensively Her work leads her to a lot of idea of delving into the
with the loremasters and trades exposure to outsiders, in the form Shadowdeep, but believes not
with any Elves she can find for of traders and visitors from many Hin would want to live like
Elven lore she hopes can be Darokin. Sildil has come to Dwarves. However, it might be
adapted. The Blackflame is the appreciate the role of commerce useful as a military measure for
key; once it can be tapped more and manufacturing in building troop training and to perhaps
efficiently (200 years for a Web of Darokin's power, and wishes to create a buffer against raids from
Shadows? Even Dwarves can do capture that for the Shires. Thus, below.
better than that!), then it can be she actively supports various Sildil is divided on invading
used as a power supply. innovators with Shire funds and Karameikos; she'd like to see the
Delune opposes any invasion of has advised her local clans to Black Eagle Baron taken down,
Karameikos unless the Black begin refocusing towards such but is more aware than Maeragh
Eagle Baron cannot be stopped in matters. Southshire has the worst that Karameikos has far more
any other matter, as she thinks it is overcrowding problems of the people than Maeragh seems to
wrong to invade other nations, five, but her measures are think and is more sanguine about
especially one which has mostly beginning, slowly, to move the possibility of victory. Still, it
tried to be friendly to the Shires, towards solutions. However, would be useful to create a
unlike when the Thyatians ruled. they're also transforming the Hin protective zone. She is likely to
Does everyone want to go back to way of life, arousing Delune's waffle until something provides
those days? She especially thinks displeasure and that of the more evidence of either easy victory or
that Maeragh is probably a little traditional elders. of the necessity of taking the
cracked, given her fervent Sildil is open to colonization, and offensive.
advocacy of invasion of the Black finds Jaervosz's ideas to be
Eagle Barony. She would not reasonable. Indeed, creating such
support an all out conquest of colonies could secure valuable
Karameikos unless the resources which could be shipped
Karameikans tried to conquer the to the Five Shires and then
Shires (or appeared to try), and processed into goods to be sold for Ambassadors
maybe not even then. a profit. So why aren't we doing
this already?
Ambassador Lord Brin
Sildil Seaeyes, Sheriff of However, this would raise a major
Domthiir (Darokin. Male Noble
Southshire (female Halfling problem; how to keep Minrothad
4, LG)
Fighter 12, LN) and Ierendi pirates from
He can be treated as in the canon--
Sildil has a fiery temper and a interfering? Ierendi has tended to
the original Mr. Nice Guy who
mountain of energy; she's perhaps be friendly, but Minrothad and
likes the Shires because they are a
the hardest working of the possibly Thyatis might try to butt
fellow democracy of good-hearted
Sheriffs, in part because Jaervosz
folk. He is friendliest with Sildil,
20

since she handles naval matters Jaervosz finds him useless and
and has an interest like him in Delune pities him audibly in a way
commerce and manufacturing. He which tends to make him angry. Leethilla Barburgh (Ierendi.
treats Multhim with a great deal of Multhim is sympathetic to him, as Female Human Fighter 3/Expert 2,
respect because of Multhim's he knows what getting old is like, NG.)
engineering skills. He gets on and Sildil tries to work with the Largely as in the canonical
well enough with Jaervosz. He man, but he seems to have a knack supplement. It can be added here
thinks Maeragh is likely to lead for even antagonizing her that she is friendliest with Sildil
the Shires to disaster if she gets supporters with his stiffness and due to their mutual interest in
her way, and he and Delune butt general inability to show he likes naval matters. She has quietly
heads because he is everything she anyone. urged the development of tourist
doesn't want the Shires to become, facilities as a road to the
though it's a gentle head butting Sire Milaster (Alfheim. Male development of the Shires to
because they are basically both too Elven Duskblade 4/Bard 4, NG.) Sildil. However, her general
nice to go for the throat when the Sire Milaster is a friendly, open kindness and demonstrations of
other person is so polite, kindly, individual who has very little real willingness to risk herself to
and generous. But clearly insane. work to do, so he spends much of protect Hin despite her own
his time partying. Enough so to injuries has made her one of the
Sir Guldahan Cordelius worry the female Sheriffs about few non-Hin who Maeragh has
(Karameikos. Male Fighter what he might do with the young opened up to. Should Maeragh
3/Noble 1, TN. Change Original Hin ladies. learn of Leethila's infatuation with
Gazetteer Charisma to 8 (the way He gets on well with all of the Lord Dom, she will be torn
he is described there, he is clearly Sheriffs; even Maeragh has not, because of her past conflicts with
a Charisma penalty kind of guy.) over time, been immune to his him, but will ultimately support
Sir Guldahan is what happens charms, though his relations are Leethila in it. (Not that Maeragh
when diplomats are not chosen on cooler with her than the others. is exactly an expert on romance...)
the basis of interpersonal skills. He is friendliest with Delune,
His real talent is as a soldier, but finding her charming, sharing her Lord Caine Malaric (Thyatis.
he's getting too old for the love of the forest, and finding her Male Human Rogue 8, LE.)
battlefield, and so he was given a project of enchanting the Five As in the canon, Caine is a nasty
well-paying ambassadorship as a Shires to be an intriguing idea. He piece of work. Part of his job is to
reward, so he could take better has devoted a fair amount of his sabotage the Shires, which Thyatis
care of his family. Unfortunately, personal resources to assisting her, does not wish to see grow strong;
he's poorly suited for the job (with whether through providing books Thyatis has enough strong rivals
his 'mighty' Diplomacy of 4, or helping her to meet Elven already. He has noticed the
dropped to 3 by his low loremasters. He has an interest in problems induced by the rising
Charisma.) and faces a difficult the Blackflame, and while Delune population and has quietly set
situation. won't give away the Shire's himself the task of aggravating
Sheriff Maeragh has been secrets, she trusts him enough to these problems, using his wealth
pressuring him to end the Black have allowed him some chances to to try to encourage corruption
Eagle's raids. Since Stefan is observe more than is usually among clan leaders and
either unable or unwilling to do allowed. Fortunately for her, he is discouraging the Sheriffs from
anything, all he can do is stall, and worthy of that trust, so long as no seeking solutions he thinks would
so he has virtually no pull in the one mugs him and beats it out of work (such as more commerce and
Shires to secure the favourable him, anyway... manufacturing) by making it look
trade deals that Karameikos wants. like such solutions are things
21

Thyatis WANTS, as he knows He is much as in the canon. Rockhome ambassador to


they instinctively distrust anything Special notes for this version Karameikos' life difficult.
he says (unless it aligns with their follow.
prejudices). His manipulation Thrildor is a member of the Master Tomba Quickfingers
works best on Maeragh (as he tells Wyrwarf clan, as they have more (Minrothad. Male Halfling
her what she wants to hear--that interest in the Shires than most of Merchant Prince 5/Expert 4, TN.
Thyatis won't mind if the Hin the other clans, though it wasn't Int 17, Cha 16, Appraise 13, Bluff
invade the Black Eagle Barony or easy getting him the 12, Diplomacy 14. Not in
all of Karameikos so long as ambassadorship. (It helped that Original Gazetteer)
Thyatis gets a payoff) and on most Dwarves don't want to go to Master Tomba is a sandy-haired
Delune (who distrusts anything he the Shires, since they'll be kept halfling, thinner than the average
says and thus can sometimes be away from everything they find Shire Hin (i.e., average of build
induced to do the opposite), and interesting there.) instead of pudgy), blandly average
least well on Multhim, who Thrildor is closest to Multhrim of in height, with distinctive violet
understands Thyatians better than the Sheriffs, and spends a fair eyes (the result of a magical
the other sheriffs. amount of time discoursing to him backlash some years ago. He has
It must be noted that Caine does on all things Dwarven, the art of twice the normal low-light vision
not actually dislike halflings, stonecarving, etc. He has strongly of a halfling)
except in so far as he tends to urged Multhrim towards the Master Tomba has been more
regard all other living things as creation of underground Hin successful than past Minrothad
existing to do what he wants. cities, as he hopes the experience ambassadors, which admittedly
Caine views the starvation reflex will make more Hin favourable to would not be difficult. Oran
of the Hin as something that Rockhome. He also has some Meditor, after having several
actually makes them more like interest in engineering and new ambassadors nearly run out of the
Thyatians, which is a good thing; ways of making things and has Shires on rails, and one of them
their gradual loss of what he sees provided some funding to Hin having mysteriously decided to
as false morality reinforces his inventors, as he hopes to copy said drink a big old glass of tasty
own conviction of the inventions for the use of Dwarves cyanide (all evidence pointed to
acceptability of his own actions. back home. Glantrian agents, no really),
He would probably seduce even His own interest in agricultural decided to appoint a halfling, in
more Hin women than he does if matters has made the Shires a very hopes he would be better received.
he only had cheaper access to enjoyable place for him to be And he has been.
growth or diminution potions (and living in and he's observed some While Master Tomba continues to
his amnesia drug, see the canon ideas he's sent home for testing; manage the network of spies and
Gazetteer). He also has a great his clear enjoyment of the forests agents inherited from past
deal of empathy for the Hin and fields has helped to endear ambassadors, and continues to
pirates, some of whom he quietly him to Delune, despite his seek the secrets of Blackflame
sponsors, directing them away advocacy of Multhrim's plans. (lost by his own ancestors after the
from Thyatian shipping, especially Thrildor quietly agrees with Thyatians enslaved them), he has
any venture of his own. Mearagh that the Black Eagle toned things down a bit, and tried
Baron needs to be dealt with, but to focus on mutual interests of the
Thrildor Blackhammer has carefully avoided any public two countries. As the Shires have
(Rockhome. Male Dwarf Fighter comments on the issue because he begun to struggle to feed
4/Expert 4, LG.) feels it isn't his business and he themselves at the HIGH level to
wants to avoid making the which they are accustomed, he has
worked to open the food market to
22

Minrothad traders. He's also 6, Knowledge (Five Shires) 6, reinforce Maeragh's irritation with
turned his spy network towards Ride 13. Not in Original Karameikos by endlessly talking
learning when Thyatian ships will Gazetteer) about how such a rebel lord would
sale, and tipping off pirates in Lord Asoka is the tall, muscular, never be tolerated in his own
return for them leaving his ships bald, dark-skinned ambassador homeland and how Stefan
alone. He can only afford to bribe from Sind. Lord Asoka was Karameikos is clearly unfit to rule.
some pirates, but it helps. chosen ambassador at his own The Sindhi hope to make both
Master Tomba has especially request, as he had made a hobby nations more dependant on trade
worked on trying to sell the of studying the Five Shires and with Sind if they go to war with
Minrothad way of life to Sildil, wished to see it first hand. He is a each other. He disapproves of
who he knows has an interest in distant relative of the Rajadhiraja. Multhim's fascination with mines
manufacturing and commerce. In Lord Asoka spends a lot of time and engineering (a clear violation
the process, he's earned Delune's struggling to reconcile his own of caste!), and finds Delune nearly
hatred, though. He's found caste practices with his knowledge incomprehensible (as she violates
Maeragh strangely friendly, and of Shire customs and lore, though her caste all the time by doing
has the feeling she's trying to find it helps that he can see the Sheriffs things like stopping in her pursuit
out something about him, but can't and their Krondar as members of of her law-enforcing duties to help
figure out what. It almost seems his own caste, thus reducing the someone dig a ditch!!!).
like she's trying to seduce him, but amount of inter-caste interaction Lord Asoka does not spy on the
he's not arrogant enough to think customs which have to be Shires at all, except to the limited
that could really be the case. (As followed. Nevertheless, he always degree that Mohan keeps tabs on
he's blissfully unaware of her seems eccentric to the Sheriffs and mercantile affairs for him. Spying
connections to the Lords of their agents. (In Asoka's mind, the is dishonourable and Lord Asoka
Shaerdon, who hope to get the Krondar and Sheriffs and Clan tries very hard to meticulously
Minrothad halflings to defect to Elders are Himaya, the Masters of obey all the laws of the Shires,
the Shires.) He finds Multhim the Shires are Rishiya, the Clan relying simply on studying public
amusing, while Jaervosz treats Loremasters are Jadugerya, the news, his own study of lore of the
him with mild suspicion. average Hin are Prajaya, and what shires, and his personal relations
When he goes out, he is usually few Hin act as servants to others with the Sheriffs to influence
being watched, which he knows, are Kuliya.) The Sheriffs have events. (This flows in part from a
though not as watched as the quietly assigned a few agents to failure to fully appreciate the
Thyatian ambassador. He is follow him around and clean up degree to which the Clan Elders
vaguely working on a plan to any social disasters, as he clearly influence events.)
discredit the Thyatian ambassador, means well. Many of the other ambassadors
so as to hurt Thyatian trade and to Lord Asoka wants to ensure the baffle him, as they're clearly
try to establish his own bona fides continued flow of goods and food Prajaya (Brin, Tomba, Leethilla all
as a good guy, as he knows that into the Shires and the flow of fall in this category) or act in
the Sheriffs are often driven as metals out of it to Sind. He avoids strange ways (A dwarf who likes
much by perceived morality as by direct interaction in business forests, an Elf whose caste is
the actual interests of the Shires in matters, leaving that to his Prajaya completely unclear, etc.) Even
judging ambassadors and their assistant, Mohan, who ends up though he's working against
nations. doing much of the actual Karameikan interests himself, he
ambassadorial work as a result. personally likes the Karameikan
Lord Asoka Chandragupta This leaves him a lot of time to ambassador, who he respects as an
(Sind. Male Human Knight 10, talk military affairs with Sildil and old warrior. He does not trust
LN. Str 16, Wis 16, Diplomacy Jaervosz. He has tended to
23

Caine at all and tries to avoid the their nations bloom. Maeragh Summary: The Adventurer's
man. distrusts him and most other Ylari, society is very old, dating all the
fearing they may try to achieve way back to the Shaerdon period;
Emir Salah Muyyid (Ylari. their dream of a green land by it has grown and shrunk in
Male Human Cleric 9, LN. Int taking the Shires by force. importance over the centuries. In
15, Wis 17, Craft (Calligraphy) Jaervosz has little interest in its current form, it's basically a
11, Diplomacy 9, Knowledge parables; he has some dealings social club for retired adventurers
(Nahmeh) 12. Not in Original with Sildil in the lines of his and a place for young Hin seeking
Gazetteer) efforts to protect Ylari mercantile adventure to meet and form
Emir Muyyid is a short, wiry man, interests. He thinks Multhim is groups to get in trouble together.
with short black hair, a thick black slightly crazy and quietly avoids Many a band of Hornets formed in
moustache, and sun-darkened him when possible. the lounge of the local branch.
skin. He wears bright Ylari robes, Salah has a great deal of hate for Moon Hill, Tothmeer, Obur's
and usually a blue turban. Salah is the Thyatian ambassador and Mimbur, Thantabbar, and Shireton
LOUD and likes to TALK. He Thyatians in general, and is have the five permanent facilities,
can be very polite when he quietly trying to collect enough but many local communities will
remembers to, but usually looks dirt to get the man expelled. He have a monthly or biweekly
like he's waiting impatiently to tends to assume that Karameikos meeting of members in some local
talk whenever someone else is is just another Thyatian colony, tavern. The major facilities store
speaking. and thus it must be thwarted also. trophies, provide short-term
Much of this talking is comprised He finds Asoka fascinating, housing for members visiting the
of his efforts to apply the Nahmeh though he thinks Sindhi religion is area, and constantly have lots of
to everything. He's diplomatic completely insane--the man needs food and drink and relaxing space
enough not to directly tell people to be converted for his own good! for members to sit around and
'Convert now'; he just tries to do swap tales and tell lies. There's
so by showing its wisdom to be always a few old Hin ex-
applicable to ALL THINGS. This Shire Organizations dragonslayers (or so they tell it)
eventually drives many Halflings hanging around the place.
crazy, though the Clan Elders and of Note Membership is cheap, only a few
Loremasters often enjoy giving gold a month, though prominent
him the same treatment with Hin Hin love to form clubs, societies, members are expected to share
customs and lore. (He actually and associations. There are some of their gains with the
enjoys a good argument, so the dozens more not listed here as society so long as they are active
lesson isn't quite sinking in...) many of them (like the Flagonford adventurers. In return, one has
Despite the clear need for better Knitting Circle) are of little access to the records, the lounges,
organized religion, Salah mostly interest to adventurers. and the collective memory of
enjoys the Shires. They are an many old Hin who have seen
orderly, good-natured and friendly many things. Young Hin need
folk, and he likes people. He is Adventurer's Society, Halfling meet no special requirements to
very curious about the lore of the Heroes and Wannabes join; anyone else must provide
Masters, but his preaching tends to Status: Minor, Legal some proof of adventure. Many
make them crazy quickly, so they Goal: To talk incessantly about Hin join up before going on
avoid him. He and Delune have the good old days, to show off Yallara, to find out about places
traded some lore about how to one's trophies, and to coordinate they could go.
make places more fertile, as they and inspire active adventurers The Sheriffs provide some funds,
have a mutual interest in making in return for being able to tap the
24

membership for knowledge or for finally acts. Set Jac's level as a They also blow a lot of energy on
adventurers. Cleric to challenge the PCs. His trying to convince Hin to give up
Adventure Hooks: One could cult may get up to all sorts of foreign fashions, etc, instead of
spend a lifetime tracking down all trouble which could lead to addressing real problems.
the rumours and opportunities that adventures. The Sheriffs are Many of the members are Clan
float around a single Adventurer's unaware of the cult, but if alerted Elders or their families, and thus
club meeting. If one is looking to to it, they will shut it down with the society wields a great deal of
sell off a magical item, this is extreme prejudice. political weight in the Shires.
probably one of the best places in Indeed, Sheriff Delune is an
the Shires to try doing it. Daughters of the Dawn Hope, influential member of this
Halfling Conservatives organization.
Club Club, Ill-Adjusted Violent Status: Major, Legal This organization has some
Halflings Goal: To conserve the ways of sympathy for the goals of the
Status: Fringe, Legalish the Shires and prevent it being Lords of Shaerdon (and this
Goal: To work out their inner contaminated by too many foreign society forms an important
violence by beating each other up / ideas recruiting ground for that society,
to serve as Entropic patsies (Not Summary: The Daughters of the which has some influence within
publicly known) Dawn Hope are a society of Hin the Daughters as a result), but in
Summary: As the number of who claim to be descended from general, opposes its imperialistic
clanless increases, an increasing those who rode on the Dawn tendencies. The Hin should not be
number of Hin are unsatisfied with Hope, out of Davania, to settle the conquerors in their view; leave
their lives and unable to channel Shires. In some manner, this gives that to Orcs and Dwarves. Sheriff
their aggression productively. A them the delusion they are more Meargh was a member for a time,
charismatic Hin named Jac Taylor important than anyone else and the but has left the society because it
is the leader of this society, conviction that the old ways are won't support her war aims.
founded in Shireton in the tunnels best. Not that their picture of the Adventure Hooks: The
under the city, but now spread to old ways is always all that Daughters of the Dawn Hope are
every major community and some accurate. (For one thing, it's always on the look for what is left
of the growing lesser ones. debatable if any ship by that name of the ancient past, so as to bolster
Groups of mostly male Hin get was in the ancient fleet of ships their genealogies and prove their
together to beat each other which brought the Hin to the arguments. And in some cases,
unconscious with clubs. This Shires, and it was certainly more hiding things which don't fit their
physical violence brings them than one.) At their best, the claims. This often means tapping
emotional release from their Daughters of the Dawn Hope have adventurers for help.
difficult, unrewarding lives. Most helped to preserve halfling
of them actually function a little traditions of courtesy, generosity Five Deep Shadows, Halfling
better in normal society with this and sharing; they have worked Mafia
outlet. hard to help those Hin who are Status: Significant, Illegal
Adventure Hooks: Unknown to suffering under current conditions Goal: To Expel all Foreign
most club members, however, Jac of slowly rising overcrowding and Thieves and Monopolize Crime; to
is slowly recruiting the craziest food production difficulties. At avenge the injustices of the
and most violent into an inner worst, they oppose any change in powerful
circle which worships Orcus. He the ways of the Shires and seek Summary: The Five Deep
is still trying to decide what to do always to return to a past which Shadows originated as a
with his rising cult, but it's likely doesn't really offer any answers revolutionary organization during
to be...destructive...when he for the problems of the present. one of the past conquests of the
25

