Professional Documents
Culture Documents
Regent of Aftane:
Provinces:
Aftane (6/0)
Law: Brotherhood of Khet (3) Corina bint Alima (2) Arlando el-Adaba (1)
Guild: Brotherhood of Khet (3) [Income: 2d2], Zhainge Merchant's Guild: (2) [Income: d3 - taxed by all three law
regents]
Temple: Children of Khirdai (5) [Income 2d3]
Source: nil
Loyalty Changes ignorable: One
Taxation: Severe (loyalty change: no effect)
Starting Loyalty: Average
Busada (2/3)
Law: Children of Khirdai (2)
Guild:
Temple: Children of Khirdai (2) [Income d2]
Source: Bedoureg (2)
Loyalty changes ignorable: none
Taxation: Light (loyalty change: 0)
Starting Loyalty: Poor
Oused (2/3)
Law: Corina bint Alima (2)
Guild: nil
Temple: Children of Khirdai (2) [Income d2]
Source: Bedoureg (2)
Loyalty changes ignorable: two
Taxation: Severe (loyalty change: no effect)
Starting Loyalty: Average
Regency: 14 (10 from provinces, 4 from holdings)
Received: 8 - 2 (vassalage to Arlando el-Adaba) = 6
Income:
Aftane (severe) d10+1
Oused (severe) d4
Ber Tarva (none)
Busada (light) d3-1
Average: 10 + 1 from BK.
Expenses: Castles 1
Province Maintenance: 1
Court: "Quaint" 3
Units: 5
Net Income: 1
Units: Medium Cavalry, Infantry, Spearmen (x2)
Regent: Corina bint Alima (KhF; F9; Tainted, An, 8; LE)
Blood Abilities: Healing d6+9 hps / day
Magic Items: ?
Quiet, Paranoid, Excellent Military Commander, Desperate to increase her bloodline strength.
Regent of Shoufal:
Provinces:
Shoufal (5/0)
Law: Ibrahim ibn Nasr (3) + two units of troops
Guild: Brotherhood of Khet (4) [Income: d6]
Temple: Children of Khirdai (3) [Income d4]
Source: Adara bint Rashoud (0)
Loyalty Changes ignorable: None
Taxation: Severe (loyalty change: no effect)
Starting Loyalty: Poor
Barserat (1/5)
Law: Ibrahim ibn Nasr (1)
Guild: Brotherhood of Khet (1) [income: d3-2]
Temple: Children of Khirdai (0)
Source: Rahil (5)
Loyalty Change ignorable: two
Taxation: Severe
Starting Loyalty: Poor
Dourat (1/4)
Law: Ibrahim ibn Nasr (0)
Guild: nil
Temple: Children of Khirdai (0)
Source: Adara bint Rashoud (3)
Loyalty Change ignorable: none
Taxation: None
Starting Loyalty: Poor
Jeifel (1/4)
Law: Ibrahim ibn Nasr (1)
Guild: nil
Temple: Children of Khirdai (0)
Source: Adara bint Rashoud (3)
Loyalty Change ignorable: two
Taxation: Severe
Starting Loyalty: Poor
Kafrin (1/4)
Law: Ibrahim ibn Nasr (1)
Guild: Brotherhood of Khet (1) [income: d3-2]
Temple: Children of Khirdai (1) [income: d3-2]
Source: nil
Loyalty Change ignorable: two
Taxation: Severe
Starting Loyalty: Poor
Seidre (1/4)
Law: Ibrahim ibn Nasr (1)
Guild: Brotherhood of Khet (1) [income: d3-2]
Temple: Children of Khirdai (1) [income: d3-2]
Source: Adara bint Rashoud {3}
Loyalty Change ignorable: two
Taxation: Severe
Starting Loyalty: Poor
Regency: 15 (9 from provinces, 6 from holdings)
Received: 12 - 2 (vassalage to Arlando el-Adaba) = 10
Income:
Shoufal d8+1
Barserat d3
Dourat nil
Jeifel d3
Kafrin d3
Seidre d3
Average: 14 + 1 from BK
Expenses: Castles 1
Province Maintenance: 2
Court: "Quaint" 3
Occupied Province: 1 (Shoufal)
Units: 7
Net Income: 1
Units: Medium Cavalry, Light Cavalry, Infantry, Spearmen (x2)
Regent: Ibrahim ibn Nasr (KhM; F6; Br, Minor, 12; NE)
Blood Abilities: Sight & Hearing of a Cat
Magical Items: A really hard weapon of some sort.
Blustering, arrogant, fundamentally confused about why everything is going to pot around him - it's all due to his
mismanagment.
Regent of Adaba:
Adaba (4/1)
Law: Children of Khirdai (2), Karim al-Seidre (1), Arlando el-Adaba (1)
Guild: Zhainge Merchant's Guild (3) [income: d4 - taxed by Arlando & Children of Khirdai]
Temple: Temple of the Ancients (0) [income: d6 - taxed by Arlando & Children of Khirdai]
Source: Bedoureg (1)
Loyalty Change ignorable: one
Taxation: Severe
Starting Loyalty: Average
Bedoureg:
RPs: 16 in. 2 to Arlando, 3 on Ley Lines.
Income: 2GB/ Season from Brotherhood.
Expenditure: Court 1/ season.
Brotherhood of Khet:
RPs in: 16 + 6 from trade route. Two to Arlando.
Income: Complicated. Average: 12
Expenditure: Castles: 1
Holdings: 2
Court: 3
Donations: 4 - 2 to Bedoureg, 1 to Ibrahim, 1 to Corina
Total: 10.
Trade Route: Ariya - Shoufal 6 GB. This is the only trade route that they can make.
Children of Khirdai:
RPs in: 18, 2 to Arlando.
Income: Average 9.
Expenditure: Holdings: 2
Court: 3
Units: 4
Total: 9
Units: 4 Units of Spearmen.
Notes: The Brotherhood of Khet bankrolls the other regents with it's excess income. In my campiagn they invaded Ariya,
got beaten back, and Ariya then invaded in turn. All the holdings in Shoufal were disrupted. Ibrahim has disappeared &
Corina is occupying Shoufal.
Copyright Neil Barnes (nb4769@bris.ac.uk) 1997/98
Work in Progress
No unauthorised duplication/ editing/ etc.
Ghamoura
History:
First settled by the Masetians when they arrived on Cerilia, Ghamoura was one of the centres of their culture. Their
settlements were thick around the Mer Beiber & the Gulf of Alcamar.
The Masetians were happy to allow the Basarji to settle upon their Isle, following the Battle at Deismaar, in which the
Masetian fleet (defending the southern flank of the armies of good) was destroyed while defeating the Adurian fleet and
the monsters of Azrai - it is said that the actions of the Masetian Fleet at this battle are why the Southern Coast is not
bedevilled by giant marine awnshegh like the Leviathan, Kraken or Sea Drake. However those ships that survived the
ferocious naval battle were destroyed in the tidal waves caused by the explosion that heralded the death of the old gods.
Not a single ship returned to Ghamoura of all of those that set out for the battle.
The Basarji that settled on Ghamoura picked up many Masetian ways - when they had lived in Djapar, they were
herdsmen & nomads, just starting to learn the arts of civilisation. Masetian notions of justice, civic duty and governance
had a profound effect upon the Basarji. Those who settled in Ghamoura fit easily into the Masetian way of life. Soon the
Basarji outnumbered the Masetians, but there was little discontent because the Masetian principle of ‘Democracy’ (an
antiquated form of Government found amongst the Basarji prior to the Flight from Shadow) which was only practised
upon Ghamoura ensured that those Basarji immigrants who contributed to society were allowed an equal share in the
‘election’ of the Regent. Because of the influence of the Divine bloodlines upon the nature of rulership, members of
several families quickly proved to be the most effective rulers of the island. However the system also prevented any
individual rulers from developing long-term plans and stability, so the strength of the Temple of Nasri grew to fill the
void left by the inefficient leadership. (These times are documented in the “Chronicles of the Masetians”, although the
reader is directed to note that the Temple of the Ancients has edited that text to support some of their heretical positions.)
Eventually the Serpent made his move - somehow contaminating the magic used by the Masetians (1065 MA, 550 HC).
Horrors erupted from the ground and, after devouring their unwitting summoners, fell upon the rest of the citizens.
Because of their magical nature, these creatures were immune to the arms of men, and it fell to the temple of Nasri, and
those Basarji mages who were apparently unaffected by this dire curse, to defend the populous.
With the destruction of the Masetian cities in this tumultuous time, it became obvious that democracy was not working,
and the Basarji mage, Niswan al-Ghamour was acclaimed Amir of the island. By all accounts al-Ghamour was a capable
and honourable ruler, and directed the reconstruction of the island well. However his descendants continued the tradition
of studying magic, and it became evident that the Serpent’s baleful influence on magic had not been restricted solely to
the Masetian mages, it was just that it was subtler, less sudden in the way that it affected Basarji rulers. (A good text for
this period is “The story of Niswan al-Ghamour” - factually correct, but written by a court functionary of al-Ghamour’s
son, it contains notable biases. Several of the records of the Holy Temple survive from that period, and provide a more
balanced view of the events that occurred.)
Al-Ghamour’s line soon became decadent and corrupt. When the Anuireans conquered the Basarji lands, the then Amir
of Ghamoura delt with them, allying with them in order to defeat his rivals. He assisted the Anuirean pirate Roderic
Durbane in his conquest of al-Suire (1274 MA, 759 HC) and was about to help the Anuireans conquer Khourane, when
el-Arrasi organised the Basarji federation.
The Amir switched sides, not because of loyalty to his people, but because saw the course of the future, amd wanted to be
on the winning side. After the war, in the last years of his life, he broke the Treaty of Turin, which guaranteed Suiriene’s
neutrality in Khinasi politics and invaded, suffering a crushing defeat. (The second volume of Mohamed bint-Dourani’s
“History of the Basarji People’s” is again a good account of this period. However it overstates it’s case where el-Arrasi is
concerned - the idea that he was visited by Avani while a child is pure exaggeration in light of the man’s real
ahievements. For the wise reader, Anuirean chronicles of the period may prove instructive.)
In 1562 MA (1047 HC), Haroun al-Camar, a priest of Nasri defied the head of the Temple of the Ancients in Mesire and
lead a revolution against Haled al-Ghamour, the then Amir of Ghamoura, and ruler over the darkest period in
Ghamoura’s history. By this point the physical and moral corruption of the al-Ghamours was readily apparant. Haled was
grossly corpulent, almost unable to move unaided. He was addicted to a variety of drugs supplied by agents of the
Serpent and traded his subjects away to the Serpent in exchange for these drugs. (A full and descriptive account of
Haled’s atrocities can be found in Chapters 5-11 of ‘The Crimes of Magic against Nasri, Man and Nature” one of the
approved texts of the Holy Temple.)
The revolution was a long process - the Serpent sent aid to Haled who also maintained a considerable army of
mercenaries using the taxes he squeezed from the populace. However, eventually, with Nasri’s blessing, Haroun
triumphed and captured Haled, imprisoning him. The Serpent, however, had his own ideas about rewards for his defeated
lackey, and Haled was found the next day, his skin & hair bleached as white as bone, his limbs twisted into unnatural
angles, and his heart torn from his chest. (An account of the freeing of Ghamoura from the rule of the tyrant Haled can be
found within the “Life of Haroun al-Camar”, which you should, of course, be familiar with from your training.)
was acclaimed ruler of Ghamoura by a grateful people, and reluctantly assumed the position. Following the lack of
support he received from the Temple of the Ancients, he declared the Holy Temple to be independant of the Temple of
the Ancients, and to be dedicated to cleansing the Temple of it’s corruption of spirit. (See the “Sayings of Haroun the
Holy” for more detail upon the reasons behind his split from the Temple of the Ancients.)
However Haroun proved a wise ruler, and his successor, Siddiq al-Nasri, succeeded him as both head of the Holy Temple
and ruler of Ghamoura. The temple faced many trials durring this period - foremost amongst them the Rebellion of the
Tamounazada. The nobility chafed under the rule of the Temple, and rebelled, with the covert support of the Serpent. The
rebellion was put down, but only after much of Niswaran was destroyed in the fighting. (Ghamouran Chronicles: Siddiq
the Blessed.)
Siddiq ordered Niswaran reconstructed and renamed Al-Camar, after his illustrious predecessor, and he also established
the Inquisition to prevent the Serpent from gaining another foothold upon the Isle.
Since then, the Ghamouran Chronicles run, the Island has been ruled wisely and well, but this is not the whole truth.
There are things which it is felt imprudent to record officially. The el-Aldezar family were relatives of the Amirs, and
one of the few Tamounazada families to side with the Holy Temple in the Tamounazada Rebellion. Five of the High
Priests before me have come from our Geirhou, and we have cultivated influence withi the Temple.
Government:
As (still) an Imperial colony, the island is ruled by an Imperial Governor. The line had become hereditary well before the
death of Michael Roele. Suiriene was regarded as being too isolated from the rest of Anuire to be of major importance.
As the Basarji Federation fragmented, the Imperial Government decided that the area was unlikely to pose a serious
threat to the remaining Anuirean colonies in Brechtur.
The People:
The people of Suiriene are somewhat unusual amongst the Khinasi, since following Roderic Durbane’s conquest of the
Island in 622 HC, many Anuireans emigrated to the Island. Roderic offered substantial land grants to his lieutenants and
soldiers, and they brought their families with them to the Island. The Basarji were only just in the majority on the Island
even before Roderic’s arrival - many Masetians still lived on the island, and their features can be discerned in many of
the inhabitants even now.
Thus modern Suirienese possess many of the best features of both the Khinasi & the Anuireans, with a few Masetian
features thrown in. Anuirean is the official language of government, while Basarji is the language of day-to-day
commerce - most Suirienese master both fluently.
The Suirienese are somewhat mocking of their government - having accepted long before even Michael Roele’s death
that the Empire had no more relevance to them. They see the title of ‘Imperial Governor’ as being an anachronism, and a
mark of the reluctance of the Lamgaren family to formally assume the authority that they wield.
Roderic Durbane instituted the feudal system when he conquered the island, and it was modified under the Empire, and
later under the Treaty of Turin.
Taeg Plain: This huge expanse of dark, rocky land is generally unsuitable for farming, and so has remained little settled
by either Khinasi or Anuireans. Three great battles have been fought here. The first was when Roderic Durbane first
conquered the island. Having seized Masetiele in a daring raid his troops confronted those of the Amir of el-Suri, which
they had driven from the city. Roderic seemed to be outnumbered, but fought his was through to the heart of the Khinasi
army & defeated the Amir in single combat.
He ordered the Amir and his retinue to be buried under a cairn of the black rocks that dotted the plain, and this cairn still
remains today.
The second battle was between Cedras Durbane and the southern lords. Cedras felt that Suiriene’s best interests were
served by becoming part of the Anuirean empire. When his southern lords disagreed they attempted to depose him, but
his small baronial army, together with troops lead by the Duke of Diemed who was here as the Empire’s representitive,
soundly thrashed the southern Lords and forced them to acceed. Unfortunately Cedras perished in the course of the battle,
leaving no heir. The Duke of Diemed then
appointed Sendred Lamgaren, Durbane’s captain at arms as the ruler of the island, and left him with sufficient troops to
quell any further resistance.
The final battle upon the Taeg plain was between troops of the Caliph of Ghamoura and Andrau Lamgaren in 1314 MA
in which the Caliph’s troops were resoundingly defeated. Unfortunately Andrau was killed by an arrow fired by a fleeing
Khinasi archer, which killed him. However his fifteen year old son was able to succeed him, and take the Caliph’s
surrender.
El-Assire: The only noble family to predate the arrival of Roderic Durbane, the el-Assires were in the middle of a dispute
with the Amir at the time they he arrived. They sided with Roderic in his seizure of the Island, and retained their hold
upon their territory. They rule their territory out of a sizeable town on the edge of the bay on the eastern coast of the
province.
The province contains copper mines, and there are some small gold mines in the hills. Otherwise there is a little farming
in the southern half of the Island, but most of the people who live in this province make their living from fishing.
The inhabitant’s of the islands off the coast are reclusive and suspicious fishers. They’re effectively cut off from the
mainland, and rumours circulate of persistant inbreeding going on on the island.
Silent Guard Monastary: On the rocky promontary at the north-eastern corner of this province is the ruin of a large
monastary built over a thousand years ago. The monastary would once have been a great fortress but has been abandoned
for many years – storms sweeping in off the Sea of Dragons have devastated it. A single path leads to the Monastary
along the cliff face, easily guarded by archers in the ruins.
Two hundred & thirty years ago the monastary was the base of the bandit Aesane el-Dirra who terrorised this part of
Suiriene for many years from his impregnable base until he was arrested and hung in Masetiele.
Those who have visited the Monastary report that the largest building was once a temple to Basaia, athough it was used
as the feast hall by el-Dirra’s men. Most of these explorers have been searching for el-Dirra’s horde which was never
found. Popular legend suggests that it lies within this temple, but the el-Assires discourage treasure hunters.
The local merchant master Sieres Almuin is reputed to be in the pay of one the serpent’s agents.
Baered: This is the main farming community of Suiriene, taking advantage of the fertile plain north of the mountains.
The northern farming half of the province was awarded to the Randene family as the result of a dispute with the Morthen
family who control the Iron & Copper mines in the mountains. The Morthen family estate Singaven lies next to the
smelting town where the Iron ore is purified & turned into steel. Much of this steel is carted away north to the shipyards
in Masetiele where the copper & steel is used for the ships. The waste from this process has poisoned the Iringelle bay
and the once rich shellfish beds have dried up.
Northcape: This province is controlled by the Randene family, who husband the trees in this province. Northcape’s only
real material resource is it’s lumber, and they realised this long ago - while the rest of the Island was deforested to build
the navies, the Randenes have been careful to plant as many oaks as they use, and these oaks are trained to grow to
produce the correct size & shape timbers for the Imperial Fleet.
The Eastern half of this province is very damp, almost a rain forest. Rather than yielding Oaks (which were actually only
introduced to this Island by the Anuireans) it is an excellent source of Hard woods such as mahogany & teak. It’s home
to several different species of monkey, as well as many spectacular birds.
Al-Mourrie: This semi-legendary site within the woods has not been found for many years. It is reputed that fairies of
one sort or another gather here, and that they will grant wishes to those brave souls who can find this place. However the
tales of Shaem Diraed, a squire of the Randene family cast this place in a different light. He came here once to try and
win the love of Mieral Randene, and was found three days later, his hair, skin & eyes bleached white as bone, unable to
speak.
Al-Mourrie lies somewhere within the Rainforest of Northcape, a clearing some five hundred feet across filled with small
pools of water that wreath the area in perpetual steam.
Cape Arvuold:
Note: The island off the coast of Cape Arvuold is where the Wind Mage is based. It’s sheer cliffs would prevent ships
land here even if it wasn’t for the strong winds which constantly blow around it.
Green Mountains: This province is named for the mosses & ferns which grow in it’s valleys. The heavy rains it recieves
Copyright Neil Barnes (nb4769@bris.ac.uk) 1997/98
Work in Progress
No unauthorised duplication/ editing/ etc.
Zhainge Merchant's guild
The structure of the Zhainge Merchant's guild:
The guild was originally founded by el-Zarada, and still retains many features that originated as a result of his methods &
policies.
El-Zarada maintained an inner circle of advisors who assisited him and helped manage his day-to-day affairs. These were
Jamal al-Jakim (you), Khirdoumi bint-Dwarja (the accountant) and Halim al-Ysra (chief thug). His other assistants were
the Guild's representatives in each of the provinces where it does business. You and Halim were full lieutenants.
Roles:
Jamal al-Jakim was responsible for negotiating with the government and with wealthy tamounazada investors. Basically
the respectable face of the Guild. You are the part-owner of the Mesiran Trading House, which negotiated investments in
business ventures by wealthy individuals. The other owner of the House is the ZMG itself.
Khirdoumi bint-Dwarja (fDw, Br/Tainted/5, T3) is the accountant for the Zhainge Merchant's Guild. She managed el-
Zarada's accounts, and the flow of money within the ZMG. She is a paid employee of the Guild, and your chief rival for
the position as el-Zarada's heir. She's the only one who fully understands exactly which companies the Guild has shares
in or owns. She has an excellent head for figures, but is pretty callous and vengeful.
Halim al-Yasr (mKh, unblooded, F6) was el-Zarada's left hand-man. 6' 2" tall, he was responsible for carrying out any
dirty-work that el-Zarada might need doing. He has access to about 60 thugs within Mesire itself who can be hired for
various tasks at a
moments notice. He's a large man, and not particularly quick on the uptake, although he's quite determined. He is also
very professional at his work. He often seems very apologetic while breaking someone's leg.
Resources:
The ZMG owns three Dhows and a Zebec.
Mesire: Mesire is the centre of Zhainge Merchant Guild operations and the home of the guild. Within the city it has a
virtual lock on all the trade the comes into or goes out of Mesire - it is said that if one does business in Mesire one does
business with el-Zarada (well now they correct themselves and mention Jamal al-Jakim). The guild first rose to
prominance within Mesire through blackmail and intimidation. By the time Yousef el-Mesire or his goverment realised
what was going on el-Zarada had eliminated his opposition (two merchants guilds - the Silver Hall of Mesire trading
along the coast and the River Trade House which traded along the river) by playing them against each other and having
those who opposed him killed.
Yousef had little opportuity to try and do something about this mercantile coup since a sudden increase in raids from the
ruined lands of Djira put the state on the defensive. He merely imposed a large tribute upon the guild, to which
suprisingly el-Zarad
a assented. While he may not have liked the idea of paying so much money, the propect of losing trade to the Gnolls
worried him even more.
Mesire the City: Mesire is a beautiful city, set upon the banks of the Zhainge, with canals laced through it like some
delicate work of art. More travel goes on within the city by boat than by cart, and indeed carts are restricted to certain
roads within the city. The people of the city are very fond of growing plants, and many older houses are covered with
creeping vines. It is also traditional for houses in Mesire to maintain small gardens where various trees are planted, which
at certain times of the year produce the most wonderful smells.
The House of Vines: Not a wine house, although some imported wines are available at a price, the house of vines is an
expensive coffee house within the mercantile district of Mesire. It is so named becuase the entire four storey building is
covered in thick grape vines which at the correct time of year produce a rich harvest of grapes. Such grapes can be picked
by passers buy, although it's considered very improper to take more than a handful. The house is a major trading centre
for Mesire. Many of the richer ajazada & tamounazada come here when they wish to invest in trade ventures. In the last
ten years it has been in a slow decline since el-Zarada found the place too stuffy for his liking.
The Palace of Brilliant Stars: Home of the Mesire family, this is considered to be one of the most beautiful buildings in
all of Khinasi. It covers an entire small Island in the centre of the city.
The High House of Nasri: High Temple of the Temple of the Ancients, this building is set on a small island, some
distance out into the river. The Bridge that reaches out to it spans some 300 feet, and is a series of low arches. Each
support is decorated with carvings of sea beasts, some familiar, some not. The main hall is decorated with a pattern of
blue and green tiles, while the walls are an undecorated white. The towers from which the faithful are called to prayer
also double as watch towers as the temple prays for the safety of sailors at sea. The temple is reknowned for it's
collection of knowledge about the Masetians. Many works of Masetian lore are gathered within it's walls, as they try to
preserve the history of that people into the millenia ahead.
There are other temples of the Temple of the Ancients within Mesire - usually dotted around the docks.
River House: The home of el-Zarada and the centre of his business empire. A new building, constructed soon after he
secured his grasp upon trade in Mesire, the house reflects the tastes of it's owner. Not quite opulent enough to be classed
as a palace, it is still sufficient to add a +1 bonus to diplomacy rolls. The house it also defensible, and el-Zarada
maintained a personal force of some 40 guards here to protect him. There was even a small docks, accessible through a
gate in the wall, leading out into the river. The floor in the entrance hall boast a finely done mosaic of the Zhainge river
and surroundings from Kozlovy down to Mesire.
The Well: Not far from the palace is the well, a large open area of water where several canals meet - almost equivalent to
a square. The waters here are dark and slighty stagnant going down deeper than anyone in the city knows. Occasionally
those poking around in the mud here discover gold coins dating back to Masetian times. It is said that the Masetian tax
house used to stand on the edge of this pond, and rather than let pillagers seize the treasure (in the period of fighting
before Deismaar) the defenders of the tax hall threw it into the Well, where the chests sank rapidly, but might still lie to
this day.
The Ship Hall: This building holds the records of every ship registered in Mesire and records the details of their travels.
Merchants in Mesire visit here to check up on reports of how theitr ships are doing.
The Gathering House: Just across the canal from the Ship Hall, and easily accessible thanks to a nearby bridge, the
Gathering House is a coffee bar where merchants gather to plan and trade information. El-Zarada spent much of his time
here, surrounded by his assistants and cronies.
Azeda el-Behire: The white rock stands on an Island in the mouth of the Zhainge. it's the strongest fortress in Mesire.
The Al-Canaja: These refugees have fled the troubles in the northern half of the country and come here seeking safety.
Now they live alongside the roads leading into the city begging for handouts. They make up a cheap, desparate workforce
that was heavily used by the el-Zarada. The Red Kings of Aftane have been gathering power amongst these disaffected
individuals, by promising them a better tomorrow.
Outside the City: Mesire is a rich and pleasant province, with well tended fields, although in the north the fields are
becoming more and more deserted as the people flee the dangers represented by Gnoll raiders. One of the most noticable
Mesiran products is silk, of which they produce some of the finest in Khinasi.
Hekinja Towers: These towers are placed along the border with the Black Spear Tribes, and are used to signal when
gnoll raiding parties cross the border. They use mirrors to reflect sunlight great distances, and use fire beacons at night.
Seirad: This military camp is where Adan al-Mesire is based, and from where he coordinated the border defence. He
practices a very aggressive form of defence, often raiding deep into the Gnoll's territory to prevent them from setting up
base camps from which to attack Mesire.
Barasa: This ruined town is close to the border. When it was sacked by the Gnolls they ate the inhabitants in a three day
orgy of violence. Since then the town has reputedly been haunted and few venture close to it's ruins at night. It is said that
on the night of the new moon a portal to the Shadow World opens, and spirits escape to terrorise the inhabitants of nearby
villages.
Namal: This agricultural province is similar to Mesire. However the sense of threat has been felt here much longer. Close
to the Direwood it has been menaced by fell creatures for much longer.
ZMG: Mohas el-Sheji is the ZMG's factor in rural Mesire. He buys up goods and arranges for the sale of products
throughout the country, covering rural Mesire province and Namal.
Zhainge Merchant Guild:
Adaba: Traditionally Aftane's second city, Adaba boasts impressive city walls and a excellent natural harbour. Many
river boats travelling the Zhainge prefer to travel to Adaba along the coast rather than unload in fara Zhainge and risk
loosing profits. Adaba is a much less oppressive city than the other cities of Aftane, lacking both the pervasive tentacles
of the Brotherhood of Khet and the temples of the Chosen of Khirdai, althought the Chosen maintain a garrison within
the city. Much of the rest of the province is pretty barren – herdsmen & shepherds can make enough to support
themselves but the province produces little in the way of agricultural goods.
Trade Goods: Most of Adaba's trade goods come from outside. The Red Kings and the sultan of Aftane before them
maintain a large naval base and a shipyard (which has seen little use recently) which generates quite a bit of work for the
inhabitants. Otherwise Adaba is famous for it's wine bars and other small scale crime – the absence of the Brotherhood of
Khet has kept this all quite small and disorganised, but people seem much more able to relax in Adaba than other cities in
Aftane. The ZMG's local factor in Adaba is Mussel al-Bida (mKh, unblooded, T5), a rather shifty character, who keeps a
hand in with many of the brothels and wine bars in the city. Otherwise he's competant but not particular moral or inspired
– his most redeeming feature is that he loathes the Brotherhood of Khet & has tried his damdest to keep them out of the
city.
Krak Adaba: The great castle of Adaba dates back to the days of the Anuirean occupation and was a watch upon Ariya's
eastern borders. The outer walls are now in a dodgy state of repair, but the keep is still sound.
Fara Zhainge: Along with Busada, Fara Zainge is the agricultural heart of Aftane – rice, olives, dates and the like are
grown along here. Small villages are dotted along the river bank which tend the surrounding lands – the rice paddies
closer to the river and the olive groves further back. The irrigation system reputedly dates back to the Masetian empire,
and has been repaired many times since then. Canals were dug at the height of the Khinasi Golden Age, after the system
had been allowed to all into disrepair by the Anuirean occupiers.
The biggest threat to the peace in Fara Zhainge are the raids from across the river – the Gnolls often have difficulties
crossing the river, but when they do, they can do substantial damage and kill many people before retreating – the local
garrisons rarely arrive in time to catch them.
Trade Goods: Fara Zhainge provides a substantial market for agricultural tools, seeds and the like, and is thoroughly
exploited by the ZMG, which in return purchases their excess produce – especially the olive oil which commands a high
price in nearby cities. ZMG activity in Fara Zhainge is administered from Adaba.
Aftane: Aftane is administered by a different Red King than Adaba & Fara Zhainge and the difference is noticable. The
Kharmin Moushal patrol the streets and harass forigners. The Brotherhood of Khet have a great deal of influence within
the city. Agents of the ZMG regularly get beaten up by people working for the Red Kings.
Trade Goods: Agricultural products from Oused & Busada flood into Aftane to support the city's population. The ZMG
brings a lot of agricultural products ino the city and supplies many of the needs of the farmers from the other provinces.
Aftane serves as a way station for the ZMG for goods being brought down river from the Tarvan Waste. The ZMG's
factor in the city is Samar al-Sirasi (mK, unblooded, F5) a tough hardbitten man who has spent a long time putting up
with the trouble the Red Kings have sent his way.
Tarvan Waste: The three provinces that the ZMG has trade holdings in are held by the Uigher tribesmen. These nomads
produce some of the finest horses in the world and trade these for good quality steel weapons. The Uighers are lead by
Rashid min Uigher although his cousin Tiera is the most important priestess in the tribe and also holds a great deal of
influence. She's more militantly inclined than he is, and popular amongst the young warriors of the waste.
The Uigher have no permenant settlements, except at the banks of the Zhainge in Rafr, instead living in small temporary
encampments.
El-Kesire: There's a small gold mine in el-Kesire that the Uigher occasionally mine. However they don't reveal where it
is to outsiders.
Copyright Neil Barnes (nb4769@bris.ac.uk) 1997/98
Work in Progress
No unauthorised duplication/ editing/ etc
Dwarven Cosmology
Creation:
In the great before, Chronos and Cosmos begat many children. First born were the twins Anduiras and Cyril. Anduiras
was made the sovereign ruler of the universe and Cyril was his servant, who was given powers of creation. Next born
was Magic, and she was granted powers of renewal of life and was made to assist Cyril in the creation. Then Matter was
born, who completed the creation and gave it substance.
Matter created the inner cosmos to provide materials for the creation.
Anduiras and Cyril created the other gods with assistance from the forces. Magic determined to create a perfect wife for
her brother and they created Basaïa. Basaïa did love magic but was too devoted to her husband Andurias, and too much
like him to satisfy Magic's creative spirit, and so they created Vorynn. Chaos helped create Brenna. Matter assisted in the
creation of Reynir in the image of Cyril, and Masela in the image of Anduiras. Evil disguised herself as Anduiras and
with Cyril created Azrai, the whole circumstance of which was not understood until Azrai fled after his creation. Cyril
created the world, and in so doing, became the world.
Chaos seduced Magic and during their brief affair, they created the Elves, after which Chaos passed into the form of the
force by which we now call him.