Shires, probably during the period Status: Minor, Legal Odo Nimblefingers, a Halfling
of Dwarven rule. It has gradually Goal: DEATH TO GLANTRI adventurer (Rogue 6/Expert 4),
evolved into a combination of Summary: In most countries, this who visited Serraine and decided
crime syndicate and justice for group would be Fringe at best. it was THE BEST THING EVER.
hire. The Sheriffs tolerate it so However, the Shires have built up He returned to the Shires and
long as it remains within limits, a lot of Glantri hate over the years, began trying to build his own
because it has vigorously pursued and it's continual open-season on flying machines. He gathered
and crushed outsider criminal Glantrians. This means that many many young, enthusiastic Hin who
organizations and because it Hin give a certain amount of didn't have anything else to do and
passes any intelligence it finds backing to this group, even if they they're still working on it.
relevant to national security to the don't want to risk THEMSELVES The Society has managed to build
Sheriffs. (Rather like the in its efforts to DESTROY several hot air balloons and is
tolerating of pirates and Hornets) GLANTRI. currently trying to build a blimp
It focuses on 'victimless' criminal Most of the members are young which doesn't explode or crash
activities--loan sharking, Hin who mount crazed raids into into the Fishtickle bridge,
smuggling, gambling, prostitution, Glantri ( a difficult proposition, levelling it. (They had to spend
etc., and punishes those who steal, given distances and the Broken half a year helping to repair the
murder, etc. Lands), and the rest are groups bridge after that.) (The society
It also has an odd role--justice for who prepare for the chance to was originally the Heartshire
hire. When the law cannot touch quick respond to Glantrian raids Avionics Society; Delune threw
someone, you can turn to the Five with lethal force. This group often them out of Heartshire after that.)
Deep Shadows, and they may makes the lives of any visiting Multhim quietly provides them
carry out rough justice for you. wizards difficult. with a small amount of funding, as
This can be rather expensive, The Sheriffs try to restrain them he finds them intriguing. Several
though some FDS leaders have from lynching visitors, but really halfling merchants who see a way
been known to do it for free for generally approve of killing for the Shire to take the lead in a
those who strike them as Glantrians, who are all evil and new area also back the society.
particularly in need of help. In crazed, in the eyes of the vast The Avionics Society has also
this capacity, the FDS also can be majority of Hin. taken it upon themselves to watch
hired to pursue those who have Adventure Hooks: If you want the skies for unusual flying things,
robbed Hin and escaped the Shire. to raid Glantri and kill Wizards, so that flying Glantrians, winged
If rumour can be believed, they've these are your boys. They're Orcs, or other threats don't sneak
recovered goods all the way from always looking for help with in through the air. This would be
Glantri and the Heldann lunatic schemes like replacing a more valuable service if they
Freeholds. Jagger's Crystal Ball with a glass didn't sometimes mistake bird
Adventure Hooks: Outsider sphere full of magic-triggered flocks for incoming dragons...
thieves may find themselves in explosives... Adventure Hooks: In addition to
conflict with the Five Deep needing people with engineering
Shadows, especially if they steal Highshire Avionics Society, skills or who are crazy enough to
something important and flee the Halfling Would-Be Fliers try piloting one of their vessels,
Shires with it. Others may not be Status: Fringe, Legal they also have an interest in
so inclined to tolerate a crime Goal: TO TAKE TO THE studying magical flying devices to
syndicate as the Sheriffs are. SKIES! WHERE A HIN see if they can use and abuse the
SHOULD BE!!!! principles therein somehow, and
Glantri Destruction Society, Summary: The Highshire have been known to hire
Halfling Glantri-Haters Avionics Society was founded by adventurers to gain such things for
26

them. And at times, they have exposed and the central cell can be scholars and young adventurer-
been known to show up in the destroyed. So the Lords will do scholars who are trying to compile
middle of a flight test gone wrong their very best to keep this an accurate history of the Shires
when one is engaged in other concealed. and to study the past of the Hin.
activities--romance, theft, trying to Adventure Hooks: The Lords are This is complicated by the
fix the damage from the last time constantly trying to collect repeated conquest of the Shires,
they appeared... magical items, influence usually resulting in loss of records.
politicians, sponsor pirates, and Furthermore, oddly, surviving
The Lords of Shaerdon, Halfling spread pro-war with Karameikos ancient lore always seems to be in
Irredentists propaganda. They have agents in the middle of some sort of deadly
Status: Fringe, Illegal Darokin, Karameikos, and Ierendi. set of traps, monsters, and undead.
Goal: Recovery of 'lost Hin lands' Any of these can lead them into Or in a Dragon's personal
Summary: The Lords of conflict with adventurers. collection. Or concealed under
Shaerdon are a Hin secret society Alphaks' throne. Thus, they are
dedicated to the idea of reclaiming The Shires Delving Society, constantly having to hire
the 'lost lands of Shaerdon'. At its Halfling Cavers adventurers to try to break into
height, Shaerdon controlled Status: Minor, Legal 1500 year old tombs or to conduct
portions of Darokin (to halfway Goal: To explore and map the expeditions across the sea to
into the Malpheggi in the west and Shadowdeep Davania in search of the birthplace
to the Helleck in the north) and of Summary: The Shire Delving of the Hin.
Karameikos (to the headwaters of Society is made up mainly of Hin Unknown to its general
the four northwestern Karameikan adventurers and ex-adventurers membership, several members of
rivers and eastward from the west who still want a little excitement the Society are Lords of Shaerdon,
Karameikan shore to about 72 sometimes. This group wants to hoping to use its findings to justify
miles inland). The Lords of explore and map the Shadowdeep, their dream of a return to the days
Shaerdon hope to reclaim these finding all the ways in and out. of Shaerdon.
areas and work covertly to build Multhim sponsors them with a Adventure Hooks: The society
support for Hin expansionism. little cash and has provided them has learned to hire adventurers to
For centuries, they were an illegal with the built up lore of the recover its ancient lore for it, as
fringe society, but now they have sheriffs in this area. noted above.
a Sheriff for an ally (Maeragh) and Adventure Hooks: They're
many more Hin are open to their always looking for people willing Tothmeer Inventor's Society,
claims, due to increasing anger at to join them on dangerous trips Halfling and Gnome Inventors
the Black Eagle Baron and into the Shadowdeep, especially Status: Fringe, Legal
Karameikos. those who bring skills (arcane and Goal: To pursue knowledge of
The Lords are organized in a cell divine magics) which the Hin improved technologies
structure and are directed by the often lack. Summary: Thirty years ago, a
Quintet, five Hin, one from each group of gnome and halfling
of the contemporary Shires. The Shires Historical Society, adventurers with a shared interest
Maeragh knows one of them, her Halfling Scholars in technology founded this
patron in the Society, Clan Elder Status: Minor, Legal society. It has received
Kari Longshadow of the Goal: To compile an accurate sponsorship from Sildil of late,
Longshadow clan, who is also a history of the Shires and to gather enabling it to increase its pursuit
member of the Assembly of the all lore possible about Hin origins. of technological and scientific
Shires. If Maeragh's connection is Summary: The Shires Historical knowledge. Its members avidly
found out, Kari will likely be Society is a collection of old seek new ways to do things,
27

usually involving alchemy or experiences in Glantri. He Mainly as in the canon. Joam is


engineering. Some projects work; sometimes suffers at the hands of one of the most prominent figures
many fail spectacularly, giving it the Glantri Destruction Society, in the Adventurer's Society, and
an aura of insanity. But they but the Sheriffs have come to trust frequently draws on its resources
persist, anyway. A few members him enough that they always make whenever he thinks he'll need help
have taken an interest in the Society back down. Lathsyr is for some venture.
Blackmoorian devices as well. horrified by the rumours of war
Adventure Hooks: The society against Karameikos, as war leads
always needs help testing and to death on a large scale, which he Ulaam Belchiir (Male Halfling
building things; its alchemy hates. Rogue 8, CN.)
sometimes requires adventures to Mainly as in the Canon. Ulaam is
collect rare ingredients. And the Biss Araum (Male Human Cleric an agent of the Five Deep
Blackmoor fans in its ranks 8, LG.) Shadows, and mainly directs his
sometimes mount expeditions to Mainly as in the canon. Biss is activities at foreigners. His
dangerous places which can blissfully unaware that he has actions push the boundaries the
always use a little more been gradually racking up a huge Five Deep Shadows set for
fodder...help. enemy list through his tendency to themselves, but so long as he
fink on everyone in sight who victimizes foreigners, they accept
doesn't stay home and mind the it in return for the use of his skills
farm. While this has endeared and his contact network.
The Shires Historical Society, him to the Daughters of the Dawn
Halfling Scholars Hope and other conservative Hin Sintyr Bulorno (Male Human
Status: groups and especially to Rogue 11, CE)
Goal: Clanleaders, Keepers, and the Mainly as in the Canon. Sintyr
Summary: Sheriffs, many Hin youth hate heads the largest gang not
Adventure Hooks: him, the Hornets dislike him, and controlled by the Five Deep
the Adventuring Society really Shadows. As a result, they're
hates him (though they won't do always looking for ways to wipe
Other People of Note, anything about it). His him out, and love to tip off
Hin and Non-Hin involvement in exposing past adventurers that he's behind their
Thyatian plots means that the woes, whether he is or not. The
Alike Thyatian ambassador has him on Sheriffs know of his crimes but
the list of people to die if it can be don't know his name...yet. He'll
done without being caught, and be in big trouble when they do.
Lathsyr Albrondur (Male
further, the Five Deep Shadows (The Five Deep Shadows could tip
Human Wizard 9, LG.)
and the Lords of Shaerdon have off the Sheriffs, but they know
Mainly as in the canon. He spends
grudges as well. They're all that if they can't enforce their
a lot of time doing work for
planning to try to frame each other crime monopoly without help
various Halfling societies who can
for the crime, along with the from law enforcement, they'll fall
use the talents of a Wizard for
Thyatians. So it's likely to get apart.)
some task, whenever he needs
messy around him one of these
money. One of his goals is to get
days... Spiira Quickmagic Coppertoes
accepted into the Adventuring
(Female Halfling Rogue 8, TN.)
Society, which is, like most Hin
Joam Astlar (Male Halfling Mainly as in the canon. She was
societies, rather wary of Wizards.
Fighter 12, LG.) more of a 'general adventurer' kind
Which, ironically, makes him feel
of rogue, and thus has no
all the better about it after his
28

connection to the organized crime knows how ruthless the Sheriffs This may also be complicated by
of the Shires. She is a noteworthy, can be. But he hopes he may find the fact that Meargh is certain he's
though not very active, member of something among the caverns a Karameikan spy and is
the Glantri Destruction Society. below, and if nothing else, it independently trying to set him up
She is also a member of the provides him with funds for other to be exposed.
Adventurer's Society, though she experiments as well. And the Hin
no longer adventures. are decent companions.) Shandysar Lollos (Female
Halfling Fighter 3, TN)
Ammagil Dundershields Oglentyr Hillhallow (Male Mainly as the canon.
(Female Halfling Rogue 7, LG.) Halfling Rogue 6, TN)
Mainly as the canon. She has Mainly as the canon. Oglentyr is a Jalassa Longwinkle (Female
recently joined the Adventurer's travelling agent of the Five Deep Halfling Fighter 9, CN. She has
Society in hopes of finding a Shadows, who will make sure to the feats Weapon Focus, Weapon
group to hook up with. She can spring him from jail if he is Specialization, and Improved
often be found in one of their main caught. Aside from fund-raising, Critical with the Whip. She also
society halls, exploiting the free he also keeps an eye out for likely has a feat which allows her to use
food and drink to keep her recruits. her whip to grapple without
finances afloat. drawing opportunity attacks)
Mainly as the canon. She
Armillian Duirmuir (Female Meermeera Jollybars (Female maintains quiet contact with Sildil,
Human Wizard 9, TN.) Halfling Fighter 4, CG) but has no interest in Shire
Mainly as the canon. Armillian Mainly as the canon. She is very politics.
has evaded the notice of the typical of the younger members of
Glantrian Destruction Society so the Adventurer's Society. Arcathae Mellothrin (Female
far, but the combination of them Human Druid 11, TN)
and her fear of attack from Glantri Sperren Jurhindar (Male Human As the canon. She has consulted
has led her to not join the Cleric 5, LN) with Delune on the issue of
Adventurer's Society for fear it Mainly as the canon. It is enchanting the Five Shires and has
will help her foes find her. She unfortunate for Sperren that he is taken an interest in the project.
makes a fair amount of money in some ways a perfect patsy for She also has an interest in the
doing jobs for various other the Lords of Shaerdon. They plan Gentle Folk, who she believes to
societies, which can use her to set him up to blow the details of have been potent druids.
talents. his mission to the Shires before as
large an audience as possible, so Loberlin Mulgor (Female
Irmir Higenblot (Male Human as to paint him as another form of Halfling Fighter 14/Hin Master of
Wizard 15, TN, Sense Motive 18.) Karameikan aggression against the the Shires 10, CG)
Mainly as the canon. Irmir has Shires. They have done so by Mainly as the canon. Loberlin can
affiliated himself with the Shires creating a proxy society of people be noted to be perhaps the most
Delving Society to provide an 'interested in Karameikan culture', powerful halfling in the Shires and
excuse for his constantly being who will reveal themselves to him probably one of the most potent on
about the Shires. (Unlike in the and hopefully manipulate him into the planet. Her Quest for
canon, Irmir probably could find a a situation where he will be Immortality, however, has kept
Hin or ten who would take a big exposed. Whether he'll fall for it her too busy on epic quests for her
enough bribe to tell him some of is up to the DM and the PCs, but to focus on the Shire's real
the secrets, but he's too cautious to plans never do survive contact problems, though she has
take the risk of a sting, as he with the Players... consulted some with Delune. She
29

is not part of the problem, but it Beace Nildahar (Male Human Mazintor Treeshadow Seashire
also seems likely she won't be part Fighter 6) (Male Halfling Ranger 8/Master of
of the solution... (OOC This class Mainly as the canon. He has the Shires 7, LG)
level choice is using a 10 level joined the Adventurer's Society in Mainly as the canon. Master
prestige class version of Master of hopes of finding fellows to Mazintor is one of Delune's
the Shires I found online, written adventure with before his money confidants and is deeply involved
by someone named Beau runs out. in her plans to enchant the Shires.
Yarbrough.)
30

A DM's Guide to the Five Shires


The canonical Gazetteer presents a lot of information on Shire towns. This seeks to add to those descriptions in
light of the changes and additions made here, and to point out some non-town locations.

Highshire

Highshire is the most dangerous sometimes arguable which is 40,000 hin, far more than the
Shire, due to raids from the worse. population of the town, could be
mountains and its plethora of hidden below and fed for weeks if
entrances to the Shadowdeep. Ober's Mimbur (Canonical necessary. This facility also
Multhim's Krondar are very Location) serves to test various amenities for
effective, however, at fighting off Ober's Mimbur is the most heavily underground living which
most raids. Every hex has at least fortified of the Shire seats. There Multhim has an interest in. It does
one entrance to the Shadowdeep, are several large ex-mines under NOT connect to the Shadowdeep,
most of which have either been the town which have been as it's intended to be secure. The
sealed or guarded if possible. converted into emergency housing facility is supposed to be a state
Strangely, it never seems to do and food production facilities by secret, but the necessity of training
much good. Multhim. Several exit tunnels run locals to be ready to use it has
The wise traveller is always armed miles away to hidden locations; pretty much blown that, though
and watches the skies, to avoid the town is walled, and if it falls, the precise details of most of it
any unpleasant surprises, whether they can withdraw down into the remain secret.
it be flying Glantrians or the mines, seal them, and hide until
Highshire Avionics Society. It is help comes, or evacuate by the Launchpoint Tower (Non-
hidden routes if need be. Up to Canonical Location)
31

This facility is of recent taverns double as gambling dens mind a ballad or three about how
provenance. Located near the and brothels. awful the other clan is...
headwaters of the Wardle, the This has driven Alma
Highshire Avionics Society has Trencherman, Clanmistress of the Cruth Tower (Non-Canonical
built itself a facility which Trencherman Clan, based here, to Location)
includes a watch tower and a the point of despair. She wants Cruth Tower is an ancient
launching field from which flying someone to come and clean up the watchtower of unknown
devices can be sent out across the town, but the Town Council keeps provenance. Rumours range from
countryside...or crash into Obur's talking about 'urban growth' and a Nithian outpost to some
Mimbur. Unknown to the society 'rising wealth' and refusing to call Blackmoorian wizard's home.
members, one of them is an in the Sheriff. Perhaps some Whatever its exact origin, it is
infiltrator from the Glantri adventurers could do something... known to be much larger on the
Destruction Society, who uses the inside than on the outside and to
tower to watch for flying Aercruth (Canonical Location) contain many wonders and
Glantrian raiders. Not that any As the need for metals increases monstrous guardians. However, it
have shown up yet, but if they do, and as Hin look for work to get has a quirk which has kept most
the semaphore system in the tower enough food, people have flocked hin out of it--only left-handed
will be used to spread the word to to Aercruth. Where Bridle is people can enter it; everyone else
members in Obur's Mimbur. suffering from crowding and bounces off the entrances. While
crime, Aercruth resembles a boom there is probably some way to
town of the Old West, where change this, the lack of arcane
Bridle (Canonical Location) everyone is hard working but also magic users in the Shires has
As the population of the Shires pugnacious and sometimes rather meant that only a few expeditions
grows, some towns are booming. violent (if mainly in bar brawls). have ever gotten inside. Lately,
Bridle has become a focal point The two local clans (Swiftfeet and however, strange lights have been
for the transfer and distribution of Zursannich) are trying to take seen inside it, and many wonder
goods and is on its way to control of the town, but since their what has taken up residence...
becoming the second largest town Clanmasters (Anya Swiftfeet and
in Highshire; from here, roads and Odo Zursannich) hate each other,
waterways lead to most of the result is an ongoing feud and Ringrise (Canonical Location)
Highshire's towns and into intrigue made more complex by The Ringrise stone circle was one
Eastshire. Barges full of ores and the fact that many local miners of the crucial components of the
metal come down the river here owe allegiance to merchants who Gentle Folk's wards. It still works
and are moved to caravans or float had the capital to open new mines, well enough to repel any Undead
on down the Wardle to Nob's rather than to the local clans. Of which draw too close (It turns any
Boots. As the town grows, course, opening a mine means Undead who come within 12 miles
buildings have hastily gone up, convincing a local clan to let you of it, as if it was a 15th level
creating a shantytown around the dig, so it gets complicated... cleric. It attempts this once a
much nicer inner core of Old As part of the ongoing rivalry, the minute, until the undead leaves or
Bridle. two clans have opened rival dies.) Its powers are otherwise
The town suffers an increasing theatres / taverns and are trying to faded, especially since the mining
crime problem as the Five Deep see who can draw the most activities have disrupted the local
Shadows have moved in and taken patronage, to sway people to their web of the old wards.
up ore smuggling (and other side with a mix of entertainment The four clans of Ringrise remain
smuggling) and strongly influence and propaganda. Bards can earn well fed, thanks to their
the Town Council. Several good money here if they don't metalworking and mining profits.
32

Visitors will find this a very adopting the increasing number of travellers, traders, and
welcoming location. hungry halflings which are starting adventurers. The town is basically
Members of the Highshire to be seen on the roads of the a subsidiary of the local
Avionics Society like to launch Shires. Many are desperate Quaeromore clan, who have
from this vicinity, as they believe enough, they don't mind very hard promoted its growth to bring in
the stone circle is lucky for them. work in return for steady food and wealth to buy more food to keep
housing. their booming clan afloat without
Longflask (Canonical Location) All three clans support Sheriff too much hunger. They strive
Longflask is everything that Maeragh's call for war on vigorously to maintain traditional
Delune fears about converting the Karameikos, as they expect it will customs and a general aura of
Shires into a manufacturing and cause demand for weapons and polite law-abidingness. Many
commercial giant. The three clans thus for their ores and locals talk loudly and often about
of Longflask work their members metalworking. They're also open how they pity the folk of
to the bone, using the threat of to Multhim's plans for creating Longflask, unless they're sure their
being cut off from the clan to keep underground refuges and cities; customer is from Longflask, in
their noses to the wheel. Since they already virtually live which case it's a fine, fine place.
most employment in the Shires is underground anyway.
clan-based, this is a serious threat; There is an option for this town in Loktal's Tomb (Non-Canonical,
other clans don't generally hire the Adventures section. It's not Non-Specific Location)
outsiders unless they have to. The made standard here so players Somewhere in Highshire, Dwarf
clans do keep their members well can't know for sure if you're using King Loktal was buried with a
fed, but they work them to the it. huge pile of grave goods. Anyone
point of exhaustion; Multhim had who could find the tomb would be
to step in to ensure days of rest to filthy, filthy rich. Every so often,
keep people from being worked to Waymeet (Canonical Location) maps surface and the Hornets
collapse at an early age. These As Bridle grows wildly, so does swarm to try to find it, with no
clans (Fernshiver, Nixnoddle, Waymeet, favoured by those who luck as of yet. One can expect
Raggedleap) may well be in wish to avoid diving into the less very hideously nasty traps and
trouble in the long-term, though, savoury aspects of Bridle. The automatons as its defences.
as many of their young are starting town is home to only a few
to not come back from Yallara. hundred people, but they all
This has made them more open to provide support services for
33