Matter was delighted with the creation of firmament and with the god Reynir, and wished to create more, but Cyril had
departed to become the world. Evil, tricked him into creating fire, and Chaos tricked him into making air to feed the fire.
Matter, realizing what he had done sought out Cosmos, who proposed creating Moradin to harness fire and air. This
Moradin did by creating the forge. Chronos proposed that Moradin be given a wife who would record the deed of
harnessing fire and air, and Matter and Cosmos
created Berronar. Matter attempted to create Abbathor, to be a servant of Moradin, but Evil corrupted Abbathor and
Moradin petitioned Cosmos and Matter to create Dumathoin and Vergadain to counter the powers of Abbathor.
After which, Cosmos became the structure of the universe.
Evil created the non-human pantheons to combat the gods already created, corrupted a few from others creations, then
gave way into the force by which we know her name.
In order to strengthen the forces of good, Magic, Chronos, Anduiras and Matter made two more pantheons.
Magic and Chronos created the Gnome pantheon, and passed into the forces by which we know them. This race did not
survive the Shadow war and was extinct before the Battle of Mount Deismaar.
Anduiras and Matter, perhaps the most powerful of the beings, already began passing into the forces which they would
become, but before they were finished, had enough power of creation to create the Halflings. Then Matter joined Cyril
and gave the world and universe matter.
Chaos and Evil hated the creation and fought Cosmos and Chronos and their children. Their battle created the outer
universe where the gods dwell. Chaos was an unreliable ally and betrayed Evil, though was never an ally of the others.
Anduiras became the laws of nature which governed all other forces. He was noble and warlike and always defended his
rule by acts of courage and battle, imposing law where submission did not occur. Reynir served his noble lord as master
of the land and its produce. Brenna served as the guardian of order. Vorynn possessed domain over magic and
knowledge. Masela devoted herself to Anduiras as his champion. Basaïa, the wife of Anduiras offered him
companionship, advice, and counsel.
Moradin was likewise made noble and warlike, and charged with dominance over fire and air and given powers of
creation so that he might maintain this dominance. He created the forge, where he trapped fire, and billows, where he
trapped air. There he made them his servants. Berronar had been charged with the task of keeping the record of Moradin's
creation of the forge, and so took to upon herself the task of recording all of the universe. Chronos had also desired that
Berronar be created as a consort to Moradin, and Berronar upheld the role faithfully, and championed the role of partner.
Abbathor had been corrupted by evil, but he was created
to be Moradin's servant and to create materials from which Moradin might craft what he would. But, now he had no will
to create, and used his powers only to take for himself what he desired. His mastery over materials had been perverted
into pure greed. Moradin had pertitioned for the creation of Dumathoin and Vergadain to thwart Abbathor. Dumathoin
was granted the powers of creation so as to supply the materials Moradin desired, and Vergadin was charged to watch
over the wealth of the world so that it might be guarded and preserved in the hands of the the gods, and where it was lost,
that it might be recovered.
Azrai hid himself in the shadow of the creation, where the gods did not find him. From there he watched their activities.
When Anduiras encountered Moradin, they each asserted that they were the more noble and the better warrior. Anduiras
called upon Reynir and Moradin called upon Dumathoin for the means to defeat the other. Reynir and Dumathoin
summoned up metals from the earth. Reynir fashioned a sword for Anduiras and Moradin crafted himself an axe. They
battled until both warriors recognized that the other was his equal and both pledged loyalty to the other as equal chiefs.
Anduiras granted Moradin sovereignty over any lands he desired, and Moradin walked the upon the world, desiring the
mountains as his own. This Anduiras gave to Moradin as a gift. Moradin, who until now had had no part in the world, but
had been master of the elements, gave as gifts to Anduiras fire and air, which he had captured, and water, which he had
created to tame fire. In this way they sealed their bond.
Anduiras desired to honor his wife, and created for her a great palace of fire, which would move so as to observe all of
the world, and in this way she would always delight in an ever-changing scene. To maintain and control this palace, he
gave his wife, Basaïa, mastery over fire. To Masela, his champion, he gave the secrets of water and mastery over half of
the world. To demonstrate to all who was master over her part, she filled it with water. Anduiras gave the rest of the
world to Reynir, to whom Matter had given mastery over earth at his creation. This he filled with life, covering the world
with fertile soils which bore great forests. Vorynn was fasinated by the great palace which Anduiras had given to Basaïa,
and its power to oberseve the whole of creation. So, Anduiras created such a palace for Vorynn, but to preserve the honor
reserved for his wife, made it of fine marble, and not fire, so that it would not light the sky, except as it was itself lit by
Basaïa's own palace, elsewhere in the sky.
In addition, he placed Voyrnn's palace lower in the heavens, but that suited Voyrnn as his view was improved by the
measure. When Abbathor realized he could steal from the camp of Moradin only with great effort, he began to steal from
the camp of Anduiras. So Anduiras called upon Brenna, his patron of order, to watch over the wealth of the world so that
it might be guarded and preserved in the hands of the the gods, and where it was lost, that it might be recovered, as
Moradin had charged Vergadin to do. In order to preserve this wealth, Brenna, who had been created with the help of
Chaos, kept the character of the great order a secret, and strove to hide the wealth with cunning.
Thus the gods had all gained mastery over some part of the world and its opperations. Except for Azrai, who lusted after
the whole of it.
Moradin and Anduiras saw the elves upon creation and called upon them to worship them, but the elves did not. Wishing
neither to offend Magic or Chaos, both gods determined to create their own races to whorship them, and in this way make
themselves more powerful. Moradin created his race in his forge and tempered them in the center of the world. From
there they struggled to the surface, and the weak among them perished. Andurias decided not to fashion his race alone, as
Moradin was doing, but to seek
the advice of his servants. Because he took some part of all of their advice, the race he created was very versitile. When
Magic, saw what was happening, she protested. Anduiras resolved to placate his sister by promising to place his race in
only half the world. This she accepted, as she knew Moradin's race would not venture far from his mountains. The place
where Anduiras placed his race was then known as Andu, after him. The other land was called Cerilia, after his twin
brother. At least one other place existed, but its name has been lost.
Azrai cursed the creation as his makers Evil and Chaos had done before him. Now he commanded his servants,
Kartathok, Torazon, and Yeenoghu to form servants of their own and then to make races to rival those of elves, dwarves
and humans. This they did do. Kartathok's goblins made emnity with the elves, Torazon's orogs warred with the dwarves,
and Yeenoghu's gnolls, fought with humans.
At this time, Moradin and Berronar had their first child, Torvald, to whom Moradin delegated the powers of justice so
that he might devote more time to prosecuting the wars of his people. Moradin came to feel that his race of dwarves
needed so much of him as their god of war, with the orog threat, that he was not devoting enough of his power to his
spheres of sovereignty and creation. So, to assist him as an exclusive war god, Moradin created Clangeddin. Berronar
suggested as well that a god be created to collect the knowledge of the world for the use of the dwarves. So, Moradin
created Muamman, who would patronize dwarves among the elves and humans where they would collect their
knowledge. Some time after this, Moradin and Berronar gave birth to Kalvia, a daughter. Kalvia invented the bow and
shared its secrets with the dwarves for their protection, for war, and for hunting.
Kalvia eventually married Clangeddin and they begat Nikor, Kurag, and Raeg (Victory, Courage, and Rage). Moradin
and Berronar also gave birth to Laduguer, Zohra, Zahra, and Kalmirn. Laduguer, however, desired to usurp his brother
Torvald's place in his father's service. Laduguer felt that Torvald was too accepting of weakness, to tolerent of failure,
and too much like their mother. Laduguer possessed a dark view of Moradin. He idolized his father's qualities as an
uncomprimising, harsh judge who demanded merit
and only rewarded work. Laduguer, though, rewarded only that work done under the harshest conditions. Eventually he
came to belive that his father, and all the gods with him, had grown soft, and then lazy, indolent and feckless. Moradin
would not reject Torvald, and remained a fair judge who valued the qualities of his wife, Berronar. Moradin and
Laduguer broke and Laduguer sought his own domain in the outer planes where the force of Evil was strongest.
Laduguer had always found in Moradin's test of his
creation, demanding the dwarves mine to the surface from the center of the world, the greatest and most noble test. So,
those dwarves who followed him were commanded to return to the depths of the earth and to forge a life without the
comforts and ease of the surface world.
The races of Kartathok, Torazon, and Yeenoghu were inferior to the elves, dwarves, and humans. As they proved
superior to the evil races, Azrai plan failed. So Azrai turned to another scheme. He corrupted some of the humans and
used them to attack themselves. Then as some fled the corruption and escaped to Cerilia, Azrai turned humans and elves
against each other.
When ever peace would grow between humans and elves, Azrai would use weak humans and elves to violate the
agreements. Azrai tried to use humans to venture as well into the mountains, but while there was some skirmishing
between humans and dwarves, the pact swore by Anuiras and Moradin was invincible, and their races did not war upon
each other in the same genocidal fashion, limiting themselves to limited wars over hills, and mines, and farms, never
questioning the right of the other to live in its own lands. In their wars with the elves, the humans were able to call upon
their gods in battle and were able to learn the secrets of magic as well
through the aid of Vorynn and Basaïa. Magic, seeing what Azrai was doing, declared she would not take sides to protect
her elves, and permited Basaïa, to bring her tribe, the Basarji to Cerilia to aid the humans, so that Azrai might not
succede in his plan to destroy the races.
The elves were nearly extinguished, and the humans dominated Cerilia. This angered Chaos, who hated the creation of
everything except his elves. Indifferent in the beginning, the success of the humans put Chaos in an ackward situation.
Either Choas could abandon his neutrality and and join Anduiras, or he could return to his old ally Evil. For reasons
known only to Chaos, he returned to Evil and broght with him a plan. He would give the elves over to Evil and to Azrai,
if a final and climactic battle could be fought to steal creation away from Anduiras and Moradin and grant it to Azrai.
They conspired.
First, Azrai presented himself to those races created by his servants, the goblins, orogs, and gnolls. Next, Azrai visited the
Vos, the humans living in the most northern regions. Never realizing that Azrai was the Shadow from whom they had
fled generations ago, they succumbed to his offers of stength and power. Vorynn, seeing his people become corrupted as
the Empires of Andu had become, he withdrew from them powers of divination and illusion. This did not sway the Vos
as their neighbors, the humanoids knew
the mace and sword and they fell to Azrai. Then Azrai went among the elves and Dwarves. Chaos brought the elves to
Azrai, but the dwarves remained true to Moradin's way of cooperation with humans. Only Laduguer was willing to join
Azrai with his dwarves. The elves burned with revenge and prepared for a great war.
The Anuirean, Rjuven, Brecht, Basarji, and Masetians united to face the forces of the shadow. When the dwarves saw the
whole body of dwarvenoid races joining to destroy the humans, they knew that the humans were infinitely preferable to
the orogs and the others and joined the humans against the orogs, goblins, gnolls, elves and Vos and the long corrupt
empires of Andu.
Anuiras had as his champions twin brothers, reminiscent of himself and his twin, Cyril. These twins leading the
Anuireans, Halyn and Roele led the whole assembled tribes as well. Erik was the high druid leading the forces of the
Rjuven under the twins. Nesirie was the captain of the Mastian fleet serving Anuiras. Ruornil, one of the most respected
wizards in Cerilia, was a Vos who remained true to the knowlegde of Vorynn, and whose arcane knowledge of the
Shadow proved invaluable. Sera was the guild master who represented the Brecht at the war counsils of the twin bothers.
Avani was the Khinasi scholar and wizard who oversaw the twin's sieges and engineering.
On the side of the foul Shadow, Belinik, the chosen champion of Azrai led the Vos and commanded the whole dark
army. However, Belinik delgated direct control of his Vos forces to their high priest, Kriesha. Azrai's third champion was
the older brother of the twins, Haelyn and Roele, Black Prince Raesene, who led a great band of warriors and magicians
in the elite corps of the Shadow's army. Rhuobhe Manslayer lead the elves under Azrai's army, serving as second in
command under Belinik, though Prince Raesene was the commander of the battlefield. The goblin king Talkazr
commanded both the goblins and gnolls under Belinik.
The forces of the Shadow generally proved superior to the human and dwarven force. In a deperate moment the moment
of decision came at Mount Deismaar. The clash on the slopes of the mountain was truly epic. Man and monster battled in
vain to attempt triumph. Despite the skill and bravery of many Cerilain warriors, it seemed sunset would see the defeat of
the army of Anuiras and Moradin. However, within the army of Azrai, the elven queen of the Aelvinwode, Tuar realized
they were fighing on the wrong side
of this battle. Through stirring oratory she convinced most of her army to follow her across the lines to join the humans
agains the Shadow. Rhuobhe was unswayed and his followers stayed to fight the elves of Tuar. It was then that Haelyn
saw his moment of opportunity and he made his way across the battle to Raesene. Higher upon the slopes of Deismaar,
the gods themselves took physical form to defeat Azrai. They poured every energy into the effort to destroy the shadow
that had fallen across Cerilia. In
the final moments of the battle, all the gods had been killed, except Anuiras and the two gods from the dwarven camp,
Moradin and Clangeddin. At Anuiras's insistance, Moradin and Clangeddin combined to drive the gods Kartathok,
Torazon, and Yeenoghu from the field, while he, Anuiras faced Azrai alone. During that fight Anuiras and Azrai
destroyed each other while Moradin and Clangeddin put the dwarvenoid gods to rout. The destruction of the gods caused
such an explosion that Mount Diesmarr was destroyed creating what is now known as the Straits of Aerele, seperating the
lands of Audu and Cerilia.
In their close proximity to the gods, their greatest champions had absorbed the devine essence released by their
destruction. The forces of Cosmos and Chronos raised the heros to replaced their vanished offspring. Haelyn assumed
Anduiras' reign over nobility and war; Erik the druid ruling the woods and streams in Reynir's stead; Sera taking the
place of Brenna as goddes of fortune; Avani taking the mantle of Basaïa; the Vos warriors Kriesha and Belinik absorbing
the powers of Azrai to become the Ice Lady and the Prince of Terror; Nesirie absorbing the powers of Masela and
gaining power over the sea; Ruornil inheriting the magic of Vorynn.
Other champions, such as Roele and Mjö?vitnir Rockhammer found themselves imbuded with Anduirias' bloodline.
Many of the minions of Azrai fought, and they discovered that they could rip the godly power from their enemies.
They soon would call this bloodtheft. The minions of Azrai hid out, emerging occastionally to kill those who carried
divine bloodlines, using the power to keep themselves alive and twisted. Among these were the Kraken, Ghost, Raven,
and others. The elves were the first to notice this phenomena and called the abominations "blood of darkness", or
awnsheghlien.
The mightliest of these was the Gorgon, formerly the half-brother of Haelyn and Roele, Raesne.
After Deismaar, Moradin and Berronar gave birth to Mirvald, Diirinka, Sivia, Diinkarazan, Kalgraf, and Dugmaren. With
Azrai destroyed and the dwarvenoid races thrown back, the younger children of Moradin were less warlike and stern and
tended more toward civilization and sophistication. Mirvald oversees the functions of marriage, partnership, and home.
Diirinka was
chaotic and exploratory, concerned with the unknown, an inveterate aquirer of useless knowledge, an experimenter and
fiddler who pursued knowledge for its own sake. Something of an errant, he turned toward the force of magic, which had
been foreign to the creation of Moradin and his pantheon and all his works. Moradin and Berronar disapproved and
Diirinka withdrew, resentful. Sivia defends the equality of all dwarves. When Diinkarazan also tended to embrace the
forces of Chaos, Diirinka convinced him to run
off with him to the planes where the Force of Evil was strongest. There they might ally with their brother, Laduguer, and
become more powerful than Moradin. Young and inexperienced deities, they were enticed by Ilsensine, the illithid god.
In his own quest for power, Diirinka betrayed his brother, Diinkarazan, to Ilsensine who imprisoned and tormented him.
Diirinka was rejected by Laduguer for his act of betrayal, but was seduced by Chaos and settled where Chaos and Evil
were united. There, Chaos presented Magic to Diirinka and Magic showed Diirinka knowledge and gave him gifts
foreign to Moradin.