Eastshire

Eastshire is the second most them...Black Dragons are tasty for war is very strong here, strong
dangerous Shire, as the Black too. enough that some angry
Eagle Baron raids it and so do Eastshire is facing an economic Clanmaster may well just start it
various unaffiliated humanoids, crisis; as population grows, people himself if things continue.
human bandits, commando dwarf push into the harder to defend
squads, etc. Well, not so many areas, forcing a rise in taxes to pay Wereskalot (Canonical
dwarves as the locals sometimes for more defenders for the region. Location)
think. Visiting non-Hin had better But the marginal areas don't give Wereskalot used to be a major
have their papers in order and a the same agricultural yields as the trade centre; now trade has largely
good reason to be here, unless areas of old settlement, as they're bypassed it for the ports, thanks to
they like Hin wave assaults and often rockier. At the same time, the Black Eagle Baron and the
jail cells. (Or dying if they run trade with Karameikos has cheapness of sea travel. The town
into Hornets). Many bands of plummeted; increasingly trade struggles to stay afloat; much of
Hornets use this as a base to raid flows from Shireton Port or its wealth comes from adventurers
into Karameikos. Thantabbar to Karameikos and coming to town and spending their
It also doesn't help that the Black vice versa, though the increasing loot. This has produced a boom in
Dragons of the Blight Swamp shipping of metal down the businesses intended to separate
sometimes decide Hin are very Wardle has helped some. No one them from their money--casinos,
tasty. Of course, it doesn't help wants to get their caravan raided dancing girls, taverns, etc. The
them that there are so many by the Black Eagle. Five Deep Shadows have a very
Krondar and Hornets waiting for The populace is increasingly fed strong presence here. As noted in
up with the Black Eagle; support the canon, local homes tend to be
34

miniature fortresses, for defence built massive breweries, while the clan's war faction is Clan Elder
purposes. Shindlewoods and Quiverjumps Kari Longshadow (Ranger 7), who
run competing mills and is also secretly one of the Quintet
Rollstone Keep (Canonical restaurants. All three clans are who lead the Lords of Shaerdon.
Location) also involved in various kinds of Her clan is likely to get in serious
As the Canon. craftwork. However, the more trouble if this ever comes out. The
conservative Stoneplow and Longshadows have managed to
Mallowfern (Canonical Tumblebrook clans don't like all get by in recent years by adding
Location) these changes and have used their boating and fishing to their normal
Mallowfern is a bustling trade political power to try to slow the corn, tomatoes, and bean
town, growing slowly in size as town's development. Both clans agriculture, though they're starting
Hin from elsewhere in Eastshire are headed by members of the to financially struggle; many hope
come here seeking work. The Daughters of the Dawn Hope, and to gain new land and plunder from
local clans (Boldnose, Hoefurrow, can call on aid from other clan Karameikos to make up for this.
Rallytongue) control the town leaders who belong to it. As their
rather thoroughly, but they are own clans grow too large for the Nob's Boots (Canonical
fairly benevolent, run by wise Hin clan resources, they've both turned Location)
who hold to the old ways; while to Meargh's idea of expansion into Nob's Boots was, for centuries, a
they don't adopt the clanless who Karameikos; it's not like the sleepy fishing village. But now,
come to town, they do try to take Karameikans respect Hin as the metal trade flows down the
care of their clanless employees as sovereignty, after all... Wardle to the sea, it's turned into a
best they can. They have Most of the time, Wardlystone is a major port for the trade, as well as
successfully kept the Five Deep quiet place, but political struggle an inlet for food from Karameikos.
Shadows presence minimal, and at times generates its own share of The town is a giant mess, though
police the town well. Visitors can underhandedness and petty local Mearagh has tried to put it into
rest assured that they are safe here. intrigue. To make matters worse, some kind of order as it grows.
Conversely, not much exciting Mina Shindlewood, daughter of The result is that as you move
usually happens here, unless there Alva Shindlewood, the from the harbour to the outskirts,
is a major invasion of Eastshire, at Clanmistress, is having a covert it moves from orderly to chaotic
which point this is where the love affair with Dorvic then back to order. The
militia units will initially rally. Tumblebrook, son of Ammagil Trundlestump clan has made big
(Or if you want to buy Halfling Tumblebrook, the Keeper of Clan money from renting out land for
Arts and Crafts). Tumblebrook. If their parents find houses to be built on, and has built
out, sparks will fly. up a much larger fishing fleet.
Wardlystone (Canonical The influx of money has made
Location) Longshadow (Non-Canonical many of them just a little reckless
Wardlystone is in the process of Clan Hold) with their cash, as they spend like
semi-controlled growth. The local The Longshadow clan are an old, there is no tomorrow, following
clans have increasingly moved prosperous Hin clan of great the mad fads and fashions. The
towards processing of goods and ancientness. Much of their result is that many of the
craftwork, and so import large leadership are members of the Trundlestumps now have Ylari
amounts of food through Nob's Daughters of Dawn Hope, though style houses, wear Sindhi style
Boots or from Shireton and unlike most members of that clothing, and eat Vestlander
Thantabbar by road; they then society, they have come to dishes, causing them to look a
process the food in the local mills. embrace the idea of a war on little ludicrous compared to the
One of the clans, the Alehill, have Karameikos. The leader of the rest of the Hin in town. But when
35

you're loaded, it's just jealousy if genealogical studies, trying to genealogical lore would find
people look at you funny. The prove he is related to a Dawn themselves well rewarded. And
Clanmaster, who now dubs Hope descended family, so he can possibly riding a Ylari stallion
himself 'Emir' Assal join the Daughters of the Dawn while dressed like a Sindhi and
Trundlestump, has been spending Hope, not that they want him. having a big plate of sausage and
a ton of money investing in Any PCs who can bring him sauerkraut as a snack.

Seashire

Seashire is home to nearly half the endured for over a thousand years, though this city has a higher
population of the Shires, making it and those interested in older styles percentage of non-Hin than most
rather...crowded. However, it also of Hin architecture often visit it to other places in the Shires.
has lots of trade and several major see examples of how Hin lived The four major clans of the area
cities, which help somewhat. It is long, long ago. The Shires dominate the city, but can't control
also home to the Shires central Historical Society has one of its it, as the merchants and craftsmen
government (such as it is), and to a two main chapter houses here, who owe fealty to no clan (or at
huge amount of farming. Despite exploiting the chance to have a least no local clan) are too wealthy
its size, it has less entrances to the home as old as what they often to be denied a share of political
Shadowdeep than any other Shire, study. They are always looking to power. Right now, the Leafshine
and thus is not very frequently hire adventurers to go find various and Quicksilver clans are allied
raided. Its pastoral calm is the old things for them. against the Standfast and Stormhin
image many have of the Shires, Because it is not politically clans. All four, however, would
though there is trouble bubbling important, it lacks the level of stand united against those within
under the surface... trouble which sometimes infests the Shires who oppose increasing
Shireton; political conflicts among commerce and manufacturing, as
Thantabbar (Canonical locals just don't have the same their home grown rivalries come
Location) weight as the game of nations out of personality and petty local
Thantabbar is one of the three played in Shireton. Nor does the issues, not any strong ideological
great cities of the Shires. It has city get as many non-Hin visitors, disagreements. Also, all four have
36

a strong feud with the Daughters And here it is that the Lords of they would never advertise it,
of the Dawn Hope, for these clans Shaerdon meet in secret once a there are several Hin sorcerors
are all less than a thousand years year to renew their commitment to among their ranks and a few
old, founded to replace clans their cause. They alone can walk wizards also. (In editions other
devastated by past wars. They unmolested by the dead in this than 3E, the Refuge clan should be
strongly back Jaervosz's place. They see this as a sign of treated as essentially short elves in
colonization plans, in hopes of holy righteousness. Others might terms of access to classes, level
opening new markets for their ask if the dead hope to soon have limits, etc.)
goods and new sources of raw company... The Refuge clan has lost a lot of
materials. They don't like pirates the Gentle Folk lore, but preserve
and don't really trust Hin pirates Last Refuge (Non-Canonical more of it than almost anyone else
any more than any other pirates, Location) in the Shires, and Delune expects
so pirates rarely dock here. Once this was Calamar, the them to play a crucial role in her
The Five Deep Shadows have a Shining Home of the Gentle Folk, plans. However, they are very
strong, but not dominant presence their Capital and home to their pacifistic and thus vulnerable, so
here, quietly operating their Tree of Life. Now its glory has she keeps some Krondar in the
casinos, brothels, and taverns for faded and the Gentle Folk long area to protect them, in case the
the many dockworkers and visitors fled. But Aldaron, child of their wards prove insufficient.
to the town. Every so often, some Tree of Life, still stands sentinel
other gang will rise to try to over this beautiful tree city and Deepmoss (Canonical Location)
challenge them, and then a gang maintains the local defence wards Deepmoss is a flourishing
war follows. They have kept the with the aid of the Refuge Clan, a crossroads community next to
city largely crime-free...if you mixed clan of Elves and Hin who several clans facing serious
don't count them. have dwelt here since the problems. The town is dominated
Kinstrife. The defence wards, by clanless Hin who have more or
Shaerdon Ruins (Non-Canonical maintained through ritual practices less formed an unofficial clan and
Location) and performances, repel any evil govern themselves; they are
It was here that the Lords of being who enters the hex and flourishing off the trade which
Shaerdon once met in assembly, anyone who is not a Hin or an Elf. rolls through and the services they
where they elected the Decennial All those effected must make a provide to travellers and traders.
King (Rather than choosing a Will save at difficulty 25 or flee, Lord Mayor Helga (Expert 9) of
permanent king, they elected one once every 10 minutes. (In other the North (originally from
from their ranks each decade), and D&D editions, save vs. spell with Soderfjord of all places!) rules the
here it was that everything came a -10 penalty.) Undead who come town with an even hand; she has a
crashing down when the Kinstrife within a mile of the city will take knack for soothing irritated
began. Here it was that Orc King 1d6 damage every minute. tempers and finding compromises
Thrail killed the last of the The Refuge Clan has no crucible (Diplomacy 12). Meanwhile, the
Decennial Kings, Lord Babbas of Blackflame; Aldaron is their Bristlebur, Streamford, and
Manytoes, and here it was that the relic. The Hin members are Treeshadow clans have outbred
families of the Lords were roasted notably tall and slender for their land's capacity to support
alive by King Thrail when he halflings and have some elven themselves, but their leaders are
burned it. features. They also tend to be too conservative to move away
And now it is a ruins, haunted by calmer. They are very friendly from their traditional food crop
ghosts and shadows of things past. with Delune and support her production and so many of their
Every so often, the Sheriffs clean project. They also welcome all youth drift away (some to
it out, but the dead always return. Hin Masters to visit them. While Deepmoss, most heading down the
37

road to Thantabbar or Shireton); of remaining caches of money, local tavern can probably take on a
this will eventually correct the goods, and lore hidden in places troll by herself and win. When the
overpopulation, but may then where only strong magic can Sheriffs need high firepower, they
cause the population to plunge. extract it. The rumours are come here. Conversely, when
The clan elders are trying to assert enough to bring a fair number of they need someone's services on a
claims to the land on which the adventurers through. long term basis, they offer them a
town sits, but Sheriff Jaervosz is The three local clans, Belnoise, place here.
unfriendly to their efforts and they Mouldwalk, and Proudstride all
have failed. It seems likely they frequently pick over the ruins in Burny (Canonical Location)
may try more desperate measures desperate hope of finding some From the outside, Burny appears
to increase their clan revenues wealth to augment their over- to be a quiet little fishing town
soon. (Gorgo Treeshadow, stressed income. All three clans with some shipping business. The
Clanmaster of Treeshadow, is have good lands, but they are fields around the town are full of
beginning to support war with reluctant to change their ways and grains and fruit and odd flowers.
Karameikos in hopes of moving shift to cash crops. Mori Lots of ships come here,
his clan to better or at least Proudstride, Keeper of apparently to avoid the congestion
LARGER lands there. The Proudstride, is a proud member of of Shireton.
Streamford and Bristlebur clans the Daughters of the Dawn Hope, However, the town is actually
mutter darkly about taking what and loudly opposes changing their totally controlled by the Five Deep
rightly belongs to them, but are ways. However, he is pragmatic Shadows and constitutes one of
waiting for you, the DM, to come enough to support Jaervosz's their major bases. All three local
up with a better plan for them.) colonization project, as he realizes clans--Quizzinglas, Vindlewalk,
The Deepdell Inn is a meeting that the clans are getting too big Woodword--are not just affiliated
place for local members of the for their lands. He opposes with the Five Deep Shadows, but
Adventurer's Society; they meet Maeragh's calls for war, however, have traditionally provided much
the second night of the week, as he sees self-defence instead of of its top leadership. The local
twice a month, to swap stories and aggression as a key part of Hin cliffs are riddled with caves
tell lies about their adventures and heritage. He also thinks Multhim holding stolen and smuggled
show off old trophies. is utterly insane, wanting to make goods, forging operations,
everyone live in caves like prisoners, etc. Their farms grow a
Leafkindle (Canonical Dwarves and Goblins. lot of food, but also produce huge
Location) amounts of alcohol and drugs and
Leafkindle is an unusual town; the Moon Hill (Canonical Location) chemicals useful for making
local woods is home to a fair Moon Hill is a small community poisons and other alchemical
number of Elves, and so is the completely controlled by the concoctions. The town itself is a
village, which thus has more Adventurer's Society and the major centre for smuggling and
resemblance to a settlement of the Sheriffs. Many of the most for those pirates sponsored by the
big folk than most Hin powerful members of the Society Five Deep Shadows themselves.
communities. The town itself was maintain homes here, and the Outsiders are watched carefully,
once used, long ago, as a meeting small group of human and elf but only actually harassed if they
place to meet with the Gentle wizards called upon by the seem likely to stumble on things
Folk, and there are ruins only a Sheriffs to provide necessary they should not. You know the
few miles away of one of the last magical services dwell here as drill.
Gentle Folk communities. It has well. You can hardly shake a stick
largely been picked over by without hitting someone high in Stillpool (Canonical Location)
adventurers, but there are rumours level. Even your waitress at the
38

The past and a possible future are old traditional housing. One of Wreck of the Grand Fleet (Non-
in conflict in Stillpool. The four the major craftmasters, Corgo Canonical Location)
local clans (Battlebur, Leirshine, is secretly one of the During the Thirty Years' War, one
Brambleshun, Littleglade, Lords of Shaerdon and runs his of the major Thyatian initiatives
Woodgrott) focus on food enterprises to funnel money to that was destroyed in 608 by a storm.
production and are more society. He has tried to blame The Grand Fleet sank in a hideous
conservative, dedicated to the Karameikan and Darokinian disaster and took a huge pile of
traditional ways of the clans. But competition for the economic treasure and equipment to the
they're hitting the limits of their woes of the clans and has had bottom of the ocean. Now an
ability to feed themselves, and an some success, though the Aboleth has moved into the
increasing number of clan Littleglade clan is more enchanted wreckage, turned various local sea
members end up having to work with Multhim's proposals for life into his flunkies and is making
under harsh conditions in the exploitation of the Shadowdeep. preparations to use his newfound
workshops of Stillpool in order to (They fear the human kingdoms wealth to begin infiltrating and
earn extra money for the clan. are too powerful to fight now, as controlling coastal towns. It may
Meanwhile, the merchants and some members of the clan have either greatly aid him or be a
craftmasters of Stillpool live the returned from yallara with stories disaster that his first target is
high life off their profits, adopting of the size of Specularum, Darokin likely to be Burny...
foreign fashions and building City, etc.)
elaborate houses that outshine the

Heartshire

Like its Sheriff, Heartshire is the to hold together in the face of the beautiful, the harvests are good,
most conservative part of the land having filled up, and it has but you can only feed so many
Shires. It is home to many long ago used up most of its Hin at the level to which they are
farming clans who are struggling mineral resources. The land is accustomed at this level of
39

technology, and the shunning of goods has enabled them to make a into debt to local merchants and
Wizards and Sorcerors means a lot of money which keeps them greatly resent the town's
lack of common magic to meet afloat and keeps them from prosperity. They have joined the
their needs. realizing how much trouble the call for a war on Karameikos,
One of the few areas of innovation Shires really are in.) hoping to gain new lands, far from
has been the effort to find any way the merchants, thereby. The
to increase yields of the traditional Camp Habit (Non-Canonical Summergarth clan have become
crops; there has been some Location) merchants and manufacturers and
success here in finding better ways Camp Habit has its name from the financiers and have many of the
to farm and the creation of fact that over two thousand years other clans in debt to them; they
fertilizers through alchemy. of Hin history, would-be bandits are also roundly hated because of
have a habit of favouring this this.
Sateeka (Canonical Location) excellent camp ground. It is Delune is deeply unhappy with the
Like Wereskalot, Sateeka highly defensible with access to current state of affairs, but so long
combines trade and military water, thanks to some kind past as no one does anything illegal,
defence, not that anything has soul who dug a well. It sits up she is unable to do much other
invaded from Darokin in a long atop a cliff, looking down at the than occasionally fine the
time (beyond some orc raids out of Flur and includes a tunnel escape Summergarths for excessive loan
the mountains). Darokinians are a route through the mountains (with rates.
common presence here and access to the Shadowdeep).
welcomed. (Most Heartshire Hin Shadowgate (Canonical
don't want to BE Darokin, but they Periodically, the Krondar have to Location)
like Darokinians, who are honest root out monsters, bandits, etc, In many ways, Shadowgate is a
and hard-working.) The amount from this position, another 'habit'. typical Heartshire community.
of trade sustains six local clans The local clans (Dappleglade,
(Elintel, Forestfar, Hairytoes, Heartwood, Mistwalker) all
Kittledance, Lamintar, Fishtickle Bridge (Canonical engage in agriculture as the heart
Whisperrun), all of whom are Location) of their clan economy. The
prospering through a mix of The Hin of Fishtickle Bridge have Heartwoods are noted for their
traditional handicrafts and exploited the combination of woodworking, the Dappleglades
agriculture. Their proximity to the strategic positioning and the river are also loggers and the
Shireseat has made them very to keep themselves afloat in this Mistwalkers run several wineries
influential in the Shire's assembly, time of difficulty. Most imported with some success. All three clans
and they are content with things goods and food that come to also have the same basic problem-
the way they are. A fair number Heartshire from Shireton come up -too many clan members and no
of the clansmen belong to the the Ithypool to Fishtickle, then get easy way to increase income
Daughters of the Dawn Hope. sold to local merchants here. without abandoning old customs
Sateeka is politically pretty calm, Furthermore, the river is highly and moving into new areas of
as the Whisperrun clan have exploited for food processing business. Each clan is
dominated local politics for through mills. The Cindertoes and contemplating a different solution.
centuries, and seem unlikely to Deepdell clans have taken up The Mistwalkers are in contact
lose this position so long as trade growing coffee and tea as well for with Sheriff Delune on her
with Darokin doesn't dry up. (All export to the rest of the Shires. enchantment of the Shires project
six clans have way too many The more conservative Gullybuck, and their Keeper (Anya) is one of
members for agriculture alone, but Ilingall, and Pytchplume clans are her major allies in that endeavour.
having first crack at Darokinian slowly sinking further and further The Heartwood Clanmaster
40

(Kavric) is one of the Lords of have overgrazed much of their Orc King Thrail built this fortress
Shaerdon and hopes to find new lands (both clans raise sheep and long, long ago, and from it, he
lands for his clan to hold them all. then sell the wool to merchants to began his conquest of the shires.
And the Dappleglade Clanmaster get other kinds of food and goods. When he began his path to
(Donora) is contemplating kicking They do a little clothmaking, but immortality, he used hidden
out the least productive members only to meet their own needs.). delvings beneath it as his base and
of the clan, though she doesn't Delune has been trying to settle hid his time-travel artifact there.
realize exactly how huge a the feud, but both clans need the Now he is long dead and defeated,
firestorm this would kick up, as disputed tracts of land enough that but his artifact remains there still,
such a thing is just not done in the problem always re-arises. A waiting to be found. No Hin
Heartshire. (Not without better Hin Master of the Shires lives in explorer has found it yet, but it's
excuses, anyway...) the area (Brondor Forestfar only a matter of Time...
Heartshire, Ranger 8/Master 3), Every would-be Orc conqueror of
Brookbank (Canonical and is trying to help settle the feud the Shires comes here before
Location) before more damage is done to the launching his invasion, so the
Brookbank is a small farming local environment from the clans Sheriffs keep an eye on it as an
village dominated by the sabotaging each other, but he's early warning system. And
Barrowhin and Tallthicket clans. much better at talking to trees than Thrail's long ago sponsor watches
They have been engaged in a feud humans and could use some help. over the fortress, so as to ensure
over some of the local land for his artifact falls into the right
nearly two centuries, and it's only Kuurg Haash (Non-Canonical hands, when the time is ripe...
gotten worse now that both clans Location)

Southshire

The past and the future meet in hardcore conservative Hin in the to live in quiet rural peace as their
Southshire, leading to increasing Shires live in Southshire. Most of ancestors did. But the forces of
social conflict. Some of the most them just want nothing more than change are rising, and they feel
41

they have to resist it, to save the dockworkers, teamsters, etc, mirrors to focus light, supposedly
old ways. If the first land of the which doesn't pay hugely well, but to set ships on fire (so far it's only
Hin deserts Hin culture and beats starvation. Their leadership caused people to go briefly blind),
tradition, where will it possibly has responded to this by playing a giant steam-powered delivery
survive? Many worry that the up their heritage as ancient clans. system for Thyatian Fire and other
choice of Sildil as Sheriff means All three clans contain many projectiles (so far it's good at
the beginning of the end for them. members of the Daughters of the producing lots of steam), and giant
Other Hin look to a future of New Hope, and the Vailswash winches to pluck ships out of the
commerce and manufacturing, in Keeper (Bordigo) and the water (needs more range and they
which the Shires will stop sending Nudgestone Clanmaster (Brisco) can't find a way to let it lift
raw materials away for others to are members of the Lords of enough force to actually lift
make a profit off, and primarily Shaerdon. They have grown to anything bigger than, say, a
make its own goods, then sell the hate the Darokin merchants they rowboat). But they're still trying
surplus abroad for a profit. They feel defraud their clans (by not and adding more! They'll need
point to the rising levels of paying obscene prices for their help testing them soon...)
clanless Hin in need of work. The clan produce and charging what
clans are failing, they claim. The the market will bear for goods) Rundegos (Canonical Location)
Shires must change or die. And and have grand delusions of Rundegos is another quiet fishing
the Sheriff is ultimately on their invading Darokin and claiming the and smuggling town, and like
side. old Hin lands there. many smuggling centres, there is a
The question, however, is whether The city is thus racked by constant strong presence of the Five Deep
or not there's time to make political conflict between the two Shadows. However, they have far
changes before society falls apart, factions; at the present, the more less control than in Burny. Part of
or if what emerges will be successful clans and their allies the reason for this is the presence
recognizable as Hin society at all... hold a narrow margin in the town of a fair number of retired
council. The next election is adventurers (see the canonical
Tothmeer (Canonical Location) coming soon, and Sildil feels there write-up). The town is also a
The main city and Shireseat of will be a lot of skulduggery in it, popular place to pick up supplies
Southshire exemplifies the tying up her attention when she quickly for pirates.
conflicts within society. Half the has other things to attend to.
clans (Hardflask, Idelwise, Adventurers could come in Flagonford (Canonical
Knackwell, Nimblefoot) play a handy... Location)
major role in commerce and Tothmeer is home to the Tothmeer The juncture of three roads and a
shipping and craft manufacturing. Inventor's Society, a joint gnome navigable river have turned
(The Knackwells are the finest and halfling society with a focus Flagonford into a bustling, if not
shipwrights in the Shires, in fact.) on innovation and inventions. huge town. The Horsetail clan
They also quietly fence goods When their projects go wrong, the largely dominates the teamster
brought into the port by Hin agricultural clans howl to the business and is in the pocket of the
pirates. The Nudgestone, moon; some of their projects have Five Deep Shadows, helping them
Vailswash and Yollershield clans, been of great help to the city. to smuggle goods. The Pipesmoke
on the other hand, provide the city Right now, they are in the process clan are major tobacco producers,
with food; while demand is high, of building various controversial which has made their leaders
they have grown greatly in size devices to aid in the defence of the wealthy. They have taken in
and are beginning to struggle to harbour. Whether they will work many clanless Hin and turned
stay afloat; many of their members is another question... (They them into a labour force for the
have had to take on jobs as include a giant device which uses tobacco fields. The Foxfollow and
42

Omblestaff clans, traditional clans here are best described as Ogglemurk raise sheep and cattle,
conservative Hin pastoralists 'comfortable conservatives'; the while the Wanderfence clan raises
(sheep, goats, cattle) frown on Stormweather and Voluteye clans tobacco, grains, and tea.
this, but are themselves struggling have been able to expand their However, the Ogglemurk have,
to survive, and many of them now fishing as their population grows, basically, too many cattle and
have to work for other clans or enabling them to stick to the old sheep and keep letting them
local merchants in their business ways, while the Darkforest clan wander into the Wanderfence
enterprises. (The Omblestaff have has always been more of clan's lands, leading them to get
bent enough to take up the craftsmen and builders than angry. This is necessary for them,
coopering business and make good farmers; they operate all over from their viewpoint, as they need
money on it, which helps.) This Southshire as builders and all these animals to support their
irritates the local Daughters of the repairers of buildings. However, overly large clan. The
Dawn Hope tremendously. They the Stormweather and Voluteye Wanderfences want a stricter
are more mellow about it than in clans are now starting to face enforcement of the land
more politically 'hot' areas, some resistance from other groups boundaries. It is likely that Sildil
however. The Zindlestone clan of fishermen who have done the will rule in their favour, in which
run mills and process the food same as them, and there may be case the Ogglemurks will be in
grown by other clans and also spin trouble on the horizon. For now, trouble, and things may get
wool into thread. Many clanless this is a good place to buy messy...
Hin work in the meat processing smuggled goods or study
industry dominated by a small genealogy (the Keeper of Deep Delving (Non-Canonical
group of local merchants. Voluteye, Harkin, has a huge Location)
The Fireswords, a band of human collection of birth and death There is a long and honourable
and elf adventurers based in records and a volume tracing his Dwarven tradition of digging too
Flagonford, remain neutral in clan back to the first Hin to arrive. deep and unleashing ancient evil
political conflicts. They have He is a member of the Daughters upon the world. This old
been known to work with The of the Dawn Hope and the Shires Dwarven hold, originally named
Shires Delving Society in Historical Society.) Fulbolrast (West Crater Mountain)
exploring locations within the As noted in the canon, was carved out of a meteor impact
Shadowdeep. They're rumoured Bramblerose Forest, to the west, is crater up in the mountains, with
to have some sort of contract with home to recurring monster homes and workshops and mines
Sildil, as they seem to come to her infestations. The exact cause all commingled in the walls of the
assistance when things need more remains unclear, though there is an crater. Eventually, they dug down
firepower than the Krondar can adventure with some suggestions below crater level and found
easily bring to bear. in the Adventure section. several tunnels leading into the
Shadowdeep. Creatures from
Bramblerose (Canonical Rattlecart (Canonical Location) below slaughtered everyone, then
Location) Rattlecart is a small market town, fled the cursed LIGHT of the
Bramblerose is a flourishing small dominated by the Ogglemurk and surface back down below. This
port for those wishing to avoid Wanderfence clans. It is the place happened in the first months of the
larger, more congested ones. where everyone in northern uprising of the Hin against the
Goods can be transhipped to Southshire comes to buy goods Dwarves. For a time, the Hin
barges going up the Flur to and where the produce of the area settled the site, only to have the
Flagonford, from which they go flows into the hands of merchants creatures rise up and eat them. It
almost anywhere in Heartshire or for sale elsewhere. The two clans was seen as accursed and sealed as
Southshire with ease. The three are having an ongoing dispute; the best the Hin could. The Orcs of
43

King Thrail tried to settle here, interest in this ancient wreck if huge trove full of the truth about
only to eventually be eaten. they did know. The North Star the origins of the Shires.
Finally, the site was abandoned, was one of the three flagships of Should someone finally spot it
and the Krondar keep watch here, the rag-tag Hin fleet which way down below on the ocean
but whatever eats those who delve founded the Shires; it wrecked in floor, the Adventurer's Society,
too deep, it seems disinclined to the last days of the trip in a the Lords of Shaerdon, the
risk the light of day... hideous storm, taking hundreds of Daughters of the Dawn Hope, the
Hin to the bottom of the ocean and Shires Historical Society, and
Wreck of the North Star (Non- many historical artifacts in sealed probably many others will all want
Canonical Location) containers. It sits there still, now to find it to see 'who is right'.
Though no one knows it is there, home to (some undersea menace
many groups would take an appropriate to your PCs' level), a

Shireton
Shireton is the largest city in the The Shires Historical Society has city is riddled with foreign
Shires and its capital. It is well one of its biggest chapterhouses fashions and architecture by
described in the canonical here, including a museum which ambitious Hin who have ben
gazetteer, so only some additional has relics dating all the way back exposed to foreign culture.
notes relevant to this version of to Blackmoor. Most are now non-
the setting will be made here. functional. One of the librarians, Most Hin politics here is fairly
Yoko Flintfoot (Expert 7) is slow-paced and calm and at times
Shireton is constructed atop quietly a member of the Lords of somewhat whimsical; there is a
several layers of ruins, dating all Shaerdon, involved in 'proving' tradition of embarrassing one's
the way back to Blackmoor. For their land claims. enemies more than hurting them.
those who know where to look, This light heartedness is used as a
tunnels into the Shadowdeep itself The major clans here are heavily mask for other activities by those
can be found, though the Sheriffs involved in the business of the city foreigners who engage in heavier
have tried to find and seal or guard and largely open to the idea of intrigues.
them all (with mixed success). further commerce and
Things lurk in the dark below the manufacturing. So instead they The Sailor's Rest, in Shireton Port,
city, though anything too squabble over office and petty old is the largest brothel in the Shires,
dangerous usually ends up being feuds so long as no outside threat run by the Five Deep Shadows. It
killed by Krondar or adventurers. to their business arises. The definitely provides human, elf,
Several criminal groups lurk Flintfoot and Janthobell clans are halfling and gnome ladies and
below, hiding from the Five Deep heavily involved in trade, while gentlemen, and is rumoured to be
Shadows, who mostly control the Longquaffs are teamsters and able to cater to other tastes as well.
Shireton Port and watch over dockworkers. The Nogknocks are It also has a stock of devices for
Shireton as well, carrying out their builders of buildings and ships, making people bigger or smaller
duty to squash petty crime. But while the Plodmoot provide high to avoid size issues. Rumour has
the Undercity is just too big for quality servants to the elites of it that a particularly powerful and
them. other clans. The Roughleap and perverted wizard is 'on staff',
Slowleaf clans engage in many providing various magical
forms of craft production. The amenities. If so, he's never been
44

publicly seen, but who knows everyone, even Dwarves, is this town, quite frequently; you
when he might be watching... generally welcome if no more never know what you'll wake up
misbehaving than the hin guests. with if you're not careful.
Shireton is noted for its open (Some nights, the alcohol flows Especially if Bungo Barrelmore or
parties; most of the nicer portions like the wind). These parties are Jasser Fullbellow crashes the
of the year, there is a party the source and genesis of what party. (See canon, page 53)
somewhere every night, and cross-species romance flowers in

Shire-Related Locations Outside the Shire


Westwatch Tower (Non- security to make it nigh in finding ways to try to embarrass
Canonical Location. Malpheggi impossible for anyone to recover such agitators into leaving.
Swamp) who didn't know the secrets.
When Shaerdon fell, the Koriszegy Keep (Canonical
Westwatch colony survived for a Then, at the battle of the Five Non-Shires Location. Western
time, holding out nearly a century Bulls, he was turned to stone by a Karameikos)
before the Lizardmen defeated its beholder and sank to the bottom of Records in the hands of the Lords
forces and forced its evacuation. the ocean, never to be seen again. of Shaerdon indicate this keep was
In recent years, the Lords of Since then, dozens, maybe built on the ruins of an eastern Hin
Shaerdon have reclaimed it and hundreds of people have tried to fortress from the Shaerdon era.
turned it into their most secret defeat all the layers of traps, They hope to delve down and
base where all the really security, flooding areas, shifting explore these ruins and find
dangerous secrets are kept. It is rooms, etc, in order to get his confirmation of the right of the
guarded by fanatically loyal treasure. None have yet Hin to rule western Karameikos.
members of the society and succeeded, and some property of For once, the lords are correct;
contains a substantial amount of the local ores blocks scrying, there is a ruins under it, it does
wealth and valuable historical teleportation, planar shifts, and the contain evidence of Hin rule, and
artifacts. Were it to be exposed, like. Instead, people have blown the evidence is fairly conclusive.
the society would be blown wide immense amounts of treasure, However, no one in Karameikos
open. trying to get to his treasure. will take this as proof of the right
of Hin to rule there now, the ruins
Money Pit Island (Non- And so it has come to be known as of Koriszegy Keep is home to a
Canonical Location. Off Money Pit island. His treasure yet vampire who the Hin, lacking
Fletcher Reef) awaits some clever soul with a clerics, probably can't deal with,
Money Pit Island was, once upon truly immense knowledge of and the old Hin ruins are
a time, known as Saasar Island. engineering and traps. And lots of themselves full of the restless dead
But now it is known as the Money fools with money to burn. who may well eat any historical or
Pit. During the Thirty Year's War, Lords backed expeditions. Local
the famous Hin Pirate Galassar Hinmeet (Canonical Non-Shires peasants will try to warn any
acquired a huge amount of wealth Location. Southern Darokin) expeditions to stay away, but we
from the Thyatians. He took The Lords of Shaerdon have been all know that ADVENTURERS
much of it and hid it at the bottom quietly trying to prompt the Hin of NEVER LISTEN TO
of a shaft dug into this island, Hinmeet to revolt against Darokin; WARNINGS. Ever.
guarded by dozens, maybe the local Hin find this utterly
hundreds of traps and layers of ludicrous and take great pleasure
45

Adventures
The canonical Gazetteer has a good list of appropriate encounters in the wilderness for the Shires. It also has
many adventures which should still work.

the PCs pursue what it led them to. respond with non-lethal force, the
The White Stag This can happen at any level, as Goblins, who are all really rather
Adventure Level: Special you can hook it into an adventure scared of what they're doing, will
Topic: The High Heroes of whatever level you desire. assume this is some special test
Interesting Features: A high PCs who complete the adventure somehow arranged by the elders
speed chase across the Shire will gain the favour of the High and will become friendly. Mind
countryside. Heroes if they act heroically in the you, most PCs won't want to
Campaign Hook: Automatically interest of the Shires. (The Heroes befriend goblins, but there's
hooks into another adventure don't mind if the PCs also profit always some guy who wants
The Adventure: This begins with by what they do, of course.) funky henchmen... If slain, the
the PCs in an Adventurer's Society Anyone they are testing to see goblins have no treasure, unless
chapterhouse. Whatever they are about sponsoring for Immortality you count dried fruit and a couple
doing is interrupted by Joam will be tested to see if they will of salted squirrel meat jerky
Astlar running at high speed into follow the Stag. Loberlin Mulgor, pieces.
the building and announcing if talked to by PCs in some
loudly that the White Stag of the encounter, can tell them about her Glantri Test
Shires has appeared at (point several encounters with the Stag. Adventure Level: 1-3, can
nearby the town the PCs are in.) easily be adjusted higher.
The Stag appears erratically in the Bad Touch Topic: Anti-Glantri Prejudice
Shires, always leading heroes to Adventure Level: 1-3 Interesting Features: A chance
fantastic wealth, but often also Topic: Goblin Raids to meet members of the Glantri
fantastic danger. Everyone in the Interesting Features: The PCs Destruction Society
place drops everything and goes must fight strangely acting goblins Campaign Hook: A chance to
after the Stag. Campaign Hook: PCs who figure make long-term allies or many
The PCs soon end up part of a out what's going on might actually enemies or to end up in prison,
high speed chase across the be able to befriend a goblin tribe. depending on how they handle
countryside, assuming they Assuming they WANT to. things.
actually join in. If not, this The Adventure: The PCs, who The Adventure: The PCs stop at
adventure ends, but you can reuse need to be up in the mountains or an Inn and have the (mis)fortune
a similar hook another time. If the hills, encounter a group of goblin to pick one where the Glantri
PCs join in, the Stag leads them a raiders. However, the goblins are Destruction Society's local chapter
merry chase across the Shires until armed only with clubs and seem is having a meeting. If no one in
they reach another adventure you content to whack the PCs once, the group looks like a wizard, they
intend to run. It then leads them lightly, then run away. This is will simply overhear the group
to the location, and if they take the part of a manhood test where they talking about how much it HATES
adventure, it blesses them. This must survive with only clubs and GLANTRI and they can be easily
provides the benefit of a Bless touch some foe of goblinkind and approached by anyone willing to
spell, but it never ends so long as live to tell about it. If the PCs share the hate-on. Ironically, the
46

Glantri Destruction Society likes Meet the Hornets they lose more than 2 other
Dwarves, unlike most Shirefolk, Adventure Level: 1-3 members.
so any Dwarves will be Topic: Illustrates how many The group should be sized to be a
approached by the GDS members Hornets think and their ideal role threat but not an overwhelming
and invited to share a drink and in the Shires one; all members are first level,
food with them, so they can Interesting Features: A chance except for a second level leader.
commiserate about how wretched to meet a Hornet band and
Glantri is. possibly befriend them and a Sind Me An Angel
If anyone does look wizardly to demonstration of how Hin fight. Adventure Level: 3-5
the GDS members, they will begin Campaign Hook: Making a Topic: Culture Clash, Sind and
talking REAL LOUDLY about favourable impression on one Shires contact
how terrible Glantri is, and watch Hornet band will tend to help the Interesting Features: The PCs
for a reaction. If they see any PCs with others, and the Hornets get to try to deal with culture
evidence he doesn't like this, they tend to know what is going down shock
will assume he is Glantrian. They where. Campaign Hook: Handled well,
won't actually start anything in the The Adventure: A group of the PCs could make a strong ally
Inn if he doesn't start anything, Hornets have decided to test the of the wealthy and powerful
however. Instead, they will send PCs. One of their number is Sindhi Ambassador.
someone to the local Krondar or injured from an animal attack. He The Adventure: Much to his
Clanmaster to have him arrested. will go out in plain sight where the regret, the Sindhi Ambassador is
Players who go along peacefully PCs will encounter him, while the having to play host to his cousin,
and are not Glantrians will get an rest lurk in the woods to watch. Amardeep Chandragupta (LN
apology from the Krondar once He clearly has no significant Knight 4). Amardeep, like his
this is established and a warning wealth beyond a few copper coins cousin, is part of the warrior caste.
about the society. Glantrians, on and a nice looking axe. If the PCs Unlike his cousin, he has little
the other hand, will be in big help him or at least try, the rest of knowledge of the Shires and
trouble, but should be given a the group will introduce is...poor...at adapting himself to
chance to escape before they are themselves in a friendly manner. realities. He has insisted on a tour
sent off to have something If they ignore him, but don't hurt of the countryside, since
unfortunate happen to them. him either, they will follow the Ambassador Asoka has lots of free
If violence breaks out somehow group and probably try to rob it time. They show up with
before that, they will attempt to that night unless they demonstrate followers in some country village
grapple the wizard and beat him to heroic/helpful tendencies in some or market town the PCs are in.
death with improvised weapons. other manner that day. If they The local Clanmaster(s) wish to
Half the group will be first level actively hurt the injured Hin, they meet them, and invite them (and
commoners and the other half first will begin sniping the PCs with the PCs, as heroes of modest note)
level warriors (or First level shortbows and slings, focusing to eat with them. What ensues is a
Halflings flat out, in OE). Scale first on anyone hurting their collision of cultures, as Amardeep
the group to be more than a match fellow, then on anyone who rigidly tries to follow his
for any low-level wizard, but not a doesn't wear armour. (Assumed to homeland's customs, complaining
match for a full adventuring party. be a wizard.) If the injured Hin is about things such as failure of the
Other Hin present will hastily killed, they go berserk and will servers to follow purification rites.
summon the Krondar, who will fight to the death; otherwise, they He also insists on only eating with
probably outmatch the PCs unless flee and spread the news the PCs fellow warriors. Which excludes
this is extremely a backwater. are scum to other Hornet bands if one of the Clanmasters, who
identified himself as a farmer
47