Berronar, now having lost three children to Evil doted over her children.
Kalgraf was devoted to his mother and became the patron of community.
Dugmaren, Berronar's last child was most dear to her and she spoiled and indulged him. Even when he became interested
in knowledge neglected by the dwarves, she favored him. Moradin was forceful, as always, and strictly forbid his
unconventional ways, and continually pushed upon Dugmaren the failure of his brothers to safely defy the established
forces.
For some time, Dugmaren remained a devoted scholar in his mother's pattern.
Indeed, by Moradin's force of will, Dugmaren was subject to his mother's high standards and his sibling's watchful eyes.
After an exceptionally long apprenticeship, Dugmaren struck out on his own. Having been so often warned by the
example of his fallen siblings, he desired to know what went wrong with their growth. This led him, much to the
consternation of Moradin, to the embrace of Chaos, however, he always rejected Evil as the downfall of his siblings.
By Kenneth Gauck
Children of Belinik & Kriesha
Denikin
(demigod)
Symbol: Skull
Titles: Lord of Death, King of the Shadow, Master of Ill Fate, Cold Rider (?)
Son of Belinik and Kriesha
AL: Neutral Evil, with tendancies toward True Neutral
Worshipers: few
Area of Control: Death, Decay, the Shadow world
Makhno (Mae'cinor):
(demigod)
Symbol: Three crossbow bolts
Titles: Bringer of Plague, Sickness and Disease
Daughter of Belinik and Kriesha
AL: Chaotic Evil
Worshipers: CE, NE, CN
Area of Control: Disease, Sickness, Plague, Illness of all kinds
The daughter of Belinik and Kriesha appeared in the years after Deismaar. She is a cold demi-goddess of sickness and
withered life. She has contempt of life, but seeks to corrupt it with disease as often as destroying it with plague. She is
most certainly malicious and posseses a cruel sense of irony, striking a great warrior with polio to wither his sword arm,
or striking a great wizard with a mental debilitation which leaves them forgetful and unable to remember spells or
conduct research.
Makhno does not take physical form very often, but can appear as a dark mist, or fog. She avoids combat, usually striking
her enemies down with violent, and acute illness. She can appear as an old crone, or a winged skeleton covered with thin
fur. She is on good terms with her parents and brother, Denikin, as well as moderatly good term with Elyal (Elole). She is
very hostile to Ayairda (Laerme) and Nesirie. As she preys upon armies both in the field and in garrison, she is disliked
by Haelyn and Cuiracen.
Those suffering might attempt to placate her with gifts.
Priestly requirements:
WIS: 9
CON: 15
Alignment: any non-good
Weapons: any non-bladed weapon, bows are prefered, esp. crossbow
Armor: any non-metal
Major Access: All, Healing (reversed only), Necromantic, Animal, Summoning, Protection (reversed only)
Minor: Combat, Divination, Weather
Powers:
1st level- Immunity to all diseases
5th level- Laying on of hands of pain (reverse of Paladin's ability) 2pts/(level-4)
9th Level- Scabrous Touch (Necromancers Guide)
No Turning, No Control
HD 8
By Kenneth Gauck
By Kenneth Gauck
The Order of the Sun
The following text is a history of the demise of the Order of the Sun and its connection to the founding of the Greybeard
line. To assist the reader, I offer these useful facts: the adventurers and perspective are dwarven. Reference to our friends
and our lands refer to friends of the dwarves and dwarven lands. Eltarin Llewylen is an elven ranger who took up service
in the lands of Hildigart Endrede, dwarven Envoy to the elves. Arbik Oakenhand his his dwarven assistant who posseses
the guide class described in Sages and Specialists. Thaim Ironsmelt is a high level dwarven chanter (demi-bard) who was
the overthane's tutor, and continues as his advisor. Fuden the Silent is a mid-level priest of one of the dark cults the
dwarves keep suppresed. One of the perennial problems of the dwarven realm is the cult menace, insidious, many
dwarves do not even realise they worship un-approved entities. The overthane faught a battle with (adventure type) with
Fudin, in which Fudin escaped covered by his undead minions. The dwarven calendar coresponds to Masetian Arrival.
------------------------
The assistant to Eltarin Llewylen, the dwarf guide Arbik Oakenhand, was looking for evidence of crossings from the
Chimearon into the Promontory. Arbik, a retainer of Hildegart, was doing this work in the lands of Wulfram because of
the role his superior, Eltarin, played in the pursuit of Fudin the Silent. While crossing desolate peaks and valleys devoid
of mineral wealth, Arbik found a construct which he first took to be a refuge of Fudin, indeed he supposed he might find
the cultist and surprise him. Instead what he discovered was an old ruin, abandoned for centuries. Arbik's immediate
investigations revealed that it was infested with foul vermin, such as giant rats, cave crickets, and giant ants. Knowing the
danger such vermin pose, Arbik withdrew and made his way to Kurkburg, the seat of the Thane, Wulfram Ironvein.
Wainier House was then in the midst of great preparations, and the Thane was too busy to receive Arbik. Rather, his son
Raknarr received the dwarf guide and heard his story. Raknarr sent for the Thane's Miner, and ordered a team of Pest-
masters conscripted. A platoon of twelve Pest- masters were assembled and issued kettles, tents, and axes. The noble,
Morolk Stonefist, a knight in the service of the Thane, led the pest-masters in their mission. They were ordered to clear
the ruin of its foulness and prepare it for proper investigation by learned men. As the Overthane was expected to arrive
for the christening of the Ironvein children, Arbik was instructed to await his arrival to inform him personally.
[With this adventure hook the players visit the ruin...]
Thaim's Explanation: This tower bears the design and ornament of Avani! There is no doubt that is one of the towers
built by the Order of the Sun, Avani's Order. In the days before the Anurians came to Khinasi, when the land beyond
Baruk-Azhik was still ruled by Basarji traders, an order of knights defended the city-states. This was the Order of the
Sun, also known as Avani's Order, or the Knights of the Eternal Sun, a brotherhood of Paladins, chosen from among the
ranks of the soldiers of Avani, goddess of the sun. The knights stood for justice, stability, and reason. The order defended
the Khinasi against the Anurians during the Anurian expansion, over 700 years ago. Founded initially after Deismaar to
combat the awnsheghlien, the Order of the Sun achieved military, political, and spiritual might in the Western Khinasi
lands of Binsada and Dhafrane, as the Chimaeron was known before the coming of the Chimera. The Khinasi pushed into
Baruk-Azhik intent on subjugating us, and we turned to our long-time friends on the Anurian throne, the dynasty of
Roele, for assistance in 1277. The new emperor, Alandalae, nobly took up our cause. The coming of the Anurians was
the direct cause of the fall of the Order of the Sun. With our assistance, the armies of Anuire crossed the Iron Peaks and
pushed into Dhafrane. A citadel known as the Spires of the Sun was the order's greatest stronghold. It was located in the
city of Dhafrane, which was leveled by the Anurians and refounded as Barniere. They had outposts all throughout the
Iron Peaks, along the Tarvan Hills, near the Rain Serpent Mountains, and along the Kratal river facing Coeranys. The
adventurer-knights of the Order could not withstand the organized forces of the Anurians. Pressed by the Anurians in the
west and the awnsheghlien in the east, the order collapsed. While this occurred, the renown Khinasi general, El-Arrasi
organized the Basarji Federation to meet the Anurians. Most of Alandalae's army was heavy cavalry poorly suited to
fighting in the southern Iron Peaks, so he tried to fight the Khinasi in the Khurinbyrn Valley and east into the Rohrmarch,
then subject to the Khinasi. In the southern territories of the Rohrmarch, where Khinasi colonization took place, the
Basarji Federation and the last companies of the Order of the Sun met Alandalae and his Anurians at the Battle of Asarwe
in 1299. Many dwarves fought alongside the humans in special companies. One such warrior was your ancestor, Makkan
Rockhammer. During the battle, the Knights of the Sun launched a suicidal charge to kill the Emperor. While they
succeeded in killing Alandalae, they were themselves destroyed by Alandalae's honor guard and the dwarven company to
his right, including your great, great grandfather Makkan. It was then that Makkan earned his birthright by killing one of
the noble captains of the Order. Upon assuming his blood power, Makkan Rockhammer's beard turned stone gray, and he
was forever known as "graybeard", as you are today. The Order of the Sun was destroyed and was never reestablished.
Now all that remains of the Order are its ruins, such as this one.
1277 GR (Gideon Rinsparr) Emperor Alandalae takes Iron Throne opens a campaign against the Basarji
1279 GR El-Arrasi organizes Basarji Federation
1299 GR Alandalae killed in Basarji campaign at the battle of Asarwe, Caercuillen becomes emperor and ally of el-
Arrasi
1311 GR Death of el-Arrasi
1327 GR Eldracht Hoffstugart of Mafden leads rebellion against Anuire
1328 GR Makkan "Greybeard" ambushed and killed on a diplomatic mission.
By the way, the story of your ancestor Makkan remains tied to the imperial house of Roele. After the Battle of Asarwe,
Caercuillen became emperor and made peace and concluded an alliance with el-Arrasi. But this was the high watermark
to the Empire. In 1327, Eldracht Hoffstugart of Mafden started the rebellion against Anuire. The Emperor, aware of the
noble reputation of Makkan, who was as endowed with charm and grace as he was with strength and courage, asked
Makkan to undertake a diplomatic mission to Brechtur. He was asked to call upon the Dwarves of Massenmarch to
suppress the rebellion, to journey to Brechlen to ask the Herzog of Muden to arrest Hoffstugart and the ringleaders of the
resistance. Such a mission, if successful, could have ended the rebellion and stemmed the decline of the Empire. The
Brechts knew it and they laid an ambush for Makkan as he crossed the Thurin River between Kiergard and Massenmarch
in the Thuringode Forest. We do not know exactly what transpired, but it is known Makkan and his diplomatic party was
killed by the rebels. His birthright descended to his son, Golan, whose sterling character, heroic reputation, and marriage
to Grabbo Rockhammer, his cousin, secured his acquisition of the Thaneship of Rivenrock, which has been in the hands
of Rockhammer for centuries, and was thence passed to your collateral branch.
By Kenneth Gauck
The Hidden City of
Timoshev
Contents
Foreword
Legal Notice
Conversion
Introduction
Travelling the Klessberg
Creatures
Getting There
Finding Timoshev
A Visitor's Welcome
Layout of Timoshev
The Wizard
Important People
The Wizard's Tower
Holdings of Timoshev
Closing Notes
Forward
Ever since I bought the boxed set for
Birthright©™, I've been in love with it. I
have spent hours poring over the maps,
reading through the rules, searching
through the domain guides, all to build up
my knowledge and understanding of the
game. I think that the Birthright©™
Campaign is the best campaign published
by TSR Inc.©™, and I have purchased
every item released, except the novels, to
show my appreciation. Of course, I've been
a long time supporter of TSR©™, having
bought my first D&D©™ books in 1982,
and can say this from experience.
When TSR published the Tribes of the
Heartless Wastes©™ accessory, I was
ecstatic, because now I had the entire
continent of Cerelia at my fingertips. The
mixture of information and mystery was
wonderful, stirring my imagination to fill
in the blank spaces. The first space I
targeted: Timoshev, the hidden city of
Icemarch. There is little information found
in Tribes, just enough to make the reader
want more. I sat down and made up a
campaign extension for my own personal
use. After I set up my Vosgaard©™ Play-
By-EMail (PBEM), I decided to formally
write up my notes and maps. So, here it is.
I hope you like it and that it adds to your
campaigns.
Of course, many of you reading this are
probably playing in my PBEM, and will
attempt to use this for your benefit. Rest
assured, dear players - the PBEM version
is quite different from this. Enjoy!
Benjamin Loebick, AKA Karvenith
25 February 1998
Legal Notice
I wrote this campaign extension for the
Vosgaard©™ region of the Birthright©™
Campaign of Advanced Dungeons and
Dragons©™, published by TSR, Inc.©™,
a division of Wizards of the Coast©™. I in
no way intend to infringe upon TSR's or
Wizards' copyrights, trademarks,
intellectual property, or other rights. Both
the Skuhlzecki and Zagreki are monster
concepts wholly owned by TSR, Inc.©™
and are included in this product only
limited detail (full details are listed in the
Tribes of the Heartless Wastes©™
accessory). This product is no way
supported, accepted, or acknowledged by
TSR, Inc.©™ or Wizards of the Coast©™.
All rights of TSR, Inc.©™ and Wizards of
the Coast©™ are retained by those
companies.
You have permission to distribute this for
personal use only. You may not charge or
otherwise accept recompense for
distribution of this material. You also may
not make changes to this document and
redistribute it afterwards. Insofar as I
respect the copyrights and trademarks of
TSR, Inc.©™ and Wizards of the
Coast©™, this document is copyright by
Benjamin "Karvenith" Loebick, 1998.
Conversion
I've taken the liberty of writing this
document using the metric system of
measure. Although I live in America, I've
tried to use metric as much as possible,
because the English Imperial system sucks.
If you don't know how to convert back and
forth from one system to the other for the
official AD&D©™ rules, here are some
gross approximations to use in this
product:
10 feet ~ 3 m
1 mile ~ 1.5 km or 1 km ~ 2/3 mile
1 pound ~ .5 kg or 1 kg ~ 2 lbs.
Introduction
The farthest reaches of Northeast Cerelia
are dominated by the Klessberg, a glacier
of unimaginable proportions. Stretching
for hundreds of kilometers, the Klessberg
is a nightmare of ice, snow and wind. Its
surface is uneven and treacherous, unseen
chasms abounding beneath a thin overlay
of snow. Broken sheets of ice protrude at
uneven angles, forcing torturous routes
across its surface.
Spanning from Drachenward to The Battle
Fens, the Klessberg even spans a great
river bay, leaving only an eerie cave
through which the quiet waters flow. The
penetrating cold and relentless wind bite
even the most warmly protected of bodies.
Little can live in this region, yet those few
feral creatures that do are deadly in the
extreme. Visitors almost never pass
beyond the very edges. Penetrating to the
interior is folly, for only legends speak of
returned expeditions.
Yet these same legends speak of a hidden
city, the home of a great and powerful
wizard, built upon the Klessberg. No one
has ever found this city, but the rumors
persist. Will your bones be lost to the ice
as so many before?
Travelling the Klessberg
The Klessberg glacier is intimidating and
dangerous to any party. The wind blows
fiercely across its surface, whipping up
grains of ice that dig into exposed flesh.
The temperature stays well below freezing
on the warmest of days, and plunges to
unbearable cold at night. The only shelter
from the wind is blocks of broken ice
sticking up from the glacier, but these
often break due to wind erosion and
sublimation. Thin layers of snow that
collapse under the slightest weight hide
deep schisms within the glacier. Even the
smooth portions of the glacier have sharp
ice points bulging upwards to stab the
unwary.
In game terms, anyone travelling beyond
24 km of the Klessberg's edge begins to
suffer from exposure beyond that listed in
the Tribes accessory. At this point, anyone
with exposed flesh must make a saving
throw vs. breath weapon at -2 every hour.
Failure indicates that frostbite has set in,
causing 1d6 hit points damage. A second
save vs. death must be made or the
character will lose of 1 point of CON or
DEX (50% either one). If a character is
reduced to a score of 3 in either one,
hypothermia sets in, causing death in 1d10
turns. Hypothermia can be prevented by
warming the character to normal
temperature for no less than 8 hours (1/2 of
lost points are recovered after 8 hours of
warming).
At night, the cold becomes unbearable.
Unless a party has protection from the cold
(a very thick tent with a fire, an ice cave
with a fire, an igloo with a fire, or magic),
they will suffer 2d10 hit points of damage
and lose 2 points of CON or DEX (50%
either one). Varsks left out at night must
save vs. poison or suffer the same fate. A
fire sufficient to warm 4 people (or 1
varsk) for a single night will require 20 kg
of wood.
Additionally, travel itself is dangerous
because of chasms hidden beneath
windblown snow. For each turn of
movement, a saving throw vs. death magic
must be made. Failure indicates that the
individual has stepped onto a covered
chasm and broken through the covering.
The character will fall 3d4 meters before
becoming lodged in a narrow section (30%
chance) or hitting bottom (70% chance).
Normal damage of 1d6 per 3 meters fallen
is suffered. If a character becomes lodged,
some extra actions must be done to free the
character. If an attempt to simply lift the
character free, double the character's
weight for determination of the strength
required.
Movement across the Klessberg is slow
due to the torturous routes required to
bypass blocks of ice, snow drifts, and open
chasms. All movement is at ½ speed.
Horses and other pack animals will not be
able to travel on the glacier at all because
they will slip easily on the ice and break a
leg. Varsks can be ridden without
movement penalty, and they will naturally
avoid or step across small covered chasms,
allowing characters to forego that
difficulty (characters riding varsks need
not perform the saving throw each turn, but
any characters walking with a varsk will
still need to). However, there is a 5%
chance each day that a varsk will mistake a
covered chasm as deep snow, plunging
both rider and animal into a very deep and
wide chasm (10d8 meters deep and 4d4
meters wide). Varsks, should they live,
will be crippled from such a fall and not be
able to escape the chasm or be withdrawn
by any means. Crossing such a chasm will
require some thinking (or magic) on the
characters' part.
There is no food to be found on the
Klessberg, and no fuel whatsoever. Both
must be carried by explorers. Humans will
eat 4 rations a day (cost and weight as
listed in the Players Handbook) and varsks
will eat 20 rations per day. Characters on
half rations must make a CON check (don't
forget to add frostbite CON reductions!) at
-1 for each day on half rations. Failure
causes movement to slow to ¼ speed on
the glacier. Characters without food must
make a CON check at -2 for each day
without eating. Failure causes ¼
movement and frostbite saves are made at -
4. Double rations for 5 days are required to
regain normal speed and cancel any other
starvation effects.
Varsks that suffer from ½ rations for more
than 2 days become unruly. They will
move at ½ speed and will attempt to grab
food packs off other animals. They will
also be more likely to mistake covered
chasms as snow drifts, increasing the
chance of a catastrophic fall to 15% per
day. Varsks that go without any food for
more than 2 days refuse to be ridden, will
attempt to grab food packs, and will run
away at the earliest chance.
Even though the weather is deadly, the
sheer volume of wood and food required to
travel on the Klessberg is the limiting
factor as to how far a group can venture.
Of course, magic will greatly help an
expedition's success. Fortunately for the
DM©™, though, supplies and the elements
aren't the only hazards a party will face.
Creatures
A variety of deadly and cunning predators
inhabit the Klessberg. Because of the
climate and terrain, these are always the
toughest and most intelligent of their
species. [The DM©™ must play these
monsters keeping this in mind! Adventures
on the Klessberg are to be filled with
danger and carry a real threat of character
death!] These creatures will often strike
from hiding, or at opportune moments
when attention is distracted elsewhere.
Travelers must beware, for ambushes are
easy to arrange amongst the scattered
blocks of ice. Wide chasms are a favorite
location for attack, because the prey has
fewer directions in which to flee. Covered
chasms also make wonderful abodes as
they provide shelter from the cold. Also,
any victims which fall into a chasm are
usually weakened or killed by the fall,
making the predators hunting easier and
safer.
Any creature found upon the Klessberg is
of maximum hit dice and ferocity, for the
weak and timid soon perish. Creatures
found upon the Klessberg include the
following:
Ape, Snow
Bear, Polar
Dog, Devil
Dwarf, Arctic, Inugaakalikurit
Fox, Hoar
Frost Man
Ghoul, Nehwon
Giant, Cerilian, Ice
Giant, Frost
Goblin, Ice
Hag, Bheur
Hydra, Cryohydra
Lizard, Ice
Lycanthrope, Wereseal
Owlbear, Arctic
Pudding, White
Remorhaz
Snake, Furred, Snow Serpent
Spirit, Ice, Orglash
Taer
Toad, Ice
Troll, Ice
Troll, Snow
Wolf, Winter
Yeti (Sasquatch)
Special creatures found only in
Vosgaard©™ on the Klessberg are the
zagreki, humans who turned to
cannibalism to survive. Zagreki are so
vicious and aggressive as to make even
Vos warriors tremble in fear.
Zagreki
Climate: Arctic
Frequency: Rare
Organization: Pack or Individual
Activity Cycle: Any
Diet: Carnivore (cannibal)
Intelligence: Average (9-12)
Treasure: None
Alignment: Chaotic Neutral
No. Appearing: 1-6
AC: 6
MV: 12
HD: 3+2
THAC0: 14
No. Attacks: 2 or by weapon
Damage/Attack: d4+2 or by weapon
Special Attack: Fear
Special Defense: None
Magic Resistance: None
Size: M (1.75 m)
Morale: Fanatic (16)
XP Value: 225
When fighting a zagreki, players must
make a save vs. petrification when first
encountering a zagreki or run in fear for
2d4 rounds. There after characters must
save whenever an individual is felled in
combat with zagreki, as they will stop
fighting to rip flesh from the fallen victim
and feast upon it (+2 to AC when eating)
for 2 rounds. A failed saving throw vs.
paralysis at this point causes characters to
become sick, retching upon the ground and
unable to fight for 2-6 rounds.
Another creature found only in
Vosgaard©™, both on the Klessberg and
tundra surrounding it (especially The
Battle Fens), are skuhlzecki, or ice borers.
Skuhlzecki
Climate: Arctic to Subarctic
Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal (1)
Treasure: (O)
Alignment: N
No. Appearing: 5-10
AC: 5 (10)
MV: 1, Br 9
HD: 2+2
THAC0: 19
No. Attacks: 1
Damage/Attack: 2d4 (bite)
Special Attack: Superheated blood
Special Defense: Resist Cold
Magic Resistance: Nil
Size: S (1 m long)
Morale: Average (8)
XP Value: 175
Skuhlzecki look like large worms with a
red-hot plate on their head that they use to
melt ice tunnels. This bony plate is filled
with superheated blood. When someone
kills a skuhlzecki, its body explodes,
splattering this hot blood on all within 1.5
meters, causing 2d4 points of damage
(save vs. death for half damage).
Skuhlzecki are attracted by vibrations
caused by walking, and attack in packs
from below ground, causing +4 to the
surprise of their victims. Since they remain
mostly hidden in the ground, they are hard
to hit. However, if pulled from their
burrows, their flesh is soft and easily
damaged.
Getting There
Getting to the Klessberg can be a fairly challenging adventure in
itself. Along the south central border of the Klessberg lies Tuar
Annwyn, an ancient elven kingdom. Just as all elven kingdoms,
outsiders, especially humans and humanoids, are not welcome.
Attempts to infiltrate the forest are usually met with sharp reminders
to stay away, provided the target of the arrows survives.
The eastern end of the Klessberg lies in The Battle Fens where
undead and other horrors live. Not only do fell monsters inhabit that
area, but a strange side effect of an ancient battle distorts reality,
causing expeditions to become hopelessly (and eternally) lost almost
immediately.
South of The Battle Fens lie the lands of the Sword Rust Tribes.
These clans of fierce orogs attack all intruders. Not only are the orogs
a threat, but the mountains in which they live are steep and
treacherous, offering little sympathy to the unprepared.
To the west of Tuar Annwyn is a vast lake which lies to the south of
the Klessberg, whose outlet flows through a vast ice cave. The
western shores of this lake are home to the Gnoll Fens. The gnolls
have been organizing over the past years, and now pose a great threat
to anyone in the area. Some careful (others say insane) merchants ply
their trade with the gnolls, but few others are welcomed.
To the west of the Gnoll Fens lies Hjorig, an old, weary kingdom.
The ruling dynasty's bloodline has begun to run thin, and its rulers
paranoid and selfish. Some provinces have already succeeded in
throwing off the yoke of tyranny, and others may attempt to do the
same in the near future. Expeditions mounted from this area are sure
to be attacked as a rebel force by the royalists, or as a royal
occupation force by the rebels.
To the north of Hjorig is the ancient kingdom of Drachenward. This
sparsely populated land is slowly drifting downward into oblivion
and anarchy, its regents seemingly unable to stem the tide of
destruction. It would be difficult at best to mount any expedition from
these lands, as there simply aren't enough materials and supplies to be
found outside the major cities. Unfortunately, those cities happen to
be far from the glacier itself. Additionally, Drachenward is caught in
a perpetual animosity with The Hag, an awnsheghlien. A large
expedition mounted from Drachenward might draw her attentions.
Finally, the entire north side of the Klessberg is ice-filled ocean. In
the winter the ocean freezes over with pack ice, and in summer
icebergs are common. Additionally, the Leviathan prowls the waters
that bear its name, swallowing up ships and crews with fierce
abandon. Ships fortunate enough to avoid the Leviathan find steep ice
cliffs where the glacier breaks off into the ocean, making ascent
impossible.
Obviously there is no easy way to reach the Klessberg should
someone attempt it. Small parties supported by lots of magic have a
much better chance of success than a large, well-supplied expedition.
A large force is sure to attract unwanted attention by one of the very
inhospitable forces neighboring the glacier. Regardless of how it is
attempted, getting onto the Klessberg should be as challenging as
staying alive there.
Finding Timoshev
The City of Timoshev, if one could call it
that, is almost impossible to find. First of
all, no one has any clue as to its location
on the Klessberg, so any combination of
randomly chosen paths across its surface is
unlikely to come even close to it. The
constant blowing of the snow and ice cuts
visibility down to only 2 km at best.
Divination spells will fail, since no true
knowledge or proof of the city exists, and
Nondetection spells were liberally used in
its construction. Additionally, the city is
protected by a Permanent Illusion masking
it from sight. Only Truesight or Wish, cast
by at least a 20th level wizard, has any
hopes of penetrating the illusion. Even the
blood ability of Detect Illusion has an 90%
chance of failing, and even then the scion
is only aware that an illusion is at work.
Only upon the city plateau does the
illusion vanish.
A party's best hope of finding Timoshev is
to become hopelessly lost, run out of food
and supplies, give up hope completely, and
then be found by one of the city's patrols.
Occasionally (20% of the time) a patrol
leader will feel sympathetic towards a
group of adventurers who are on the
absolute verge of death, especially if one
of the party is fairly attractive (Charisma
of 14 or more, increases the change to
40%). Of course, this will only happen if
the party manages to collapse within the 10
km radius of Timoshev in the first place.
The patrols are well versed in all deceptive
ploys, both mundane and magical, and will
know if a group is simply pretending to be
near death when actually well supplied. If
all these conditions are met, they will be
taken to Timoshev.
Timoshev patrol guard, male or female Vos
warrior, level 2
Str 12, Int 7, Wis 9, Dex 9, Con 11 Cha 10
AC 5, THAC0 18, #AT 1, #App 20 total, Dam by
weapon, MV 12, hp 12 each
A Visitor's Welcome
If found by a patrol and not left to die, the
party will have numerous Sleep spells cast
upon them. They will then be taken to the
city where the wizard will decide their fate.
Most often the wizard will simply use a
Teleport spell to send the party to the
northern forests of Lutkhovsky before they
wake up, remembering nothing of their
journey. If the party is obviously very
powerful, or has a number of powerful
magical items, though, he may be intrigued
enough to forego the usual treatment.
In this case, the party will awaken in a
warm room, the walls apparently made of
ice. Plenty of warm, nutritious food and
water will be supplied. All the party's
magical items will be missing, as well as
their spell books and holy symbols. Priests
and priestesses of Kriesha and Belinik will
be sent away at all times (their memory
also removed), so a party may awake
missing members. There will be no exit to
the room, although one wall will be clear
ice overlooking the blasted glacier. From
here the party will be able to look over
Timoshev, weather permitting.
The party will be left to wait for 2-12
hours after awakening before being visited,
giving them time to recover from their
ordeal. A short note (or Magic Mouth, if
none can read) will explain that the food is
safe, that they are welcome guests, and
will be visited shortly by the Master of
Timoshev. The note will say they are not
yet allowed out in order to observe their
actions and determine if they present a
threat to the safety of the populace. If the
party does not attempt to break out and
does nothing to arouse suspicion of evil
ways, the wizard will pay a visit (covered
later under The Wizard section).
Otherwise, they will fall asleep and be
Teleported to northern Lutkhovsky.
Layout of Timoshev
The city of Timoshev is located on a raised
portion of the glacier. The ice mesa is
approximately 460 meters in length, 300
meters in width and 40 meters in height.
The walls of the mesa are perfectly smooth
and exceptionally hard. The top of the ice
cliffs extends out over the base by 10
meters, making climbing impossible. A
party trying to find the city will see the
mesa as a large block of ice 15 meters in
diameter protruding 20 meters into the air
and leaning over precariously. Even if the
party has been in the city, the illusion takes
over as soon as they leave. Only in the
presence of the patrol will the party see the
cliffs.
One section the cliff has been cut away,
making a gradual slope up to the top. A
narrow path of packed snow leads from the
glacier up this slope. As soon as a person
steps onto the path, the wind slows to a
gentle breeze, no longer carrying grains of
ice and snow. The calm air will also seem
to be much warmer, although any exposed
flesh will still be numb from the blasting
wind previously experienced.
The path proceeds up the slope, where it is
crossed by another path that leads left and
right. A large building stands on the left,
where the City Guard lives. Twenty
members of the guard will be out on patrol
at any given time, 10 will be standing
watch around the plateau, and the rest will
be resting, eating or socializing here.
To the right of the path live 4 Ice Trolls in
their own home, sworn to defend the city.
Two trolls stand silent watch over the path
at all times of day. They have built special
blinds which allow them to see the entire
entry slope without being seen, giving +6
to surprise on their attacks. The trolls will
attack anyone not escorted by a member of
the City Guard that climbs up the path.
Their attack will sound an alarm, bring
everyone in the guardhouse running in 2-4
rounds.
Beyond the Guardhouse, the path leads
directly to a large tower made of ice. The
tower is 60 meters in diameter and rises
100 meters above the plateau. This is the
home of the great wizard that made and
controls Timoshev. The path proceeds to a
plain section of wall, then splits. The
second path leads away from the tower to a
set of five cubic buildings, 10 meters in
length and height on each side. The
buildings all face a common courtyard, and
the main path splits five ways to lead to
each building, ending at a sturdy door. The
buildings and doors all appear to be made
of opaque ice. Escorts will tell players that
the wizard's servants and their families live
in these homes.
Map of Timoshev
The rest of the plateau is empty. Oddly
enough, only a gentle breeze blows across
it, even though the winds around the mesa
howl. The air also seems to be warmer on
the plateau than it is on the glacier, feeling
to be just below freezing. Observant
players will notice that the calm region
extends to about 12 meters above the
ground, after which the wind furiously
blows.
A well-marked path leads along the edge,
allowing the guards to patrol and stand
watch for dangers. The last five meters to
the edge are very smooth, polished ice.
Anyone stepping onto this must save vs.
death at -4 or slide off the mesa. The City
Guard wear special footwear that allows
them to walk upon this edge without
danger so that they can observe the base of
the cliffs. There are no other items of
interest on the plateau.
Eventually the party will probably wish to
leave Timoshev, either to explore the
nearby area of the Klessberg or to return
home. Servants will obviously shy away
from this topic, and will not respond to any
coercion for an answer. When broached
with wizard, he will tell the party they may
wander about the plateau of Timoshev
freely (provided the party has been honest
and trustworthy), but may not leave it. He
will explain that they are not prisoners, but
welcome guests; however, he cannot allow
the knowledge of Timoshev to be released
to the world, else the temples may try to
destroy him. If the party insists they leave,
the wizard will use his magic to remove
their memories of the city, lay a deep
suggestion or Geas on them causing fear of
the Klessberg, and then return them to the
forests of Lutkhovsky. All items taken
from the party will be returned to them in
this case.