(though he has militia experience) welcome to join in. There are a into Master Oakenshott's Wine
and the Keepers. Etc, etc. half-dozen contestants with a pre- Cellar and dig down to the tomb.
Amardeep is not evil (he's brave, roll Perform total of 4, two However, she fears undead, and
honest, and generous, but far too contestants with an 8, and one thus has hired the PCs to protect
lawful for his own good), but he is very good storyteller with an 11, her crew of diggers.
rigid in his ways, and his who is the one to beat (Olga Unknown to her, sewer
behaviour increasingly Longbottom, descendent of Keido. construction and smugglers busted
embarrasses the Sindhi She is a Bard 5 with 8 ranks and a the tomb open hundreds of years
Ambassador and angers the clan +3 charisma bonus). If one of the ago, taking most of its contents,
leaders. The PCs must step in and PCs tells the best story, he wins 25 and right now, a gang of
settle things. Or perhaps attack gold, a 25 gp pendant of Keido, smugglers uses it to hide goods.
Amardeep's ill manners, in which and free beer and food all night. So when they break in, they will
case Asoka won't be happy with Second place gets 15 gold and a 5 find crates full of Ylari perfumes,
them (even if he knows his cousin GP pewter statuette and five free bolts of silk, and boxes of spices.
is being rude and rigid, family drinks. Third place gets 5 free There is about 300 GP worth of
matters...) If the PCs can bring drinks. Everyone else gets nada, goods per PC. As they look about,
everyone around to a happy but hopefully has fun. the gang shows up. They are first
medium, they can make some level Halfling Rogues, with a
valuable allies here. Tunnels of Tothmeer second level leader, and they come
Adventure Level: 3-5 in fair numbers. Scale them to
Also, Amardeep, who has never Topic: Smuggling and the Five give the PCs a stiff but not
met real adventurers, may want to Shires Historical Society overwhelming fight.
go on an adventure with them to Interesting Features: The PCs Once they win, Tori will want to
see what it's like...which could begin what they expect to be a turn the goods over to the
lead into another adventure. tomb delving only to find it's Krondar; if this is done, they will
actually a gang of smugglers. give each PC a 200 GP reward,
The Keido Longbottom Campaign Hook: Doing a good and the PCs will earn some credit
Memorial Brag job will guarantee them future with the authorities. Or they can
Adventure Level: 3-5, though work with the Historians but the try and make off with it
even level 1 could do this safely. enmity of Hin smugglers. themselves. Or throw a wild
Topic: Halfling Storytelling and The Adventure: Tori Ylaruam party with it. Up to
Bragging Yollershield (Expert 4, History them. In whatever case, though, if
Interesting Features: PCs get a (Shires) 10) is a historian for the any smugglers escape or the whole
chance to win some gold by telling Yollershield clan and a Society affair goes public, the PCs will
BIG LIES. REALLY BIG LIES. member. She's also a member of face future trouble with
Campaign Hook: PCs may earn the Daughters of the Dawn Hope. smugglers.
a good reputation as storytellers. She's found an ancient diary of
The Adventure: The PCs ride Mimbo Bigglestoes, who legend Rule the Skies!
into some village just in time for indicates was one of the crew of Adventure Level: 4-8
the annual bragging contest in the Dawn Hope. She's also found Topic: The Highshire Avionics
memory of the village hero, Keido a map of where he was buried. Society--threat or menace?
Longbottom, who is said to have She wants to dig down and see Interesting Features: A chance
once convinced a dragon to kill what historical lore may have been to go on an aerial ride over the
himself by bragging about how buried with him. Meticulous and Shires
horrible its death would be if it careful, she's arranged all the Campaign Hook: A good
messed with Keido. The PCs are necessary permissions to go down performance will make the society
48

your allies and possibly please the Interesting Features: PCs get to Interesting Features: The PCs
Sheriffs as well. deal with cattle rustlers and likely find a long forgotten entrance to
The Adventure: The Highshire make cowhalfing jokes the Shadowdeep and must fight a
Avionics Society is looking to hire Campaign Hook: PCs can build substantial force of experienced
adventurers for a flight test and a friendship with a clan. goblins.
aerial hunt. Wyverns have been The Adventure: This can be used Campaign Hook: The Goblins
wrecking havoc in Eastshire, anywhere rural. As the PCs ride may be an advance force of a fresh
probably sent by Bargle, and the or walk or crash into a small invasion; the PCs may take an
Avionics society wants to test village, the word in the town is interest in the Shadowdeep
their new Zeppelin and deal with that someone is stealing cattle; The Adventure: This works best
an aerial menace. They will pay everyone blames goblins, probably in Heartshire or Highshire. As the
adventurers 300 GP each to join coming from some cave network. PCs pass through a small village,
their flight crew, to act as the The PCs look capable, so the the locals ask for their aid in
hunting force. (Or whatever sum Clanmaster of the Cattlechaser dealing with what they fear may
will entice your PCs into an clan will try to recruit them to be undead. Local tradition claims
experimental zeppelin) The investigate, offering 50 GP per that an old dwarf mine in the area
Zeppelin drifts along at a speed of PC, plus 5 gold per cow recovered is sometimes haunted by the
one hex per hour from from the thieves. Staking out the ghosts of Dwarven miners, known
Launchpoint Tower; the guidance cattle at night, the PCs encounter as knockers. Knockers cannot
is fairly, but not perfectly reliable. the cattle thieves--who turn out to help but forewarn others of their
Roll a d10 each time it changes be disguised Hin from another presence due to compulsive
hexes; on a 1, it drifts in a random nearby clan, the Longwalkers. mining, leading to the 'knocking'
direction. They will find the This is a large group of low level for which they are named. Now,
Wyverns on the road hex between (1-2 level) Hin in disguises that of late, noises have been coming
Wereskalot and Mallowfern. would only work at night, but use from the mine.
There is one Wyvern for every 3 special shoes to leave goblin Investigation eventually leads the
PCs. Anyone able to tracks. If the PCs can catch PCs to a deep gallery where the
communicate with animals may be someone, the Sheriff will come wall makes intense knocking
able to find they've been down hard on the Longwalkers, noises. In fact, as they arrive, the
enchanted by Bargle to go who have been stealing cattle to wall bursts and a force of goblins
rampage in the showers; if they eat because they've outgrown their breaks through, led by a
can take one alive back to the food supply and are already deep Hobgoblin. The goblins are third
Sheriffs with this proof, it will in debt. They will beg for mercy level warriors, with a small force
gain them some credit, especially before the PCs take them to the of fourth level wolf riders, while
with Meargh. Even just killing Krondar or the Cattlechasers, their leader is a fifth level fighter.
them will gain a little credit. pleading hunger. The PCs must (Those using 0D&D and who have
The PCs then have to successfully decide whether or not to turn them Orcs of Thar can use the
get the blimp back to Launchpoint in and what to do if they don't, so advancement rules there.) The
tower; add random encounters or the whole clan doesn't end up DM should size the group to give
bad weather as you see fit. going bandito. his players a very stiff fight, as
this is a one-fight adventure, and
The Rustlers Knockers they can afford to cut loose with
Adventure Level: 4-6 Adventure Level: 6-8 resources. Further investigation
Topic: Clan Conflict Topic: Forgotten Entrances to leads down into the upper
the Shadowdeep Shadowdeep and eventually leads
to a Goblin kingdom, should the
49

PCs choose to further investigate. Topic: The Dragging Holiday, into the Shadowdeep and intrigue
Once the menace is ended, it top layer of the Shadowdeep in a town with a dark secret
would be wise to alert the local Interesting Features: Chasing a Campaign Hook: Exposing this
Krondar. Not that PCs are always band of orcs through the plot will gain the PCs the gratitude
wise. Shadowdeep of Multhim, and also cause him to
Campaign Hook: Any successful take better security measures in
Snuff the Fires rescue will gain you allies and his plans for Shadowdeep
Adventure Level: 6-8 credit with the Sheriffs. expansion, so as to avoid
Topic: The Lords of Shaerdon The Adventure: Every year, the repetition of this. The DM could
and Lord Sulescu of Karameikos Dragging ceremony involves also choose to expand the
Interesting Features: The PCs dragging orc corpses across the Elder/Myconid alliance to other
must save a nosferatu from being Shires, then burning them. It's a villages as well, giving a longer
assassinated. combination of orc-taunting and term goal to follow up.
Campaign Hook: The Lords of sin-scapegoating. This year, The Adventure: Longflask is not
Shaerdon will hate them if they however, orcs attacked the the most pleasant of places to live,
succeed, but they can stave off burning ceremony in Eastshire and unless you enjoy working to the
war a while longer. took five Yallaren, one from each point of exhaustion. What
The Adventure: The Sheriffs Shire, then escaped into the outsiders don't realize is that the
have gotten wind too late of a plan Shadowdeep. The PCs are hired local Clan Elders are in cahoots
by the Lords of Shaerdon to by Sheriff Mearagh to rescue with a tribe of Mushroom-Men
assassinate the Count of Sulescu, them, as she and her Krondar are (Myconids -- Monster Manual II).
in hopes of triggering a war with busy dealing with a lizardman raid The Myconids provide the Elders
Karameikos. (Sulescu falls just from the Blight Swamp. with life-extending aganathics and
within the old boundaries of The PCs get to take an extended various other kind of fungal
Shaerdon.) They send the PCs by tour of the top layer of the potations, in return for the Elders
swift courier boat to try to save the Shadowdeep, trying to catch up to providing them with metals and
Count, facing pirates and other sea the Orcs, who have decided to helping to protect their home in
menaces along the way. If they conduct their own 'dragging' with the Shadowdeep. Several of the
get there in time, they can fight off Hin bodies, one for each Shire. potations provided are used to
the assassins, who are not aware Add cave encounters, shake, salt basically drug the mineworkers so
their target is undead... The Count to taste. The faster they can catch as to be peaceful and pliable. This
will reward the PCs for their aid as up to the Orcs, the better. allows more extraction of labour.
you see appropriate, and cooperate This has been going on for a long
with the Sheriffs in keeping this The Walking Mushroom Walks time, but of course, sooner or
hush-hush, as he doesn't want a At Midnight later, this sort of thing always
war, either. The assassins are a Adventure Level: 6-9, depending comes out, such as when the
group of six Hin Rogues 6, who on how big the Myconid clan is players visit the town and see
are fanatical but not suicidal, and how beefy you make the Clan things they aren't supposed to.
willing to die to kill the count, but Elders. (Seeing things you shouldn't is in
not willing to die fighting Topic: Illustrates how far some the adventurer job contract, after
adventurers if things turn against Clan Elders have sunk into all.)
them. They run if they have to. corruption and greed as the This was made an optional
economy of the Shires tightens in adventure instead of part of the
The Dragging the face of population growth. town write-up so players who read
Adventure Level: 6-9 Interesting Features: A this won't know if you're using it
relatively small scale expedition or not.
50

fight the Blue Blades, who are broken bones is a metal scroll
A Fink Too Far equal in power to the PCs. Biss case, which has a map leading off
Adventure Level: 8-12 stays out of the fight even when to a point in the western
Topic: Biss Araum, wandering rescued, but will heal anyone Karameikan wilderness (4 hexes
clerical busybody fighting to maintain law and order. east of Cruth Tower).
Interesting Features: PCs face It would be nice to say he'd be Experienced adventurers will
dilemma of whether to save grateful in the future, but that's not realize this is a trap; Spiira, too
someone who doesn't like people too likely. The town, on the other angry to think, assumes this is her
like them. hand, will be. best clue to find those responsible
Campaign Hook: Biss has many and deal with them. She tries to
enemies; saving him is likely to recruit the PCs to go with her; if
gain disfavour from them. A Murdered Princess they don't go, she ends up dying in
The Adventure: This can be used Adventure Level: 9-12 the wilderness once she walks into
almost anywhere in the Shires. Topic: Spiira Quickmagic an ambush by 'Lord' Antonius, a
An adventuring party, a mix of Coppertoes, A Murdered Princess Glantrian wizard (Wizard 12) who
Hin and non-Hin, the Blue Blades, Inn, Princess Adrianna of is the younger brother of 'Lord'
has been staying in the town the Karameikos, International Trajanus, who she killed some
PCs just arrived at (preferably a Relations, Glantrian Wizards years ago, earning her nickname.
small rural one). They've been Interesting Features: PCs must He set this whole thing up,
doing this because their leader, a figure out why the heir to kidnapping Adrianna during one
handsome Elf named Reledas Karameikos blew herself up in a of her trips out into the
(Wizard 10), has been having an Hin inn near Nob's Boots, beyond countryside, then hauling her here
affair with the wife of the local an overdeveloped sense of irony, and using her as a meat puppet
Clanmaster, Yala. Unfortunately, anyway. with magic jar to blow up the
one of their magic-aided trysts Campaign Hook: This could restaurant. He hopes to not just
was witnessed by Biss, who told ignite a Karameikos/Shires war or kill Spiira, but to get all her
the Clanmaster. Now Yala is possibly prevent it. relatives killed in a war with
more or less imprisoned and the The Adventure: The adventure Karameikos. If the PCs can take
Blue Blades are under strong begins with the PCs in Nob's him alive, then they can get to the
pressure to leave town. Reledas Boots or near Spiira's inn. It bottom of this before it's too late.
and his allies are angry and explodes in flames and inside, (Once they get past his efforts to
basically plan to kidnap Biss, then Spiira can be found, burned and claim Bargle made him do it,
burn all his possessions, strip him angry, but okay. Her inn, anyway.) He has a force of strong
naked, and dump him in the however, is toast. Furthermore, bodyguards with him, including
wilderness. 'Let his god save him she recognized the woman who his pet rust monster, who he likes
if he deserves to live'. They then did it--Princess Adrianna of to augment with spells. PCs who
plan to rescue Yala and skip town Karameikos walked in, ordered can raise Adrianna from the dead
and probably the Shires. food, got angry over its quality, earn her family's gratitude and
The PCs stumble upon the then fireballed the place. A hers, and with her alive, it's a lot
kidnapping and/or rescue and must difficulty 10 Knowledge easier to avoid a diplomatic
decide whether to interfere or not. (Karameikos) or 15 Knowledge incident. The Shires could make
If they let Biss be taken, the town (Nobility) check reveals Adrianna an effort to get a cleric to raise
will try to hire the PCs to rescue is not known to have any sorcery her, but Mearagh's influence
Biss and recover Yala, if they ability, nor to blow up restaurants. probably leads to her body being
weren't seen to let it happen. If All that is left behind intact of the sent back to Karameikos with a
they try to stop it all, they must Princess, beyond charred flesh and warning to 'not do that again',
51

which could have...adverse conservative Hin members of the of the PCs (assuming your players
diplomatic consequences. Daughters of the Dawn Hope. On aren't consistently cowardly), and
the trip down, all three groups will will offer them the chance to stay
A New Hope listen to any reasonable and serve him and Vanya,
Adventure Level: 9-12, higher if suggestions as they wish to make especially if any of them are
you add more trouble. it to Davania with minimal clerics of Vanya. If they take it,
Topic: The Daughters of the trouble, so they don't face having Davanian adventures of your
Dawn Hope, Five Shires to repair it there. The DM may choice, beyond the scope of this
Historical Society, Hin history, add sources of trouble--weather, gazetteer, await.
and SEA MONSTERS monsters, pirates, Glantrians, to Otherwise, they now get to try to
Interesting Features: The PCs taste. shepherd a boat full of cranky Hin
get to take a boatful of historians On arrival in Davania, however, back to the Shires. Everyone's
and wealthy conservative hin on things turn more sour. The local tempers will be on edge, and the
an archaic boat across the Sea of Hin have formed an aggressive Daughters will try to insist on
Dread to Davania and back, warrior civilization, following the precisely following the Dawn
ideally in one piece. 'Lord of the Golden Throne', who Hope's course back home. A
Campaign Hook: The PCs may is a high level priest of...Vanya. string of events will follow which
gain some well-connected allies. He has nothing but contempt for eerily match those of the Dawn
Or many enemies if the Hin riding the 'cowards of the Shires', who Hope's voyage. (Create problems
alone die too much. They also fled the menace of the Serpent- to suit your PC's capacities, from
may find it interesting to explore Men, abandoning many of their monster attacks to food shortages)
Davania some more. kin to die in the Davanian jungles. However, this culminates in a
The Adventure: The Daughters He will gleefully tell them the monster of a storm which requires
of the Dawn Hope have teamed up story of how the coast-dwelling extremely difficult sailing checks
with the Five Shires Historical Hin abandoned their relatives in or mad PC ingenuity to avoid
Society to recreate the voyage of the interior because they feared sinking, exactly where the North
the Dawn Hope on its 2300th the Serpent-Men would overrun Star sank. The voice of the Lord
anniversary (or so they think). their homes before they could of the Golden Throne speaks from
They have built an exact replica of build enough boats, and so they the storm, informing them that the
the ship (they hope), and now plan took every boat they had and ran Serpent-Men made a last effort to
to sail it to Davania and back to for their miserable lives. Then he wipe out the fleeing Hin with the
show a single ship could make the will tell them to run away home to chair's powers, and now he is 're-
voyage alone (or to disprove it, as the Shires like their ancestors. enacting' that attack for them.
some theorists in the Historical "But know that one day our Isn't he so benevolent as to help
Society hope.) However, the vengeance will come, and that day them with their recreation? "The
world has changed in many ways will be sooner than you would brave and the strong will live and
since then, and the PCs, should wish." Unless they try to fight the weak will die. That is the way
they choose to join in, will be him and his armies of experienced of the world. Vanya shine upon
hired (for whatever fee is warrior Hin, he will then help you." If the PCs keep the ship
appropriate to your game and their them resupply and send them together, the storm will churn up
power level) to 'deal with any home. (Though with a sufficiently some evidence of the presence of
menace not listed in the original high level party, they might well the North Star on the ocean
records', such as, say, Ierendi or be able to take him and his army bottom, possibly leading to a later
Thyatian pirates. The boat is apart, if you run this with adventure if the PCs ever set sail
crewed by a mix of professional characters more in the 16+ range). again, anyway.
sailors, historians, and wealthy The Lord will recognize the valour
52

Once the PCs return home, the treasures. Angry Hin pirates Shadows, who will give the PCs a
two groups will reward them round the corner soon after; scale very stiff fight. (Adjust size as
handsomely if they did well. If them in numbers enough to be a necessary). If they don't return,
too many people die, they will bit of a workout, but not a major the FDS will curse a lot and wait
find themselves in trouble with threat. They serve Captain Bari to ambush them if they ever do
many Hin, though Sheriff Sildil Gutthunder, a Hin Pirate, captain return.
will refuse to allow any of the Morning Thunder. He will
prosecution unless PCs were continue to try to recover the map The Pearl of Great Price
clearly negligent--she thought this by fair means or foul until the PCs Adventure Level: 9-12
was crazy from square one. leave the port, then will chase Topic: Tothmeer Inventor's
The PCs may wish revenge on the them if he can. Society, Hin and Thyatian Pirates,
Lord of the Golden Throne. This If the PCs pass the map to the and Deep-Sea Diving
opens the door for future Krondar, they will get a 200 GP Interesting Features: The PCs
adventures. His Throne is a reward each and the adventure get to test experimental diving
powerful artifact of the Sphere of ends. If they choose to equipment while under attack by
Time, created by a now perished investigate, the word gets out and sea monsters!
Immortal of Conquest. It has been they will find half a dozen pirate Campaign Hook: The PCs can
'adopted' by Vanya's cult, since its ships converging on Money Pit make an ally of the inventors and
recovery from the Serpent-Men Island as they arrive. They will possibly find items you want to
who once used it to crush and rule have to use their wits to avoid use to link into other adventures.
the Davanian Hin. He has a huge being overrun by jealous pirates. The Adventure: The Tothmeer
army of well trained warrior Hin The map is itself accurate, secured Inventor's Society wants to test
but does suffer from having only long ago by the Five Deep some deep-sea diving equipment
Bronze Age technology. Good Shadows, who have been trying to and try to recover a wrecked ship.
luck! find some way to use it without A year ago, four Thyatian ships
getting overrun by greedy pirates. sank in a heavy storm and couldn't
Galassar's Map Once the PCs follow all the be recovered. They're going to try
Adventure Level: 9-12 instructions, they will recover five to recover what they can while
Topic: The Money Pit, Pirate chests, each of which contains testing the equipment. The diving
Treasures, and The Five Deep several thousand copper pieces suits are modified suits of what
Shadows painted gold and a taunting looks like platemail (and has its
Interesting Features: Who message about how hollow their armouring properties). They
doesn't want to follow a pirate success was and how they'll never connect by air tubes to a huge tank
map to hidden treasure? find the real treasure. PCs who with several captive air
Campaign Hook: The PCs will get the hint may find one of the elementals. The suits reduce
likely earn the enmity of many chests has a hollow bottom which dexterity by 4 and halve your base
pirates. contains instructions on how to movement.
The Adventure: The adventure retrieve the real treasure from Once you descend down to the
begins in a major port. As the PCs Fletcher's Reef, where it is tucked wreck, a group of electrical eels
walk the streets, a man rounds a away in a grotto. This likely have moved in and will be
corner, crashes into someone, then involves more pirate attracted to your shiny metal suits.
falls over dead. He drops a folded confrontations. Once they're dealt with and any
up map which unfolds as it falls--it Once the PCs recover the treasure, interesting mechanical
claims to be Galassar's Map of if they try to return to the Shires, a malfunctions fixed, then you can
how to successfully open the squadron of Hin pirates will show easily load the many treasures of
Money Pit and recover his up, sponsored by the Five Deep the wrecks into large buckets to be
53

winched up. There should be a The sheriffs always assign him to conducted revenge killings
pearl of substantial size among the any investigation where they disguised as theft to get even with
treasures in order to justify the couldn't care less if the criminal is merchants who cheated them.
adventure name. When the PCs ever caught. Unless the PCs With difficulty, the PCs may also
come up, however, rival Thyatian intervene, Barne eventually be able to determine the rest of the
and Hin pirates show up to try to concocts a giant conspiracy theory killings were carried out by a
steal everything and the PCs will which blames everything on a street gang of angry Hin youth
have to win a three-way fight. Or Dwarf-Glantrian alliance to cause under the influence of the Lords of
run really well. a war between the Shires and Shaerdon, who had learned of the
Thyatis. The lynchpin proof is a Thyatian murder plot and decided
The Unsheathing Day Massacre drunken dwarf named Bofur who to use it as cover, then prompted
Adventure Level: 9-12 is mysteriously killed by a mob of the gang to act for them. The
Topic: Lord Caine, Thyatian angry Hin when charges are about gang's Lords contact is a Hin
Intrigue, A Hin Holiday, to be brought against him. merchant, Anna Bellweather
Investigation and Diplomacy (Unless the PCs save him.) The (Expert 5/Rogue 8). The rest of
Interesting Features: The PCs PCs can be hired by any of several Anna's cell can be exposed and
must try to solve a case before the forces to investigate, or perhaps broken up if she is caught; she
Official Scapegoat Krondar may lose a relative or friend to the learned of the Thyatian plot from
Investigator closes his murder tide--Thrildor has an another cell member, Dora
investigation. interest in preventing Dwarves Nimblefingers (Hin Rogue 7),
Campaign Hook: PCs can gain being blamed, the Minrothaddans who is also in the employ of the
Thyatian enemies, and...befriend know they're innocent and want to Thyatian faction as a spy.
Lord Caine? Perhaps a dangerous prove it, Lord Caine himself
reward... knows Barne is a moron and may A Wizard Too Far
The Adventure: The approach the PCs, or Shireton Adventure Level: 10-14
Unsheathing holiday merchants who fear they may be Topic: Glantrian Destruction
commemorates the Thyatian next if the Thyatians were just the Society and Prince Jaggar
seizure of the Ierendi colony from first course may hire the PCs. Interesting Features: The PCs
the Shires. It is a day of Deeper investigation reveals must try to help the GDS infiltrate
remembering to hate Thyatians evidence that the Thyatians died in Glantri to rescue two Yallaren
and a day for fighting. This year, a bunch of different ways, from held captive by an evil wizard. If
however, things have gotten out of accidents to stabbing to poison. they're not careful, said wizard
hand. Every Thyatian except Lord Half a dozen come from a will have a lot more Hin
Caine in Shireton are all murdered Thyatian faction which backs Lord experimental subjects...
the night of the Unsheathing. Caine's family, and they all died Campaign Hook: The PCs may
Lord Caine is understandably by poison. (They were killed off make an enemy of Jaggar, or
outraged and demands an by political enemies of his using alternately, impress him by
investigation. The Sheriffs are Hin agents.) The other killings all avoiding falling into the trap. The
suspicious and think Caine used seem hastier and less well PCs may make a firm ally of the
the night as an excuse to wipe out planned. Further investigation GDS or really, really make it mad.
some set of political rivals, so they may eventually lead the PCs to Also, lots of GOLEM SECRETS.
don't take this very seriously and discover that most of the dead The Adventure: A young hin
assign Barne Fifefellow (Hin were not robbed, but four were named Rani Longbottom has
Fighter 6) to lead the and they may be able to track the returned from Yallara to the Shires
investigation. Barne is a sturdy, loot to a group of smugglers led to get help. Two of her
reliable warrior, but not too bright. by mujina in Shireton port. They companions, Tori and Donic
54

Longbottom, were taken captive Otto, than outside it, where cahoots with Minrothad, and thus
by the evil Glantrian wizard Otto someone might experiment on don't want to just tip off the
von Drachenfels. They need to be them. The two will actually want authorities. They'd rather try to
rescued, and she thinks the GDS to stay and work with Otto...yes, take the Demonblight alive, so
are the people to do it. The GDS, Yallaren ARE a little crazy... He they can blame Glantri and
not completely insane, turns to the will promise their safety on his Minrothad for this. They will
PCs for help. Together, they can word as a Prince; so long as the back the PCs up with a strong
follow her trail back through PCs keep their word, he will keep force of Five Deep Shadows
Darokin and the Broken Lands his. members to deal with any allies
and into Glantri to finally reach At some point, the PCs may the Demonblight may have, while
the Principality of Aalban and the discover that Rani is actually a the PCs stop the wizard and his
golem-filled castle of Otto von polymorphed human hench demons.
Drachenfels. Along the way, wizard/rogue (Wizard 6/Rogue 6) Some of her men do turn out to be
some of Thar's legion will try to who works for Jaggar and led traitors; one of them claims he is
ambush and destroy them in the them into the trap. No hard being blackmailed by a Minrothad
Broken Lands, they'll have to feelings, right? merchant over his indiscretions
evade border security, they'll with another man's wife. The PCs
stumble into the middle of a Shadow Patriots will have to chase the merchant
Belcadizan domestic Adventure Level: 10-14 out into the ocean as he tries to
squabble...with fireballs, and Topic: The Five Deep Shadows, escape in a boat. If they catch
finally reach the castle. If they The Minrothad Thieves' Guild, him, he claims a group of
sneak inside, they will find the Thyatian Spies, and Bargle/The Thyatians blackmailed him into
two captive Hin...cheerfully Black Eagle Baron organizing this, because they
assisting Otto in assembling a new Interesting Features: The PCs knew of his siphoning off of
golem made out of Platinum. If must team up with the Five Deep profits from his home guild's
they're not careful, they'll end up Shadows to save Sheriff Sildil business. This requires going to
swarmed by powerful golems and from assassination. Shireton to catch the Thyatians.
captured. Campaign Hook: Saving the They claim Lord Caine ordered it.
If they are captured, Prince Jaggar Sheriff will make the PCs heroes Lord Caine claims to have never
will attempt to dominate them all of the Shire and give them ties to given those orders...and somehow,
with magics and use them as the Five Deep Shadows, but also lie detection magic shows he's
disposable agents in Ethengar to make them many enemies. telling the truth!
try to assassinate some of the The Adventure: The Five Deep Lord Caine is actually the victim
Great Khan's Hakomon, so he can Shadows have discovered that the of Domination by one of Bargle's
spy on them with scrying and Minrothad Thieves' Guild has agents, who had him give the
learn strengths and weaknesses. hired a Glantrian assassin to slay orders, then drink some of his own
No one would ever suspect Glantri Sheriff Sildil. Said Assassin, amnesia poison to forget it! It is
of using HALFLINGS as agents, known as The Demonblight, likely to be hard to find this out,
after all. favours the summoning of but high level characters are
If they evade capture, Jaggar will powerful demonic allies as part of ingenious. They can track the
approach them peacefully and try his assassinations. The Five Deep agent to Shireton port, and if they
to recruit them for less suicidal if Shadows have thus reluctantly catch him by surprise, they can
probably equally nefarious turned to the PCs because they haul him in. If not, they may have
purposes. He'll offer to release the feel demons are out of their to chase him at sea, or lose the
captives and point out that actually league. They fear there may be trail.
they're safer in the castle, helping traitors around Sildil who are in
55

The Doom that Came to of Blackflame, a Web of Night, himself as a Ylari patriot, though
Sarnhollow and some Oil as well. Witnesses he also has ambitions of ruling.
Adventure Level: 13-16 saw a house fly away from the He is LE because he is quite
Topic: Barimoor, Blackflame, scene. The PCs must give chase happy to murder and kill and rob
Immortality, Wiping Out of a Clan swiftly and follow the house as it in the name of his nation to
Interesting Features: The PCs flies to Karameikos and then is achieve its dream of the desert
must save a crucible of abandoned; investigation will find garden.) Barimoor will not
Blackflame from being removed horse tracks which can be intervene to save Hassan, but he
from the Shires by an immortality followed. Eventually, the PCs will put the PCs on his 'kill later
candidate. will catch up to Hassan abd Harid, when I can't be blamed' list.
Campaign Hook: Barimoor may a 17th level LE wizard from PCs who recover the Crucible and
become a recurring enemy; this Ylaruam who is one of Barimoor's return it to Shire authorities will
opens a slot for a PC to found a pawns. Hassan is accompanied by gain huge kudos with the Shire
new clan; PCs may earn favour his apprentices (11th level authorities and find it easy to get
with the High Heroes wizards) and bodyguards (11th help with almost anything. PCs
The Adventure: As the PCs are level fighters). Chose their who keep it for themselves will
camping one night (or perhaps numbers to make the fight a very face everything the Sheriffs can
staying in a village inn), the nasty one. Hassan will do his best afford to throw at them as they try
biggest explosion they have to turn the PCs into dust, but if to recover it. There are many
probably ever heard in their lives worse comes to worse, he tries to people who would pay the PCs a
has just gone off nearby. escape by flight with his Ring of pretty penny for it. Many of them
Investigation shows the nearby Flying. Hassan should be very would also gleefully kill the PCs
Sarnhollow Clan has basically well equipped with magical items; for it...
been vaporized. (Spellcraft his flunkies have only average
difficulty 15 shows that levels for their level. Hassan
simultaneous spells hit the town believes he is being sponsored on The Walking Mushroom Walks
all at once, all the same fire spell. the path of the Paragon by At Midnight
Spellcraft, difficulty 22, shows Rathanos; he actually is being Adventure Level:
that five simultaneous Meteor used as a chump by Barimoor, Topic:
Swarms of equal potency hit the who wants some blackflame to Interesting Features:
clanholding from all sides. This serve as his impossible component Campaign Hook:
was done by Hassan and his for the new magical item he is The Adventure:
apprentices by means of everyone building. Hassan thinks he's doing
using a scroll he made for them, that himself--He hopes to use
while he cast on his own.) blackflame's reconstitutive
Everyone is dead and their clan properties to create something that
artifacts have been stolen-- can reconstitute the old fertility of
blackflame weapons, the Crucible Ylaruam. (Hassan thinks of
56

Player's Guide to the Shires


What Everyone Knows About the Shires

Tavern Talk in Other Halfling Clans: I've heard there Weirdly, there are hardly any
are Halfling clans, but none of the churches; I expect one reason they
Lands ones around here seem to belong keep getting conquered is their
Halflings: Halflings are stomachs to any, and the insane teenagers failure to revere the Immortals.
with arms and legs attached. They who visit from the Shires all get Shireton: It sounds like a fun
eat everything in sight and love to thrown out of their clans until they place to visit and do business,
basically glut themselves. They'll sober up after a few decades. what with all the parties and
do anything for food. They sound kind of like fiefdoms merriment and the wild
ANYTHING. They may look like to me, ruled by a Clanmaster and architecture and the giant tunnel
children, but they eat like giants. his wizard advisor, the Keeper. network. Though I have to
And they love to party wildly, too. Fine if that's what they want. wonder how many people get
Once their bellies are full, they're (Don't the Northlanders have clans eaten down there, as giant tunnel
hard workers and honest dealers. too?) networks usually are full of
You can't count on them in a stand The Shires: From what I hear, it's monsters, right?
up fight, as they like to run and a feudal state. The Clans are Other Places of Note:
hide and snipe from behind divided into Five Shires, each Wereskalot is the big centre for
bushes, but you can count on them ruled by a Sheriff who they pledge land trade with Karameikos. I
to do their work, be on time, and fealty to, supporting him with hear it's a giant armed camp.
pay what they agreed to. So, good troops and money in return for Sateeka is the main nexus for land
business partners, but not very land. The five Sheriffs rule as a trade with Darokin. Tothmeer and
impressive warriors. council over the land as a whole, Thantabbar are the two other
Yallaren: Teenage Halflings but each is fairly independent. major ports, where you can go and
apparently go completely insane, It's pretty peaceful, and the buy stuff. Thothmeer is especially
lose all common sense, and run Halflings are pretty friendly, so as good for ships. Everything else is
wild making a mess. Why they long as you don't look like a thief, pretty much a small village, I
tolerate this, I don't understand at you'll get by okay. Most Halflings think.
all. But if you see a skinny are farmers, but you have the How to Get Rich and Famous:
Halfling, you should probably usual round of craftsmen and I've heard their original capital is
close your shop, lock the doors merchants too. now a ruins full of undead, and
and hide under the counter. For a Be careful about showing that there are old Elf holds hidden
few days. Just don't accidentally weapons, though, as they've been in the woods and that the
lock him inside with you. Unless conquered so many times that they mountains are full of orcs and
you LIKE pain. look at all outsiders a little funny. goblins and old mines. And
In general, the fatter the halfling, Which really, is probably sensible, there's some Dwarf King's treasure
the more trustworthy. Skinny given they don't fight very well. horde that everyone is looking for.
Halflings are either adventurers, Which is why they keep getting Also, there's always work for
thieves, or insane teenagers. conquered. caravan guards and if you're good
at sailing, you can go pirate
57

hunting. You could try robbing with respect and be honest and his possible death than risk their
the gemstone mines, if you want they'll do the same for you. Avoid own people.
to get rich quick, but unless you any references to height if The Shires: I still don't quite
plan to try to flee through orc- possible. understand how their government
infested mountains with your Yallaren: You can basically works, other than that you
gems, it's a long march to the group Halflings into two shouldn't mess with Clanmasters,
border and I wouldn't give you categories. Sensible older adults Keepers, Knight-Heroes, Sheriffs,
very good odds, unless you're and wild and crazy youth. Even or Krondar. A lot of the Shires
secretly a dragon in disguise, adventurer Halflings can be isn't much use for us adventurers;
anyway. divided this way. Young halflings it's very peaceful and quiet. But
Hot Tips: If a Halfling wants to will do anything, try anything, as I'll tell you later, there is some
eat or drink before doing business, want to be EVERYTHING. I've work for our types.
LET HIM. He'll be much more seen them trying to sneak peeks Just remember the Halflings get
amenable afterwards. They love a into a wizard's book, trying to nervous about large bodies of
good story, so you can soften them figure out how his spells work. armed men roaming the roads, so
up with a few jokes and tales. If And I've seen a fair number blow try to look peaceful so the Krondar
you know some actual Halfling up that way. Fighting wise, they won't constantly hassle you. Also,
stories, they'll usually be stunned, tend to favour direct charges at the keep an eye out for the Halfling
then appreciative. Teenage enemy, though they'll use a bow if Thieves' Guild, as it turns up all
Halflings are ALL CRAZY. they can't catch up with him. over the place and may rob you at
FLEE THEM. If you meet an Which is often an issue, given any time. They like to target
actual Clanmaster or Keeper, their leg size. Just so long as you foreigners. I think they're called
remember to give them the same remember young Hin have no the Shadow Clan.
respect you'd give a Count or a common sense, they can be brave Also, THEY HATE WIZARDS.
human Wizard. Ditto for Sheriffs and honest allies. Or useful Or at least Glantrian ones, and you
and their deputies. And if there's a cannon fodder, if you lean that know Glantri--no matter WHAT
fight, expect them to all run off way. Just don't let word of it get you look like, if you're human,
and hide, then snipe; if you want around or you'll have suicide you might be from Glantri. The
to fight something face-to-face, halfling assaults coming at you for Elves, they get fairer treatment.
you're on your own, buddy. months or years. They're kind of paranoid about
Halfling Clans: These are Dwarves too, due to a past
From Conversations basically tribal units, ruled by the conquest. So Dwarves have to be
Elderly. The result is what you'd on their best behaviour.
With a Veteran expect--a mixture of good Also, when planning a trip,
Adventurer common sense and mental remember that outside the big
inflexibility and rigidity. The cities, the buildings are scaled to
clans try to keep living the same, the Halflings, so you may have
year after year, regardless of what problems with finding an inn or a
Halflings: In general, Halflings
happens in the world. This works store that can serve you unless you
are open, honest folk who are kind
well sometimes and sometimes it like crawling or hunching over.
of stuck in a rut. You can trust
leads to disaster. Never insult a Shireton: Shireton is a great
them to do what they're told and to
Halfling's clan to his face unless place; there's a ton of clubs and
keep their promises, but don't
you like making people angry. societies that want to hire or
expect flexible thinking out of
Clanmasters and Keepers can entertain you, there's ALWAYS a
them, except for the young ones,
often be a good source of work, as party, there's tunnels to explore,
who are usually a little too flexible
they'd rather send an outsider to ambassadors to work for or thwart,
for their own good. Treat them
58

and most buildings are scaled to and you'll make good contacts and conduct business with them after a
allow humans and elves inside. have access to people who know meal when they're most mellow.
Other Places of Note: The more about adventuring in the Just expect you'll be getting pretty
Shireseats and the three main ports Shires than you. If you're not a much the same products from
all have constant work for halfling, the Shire navy will them year after year; they tend to
adventurers and usually have almost always do whatever most settle down and do the same thing
enough buildings you can fit into. screws you. Just avoid them all day, every day, the rest of their
Everything else is not too big, period. If the Krondar stop you, lives, once they work off youthful
though some of the hamlets are don't initiate violence, unless you exuberance.
starting to get a lot larger. But enjoy being the subject of a They love to eat, so food is always
there's a ton of places to manhunt. 95% of the time, they're a good thing to sell in the Shires.
adventure, either freelance or for a not after you specifically, they're Yallaren: Imagine if you drank
society. just a little paranoid. See if the 50 cups of coffee a day. That's
How to Get Rich and Famous: Sheriffs have work that Halflings Yallaren. They will want to do
Delve into the caverns below the can't do, especially if you're a business with you, then not show
Shire to find monsters and wizard. Get in good with them up because they had to join an
treasure. Dig up old ruins for the and you can go anywhere and do impromptu singing contest or had
Historical Society. Test your luck anything with a lot less hassle. If to wrestle an alligator and then
by raiding old orc holds that you hear the words 'Elven spent two weeks recovering from
empty into cavern networks like Princess' in the distance in their injuries. So be careful about
Deep Delving and Kuurg Haash. Shireton, whatever you are doing hiring them or even trying to sell
Beat up the undead in the ruins of has just been SCREWED and you them anything and be really
Shaerdon. Rob pirates, then run might as well give up on it until careful about allowing them to set
away from the Hin navy which tomorrow. Also, remember that foot on anything you don't want to
mysteriously always shows up and Halflings think all outsiders think see on fire. Though I admit I kind
mistakes YOU for pirates. Sell their women are pretty, no matter of envy their freedom. Just
flying machine plans to the what the outsider is, so be careful remember, they can say anything
Avionics Society. Help mug and you don't give the impression of they want, so don't get mad if they
rob Glantrians with the Glantri being some kind of rakewell criticize you. They probably don't
Destruction Society. Find Loktal's seducer, unless you enjoy know what they're talking about,
tomb--rumour says it is still crossbow-point weddings. but if they do, they might point out
stuffed full of treasures. Dredge something you missed.
up old treasure wrecks, then run An Ierendi Merchant Halfling Clans: Very reliable
away from Halfling pirates, other customers who buy and sell the
pirates, and the Shire navy. If you in the Shires same things so consistently you
feel really tough, you can try can pretty much plan your
stealing some Blackflame and Halflings: They're good business business year around them.
taking it to Glantri or Alphatia for partners, honest and hard working. However, I've noticed they are
sale. But you'd better be pretty Hin merchants will give you an having a harder time of late
good at killing huge numbers of honest deal and so will their meeting payments on a regular
halflings or able to run like the craftsmen. There are some basis. Something really needs to
wind, as they will stop at nothing dishonest ones, but if you stick to be done.
to kill you if you try to make off people who are part of a clan or The Shires: Like Darokin, the
with it. own their own shop, you'll do Shires is a good place to do
Hot Tips: Join the Adventurer's alright. Remember they like to business, so long as no one kills
Society. It's cheap and friendly party, and you should always you on the way there. The
59

Sheriffs really need to do see pirates selling goods they stole back home. Become a master
something about those pirates. from your cousin. I hear land storyteller and travel the Shires
Shireton: Shireton feels like an merchants do most of their making money off entertaining.
Ierendi city that got lost and business in Wereskalot and DON'T GET ROBBED BY
moved to the Shires. Its folk have Sateeka. I've heard that Halflings PIRATES.
our same relaxed attitude to life; it in Highshire are trying to invent Hot Tips: The Hin navy WANTS
feels like home. I can't say flying machines for trade pirates to rob you. They're pretty
anything nicer than that. Just stay purposes. That might be worth clearly on the take. And if you try
out of those tunnels if you value looking into, especially if they can to fight the pirates, they'll
your life. Also, hire a guide or be kept out of pirate hands. Bridle 'accidentally' lob flaming rocks
you'll get very, very lost. You is an up-and-coming trade town; onto your ship. Accidentally on
wouldn't expect it, but Shireton you may find it useful to sail up purpose, for spite. Watch out for
has some of the best brothels in the river and do business directly thieves; Halfling thieves like to
the world. Part of that being that with suppliers there. rob non-Halflings by preference.
you can trust a halfling prostitute How to Get Rich and Famous: Deal honestly with Halfling
to not poison you and sell you into Buy a ton of food and luxury businessmen and they'll deal
slavery, unlike, say, Thyatians. goods--silks, perfumes, spices, honestly with you. Unlike the
Other Places of Note: fancy foreign craftwork--then sell Navy, the Krondar are pretty
Thantabbar is a good place to do the food to the commoners and the honest, so don't try bribing them;
business, and Nob's Boots is very luxuries to clan elders and rich it'll only make things worse.
good for acquiring ores. Stay out urban halflings. Use the profits to
of Tothmeer unless you want to buy ores and tobacco and ship it

History as the Hin Know it


Around 1300 BC, the ancestors of the modern Shirefolk left the continent of Davania, seeking fresh lands for
settlement, as their homeland grew overcrowded and quarrelsome. Tradition states they sailed in a single
vessel, the Dawn Hope, but some historians assert they came in a small fleet led by the Dawn Hope. Arriving in
the modern Shires, they found them inhabited only by the Gentle Folk, a clan of Elves the Halflings (who called
themselves the Hin) referred to as 'Masters'.

Because the Hin came in peace, the Gentle Folk welcomed them into their lands and taught them how to live in
harmony with nature as they did. The Gentle Folk renounced all violence and consumed only plants. But while
the early Hin tried to follow their ways, they were not able to entirely renounce their past. And thus it was that
evil came into the land.

For centuries, the two nations dwelt in peace, the Gentle Folk gradually withdrawing into the deep forests as
their population boomed. They taught rites to the Clan loremasters, who took up the task of maintaining the
health and beauty of the land. Unfortunately, because the Hin did not themselves maintain the full standards of
purity of the Gentle Folk, their powers were not the equal of the Gentle Folk, and the Forest began to lose its
power.