Should the party attempt to sneak off the
plateau they will be attacked by the ice
trolls guarding the path, as well as the
patrols. If the party leaves the path leading
to the plateau, they will become subject to
the illusions, losing the way back. Without
proper food, clothing and supplies, they
will soon perish, especially with the patrols
attacking them at every chance. The rooms
where the party's magical items are hidden,
known only to the wizard. They are kept
magically sealed in many ways, impossible
to open without the wizard's consent.
Attempts to find or break into the rooms
will result in the entire party being sent
back with their memories cleared.
The Wizard
Timoshev is the home of the wizard
Tumnzhi Vyykhat. A tall, pale skinned
Vos, Tumnzhi has light blue eyes, the
color of slightly opaque ice. His long hair
has turned bluish gray, and is braided
down his back, reaching to his waist. He
wears a short, pointed beard on his chin,
and a long, narrow mustache, both of
which are silver gray. Tumnzhi usually
wears a long, flowing white silk robe with
gold embroidery. It is magically enhanced
to deflect normal as well as magical
missiles, and can issue a blinding light,
causing all within 60' to go blind (save vs.
spell at -4 or be blinded for 4d4 rounds; if
succeed, blinded for d6 rounds). Tumnzhi
wears a simple silver circlet upon his head
(which may or may not be magical),
symbolizing his position of leadership.
Tumnzhi is very old, but appears to be
around 45. His elven heritage is obvious,
as he is impossibly beautiful for a human.
He has studied magic, especially magic
relating to ice and cold, for more years
than he can remember. He created
Timoshev to serve as a simple retreat after
he angered a priestess of Kriesha centuries
ago, and has slowly developed it into a
comfortable abode. Tumnzhi's converted
Timoshev into his primary abode over 150
years ago so that he could be study the
Klessberg and its deep, powerful magic.
Tumnzhi is a devout follower of Lirovka,
the god of magic. This, coupled with his
less than friendly encounters with
followers of Kriesha ages ago, causes him
to Teleport away any priests or priestesses
of Kriesha and Belinik (whom he believes
to be in league with Kriesha) that are
brought to Timoshev. Tumnzhi is quite
confident he could defeat any force that the
temples could bring against him, but he is
loath to suffer such a disturbance to his
studies. He has even been known to
convey others who openly wear the
symbols of either those two gods for fear
that they would report to the temples upon
their eventual return. While not openly
hostile to followers of Kriesha and Belinik,
Tumnzhi is suspicious of them, and reacts
negatively towards them (-3 to reaction).
When first meeting Tumnzhi in the room
where they have been kept after awaking,
the party will probably demand their items
and equipment be returned. Tumnzhi will
quietly listen to their pleas, weighing their
arguments. He will return mundane items
easily, including holy items of Lirovka, to
all that request (but not thieves' tools!).
However, he will not return weapons or
magic items, saying he must be cautious of
his people's safety and will do so after he
trusts the party. The safety of the people
that depend upon him for their lives is first
and foremost in his mind, and Tumnzhi
will not disregard this duty.
Should the party attack, Tumnzhi will
retaliate first with the light blast from his
robes and summon his guards. If the party
continues to resist he will use spells that do
not injure the party. A Wand of Cold in
each hand will serve as his final offensive
should he require it. The guards are armed
with nets and clubs. They wrap up fighting
characters and beat them senseless. Any
characters that fight will be sent away.
To others, though, Tumnzhi can be
hospitable, but cold and aloof. He is very
devoted to his work, and will speak about
it eagerly, explaining his desire to master
ice and snow. In fact, he can be quite
boring, speaking monotonously about
many theoretical aspects of magic. A true
mage might find this partly interesting, but
will understand very little, for Tumnzhi's
experience and expertise is second to none,
and he talks more to himself than to any
listeners. If away from his work for more
than two hours, Tumnzhi will become
irritable, clearly wanting to leave but not
wanting to insult the party. Eventually he
will create some odd excuse to leave,
scampering off to his laboratory.
During the evening meal is when Tumnzhi
is most talkative. Here he listens to the
daily reports of his patrols, settles any
disputes which may have arisen between
his servants or their families, and
administers his small domain. During the
meal musicians play and entertainers
perform a myriad of acts. These artists are
all quite bad, but try very hard to please.
Tumnzhi always praises each in turn,
congratulating new performance, admiring
new music, and congratulating individuals
on their work. The servants all beam at his
appreciation, showing devotion to their
regent. In private, each will acknowledge
that they have little skill, but truly believe
that Tumnzhi is pleased by their attempts.
Any party which succeeds in getting to
Timoshev must have some tales to tell, and
Tumnzhi is quite curious to hear them.
Having been out of contact to the rest of
the world for over a century, Tumnzhi
eagerly wants to know what is happening
in the world. Each evening he will ask a
different party member, calling everyone
once before asking them a second time, to
speak of recent events. The entire citizenry
of Timoshev will fill the dining hall to
listen. Any events that entail the temples of
Kriesha or Belinik being snubbed or
curtailed will bring booming approval
from Tumnzhi and the audience, while
victories will bring hisses from the crowd
and a deep frown from the wizard. Anyone
attempting to drum up support for either of
these temples will be booed. Other skills,
such as singing or instrument playing, will
be well received by all. A Bard character
will find an astute patron, quite
knowledgeable of his or her art. Tumnzhi
will profusely thank each player that
speaks, admiring their skills as he would
any of his servants.
All things taken into account, Tumnzhi
will be a good, but strict, host. He does not
allow discord within his followers or
guests, nor does he permit a wide range of
freedom. If someone violates a rule, they
will be punished immediately, ranging
from heavy chores for minor
transgressions to death for major
incidences. The people are happy because
they are provided for, but they do not have
opinions on many subjects, never having
been allowed to think of them. Tumnzhi
will fly into a fiery temper should anyone
attempt to enlighten his people, shouting
that it is for their own protection that he
keeps dangerous ideas from them. If player
characters continue to resist his leadership
or inform the people of outside matters,
Tumnzhi will have them locked in a room
until he can send them away.
Tumnzhi Vyykhat
½ Elven Mage, level 21
Vorynn, major, 47
Unreadable Thoughts (minor), Character Reading
(major), Protection from Evil (major), Long Life
(great)
Str 11, Int 18, Wis 13, Dex 10, Con 12, Cha 16
AC 2, THAC0 15, #AT 1 or 2, Dam varies, MV
12, hp 42
2 wands of frost, bracers AC 2, robe of protection,
boots of the north
Ancient History (Battle Fens), language (elven),
language (Vos), read/write (elven), read/write
(Vos), spellcraft, singing, musical instrument,
artistic ability (sing and instrument), survival
(arctic), religion (Lirovka), weather sense,
engineering, varsk riding
Typical Spells: Freezing Hands, Sleep, Grease,
Chill Touch, Wall of Fog, Unseen Servant; Blur,
Fog Cloud, Forget, Shatter, Tumnzhi's Freezing
Arrow; Dispel Magic, Explosive Runes, Iceball,
Lightning Bolt, Slow, Wind Wall; Ice Shield,
Hallucinatory Terrain, Ice Storm, Stoneskin, Wall
of Ice; Advanced Illusion, Cone of Cold, Conjure
Elemental, Ice Shape, Teleport; Control Weather,
Geas, Glassee, Otiluke's Freezing Sphere; Delayed
Blast Iceball, Limited Wish, Prismatic Spray,
Sequester; Incendiary Cloud, Monster Summoning
VI, Permanency; Elemental Aura (water), Wish.
NOTE: Tumnzhi is specialized in ice and cold
magic, thus some spells have been altered to
reflect this; i.e. Iceball is a Fireball spell that uses
cold, not fire.
Battle Spells: Charm Unit, Glittering Shower,
Flying Troops, Slow Unit, Stoneskinned Army,
Wolf in the Fold
Realm Spells: Alchemy, Scry, Subversion, Royal
Facade, Summoning, Transport, Protect
Source, Feign Destruction, Stronghold, Warding
Important People
There are few people of any importance in
Timoshev outside of Tumnzhi Vyykhat.
Most have lived their entire lives in
Timoshev, yet others are outsiders who
have stayed. They work very closely with
the wizard, keeping Timoshev running
smoothly and safely. Anything spoken to
them will very quickly be heard by
Tumnzhi. These people have acquired his
trust, and work hard to maintain it.
Yenlo Marnaya, Steward of the Tower
Yenlo takes care of the day-to-day
operations within the tower of Timoshev.
He ensures the rooms are cleaned,
furniture arranged, food sent to where it is
needed, and oversees the coordination of
servants. He also manages Tumnzhi's
audiences, allowing people access to the
wizard during the day. He is a short,
nervous man, always rubbing his hands
together, and twitching slightly. He is
easily startled, but not easily frightened. In
fact, he grows more resistant the more
pressure put on him. He feels the need to
protect the wizard from intrusion,
answering questions and making decisions
himself that people ask him to take before
the wizard. This occasionally goes against
the true desires of the wizard, but are often
accurate, so no one can be sure if the
decision came straight from Tumnzhi or
from Yenlo.
Yenlo, male Vos, unblooded
Str 9, Int 13, Wis 14, Dex 8, Con 10 Cha 11
AC 10, THAC0 20, #AT 1, Dam d4, MV 9, hp 5
administration, law, read/write Vos
Yenlo controls all the servants in the tower
except those that work in the kitchen.
tower servant, male or female Vos
Str 8, Int 6, Wis 9, Dex 9, Con 8, Cha 10
AC 10, THAC0 20, #AT 1, #App 25, Dam d2,
MV 9, hp 3 each
Tower servants all wear white robes with gold
embroidery.
Yenlo also tentatively leader of the
families of the servants and guards that
live in the small village on the plateau.
Timoshev citizen, male or female Vos
Str 8, Int 7, Wis 8, Dex 9, Con 7 Cha 10
AC 10, THAC0 20, #AT 1, #App 250 total, Dam
by weapon, MV 12, hp 2 each
Dinay Oskiyar, Head Cook
Dinay runs the kitchen of Timoshev from
which all the people are fed. She mothers
all her workers, watching over them
lovingly, and terrorizes anyone who
doesn't belong. She is often seen carefully
explaining what she wants done to the
kitchen staff, giving them explicit
directions. Even the slowest learner never
feels pressured by Dinay. This isn't to say
she doesn't demand speed, only that she is
very patient while you learn what to do.
Once you do learn it, she moves everything
along like a well-built machine, serving
out great feasts in a short time. She even
orders Tumnzhi around when he enters her
kitchen! If you try to sneak food, though,
you will end up getting the smallest
portions, the coldest meals, and the worst
food possible.
Dinah, female Vos, unblooded
Str 7, Int 11, Wis 10, Dex 9, Con 10, Cha 12
AC 10, THAC0 20, #AT 1, Dam d3, MV 12, hp 3
cooking, brewing
kitchen worker, male or female Vos
Str 7, Int 8, Wis 7, Dex 9, Con 8, Cha 10
AC 10, THAC0 20, #AT 1, #App 10, Dam d2,
MV 9, hp 3 each
Stanov Tamalgansk, Guard Master
Stanov is an old adventurer that was forced
to flee onto the Klessberg by the
priestesses of Kriesha for an imagined
insult, years ago. Through luck, skill and
his magic items, he was able to survive the
wilds. He eventually found a refuge in an
ice cave where he lived for a number of
years until approached by Tumnzhi. Glad
to be warm and safe again, Stanov quickly
agreed to join Timoshev. Stanov wears
only a loincloth, preferring to show off his
many scars and tattoos. It is also terrifying
to see a nearly naked Vos filled with battle
rage attacking, and all intelligent monsters
within 30 kilometers of Timoshev flee his
sight.
Stanov, Vos Berserker, level 11
Str 18(61), Int 8, Wis 10, Dex 16, Con 16, Cha 9
AC 5, THAC0 5, #AT 2/1, Dam by weapon + 7,
MV 12, hp 75
saber +2 (specialized), ring of warmth, ring of
protection +3, boots of sure footing
Stanov commands a total of 120 guards that patrol the region around
Timoshev and protect the city. Guards walking around the plateau put
on special Boots of Sure Footing that prevent slipping on snow and
ice. At all times, ten guards will be walking on the plateau, twenty out
on patrol in the region, twenty will be in the guard house resting and
practicing, ten will be at the tower, and the rest will be with their
families in the village.
Timoshev guard, male or female Vos warrior,
level 2
Str 12, Int 7, Wis 9, Dex 9, Con 11 Cha 10
AC 5, THAC0 18, #AT 1, #App 80 total, Dam by
weapon, MV 12, hp 12 each
Tilana Greskhutkov, Priestess of Lirovka
Tilana is a rare individual born in
Timoshev that showed great promise at a
young age. Taking her under his wing,
Tumnzhi taught her about Lirovka.
Eventually, Tumnzhi sent her to far off
Mairada to study in the Temple of Rilni so
she could become a true follower of
Lirovka. When she completed her studies,
she returned to Timoshev to tend to the
souls of the citizenry.
Tilana, Female Vos Priestess of Lirovka, level 3
Vorynn, tainted, 2
Str 9, Int 12, Wis 16, Dex 10, Con 11, Cha 14
AC 6, THAC0 19, #AT 1, Dam by weapon, MV
12, hp 14
religion (Lirovka), healing, read/write Vos,
read/write Khinasi, varsk riding
Tilana has two acolytes that work in the
temple with her and assist her during
services.
Acolyte, female Vos
Str 7, Int 8, Wis 11, Dex 9, Con 8, Cha 12
AC 10, THAC0 20, #AT 1, #App 2, Dam by
weapon, MV 12, hp 4 each
religion (Lirovka), read/write Vos
The Wizard's Tower
The ice tower created by Tumnzhi is the
dominant feature of Timoshev. It is 60
meters in diameter and 100 meters in
height. From the exterior it appears to be
translucent ice, blue-white in color. The
surface is jagged and rough, exactly as a
natural ice spire would be. There are no
features to be seen otherwise, including an
entrance. The two paths along the plateau
meet at plain location on one side of the
spire. If it weren't for the paths and the
footprints, this section would appear as the
rest of the tower, unexceptional in every
way. Even the most detailed and
meticulous searches will find nothing.
However, a door appears and opens for
anyone who lives in Timoshev when they
near this portion of the tower, revealing a
doorway 4 meters wide and 6 meters tall. It
closes and vanishes within seconds after
the people have entered or exited.
Unless otherwise noted, each room is 9
meters in height and the exterior walls are
1 meter in thickness. Each exterior wall
has a 4 meter high band that circles the
entire tower starting 1 meter above the
floor. This region is perfectly clear, like
fine crystal, allowing people on the inside
to look out easily. There is no distortion
effects from the wall on light passing
through it. From the outside, the tower is
uniform in color and shape along its entire
surface. Most interior walls are 1 meter
thick opaque blue-white ice. A few interior
walls are only a decimeter in depth.
Refer to this map for room locations.
1. Entrance Hall - The entry is decorated with
various statuary and art, and is warmly lit by a
large crystal chandelier. A circular stair leads up
to the next level.
2. Storage Room - This room serves as food and
equipment storage for any animals kept in the
tower.
3. Animal Pens - Goats and varsks are kept here in
individual pens. The goats are used for milk and
food. The two varsks are used by Tumnzhi and
Tilana only.
4. Pantry - The food for the kitchens is stored here.
There are a wide variety of meats, vegetables,
wines and ales.
[insert tower.gif in lieu of this line here]5. Kitchen
- This is the kitchen. Three large hearths line the
interior walls.
6. Dining Hall - This is where the citizens of
Timoshev congregate for the evening dinner.
Tumnzhi's chair is centered along the interior wall
on a small dais.
7. Servant's Quarter's - This is where the tower
servants and their families live. The steward and
the cook have large quarters here. The small room
at the end of the north hallway is a garderobe.
8. Temple of Lirovka - This is the main temple to
Lirovka in Timoshev. Morning services are held
here weekly. A garderobe can be found at the back
of the temple, and confessionals along one wall.
9. Chapel - This is a small chapel where people
may observe their faith at any time of day.
10. Acolyte's Quarters - The two acolytes to
Tilana live here. The room has a private garderobe
in a corner.
11. Tilana's Quarters - Tilana lives here in very
spacious quarters. The room has a private
garderobe in a corner.
12. Storage - Items required for services are stored
here, as well as decorations for the various holy
days and observances.
13. Weaver's Room - This room is devoted to
weaving wool. Equipment needed to wash, clean,
brush, spin and weave the wool into cloth can be
found here. Wool in various states, from raw
bundles to cloth, is stored here.
14. Blacksmith Room - This is the blacksmith's
shop where various metal items are made for
citizens. Since demand is low, this room is left
unused for months at a time.
15. Carpentry Room - This room is devoted to
carpentry. Equipment needed to repair daily items
and make new wooden objects can be found here.
Chairs, bowls, tables and statues can be found
scattered around the room.
16. Arts Room - This room is devoted to the study
of art in all its forms. People can be found playing
instruments, singing, painting, dancing, and much
more. The materials and instruments necessary for
these activities are also stored here. Creating of
statuary is performed in the carpentry room.
17. Monster Exhibit Room - Tumnzhi and Stanov
have placed the stuffed remains of various
monsters in this room. They have collected over
many years, and feature at least one of every
creature found on the Klessberg. Creatures from
far away have also been collected.
18. Equipment Exhibit Room - Various mundane
household items are shown here, as well as
everyday work items. These have been collected
from all parts of Cerelia, and are shown more for
their beautiful craftsmanship rather than their use.
19. Weapons Exhibit Room - This room exhibits
at least one of every kind of weapon known,
ranging in size from darts to ballista. They are
separated by ethnic origin. The door to this room
is Wizard Locked in addition to the excellent
quality lock on the door.
20. Art Exhibit Room - Here are kept various
works of art from the citizens of Timoshev and
masters from across Cerelia. Timoshev is quite a
collector, and has many great masterpieces.
Paintings, statues, tapestries, jars, and ornate
furniture are elegantly placed throughout the
room. As a sign of respect, Timoshev has mixed
the works of his people freely with other items he
has collected, although an experienced eye will
distinguish the difference in quality quite easily.
21. Apprentice's Quarters - This is where
Tumnzhi's apprentice would live, if Tumnzhi had
one. The room has a stupendous view, and is
plainly decorated.
22. Tumnzhi's Quarters - The rest of this floor is
devoted to Tumnzhi's quarters. It is separated into
4 sections. The door is Wizard Locked and has an
excellent quality lock upon it. Tumnzhi will allow
people into the sitting room only when he is
present, and will not allow them further into his
quarters.
22a. Sitting Room - This is where Tumnzhi holds
private audiences with important visitors and
guests. Very comfortable chairs with side tables sit
around a brazier. The archway into the rest of the
rooms has Hold Portal cast upon it.
22b. Study - This large room holds many tables
covered with various items: artwork, half written
scrolls, broken equipment, and more. This room
serves multiple purposes, acting primarily as
Tumnzhi's personal display gallery, office and
workshop for mundane items. It is quite a mess.
22c. Greenhouse - This is Tumnzhi's private
greenhouse. He grows a wide variety of rare
plants, as well as raises small animals and insects,
that are needed for his spell research. Characters
with the Herbalism proficiency will be shocked to
see the large size of the plant species present.
22d. Bedroom - This serves as Tumnzhi's
bedroom. A large poster bed sits along one wall,
beautiful thick carpets cover the floor, and rich
tapestries cover the interior walls. A large,
ornately carved desk holds Tumnzhi's notes
letters, ledgers and records. The staircase in the
middle of the exterior wall is invisible and has
Hold Portal cast upon it, as well as numerous
magical and mundane alarms placed upon it.
23. Library - This is Tumnzhi's private library. It
holds thousands and thousands of books and
scrolls. The bookcases are all 2.5 meters in height,
made of ornately carved mahogany. Spells have
been cast upon the shelves to ensure that any
materials placed on them will never decay or burn.
Tumnzhi has organized the texts by subject, and is
able to research almost any subject easily (85%
chance for finding a text on any given subject).
There are a great number of unique books here, as
well as books dealing with powers best untouched
by mortals. Tumnzhi has protected his property
well, placing colorful and otherwise eye-catching
books and scrolls lying about, each with Explosive
Runes or Fire Trap spells upon them.
24. Laboratory - This is Tumnzhi's laboratory. He
has built small, sturdy rooms throughout, allowing
him to test various items without endangering the
rest of his lab. Each of these rooms is locked with
a lock of excellent quality. The stairs are protected
with a Symbol and Alarm spells, warning Tumnzhi
of intruders. A garderobe exists in the northwest
section of the laboratory. The small room next to
the garderobe is where Tumnzhi stores the items
taken from characters. It is guarded with a Wizard
Lock as well as the regular lock. This particular
room is hidden by an Advanced Illusion, making it
appear to be a cluttered work desk.
25. Roof - The stairs open onto the roof of the
tower. The roof is perfectly smooth ice, gently
sloping towards the edge. Anyone stepping onto
the tower without sufficient means to prevent
slipping must save vs. paralysis at -4 or fall off the
tower. When not standing on the stairs, they are
nearly impossible to find, being protected by an
Advanced Illusion and Invisibility. Even if
discovered, the trapdoor to the stairs is warded
with Wizard Lock, Hold Portal and Contingency
Iceball. Creatures attempting to land on the roof
from flying are in for a surprise - a Contingency
Lightning Bolt protects from this invasion.
Permanent Protection from Evil, 3 Meters spells
blanket the roof, preventing other worldly
intruders. The wind around the tower blows
furiously, but is calm on the roof itself. A bubble
of warm air exists around the roof to a height of 3
meters. This bubble ends at the roof edge.
Holdings of Timoshev
Tumnzhi has been very careful over the
centuries to not draw attention to himself.
When he is unable to magically provide
materials, he Teleports himself to some
far-off city in Brechtur or Khinasi to buy
what he needs, then returns. He rarely
visits the same location twice in fifty years,
further preventing discovery.
He has followed this theory in regard to his
holdings, as well, controlling only the
province in which Timoshev lies. He has
had sufficient time to develop an expansive
network of holdings and ley lines over the
centuries, but has decided not to in order to
remain secretive. This has allowed him to
remain completely anonymous to the
outside world. It is highly doubtful that
anyone knows of him, living or dead. The
only possible exception to this rule is
Firosk Slecktra, who controls most of the
magic in The Battle Fens, and maybe even
some upon the Klessberg itself. If she does
know of Timoshev, she has decided it is
not a threat, and no animosity exists
between her and Tumnzhi.
Province Law Guild Temple Source
Timoshev (0/7) Tm (0) - TG (0) Tm (7)
Tm - Tumnzhi Vyykhat TG - Tilana Greskhutkov
Closing Notes
The Hidden City of Timoshev is a rare
place - a community where everyone
works for the benefit of their neighbors,
where greed is unknown, and strife is
scarce. Each individual knows that their
actions are important for the survival of
their companions, and strives hard to make
a better life. Tumnzhi knows this, and
fosters this feeling, proving by example
that Vos do not have to be warlike and
bitter. He challenges the people by creating
a land just able to support life, leaving the
rest up to them. He watches over his
people like a loving father, wishing them
well and giving them moral support
whenever needed. He will not, however,
make things effortless for them, as he is
afraid the evil ways of their ancestors will
return should their lives be easy.
To outsiders, Tumnzhi may seem like a
tyrant. To his people, he is a savior and a
king, the giver of life and bringer of
justice. They only have to see the zagreki
roaming upon the ice to know how much
they owe their regent. Theirs lives are
happy, even if simple. Players should have
this fact explained to them so they try to
understand (if they find they city to begin
with).
Reaching Timoshev should be the
culmination of a great epic, and not lightly
undertaken or achieved. Most people
should never find it, even if they manage
to survive the dangers involved. Just
because a party is looking for Timoshev is
no reason to find it. The city hasn't escaped
discovery by the outside world through
luck, but by design. Also, any intrusions to
the city are liable to upset the careful
balance maintained by the wizard, causing
the people to want to leave and thereby
destroying the city. Tales and descriptions
of the outside world could cause a
wanderlust in the sheltered citizens. Should
even a quarter of the people leave the city
there will not be enough left to adequately
protect and serve it, and Timoshev will
quickly fall into ruin. By the time a party
finds the city, they should be extremely
grateful for the protection and warmth that
Tumnzhi offers and realize this danger that
their presence involves. Do not let them
destroy it casually.
This is not to say that characters can't
enjoy themselves there. Should a party
decide to spend the rest of their lives in
Timoshev, Tumnzhi is more than happy to
have them stay. Quick Permanent Non-
Detection and Geas spells to ensure they
will never leave or be found, and they will
have their items returned and given free
reign to come and go as they wish. Many
adventures upon the Klessberg, fending off
monstrous attacks or tackling formidable
social issues faced by an isolated
community can challenge a party for a
long time. Maybe they can even convince
Tumnzhi to increase his population and
spread his influence, although this would
be truly difficult to achieve.
Finally, don't forget that any party that
does manage to find Timoshev may leave
at any time they desire. A Limited Wish
spell followed by a Geas will ensure they
retain no knowledge of Timoshev and have
no further desire to ever again face the
dangers and horrors of the Klessberg.
Thus, a party that grows bored staying in
Timoshev can still return to the world and
attempt to carry on where they left off. Of
course, all sorts of drastic changes have
occurred in their realms during their long
absence….The author of this accessory can
be reached at bloebick@juno.com. For
more information about Vosgaard©™,
visit
http://www.geocities.com/TimesSquare/Re
alm/2329/vosgaard.htm.
All rights reserved by the respective owners and authors.
Taragin
Prince Immortal, Upstart, Patron of Clan MacFaileas
Demipower of Acheron, LN
Taragin is the primary power revered by the Clan MacFaileas of Barrow Woods province in the Giantdowns. He controls
life, death, medicine, and has some influence over vengances and the undead. Though he was not created at the
Deismaar, Taragin claims descent from the ancient sun goddess, Basaia. Few other faiths acknowledge Taragin's flock,
though his faithful continue to assure Cerilia that he is real.
Taragin's followers also claim that he is the celestial suitor of Lara (the daughter of Erik and Vani). Stories of Cuiraecens
romantic relations with the goddess of love and fire are quite possibly the only reason behind the bitterness of Taragin
toward the god of storms.
One of the few Cerilian powers with any planar connections, Taragin has already allied himself with several powers
outside his own pantheon, namely Wee Jas of Oerth and Moradin, the Soulforger of the dwarven race. There is also a
delicate agreement between Taragin and the goblin deities to assist one another against their enemies in the Lower
Planes.
The Iron Fortress of Mšr-Kreln, Taragin's realm on the planes, is a mammoth cube floating through the first layer of
Acheron. There is a single gate in the center of each face of the cube, surrounded by numerous defensive towers. These
gates lead to a veritable maze of tunnels opening into libraries, taverns, mausoleums, guardrooms, surgical
amphitheaters, and the like.
Taragin's avatar
Taragin's single avatar form appears strangely devoid of color (as a black and white photograph). He takes the form of a
youthful Rjurik warrior with black hair (an ill omen among the northern peoples) dressed in a mixture of Rjurik and
Brecht garb. The only color anywhere about the avatar is his piercing amethyst eyes. Despite these foreboding features,
he is also said to glow with a radiance rivaling Avani.
Taragin is often armored in Brecht-style field plate armor and wields a pair of broadswords +3 as a 9th-level fighter in
addition to his powers as an 18th-level true necromancer. On truly special occasions, he rides a mount of singular ability:
Dragon Skeleton (1): AC -11; MV 9, Jp 3; HD 21; hp 108; Thac0 -1; #AT 3; Dmg d10+12/d10+12/3d10+12 (claw, claw,
bite); SD makes saving throws as a priest, detects invisible creatures within 120', immune to charm, cold, fire, hold,
normal missiles, paralyzation, poison, and sleep; suffers only half damage from slashing and piercing weapons, turned as
a special undead; SZ G (180' body, 168' tail); ML n/a; AL N; XP 19,000.
The Church
Clergy: Priests, Necromancers
Clergy Align: LG, LN, LE, NG, N, NE
Newly sprung from the Wild Lands of the Giantdowns in the Rjurik highlands, the church of Taragin is tiny compared
even to that of the goddess Laerme. Practically unheard of outside the rough Silverhead mountains, this church is more
than a little paranoid and extremely defensive -- just like Taragin himself.
Dogma: The only know church, the Iron Basilica of Taragin, seeks above all to ensure the continuation of the faith.
Beyond this edict, the followers are free to promote any of the church's philosophies as they wish. Some may follow the
path of Taragin as a life giving healer, while others look more towards his control of life and death as a means to
immortality. Then there are those worshipers who see only the face of death, but these are usually shunned (at least
publicly) by the majority of the faithful.
¥ Obedience ensures victory.
¥ Fear is acceptable; cowardice is not.
¥ Do not attack the defenseless, weak, or the innocent.
¥ Keep all promises.
¥ Courtesy to all ladies.
¥ Personal glory above all in combat.
¥ Death to all who oppose the cause.
¥ Necromancy is life.
¥ Chaos can be beaten.
Day-to-Day Activities: Strangely enough for a cult of a death god, the worshipers of Taragin strive to help their
communities, rather than harm them. The priests of the Iron Basilica of Taragin tend to put in a good word for any lawful
governments where they have set up temples. They also build and run orphanages to take care of street urchins and any
children who may have lost their families to the depredations of religions like Belinik or Cuiraecen.
Holy Days/Important Ceremonies: Unlike most other religions of Cerilia, the followers of Taragin do not celebrate the
memorial of Diesmaar, as their deity was not present at the battle. However, the Eve of the Dead is honored as the day on
which Taragin ascended to position as lord of the dead. This date has caused much accusations by good-aligned religions
and rulers of all types of Taragin and his followers being allied with the Shadow World.
Major Centers of Worship: As the only temples to Taragin on Cerilia are in the northern Giantdowns, it makes sence
that his most important temple would be there also. Built by Taragin's first High Priestess, Dempsey Slipis, the Basilica
of Iron's Heart is located in the province of Trondelaag.
Affiliated Orders: In addition to the Shadowed Order of the Hematite Throne (detailed below), some of the faithful have
begun to set up a branch of the Anatomical Academy in Cerilia.
Since the mutilation of corpses is regarded as anathema in many civilizations, this secret organization exists to spread the
detailed knowledge of the human body and to provide its members with fresh cadavers on which to practice. The
Academy is basically a neutral organization that exists merely to facilitate the collection and dissemination of
necromantic knowledge. Bodies are accepted at the back door for polite thanks, a sack of gold, and no questions.
Priestly Vestments: Priests of the Iron Basilica of Taragin wear white tunics and woolen kilts of a gray-red-green tartan,
as well as their holy symbol as a medallion around their necks. High priests decorate their vestments with cloth-of-silver
and rich embroidery of arcane symbols.
Adventuring Garb: Due to the few powers granted by their faith, the Iron Basilica of Taragin encourages its priests to
wear the most armor they can afford. It is also encourages priests to learn how to use a sword of some sort, preferably a
broadsword or claymore. Otherwise, the faith puts no restrictions on its priests unofficial garb.
Priests
Requirements: Int 9, Wis 9
Prime Req: Wisdom
Alignment: LG, LN, LE, NG, N, NE
Weapons: Any
Armor: Any
Major Spheres: All, Law, Necromantic
Minor Spheres: Astral, Creation, Elemental (Air), Healing, Summoning, Thought (ToM), Time (ToM), War (ToM)
Magical Items: As priest
Powers Over Turn: No
Undead: Command: No
Powers:
1) command spirit powers as a shaman (spirits of the dead or air only, see Players Options: Spells & Magic); may cast
spells from the wizard school of Necromancy as if they were priest spells.
7) cure light wounds (1/day).