Furthermore, the Gentle Folk themselves went into decline. They were tired out by their long service to the
land and the many burdens they had bourne. Their children were few and the Hin, not realizing the cost to the
60

Gentle Folk, overran more and more of the land with towns and cities and farms. The Gentle Folk had to
withdraw into the deep woods.

Warned by the Immortals, the Gentle Folk set out on a great ride into the sky from which they never returned
around 1000 BC. This left only the Hin to watch over the land.

But the Hin now had filled the land full to bursting, and heedlessly, they cut down too many trees and began to
fight among themselves. And the Immortals saw this, and sent a punishment for the sins of the Hin, for their
failure to keep up the work passed to them.

Out of the North, the Beastmen came, ravaging and burning and destroying. They slew the clans and burned the
towns and smashed the farms and ate the crops. They harvested the Hin like wheat. Hinhome, as the Hin now
called it, fell swiftly to the Orcs. Quarrelsome clans failed to cooperate and the Orcs picked off many on their
own. In the end, the last clans stood together, but it was not enough. Hinhome now came under the rule of the
Orcs.

Othrong, High King of the Orcs, put the Halflings to work, creating a powerful Orcish kingdom where the
halflings were put to work doing all the menial tasks. It was essentially a feudal state with halfling serfs, Orcish
nobles, and priests of Karaash blessing the whole affair. (Those who work, those who fight, and those who
pray, you see.) If he had chosen to conquer Traladara, his descendants might still rule it. But the Hin will bow
to no tyrant forever.

Many young halflings fled into the wilderness; many of those died, while others went out into the world and
made contact with other halfling settlements. They grew strong in adventures, then returned to lead their
people to freedom. Thus began the custom of Yallara

Their chance came in 965, when Othrong died and his less intelligent son Raurgh took the throne. Raurgh's
generation had grown up fat and lazy, living off the work of oppressed halflings, halflings who increasingly saw
their choice as one of either risking death in revolt or dying of overwork.

That winter, the land froze over, and the Hin seized their chance. Led by returned heroes, they ambushed and
slew Raurgh and the other major Orc lords, then led a massive slave break into the forests along with the
supplies, then sat back and let the orcs slaughter each other for food down to the point where the Hin could
overcome them, though at grave cost.

By the winter of 964, the Hin were free, but now there were other problems to deal with. Namely, much of the
old lore of the Forest which preserved the magic and beauty of the land had been lost due to the Orcs
slaughtering the lorekeepers. Furthermore, a new government had to be constructed, and all the hostile
humanoids of the mountains and the Shadowdeep had to be dealt with.

For two centuries, the Hin struggled to try to build a functional government which could overcome the old
quarrels which had opened the land to invasion. But these old quarrels undercut efforts to build a central
government ruled by a council of Elders. Furthermore, the Shadowdeep and the mountains continued to
periodically gush forth with invasions of humanoids. Many halflings continued to go hungry, and empty bellies
lead always to strife, as they say.
61

It was around 750 BC when the Dwarves came, attracted by reports of gold in the land. Led by Loktal
Ironshield, the Dwarves carved out a powerful kingdom (The Glittering Land) based in the mountains and
highlands, forcing the Hin into submission in the lowlands, required to pay food tribute to the Dwarves and to
help work the mines.

What followed was a period of relative peace and quiet, but also of slavery and submission. The Dwarves
restored order, rationalized food production, and enabled the Halfling population to begin to recover after
centuries of internecine warfare and invasion. Furthermore, the Hin bred faster than the Dwarves, and by the
mid-7th century, the Hin were now much more numerous than their masters and ripe for revolt. And revolt they
did.

The Dwarves put up far more of a fight than the Orcs had; the Dwarf War lasted from 663 to 638 BC, before
finally the remnants of the Dwarven Army fled east, eventually finding refuge with the Dwarves of Highforge in
Traladara. The military leaders who emerged in this war became known as the Lords, and they formed a feudal
state, creating a military class of knights to defend the new Kingdom of Shaerdon from invasion, electing one of
their number every ten years to lead them, the Decennial King.

For a century, things worked well; the Lords drove out the invaders and slowly expanded the dominion of the
Hin, pushing beyond the mountains to the north and over the lands of the modern Baron von Hendriks in the
east and into the Malpheggi swamp in the west. Unfortunately, the Lords were proud and quarrelsome and
prone to violence, and the Ruling Council suffered in effectiveness as each sought to promote his own clan
above the others. Many of the old clans ceased to exist, fusing with others to form the new clans led by the
Lords.

Finally, a continuing feud erupted in violence between two major lords. The murder of Lord Blacktoes at a
Council meeting marked the beginning of the Kinstrife in 522 BC. For the next ten years, the Lords slaughtered
each other and rival clans mercilessly, until finally, in 512 BC, the border defences collapsed and bands of
humanoids poured into the land, led by Orc King Thrail. He was joined by bands of humanoids from the
Shadowdeep as well. Unable to unite, the Lords fell, and by 503 BC, he ruled unchallenged.

For a century, a series of Orc Kings ruled over the land, some treating the Hin abominably, others easing up on
the treatment. It remains a mystery as to how Orcish rule lasted so long; it seemed that every time the Hin were
about to be ready to fight the Orcs, an Orcish hero would emerge to crush the conspirators and save the
Kingdom. But in the end, the luck of the Orcs ran out.

Gunzuth the Clanless, who would become Brindorhin, and the loremaster Alfron, who would become Coberham
Shadowglint, were part of a small band of would-be rebels who discovered the secret of Blackflame in the
Shadowdeep. They created the first Crucibles of Blackflame and used them to make special weapons for the
day of liberation to come.

Finally, in memory of the first rising against Orcish rule, they struck in the dead of Winter in 408 BC,
assassinating many major Orcish leaders with Blackflame weapons, using Blackflame artifacts to pass as other
Orcish leaders, so as to turn them on each other. The Orcs now turned on each other in an orgy of destruction,
the Orcstrife, and Gunzuth and Alfron led the Hin against them all.
62

By 400 BC, the Orcs had been defeated, and Gunzuth emerged as the leader of the Hin, take the title of Sheriff,
with Alfron as his main advisor. Alfron trained a new class of halfling loremasters, who would study and
master the powers of the Blackflame, as well as gathering what lore of the Gentle Folk still survived, and
tasking another group of loremasters, the Masters of the Shires, with perfecting it. Gunzuth set out to craft a
government which would meet the test of time.

Gunzuth divided the land into five shires, each itself divided into 'townships' (territories surrounding the home
of a particular clan). Each clan governed itself as it saw fit, while each township elected two representatives
for the Assembly of that shire and one representative for the Assembly of the Shires as a whole. Each Shire's
assembly elected a Sheriff for that shire, and the five Sheriffs would rule as an executive council with the
Assembly of the Shires serving as a legislature. Each township was required to place a certain number of
warriors at the service of its Sheriff in peacetime and to provide a levy of warriors in wartimes. The city of
Shireton was now built to serve as the capital of the shires.

Once all was in order, Gunzuth and Alfron descended into the Shadowdeep, promising that the Shires would
always have Heroes when they needed them. They were never seen again, but they still watch over the land,
until the time when they are needed again.

Meanwhile, life in the Shires was quiet for several centuries; periodically, creatures erupted out of the
Shadowdeep or out of the mountains or oceans or the Malpheggi Swamp or the forests of Traladara, but it was
nothing the Shire government couldn't handle. During this period, the first halfling pirates begin to operate
along the waters of the Shires, though there was not yet a lot of commerce for them to raid.

The crowning of the First Emperor of Thyatis marked a watershed in the life of the Shires. Coastal trade now
greatly increased as the Thyatians reached out to trade with the Makai of the Ierendi Isles, with the Atruaghin
Clans, Sind, and with the rising communities at the southern end of the Malpheggi Swamp. This led to rising
piracy, but also to a growing naval presence of the Hin themselves, who had to ensure that the Hin (and other)
pirates didn't get out of hand.

Looking out into the world, the Sheriffs planted colonies in what is now Minrothad and the Ierendi isles.
Unfortunately, this led to conflict with Thyatis. The Minrothad colony was conquered and enslaved by the
Thyatians in the 4th century AC, while Thyatis took over the Ierendi Isles in the late 6th century AC. This
helped to turn the Hin against Thyatis and the Sheriffs began their policy of implicit toleration of piracy against
Thyatians.

The Thyatians were not the types to take such things lightly, and in 593, they began the Thirty Years' War
against the Shires, a prolonged naval conflict. This proved an expensive mistake. Thyatis was also at war with
Alphatia and could only put forth a portion of its strength. The Battle of Hingulf in 599 smashed up the main
Thyatian fleet in the area, thanks to a combination of bad weather, the liberal use of blackflame, and the
successful bribing of a Thyatian squadron commander to 'not arrive in time for the battle'. This victory inspired
the Ierendi to revolt in 600 AC, and the Thyatians proved unable to put down that revolt, fight the Shires, AND
fight Alphatia at the same time. Nevertheless, the war dragged on until 623, when the Thyatian Emperor
mysteriously fell down the stairs, onto a pile of knives that someone had left lying around, resulting in 23 stab
wounds. Furthermore, some clumsy person had spilled poison all over the knives. The cleaning staff had to be
sacked. This resulted in a change of dynasty, and the new ruler made peace with Ierendi and the Five Shires in
order to focus on fighting the Alphatians.
63

A little over a century of relative peace and quiet follow, punctuated only by the occasional Orc invasion. The
Shadowdeep was strangely quiet, and praise the Immortals for that.

In the Eighth century, the Hero Nob Nar lived out the saga which bears his name, the great tragedy of his love
for Navilstar, daughter of the Baron of Halag. The Ballad of Nob Nar relates the tragedy which followed when
her father tried to marry her off to the Baron of Koriszegy's son. Navilstar was slain, and Nob Nar slew the
Baron in turn. He then took Navilstar to be buried in the legendary caern of Everwake Way, only to end up
exposing and slaying the wicked Alphatian sorceress Regia, who sought to conquer the Shires. He rode off out
of the Shires in sorrow, and is said to now walk among the Immortals as one of their own, one of the High
Heroes, with Brindorhin and Coberham Shadowglint.

Combined with the rise of Glantri and its wizards mounting raids on the Shires to steal halflings for
experiments, the Shires came to take a dim view of wizards from this incident. Any halflings who display any
such talents are shunned at best, exiled or even lynched at worst. Only the Blackflame loremasters remained
immune to this.

The last few centuries have been a time of peace and prosperity. While there is always naval skirmishing, the
lands around the Shires grow increasingly civilized and the influx of humanoids has been slow. Even raids
from the Shadowdeep were low for many years. Trade and commerce has increased, and in Shireton, new
methods of manufacture are being pioneered. The result is that the population has boomed and now the lands
are growing overcrowded. Yet much prosperity remains.

And finally, the Black Eagle Baron is eyeing the Shires and must be dealt with, one way or another. He's
mounted two large scale raids, and it's expected he'll seize the chance to invade whenever the Shadowdeep next
erupts. And since Stefan Karameikos is too weak or corrupt to stop him, it'll be up to the Hin to take matters
into their own hands.

It always is.

It is a time for adventurers, when a peaceful land stands on the knife edge of disaster, when the actions of
heroes will determine the future of the shires for centuries to come.
64

Peoples of the Shires


The majority of the Shire populace this is clannishness. Halflings guided strongly by custom as well
(96%) are Hin. Another 3% are tend to favour their clan over even as law; violations of custom can
Elves. The rest are a mix of other Hin, and when times get lead to shunning; insults to local
Gnomes, Dwarves, Humans, and tough, there's a strong tendency to customs can get you a beating.
more unusual things, mostly withdraw in on the clan (or other The combination of this and the
humans. Roughly 400,000 people in-group) and treat any outsiders security of the clan system tends
live in the Shires, so this breaks as rivals or even enemies. This to keep down crime in the Shires,
down to 384,000 Hin, 12,000 has often hampered efforts at though there are some outlaw Hin.
Elves, and about 3,000 others. cooperation when they are most Most Hin are set in their ways and
There are 100 Hin Clans, which needed. can be stubborn and hard to
average out to about 3,000 persuade, though not so much so
members each. Somewhere 2) A love of food. Halflings love as Dwarves often are. The main
around 80,000 Hin are clanless, to eat. When times are good, exception to this is Hin on Yallara
which makes their lives much gorging yourself is generally (discussed later).
more difficult, unless they are one pretty acceptable. Most halflings
of the luckier ones who have become fairly portly as they age, 4) Respect for the elderly. In
gotten rich. Which isn't many of often hampering their own general, except for Hin on Yallara,
them. functioning. Like Renaissance era Hin tend to defer to their elders;
humans, though, they find bulk the clans are led by the oldest
Hin Stereotypes attractive. This love of food can members. This tends to combine
be a problem when food are with 3 to make change slow and to
scarce, as the Hin of the Shires are keep clans governed according to
Not all Dwarves are dour, not all
used to eating 4 or more times a the old customs. (Though
Elves are merry, and not all
day. Halflings who don't get ultimately, each clan is free to
Halflings are clannish or hungry.
enough to eat often become make changes so long as they
But in the Shires, there is a
somewhat cranky, though ones don't break Shire law.) Insults to
common Hin culture to which any
who don't get enough on a regular the elderly won't be tolerated. The
individual Hin can be and usually
basis (pirates, adventurers, etc) great flaw here is that the elderly
will be compared.
seem to eventually adapt. often don't respond flexibly
Connected to this is the Hin love enough to changes in conditions,
1) Hin naturally associate and are
of merry-making. They love and thus many Hin crises begin
clannish. The Hin are not solitary;
parties and festivals of every kind with traditional responses that
they are sociable. Indeed, most
and often adopt foreign ones to prove inadequate.
Hin don't like to be alone. The
have another excuse to party.
Hin like to solve problems by
Most Hin keep this in check so 5) Quiet. The Hin enjoy merry-
forming clubs, societies, and other
they still get enough work done, making, but tend to want to
organizations and to work together
but some do overdo it, especially otherwise keep things mellow and
to overcome problems. Few Hin
the young. calm. They don't like trouble-
stories revolve around solitary
makers and boat-rockers, though
geniuses and their hero stories
3) Law-abidingness. Halflings you can get away with a lot more
frequently involve groups (such as
tend to like to keep things orderly, if you are clearly just being funny
Gunzuth and Alfron), though there
and obeying the law is part of that. or if you are old and eccentric. Or
are such tales as the tragedy of
Halfling life in the Shires is living in Shireton, which is almost
Nob Nar. The negative side of
65

never quiet. There is a strong always work this way, and the And their preferred lifestyle as
separation between work (to be increasing number of clanless hin clan farmers is tied in part to this
treated seriously) and merry- may be anywhere from desire to be close to nature. They
making (where people get much fantastically wealthy (and loving like to surround themselves with
more drunk and wild). to show it) to miserably poor (and plants and animals. And they
unable to help it.) especially love their land, the
6) Economic equality. Land is Shires, and most would be
owned communally. Clans, in 7) A love of the land. The Hin reluctant to leave it once they
theory, distribute their wealth love nature in all its forms, from finish yallara. For the most part,
fairly evenly. In theory, everyone mountains to forests to the wide this doesn't have too much
ought to be roughly equal in open ocean. While they have to downside, unless one wants to
wealth and able to live clear land for agriculture, they try pave Mystara over, anyway.
comfortably. In practice, it doesn't hard to preserve natural beauty.
66

Clan Life
About 78% of Hin are clan Most foreign ambassadors are chance of changing clans to go
members currently, and in times given the respect shown a Senior into something else.
past, this was closer to 90-95%. or Elder (depending on age),
Clans control most of the land of unless they seem less respectable Clan Hin who meet the basic work
the Shires, especially the land (such as, say, ever Thyatian requirements are free to do
good for agriculture, as that is the ambassador ever.) whatever they want with the rest
main focus of most clans. An of their time, whether it be more
average clan has about 3,000 This system of government work in their field for pay,
members. ensures that the leadership of the hobbies, clubs, societies, or even a
clans, and thus of the Shires to a part-time job in some other field.
A combination of service to the large degree, remains fairly (Many Hin who are born to, say,
clan and age determines rank conservative and traditional. sheep-farmers, and want to be,
within the clan. Those who serve Halflings on Yallara to some say, cobblers, will take up part-
well eventually rise either to extent serve as a corrective, time cobbling work for their clan
become Clan Elders, who choose a because they are free to propose with their free time.)
Clanmaster to lead the clan, or radical ideas and to point out when
else Keepers, who watch over the the emperor has no clothing. In times past, Hin worked fairly
Clan relic, a Crucible of Some clans are now beginning to short hours for their clans, then
Blackflame. The system given in innovate in various ways, but this were free to use a lot of time for
the canonical Gazetteer works just is usually controversial. themselves. Longer working
fine for this alternate gazetteer. hours seem to have become more
In most clans, the clan specializes common in recent years, though
Non-Hin are typically treated as in a few crops and services, then no one is entirely sure why. But
equivalent to average Member Hin trades with other clans to obtain the Elders must have some good
of a clan. The Hin do not respect other needed services, crops, reason for it...
foreign birth ranks, unless it seems goods, or raw materials. Most
necessary to avoid unnecessary clans require a certain number of Clans provide security to their
bloodshed and violence. A Duke days of work per year in the clan members; you are basically set for
is the same as a peasant to them, if fields to receive the basic stipend, life so long as you meet your
he inherited his title. However, or a certain number of days of duties and don't violate clan law.
those with earned positions of craftwork for the clan's benefit per Their role in raising troops in war
rank gain more respect. Foreign year. Most people move into the makes them part of the security of
soldiers will be given the respect same line of work as their parents, the Shires as a whole as well.
given to an equivalent Halfling but there is always some shuffling Clans enforce their own laws on
military rank, and elderly people about. Those who don't want to their land, with the Elders and
will tend to be treated as if they follow the clan's ways are out of Clanmaster acting as police and
were Seniors. Someone such as a luck--they can either leave and judges. And they ensure, at least
Mayor or a member of an elected lose the clan's benefits and in theory, that no one ever goes
position in Darokin's government become clanless or hope another hungrier, or at least not any
will likely be treated as an Elder clan will take them in because it hungrier than everyone else.
or maybe even a Clanmaster if needs more people in their chosen
they seem important enough. line of work. Hin returning from The cost is the loss of freedom--
Yallara usually have the best you will stay on the same land,
67

doing the same job for a lifespan never come back, die, become up much of the population of the
which will last for over a hundred pirates or Hornets or professional cities and towns. Some of them
years. Ambitious hin sometimes adventurers, or end up unable or are people who just couldn't
find the rate of slow advancement unwilling to settle down, handle following clan law due to
to Elder status stifling, and it's wandering the Shires or other being too much of slackers,
hard to accumulate wealth, since lands and doing petty labour/theft instinctively rebellious, or not too
the really successful tend to be to survive. bright. Others were too ambitious
expected to share with the less and left to make a brighter future
fortunate. Hin on Yallara may challenge for themselves. An increasing
anything, go anywhere not private, number are being born outside the
Thus, some Hin leave their clans and are generally expected to be clans as urban and town Hin form
voluntarily, others are thrown out loud and out of control, so long as family households and have
because they can't manage to they don't actively break the law. children. The result is an
abide by clan laws and duties, and Some will join non-Hin increasing breakdown of
almost all go on yallara in their adventuring parties for a time, to traditional Hin culture in the cities
youth. learn what other species are like, and the rise of a group of Hin who
and most will leave the Shires at are much more ambitious and
least for a time. They dabble a radical than their country cousins.
Yallara and Clanless little in everything to see what (And in some cases, much more
Hin they like and what they don't. starving and disgruntled.)

This forms an important release Most Hin merchants are clanless


When Hin become old enough to
valve for teenage rebelliousness, or have only thin ties to their
take care of themselves, they have
enabling most to get it out of their clans, travelling the roads to buy
the right to go on Yallara. Such
system, then return home, ready to and sell goods, or living in the
Hin cut their ties with their clan
take up normal Hin life. It also cities where much of the populace
and go wandering around the
ensures the real troublemakers is clanless. Indeed, the most
shires or even outside it, seeking
generally won't come back. prosperous Hin are usually either
adventure and trying to find what
clan leaders or clanless. The
to do with their lives. About 85%
However, in addition to the Hin on poorest Hin are all clanless,
of them eventually return home to
Yallara, there are an increasing working jobs like teamsters,
their clans, content to take up the
number of Hin who are clanless dockworkers, and the like, which
life of a normal clan member.
the rest of their lives, either by don't pay well. But at least they're
Another 10% end up joining
choice or by being thrown out of free (for values of free which
another clan which better suits
their clans. Close to a quarter of incorporate little actual power.)
their talents and desired
the population is clanless, making
occupation. And about 5% either
68

Shire Government, Law, and Justice


In 400 BC, Gunzuth divided the governments, but clamour for it. their shire's assembly; they also
land into five shires, each itself Conservative elements resist this, appoint the small group of
divided into 'townships' (territories wishing to keep power in the National Judges with the consent
surrounding the home of a hands of the clans, in accordance of the national assembly. National
particular clan). Each clan with tradition. Judges enforce violations of
governed itself as it saw fit, while national law and hear appeals
each township elected two Clan governments themselves from the Justice of the Peace
representatives for the Assembly have often become more courts.
of that shire and one authoritarian as the economic
representative for the Assembly of crisis builds; more on this below Justices of the Peace are usually
the Shires as a whole. Each in the discussion of Clan Life. elders or else experienced,
Shire's assembly elected a Sheriff wealthy Hin from the various non-
for that shire, and the five Sheriffs One solution has been the clan towns. They deal with
would rule as an executive council formation of Town Councils; offences against each Shire's local
with the Assembly of the Shires democratically elected by all adult laws. Each clan has its own
serving as a legislature. Each residents, these essentially form standard for how violations of
township was required to place a artificial clans or multi-clan Clan law are judged; usually the
certain number of warriors at the assemblies for local communities. Clanmaster acts as Judge.
service of its Sheriff in peacetime Politics is often very heated in
and to provide a levy of warriors these communities, as clans and The Shires only have juries in civil
in wartimes. The city of Shireton non-clan Hin compete to trials or if clan law demands it.
was now built to serve as the determine the future. Such
capital of the shires. politics can get downright Clan law is enforced by the clans;
underhanded at times, and some the Sheriffs and Krondar enforce
This system still functions today, political leaders need special their Shire's laws and national law.
though it's having problems. agents of the adventuring type.
When the clans each ruled clearly Though thankfully things haven't Traditionally, Hin politics worked
marked distinct areas and no degenerated to the Thyatian level. on a basis of consensus building
major settlements arose outside between clans as to a good course
clan lands (or were governed by a Yet. of action. Now, there's increasing
group of clans cooperating to factionalism and conflict, and in
exploit a strategic location), the Each clan makes its own internal some places, rising levels of
system provided for a laws through its Clanmaster and underhanded action that make
straightforward system of Council of Elders (or whatever conservatives fear treachery
representative government. governs it), each Shire's Assembly somehow soaks out of Thyatian
Problems have arisen as an makes laws for it as a whole, and goods into their purchasers. But it
increasing number of Hin are the Assembly of the Shires makes hasn't hit that level yet, really.
clanless and as the clans have national law and works with the Not consistently, anyway.
become more territorially tangled Sheriffs to set national policy.
together and as more settlements Crimes and Taxation
arise which don't belong to any The Sheriffs act as a ruling
clan. The clanless essentially have executive council and appoint
Every clan has its own laws and
no voice in the Shire or National local justices with the consent of
regulations, as does each Shire and
69

the nation as a whole. Most of usual business taxes and as the smugglers are Hin. Non-
these laws deal with matters not regulations. As the number of Hin smugglers will be stopped
very important for PC adventurers. them swells, the Sheriffs and the whenever possible.
Theft is usually punished by return Assembly of the Shires are
of goods (or forced labour until contemplating ways to tap the The first offence is punished with
you produce equivalent value), wealth of the more successful confiscation of the smuggled
combined with branding of the ones. goods, a fine of equal value, and
thumbs. Repeated theft is branding on one thumb. The same
punished with increasing amounts Adventurers are largely free of the for the second. After that, you get
of forced labour for the state, fear of taxes. five years forced labour in
usually doubling with each addition to the confiscation and
conviction. Most clans expel But... fines for each offence.
thieves after the first conviction,
unless it was extremely petty. Adventurers are expected to use
their resources to assist the Shires Forced Labour
Rape is punished by clan for free when the Sheriffs call
expulsion and castration. Repeat upon them. This doesn't happen
Slavery is illegal in the Shires, but
offences result in forced labour for too often, but you can expect two
you can be forced to work for the
life. or three calls a year. And more
state as a legal punishment.
than that with offers of some
(Clans can inflict this punishment,
Killing results in branding of the payment.
but it can be appealed to the Shire
forehead and a decade of forced
or national level if inflicted by a
labour for murder, five year's Smuggling Clanmaster). Workers get three
service for manslaughter. Repeat
meals a day (that is a punishment
offences of murder double the
Smuggling is the number one in and of itself for any Hin), and
forced labour each time. If your
crime in the Shires; most coastal work 12 hours a day, six days a
forced labour requirement for
communities are complicit with week. Most are put to work either
murder tops 320 years, you are
smugglers to some greater or in the mines or in public work
executed. Repeat manslaughter
lesser extent. Even Clanmasters projects.
offences add 10 years each time.
(and in some cases, even Sheriffs.
Sheriff Robur Wallpole was The Hin try to avoid corporeal
Clan Hin only pay taxes directly if
notorious for smuggling wine in punishment beyond branding, so
involved in the import/export trade
actual Hin naval vessels back in prisoners who won't work simply
or certain forms of business.
the 8th century.) may be involved. don't get any food. This will
Otherwise, taxes are levied on the
usually bring them back into line.
clans and paid out of the general
The Sheriffs don't try very hard to Also, any day you refuse to work
funds. Clanless Hin are currently
stop it, unless tax revenues drop is not counted towards ending
largely tax-free except for paying
too much or if actual illegal goods your sentence.
property taxes on any land they
(such as Glantrians) are being
own or any ships, along with the
smuggled into the country, so long
70

Rules and Miscellanea


Denial reduced vastly in strength. exaggerated, and fun. There are
Damaging effects do the caster's Hin tragedies, but they prefer to
level in damage at most and non- tell outrageous lies, and to tell
Denial is a feat available to any
damaging effects add the Hin's stories of love and success. The
fifth level or higher Halfling who
victory margin to any saving major Hin tragedies are mostly
has been initiated into a clan later
throws. If the Hin wins by 11 to historical and intended to instil
in life or who was given the Birth
15 points, then the effect is correct moral behaviour.
Blessing as an infant (By default,
snuffed completely. And if he
any Hin born in the Shires can be
wins by 16 or more, the effect is The canon gazetteer presents a
assumed to have had the Birth
turned back on the caster and only storytelling system; a modified
Blessing unless he was born into a
the caster. version adapted for 3E is
Clanless family, which is rare but
presented below. (I will note that
growing more common.) It can be
Hin facing artifacts have a -5 it's extremely hard for an average
taken multiple times; each time
penalty. Hin defending someone Hin to tell anything but a fairly
you take it, it can be used once per
else gain a +5 modifier. Hin lousy story under the Gazetteer
day, within the boundaries of the
defending clan members gain system, however...)
Shires.
another +5 on top of that.
Make a Perform check. Most Hin
Denial allows you to attempt to
have 2 or 3 ranks of Perform due
alter the results of a single spell,
Language in the to the practice of frequent telling
weakening it, re-directing it, or
of stories.
even turning it back on its creator. Shires
The spell need not be directed
You can add +2 synergy bonuses
directly at you but its effects must
As noted in the Canon, the Hin for each of the following which
come within your Intelligence +
mostly speak Common, but some apply:
Wisdom + Level in yards of you.
do study Lalor, especially Knowledge (Five Shires or Hin
Keepers, loremasters, Masters, Stories) 5 ranks
You and the caster each roll D20,
historians and the Lords of Telling a story from personal
adding each person's level and
Shaerdon. Indeed, the Lords of experience which will have some
Intelligence + Wisdom bonuses,
Shaerdon are among the few resonance for the audience
respectively. If the Hin loses by
people who are fully fluent in it, Use of illusions and subtle magics
6 to 10 points, the effect loses one
using it as their language of secret to supplement the tale
round of duration or one die of
communication in conjunction Presenting some artifact relevant
damage, as he choses. If he loses
with ciphers. to it as proof of the tale
by 1 to 5 points, he can either rob
Good use of humour
it of 3 dice of damage or change
The canon Gazetteer has useful Special: Applying other forms of
its target by 10-30 feet in a
guidelines on Lalor, names, etc. entertainment as part of it. (This
random direction. On a tie or if
requires a perform check in
the Hin wins by 1 to 5 points, he
Storytelling another form of entertainment.
can divert the effect 30-70 feet in
You may add +1 to the
a random direction, 11-20 feet in a
Storytelling check for every 5
direction of his choice, or rob it of Storytelling is a crucial part of Hin
points (or fraction thereof) in your
his level in dice of damage. If the culture and entertainment, and is
total with that other form. So if
Hin wins by 6 to 10 points, it is usually loud, boisterous,
71

you score 23 by accompanying Charisma bonus on any diplomacy contrast, tends to be romance,
yourself with music, you can add checks. comedy, and action, with only
+5 to your storytelling check). some drama or tragedy.
30+: The Hin are stunned by your
Non-Hin suffer a -2 penalty if they sheer virtuosity. They will beg for One recently popular form in the
seem respectable, or up to -10 if more stories and you double your large cities is so-called 'reversal'
they heavily violate Hin customs charisma bonus on future Perform theatre, in which Hin play all non-
and behaviour or come from checks for this audience, as they're Hin roles and imported non-Hin
somewhere hated. open to you. They will meet all play the Hin roles. Often this
your need for food and drink, and involves parodying some famous
Results of the Skill Check: by the end of the evening, you can story or event. The Hin find this
0 or less: You will not just be collect 1d6 Silver pieces * size of hilarious; outsiders often don't
booed but outright chased out of your audience. If telling stories to quite get it.
the place. influence a group's decision, you
1 to 9: Your story falls flat and gain a bonus equal to your base
you get booed some. Perform ranks to any diplomacy Smoking
10-14: Acceptable, but nothing to checks.
write home about.
Modern Tobacco companies
15-19: Your storytelling is well
Music of the Shires would love the Shires, as almost
received and someone will buy
everyone smokes like a chimney.
you a drink or maybe even a meal
The Hin might well live even
if you seem hungry.
As noted in the canon, the Hin longer if they didn't all smoke so
20-24: Everyone is wowed by
LOVE to sing, contributing to the much. Those with a knowledge of
your story and wants to hear
tendency of almost all of them to Blackflame sometimes wonder if
another one; you will likely get
have 2 or 3 ranks of Perform. the Hin connection to it creates
free drinks and food all night and
Musical accompaniment is good, some predisposition to putting fire
you can double your charisma
but not necessary. As with Hin and smoke in one's mouth. (It can
bonus on future Perform checks
storytelling, most songs are either be noted that the same pinch of
for this audience, as they're open
romantic or comic in nature, tobacco can be smoked over and
to you. If telling stories to
though some deal with famous over again if you have access to
influence a group's decision, you
adventures and others are Blackflame to reconstitute it...)
gain a +2 synergy bonus on any
cautionary tales. The Shires produces the best
diplomacy checks.
tobacco in the Known World, but
25-29: You stun the audience
most of it ends up being consumed
with your skills. Everyone cheers Hin Theatre at home.
wildly and wants to hear another
one. You're set for food and drink
for the night and can collect 1d6 * Hin like musicals and opera. A
size of your audience in copper lot. Every city has several theatre Homes
pieces. Also, double your companies and small towns have As the canon, mostly. Though
charisma bonus on future Perform amateur companies. A lot of clan some Hin are adopting foreign
checks for this audience, as they're theatre is customary in nature, a architectural styles these days as a
open to you. If telling stories to collection of really old plays about way to flaunt their wealth.
influence a group's decision, you the major historical events of the
gain a bonus equal to your Shires or else moral cautionary Money and Trade
tales. Urban and town theatre, by
72

In times past, the Five Shires were weaver to be precise). In general, ranging from blessing the fields
largely self-sufficient. Now, there the Hin will accept any land's before planting to thanking the
is a constant need to import food money which follows the system Immortals and the land for the
which will likely only grow worse and weighs in properly for its harvest to helping to 'Whistle Up
as the population swells. In denomination, though. the Sun' on the Winter Solstice.
addition, wealthy Hin import a Karameikan and Darokinian
variety of luxury items--books, money is fairly common. However, clanless Hin lack this
fine cloths, spices, the fashions of connection to the land built by the
other lands, magical items, etc. Larger scale trade is conducted sacred rites. Instead, many of
using Trade-Bars; made of silver, them are beginning to turn to
The Shires produce and export these come in 25, 50, and 100 GP foreign religions; churches to
various raw materials and a few denominations. There are not Asterius, Ixion, Valerias, Kagyar,
kinds of foodstuffs which they still many banks, but the major cities Koryis, the Church of Universal
produce more than they need-- have banks which will issue letters Harmony, the Church of
metals (precious and common), of credit, which are essentially Traladara, and the Church of
gems, tea, and especially tobacco. paper money with an expiration Darokin have all sprouted up in
Fishing production continues to date. Those of sufficient good the major cities. Clanless Hin
expand, but most of the seafood reputation can also issue letters of tend to favour churches related to
floods into the Shires to draft, which are essentially prosperity, peace, craftwork, and
supplement people's diets. personal checks on an account at love.
their bank.
One area of deficiency is Knight-Heroes
manufacturing; the population is
outgrowing the ability of the Hin Religion Those Hin who reach eighth level
to process their own raw materials,
can petition to become 'Knight-
so there is a fair amount of waste The Hin are not irreligious, but
Heroes of the Shires'. Knight-
with goods being sent abroad, their religious life is largely
Heroes must undergo a series of
processed, then sent back to the focused around the Clan. For clan
tests of skill (since characters level
Shires for purchase, though some hin, foreign religions have little
is not a concept known in game).
Hin are trying to boost the nation's appeal, because the sacred rituals
Knight-Heroes are expected to
productive capacity. of the clan fill all the purposes of
defend the interests of the Shires
religion other than spellcasting.
and can be called upon by the
The Hin follow the Thyatian And the average foreign believer
Sheriffs to perform heroic quests.
coinage system, but produce their rarely has much access to the
In return, they receive a stipend of
own coins. Their platinum piece miracle powers of Clerics anyway.
a hundred gold a month, a small
shows a tongue of blackflame on
tract of land with a house to call
one side, and crossed blades on The Hin revere the High Heroes,
their own, and can stay for free in
the other. The gold piece has the Gentle Folk, and their
any inn of the Shires and eat and
Gunzuth on one side and Alfron homeland. They are basically
drink free in any tavern. (The bill
on the other. The silver piece nature worshippers, and Hin of a
gets sent to the Sheriffs). Many
depicts Nob Nar on one side and religious bent typically either
Knight-Heroes become military
his beloved Navrilstar on the study with the Keepers, or work to
officers, and if an opportunity to
other. The copper piece has a become Masters. (Or Druids if
found a clan opens up, they're at
typical male Hin farmer on one using 3E). Every clan performs
the head of the line.
side and a typical Hin about two dozen rituals a year
craftswoman on the other (a which are religious in nature,
73

Hin Masters of the Shires


Hin nature-worship has no formal are devoted to one land in classes. They tend to be quiet, soft
priests. Keepers and Witnesses particular: The Five Shires. spoken and seldom seen. They
lead clan religious ceremonies, but work apart from other hin as much
do not themselves directly serve Their devotion to the Shires is as possible to avoid incurring
any immortals. Some Hin, shown in many ways: A new resentment or making other hin
however, choose to devote master changes her name from, for dependent on their aid and
themselves to a deeper study of instance, "Lidda Heatherfoot" to abandoning self-reliance.
the lore of the Gentle Folk and of "Lidda Heatherfoot Highshire,"
the Shires. They pass into the denoting the Shire in which she Masters battle evil humanoids and
forests, hills, and mountains, has lived. Until achieving the rank the evil beings residing in the
working to preserve nature and of Higher Master, a master will Shires, they will do whatever is
help it to flourish. not willingly leave the Shires necessary and least harmful to
unless called upon to do so by a those concerned to protect
In many ways, the Hin masters master tutor, Sheriff, involved in halflings from the attacks of such
resemble Mystara's seldom-seen war beyond the nation's borders or creatures.
druids, and it is possible that both a sign from the High Heroes.
rely on handed-down lore from the Masters tend to dress simply, and
now-vanished Gentle Folk elves. Hin masters come from all walks have no distinctive uniform,
Unlike druids, though, the masters of life, including non-adventuring speech or rune.

The Master Prestige Class


(by Beau Yarbrough, from the Mystara Mailing List Archives.
Slightly modified by John Biles)

REQUIREMENTS
Halfling race, resident in the Five Shires Non-evil alignment
Knowledge (local - Five Shires) ranks: 5+ Wilderness Lore ranks: 5+
Feats: Denial
The prospective master must undergo an apprenticeship with another master for at least two seasons.

THE HIN MASTER


Hit dice: d8
74

Level Att. Fort. Ref. Will Special


1 0 +2 0 +2 Improved Denial, Nature Sense, Turn Undead
2 +1 +3 0 +3 Low-Light Vision
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7 Higher Master

Spells Per Day


Level 0 1 2 3 4 5
1 3 1
2 4 2
3 4 2 1
4 5 3 2
5 5 3 2 1
6 5 3 3 2
7 6 4 3 2 1
8 6 4 3 3 2
9 6 4 4 3 2 1
10 6 4 4 3 3 2

Class Skills: Animal Empathy, representation of a Crucible of


Climb, Concentration, Craft, Spells: A master can cast divine Blackflame or actual blackflame,
Disguise, Handle Animal, Heal, spells according to the table above where available. A master cannot
Hide, Jump, Knowledge (history), and gains and prepares spells in regain her spells outside of the
Knowledge (local - Five Shires), the same way that a cleric does Five Shires.
Knowledge (nature), Knowledge (although she cannot swap spells
(Religion), Move Silently, Speak to cast a cure spell in its place). To Bonus Language: A master
Language (Elvish), Spellcraft, prepare or cast a spell, a master knows Lalor, the ancient and
Swim, Wilderness Lore must have a Wisdom score of at almost extinct language of the
least 10 + the spell's level. The halflings. Lalor is typically used in
Skill points at each level: 4 + Int Difficulty Class for a saving throw communication with other
modifier. against a master's spell is 10 + the masters, Keepers and some
spell's level + the master's Clanmasters when they know they
CLASS FEATURES Wisdom modifier. Bonus spells are being listened to and do not
for masters are based on Wisdom wish others to know what they are
Weapon and armour (see PHB Table 1-1: Ability saying. Lalor has its own alphabet.
proficiency: A Hin master is Modifiers and Bonus Spells, page By spending a skill point, a master
trained in the use of simple 8). For spells that require a divine may also learn Elvish, of the
weapons, light armour and shields. focus, the master may use either a Gentle Folk dialect.
75

may also use denial outside of the Level: Brd 3, Clr 3, Hin Master 3,
Improved Denial: Masters double Five Shires. Sor/Wiz 3
their Master levels when using
Denial. Ex-Masters: Masters who leave As the standard bestow curse, save
their calling lose all spells and that Hin masters prefer the
Extra Denial: Hin masters may special abilities, such as Improved following curses, rather than those
use Denial a number of times per Denial and low-light vision, but given on page 178 of the Player's
day equal to their Wisdom bonus retain their nature sense. Masters Handbook:
+1. who seek to return to their calling The first blow struck by a
must atone (see the atonement cursed creature against a
Nature sense: A master can spell in the PHB, page 176). halfling will miss.
identify plants and animals with Any lie told to a halfling
perfect accuracy and tell if water Master Spell List by the cursed creature will
is safe to drink or dangerous. 0th Level (Orisons) -- Create immediately be known by
Masters do not hunt creatures for Water, Detect Magic, Detect the halfling.
sport, although they will hunt for Poison, Flare, Light, Purify Food Any attempted theft of any
food. and Drink, Resistance, Thornspear halfling property by the
1st Level -- Cure Light Wounds, cursed creature will
Turn Undead: A master can turn Detect Animals or Plants, Detect immediately be detected.
undead as per a cleric of her same Evil, Endure Elements, Magic Any food eaten within the
class level (see PHB page 139). Stone, Obscuring Mist, Remove Shires by the cursed
Fear, Sleep creature, for the rest of its
Extra Turning: As a feat, a 2nd Level -- Animal Trance, life, will taste bad and
master may take Extra Turning. Detect Thoughts, Find Traps, Hold cause indigestion and
This feat allows the master to turn Person, Produce Flame, See embarrassing flatulence.
undead four more times per day Invisibility, Silence, Speak with
than normal. A master may take Animals, Web The curses listed in the Player's
this feat multiple times, gaining 3rd Level -- Bestow Curse, Call Handbook (page 178) are also
four extra daily turning attempts Lightning, Fly, Locate Object, available, although are less
each time. Neutralise Poison, Remove commonly used.
Blindness/Deafness, Remove
Low-Light Vision: Starting at Curse, Remove Disease, Speak Scrying
second level, a master gains low- with Plants, Water Walk Divination
light vision, and can see twice as 4th Level -- Charm Monster, Level: Brd 3, Clr 5, Drd 4, Hin
far in starlight, moonlight, Control Plants, Cure Serious Master 4, Sor/Wiz 4
torchlight or similar conditions as Wounds, Dispel Magic, Scrying,
an ordinary halfling can. Shout, Quench, Restoration As per page 247 in the Player's
5th Level -- Animal Growth, Handbook. Hin Masters, like
Higher Master: At 10th level, the Control Winds, Feeblemind, druids, use a natural pool of water
master's bond with the land is so Insect Plague, Raise Dead, Tree as a focus.
now so deep that many of the Stride
previous restrictions upon her are
lifted, and can freely travel, SPELLS
adventure and regain spells
outside of the Five Shires. They Bestow Curse
Transmutation