11) +4 to saves vs. necromancy spells, or an unmodified saving throw against spells not normally allowing a save.
Proficiencies
In addition to those listed below, priests of Taragin gain the ceremony (Taragin) proficiency as a bonus nonweapon
proficiency at first level.
Kartathok, much like his dwarven enemy Moradin, is the chief deity of his own pantheon -- in his case, the gods of
Cerilia's goblins. As the goblins of Cerilia are all one race, not having split into goblins, hobgoblins, and bugbears as on
many other worlds, such a division is not evident in their religious beliefs either. Kartathok is undisputed master of a
united pantheon. He is worshiped in all regions of Cerilia, save Brechtür, where only a handful of his followers dwell.
kartathok's avatar
When Kartathok appears to his followers, he takes the form of an immense goblin of terrible aspect. His skin is as black
as a moonless night, though his eyes burn with rings of blood-red flame. Kartathok's teeth and claws are made of the
sharpest steel, and his powerfully muscled arms are able to uproot trees with ease. Kartathok has the fighting skill of a
16th-level fighter and can cast spells as a 12th-level priest, tending to use spheres
such as combat, charm, elemental earth and fire, law, necromantic, and war.
While Kartathok will dispatch an avatar to assist in the final destruction of an enemy race's realm, he is much more likely
to send omens such as blood seeping from a warrior's axe or the odd behavior of the wolves
his followers keep as mounts. These omens are Kartathok's way of showing either his good will or displeasure. If he
needs to communicate a message to his followers directly, he is usually much more blunt; he will possess the mind of one
of his high priests, and tell his worshipers exactly what he
wants them to know.
Kartathok commands legions of baatezu, brambles (petty faeries), bugbears, Cerilian goblins (common, elite, and huge),
dire wolves, goblins, hobgoblins, imps, incarnates (of anger and pride), maelephants, mephits,
reaves, sword spirits, tieflings, wolves, worgs, and vampiric wolves.
the church
* Clergy: Shamans, Specialty Priests, Witch Doctors
* Clergy's Align: LN, LE, NE
While most other races are disgusted with the little they know of Kartathok's worship, and rarely seek to know more, the
goblin priests of his temples in such realms as Kal Kalathor, Thurazor, and Urga-Zai have grown so powerful that the
lords of those realms will rarely do anything of import without consulting, or at least appeasing, one of Kartathok's high
priests. The majority of his priests are shamans (55%), with lucky tribes having a witch doctor instead (25%). However,
practically every blooded scion in his temples in Cerilia is a specialty priest (20%). Like all of goblin society, a priest's
personal strength determines how high he climbs within the temple ranks; most priests of Kartathok are elite goblins
(60%), while the
remainder are either common (25%) or huge (15%).
Dogma: Kill all who stand against you. Enslave those who are not worthy to die. Take the lands around you and make
them yours. War is glory. Riches should be taken from the undeserving. Dominate those around you, for rules and
regulations prove who should rise to the top. Remove all opposition, overtly or subtly as you see fit. That which belongs
to the tribe, belongs to you. Look out for your own interests above all else, as opposition could be anywhere.
Day-to-Day Activities: If not the leader of a tribe or nation themselves, Kartathok's priests will always seek to be close
advisors of those who are. When not busy with internal matters, they constantly seek to
ready their followers for war with outsiders. Business such as keeping goblin tribe together, recording their history, and
caring for the sick and injured are left to priests of the lesser goblin deities. Priests of Kartathok must sacrifice a sentient
being to him at least once a month, with the following order of preference: elf, dwarf, human, humanoid, or if nothing
else is available, a low-level member of their own temple.
Important Ceremonies/Holy Days: Every month, under the dark of the new moon, the goblin priests of Kartathok perform
incomprehensible and enigmatic rituals in honor of their god, climaxing in blood sacrifice and promises of the
destruction of his enemies. Most other Kartathokan ceremonies are just as dark, if not more so. However, there is one
surprisingly light holiday celebrated by the goblins of Cerilia -- the remembrance of the goblin uprising against the elves,
their slaying of Sidhe Braelachhiem and the ruining of the elves' Golden Age. This uprising took place c. -2968 to -2911
HC; not many goblins know the exact date. The remembrance is celebrated sometime during the weeks before or after
the Day of Rebirth, depending on which goblin realm one is in. Great feasts, the burning of elves (mostly in effigy, as
live elves are still hard to come by in most goblin realms), and the telling of outrageous goblin legends (mostly lies) are
the main traditions.
Major Centers of Worship: The Tower of Wrath lies within Kal-Murthan, the capital of the Great Goblin Kahnate of Kal
Kalathor in Vosgaard. Ruled by the high priest Gorren Splittongue, this fortified amalgamation of earth, stone, and wood
is truly a terrible sight to behold for outsiders in the Goblin City. All of the minor goblin deities have shrines nearby, as
does the human deity Elyal (known to the Anuireans as Eloéle). No temple in Urga-Zai, Markazor, or even Thurazor
comes close to the awful magnificence of this evil structure.
Affiliated Orders: There are no military orders specifically devoted to Kartathok; the goblins just don't care about his
desires that much. During wartime, when Kartathok's priests are most influential (due mainly to their battle and realm
spells assisting the troops) many an aspiring young goblin will flock to the temples' call for warriors.
Priestly Vestments: Kartathok's priests are expected to be war leaders of the goblin peoples, and therefore are constantly
armed and armored. While his shamans and witch doctors tend to decorate their garb with dark feathers, small skulls, and
the blood of either animals or their enemies, Kartathok's specialty priests tend to keep their equipment spotlessly clean.
Red-stained leather and black homespun tend to make up the remainder of their attire.
Adventuring Garb: There is practically no difference between what the
priests of Kartathok wear when in the field and when they are at home. Most,
however, tend to wear either more or heavier armor, as well as carry a few
extra weapons.
priests
* Requirements: Str 13, Con 10, Wis 9
* Prime Req: Wisdom
* Alignment: LN, LE, NE
* Weapons: Any
* Armor: Any
* Major Spheres: All, Combat, Divination, Healing, Law, Necromantic (reversed for 4th-and higher level spells), Sun
(reversed), War
* Minor Spheres: Charm, Creation, Elemental (earth), Guardian, Protection, Summoning, Wards
* Magical Items: As priest, plus fighter
* Power Over Turn: No Undead Command: Yes (at -2 levels)
* Powers: 1) animal empathy as rangers of the same level with regards to all
varieties of wolf (common, dire, etc.); charm person 3) detect good once per
day for every two experience levels 5) strength on 1d4 believers 10) cause
1d6 weapons to automatically do double damage each time they hit for one
turn by touch once per day
proficiencies
Priests of Kartathok gain Ceremony (Kartathok) as a bonus proficiency at
first level. Other proficiencies for members of the church follow.
spells
In addition to the following spells, a priest whose power is great enough to
cast quest spells has access to wolf spirits, even though Kartathok does not
normally offer major access to its required spheres.
After casting this spell, the priest's eyes burst into magical flames
that sputter and flicker erratically. The caster is not harmed by this in
any way, though this is true fire (i.e. it casts light as a candle, can set
combustibles alight, etc.). Kartathok's eyes grants several benefits to the
caster. First, anyone meeting the caster's gaze from within 30 feet must
save vs. spell or hesitate due to the uneasy feelings caused by the spell's
effects, thereby loosing initiative in the next combat round.
Secondly, if the caster concentrates his gaze on a bladed weapon for 5
rounds, he can heat the blade to such a temperature that the weapon inflicts
1 additional point of damage and prevents regeneration if it strikes an
opponent. This effect will last for 1 round per two levels of the caster.
Finally, while this spell is in operation, all creatures who venerate
Kartathok (including dire wolves) will be awed by the caster, deferring to
him in most situations, and granting the priest a +2 reaction adjustment.
Foebane
(Life Drain, Necromancy)
Level: 3
Sphere: Necromantic
Range: Caster's square
Components: V
Duration: Special
Casting Time: One attack phase
Area of Effect: One enemy unit and one allied unit
Saving Throw: Neg.
Granted to priests of the goblin gods during time of war, this battle
spell is an expanded version of life drain, the third-level priest spell
found in the Complete Necromancer's Handbook. It allows the priest to drain
one War Card Hit from an enemy unit and immediately transfer that Hit to a
friendly unit within the same battlefield square. The stolen Hit can be used
to heal damage previously done to the allied unit, or it can boost that
unit's number of Hits beyond maximum for up to two War Card rounds per
caster level. Any damage suffered by the allied unit is taken from the
transferred Hit first. Undead units cannot be affected by this spell in any
way.
Kartathok, much like his dwarven enemy Moradin, is the chief deity of his own pantheon -- in his case, the gods of
Cerilia's goblins. As the goblins of Cerilia are all one race, not having split into goblins, hobgoblins, and bugbears as on
many other worlds, such a division is not evident in their religious beliefs either. Kartathok is undisputed master of a
united pantheon. He is worshiped in all regions of Cerilia, save Brechtür, where only a handful of his followers dwell.
kartathok's avatar
When Kartathok appears to his followers, he takes the form of an immense goblin of terrible aspect. His skin is as black
as a moonless night, though his eyes burn with rings of blood-red flame. Kartathok's teeth and claws are made of the
sharpest steel, and his powerfully muscled arms are able to uproot trees with ease. Kartathok has the fighting skill of a
16th-level fighter and can cast spells as a 12th-level priest, tending to use spheres
such as combat, charm, elemental earth and fire, law, necromantic, and war.
While Kartathok will dispatch an avatar to assist in the final destruction of an enemy race's realm, he is much more likely
to send omens such as blood seeping from a warrior's axe or the odd behavior of the wolves
his followers keep as mounts. These omens are Kartathok's way of showing either his good will or displeasure. If he
needs to communicate a message to his followers directly, he is usually much more blunt; he will possess the mind of one
of his high priests, and tell his worshipers exactly what he
wants them to know.
Kartathok commands legions of baatezu, brambles (petty faeries), bugbears, Cerilian goblins (common, elite, and huge),
dire wolves, goblins, hobgoblins, imps, incarnates (of anger and pride), maelephants, mephits,
reaves, sword spirits, tieflings, wolves, worgs, and vampiric wolves.
the church
* Clergy: Shamans, Specialty Priests, Witch Doctors
* Clergy's Align: LN, LE, NE
While most other races are disgusted with the little they know of Kartathok's worship, and rarely seek to know more, the
goblin priests of his temples in such realms as Kal Kalathor, Thurazor, and Urga-Zai have grown so powerful that the
lords of those realms will rarely do anything of import without consulting, or at least appeasing, one of Kartathok's high
priests. The majority of his priests are shamans (55%), with lucky tribes having a witch doctor instead (25%). However,
practically every blooded scion in his temples in Cerilia is a specialty priest (20%). Like all of goblin society, a priest's
personal strength determines how high he climbs within the temple ranks; most priests of Kartathok are elite goblins
(60%), while the
remainder are either common (25%) or huge (15%).
Dogma: Kill all who stand against you. Enslave those who are not worthy to die. Take the lands around you and make
them yours. War is glory. Riches should be taken from the undeserving. Dominate those around you, for rules and
regulations prove who should rise to the top. Remove all opposition, overtly or subtly as you see fit. That which belongs
to the tribe, belongs to you. Look out for your own interests above all else, as opposition could be anywhere.
Day-to-Day Activities: If not the leader of a tribe or nation themselves, Kartathok's priests will always seek to be close
advisors of those who are. When not busy with internal matters, they constantly seek to
ready their followers for war with outsiders. Business such as keeping goblin tribe together, recording their history, and
caring for the sick and injured are left to priests of the lesser goblin deities. Priests of Kartathok must sacrifice a sentient
being to him at least once a month, with the following order of preference: elf, dwarf, human, humanoid, or if nothing
else is available, a low-level member of their own temple.
Important Ceremonies/Holy Days: Every month, under the dark of the new moon, the goblin priests of Kartathok perform
incomprehensible and enigmatic rituals in honor of their god, climaxing in blood sacrifice and promises of the
destruction of his enemies. Most other Kartathokan ceremonies are just as dark, if not more so. However, there is one
surprisingly light holiday celebrated by the goblins of Cerilia -- the remembrance of the goblin uprising against the elves,
their slaying of Sidhe Braelachhiem and the ruining of the elves' Golden Age. This uprising took place c. -2968 to -2911
HC; not many goblins know the exact date. The remembrance is celebrated sometime during the weeks before or after
the Day of Rebirth, depending on which goblin realm one is in. Great feasts, the burning of elves (mostly in effigy, as
live elves are still hard to come by in most goblin realms), and the telling of outrageous goblin legends (mostly lies) are
the main traditions.
Major Centers of Worship: The Tower of Wrath lies within Kal-Murthan, the capital of the Great Goblin Kahnate of Kal
Kalathor in Vosgaard. Ruled by the high priest Gorren Splittongue, this fortified amalgamation of earth, stone, and wood
is truly a terrible sight to behold for outsiders in the Goblin City. All of the minor goblin deities have shrines nearby, as
does the human deity Elyal (known to the Anuireans as Eloéle). No temple in Urga-Zai, Markazor, or even Thurazor
comes close to the awful magnificence of this evil structure.
Affiliated Orders: There are no military orders specifically devoted to Kartathok; the goblins just don't care about his
desires that much. During wartime, when Kartathok's priests are most influential (due mainly to their battle and realm
spells assisting the troops) many an aspiring young goblin will flock to the temples' call for warriors.
Priestly Vestments: Kartathok's priests are expected to be war leaders of the goblin peoples, and therefore are constantly
armed and armored. While his shamans and witch doctors tend to decorate their garb with dark feathers, small skulls, and
the blood of either animals or their enemies, Kartathok's specialty priests tend to keep their equipment spotlessly clean.
Red-stained leather and black homespun tend to make up the remainder of their attire.
Adventuring Garb: There is practically no difference between what the
priests of Kartathok wear when in the field and when they are at home. Most,
however, tend to wear either more or heavier armor, as well as carry a few
extra weapons.
priests
* Requirements: Str 13, Con 10, Wis 9
* Prime Req: Wisdom
* Alignment: LN, LE, NE
* Weapons: Any
* Armor: Any
* Major Spheres: All, Combat, Divination, Healing, Law, Necromantic (reversed for 4th-and higher level spells), Sun
(reversed), War
* Minor Spheres: Charm, Creation, Elemental (earth), Guardian, Protection, Summoning, Wards
* Magical Items: As priest, plus fighter
* Power Over Turn: No Undead Command: Yes (at -2 levels)
* Powers: 1) animal empathy as rangers of the same level with regards to all
varieties of wolf (common, dire, etc.); charm person 3) detect good once per
day for every two experience levels 5) strength on 1d4 believers 10) cause
1d6 weapons to automatically do double damage each time they hit for one
turn by touch once per day
proficiencies
Priests of Kartathok gain Ceremony (Kartathok) as a bonus proficiency at
first level. Other proficiencies for members of the church follow.
spells
In addition to the following spells, a priest whose power is great enough to
cast quest spells has access to wolf spirits, even though Kartathok does not
normally offer major access to its required spheres.
After casting this spell, the priest's eyes burst into magical flames
that sputter and flicker erratically. The caster is not harmed by this in
any way, though this is true fire (i.e. it casts light as a candle, can set
combustibles alight, etc.). Kartathok's eyes grants several benefits to the
caster. First, anyone meeting the caster's gaze from within 30 feet must
save vs. spell or hesitate due to the uneasy feelings caused by the spell's
effects, thereby loosing initiative in the next combat round.
Secondly, if the caster concentrates his gaze on a bladed weapon for 5
rounds, he can heat the blade to such a temperature that the weapon inflicts
1 additional point of damage and prevents regeneration if it strikes an
opponent. This effect will last for 1 round per two levels of the caster.
Finally, while this spell is in operation, all creatures who venerate
Kartathok (including dire wolves) will be awed by the caster, deferring to
him in most situations, and granting the priest a +2 reaction adjustment.
Foebane
(Life Drain, Necromancy)
Level: 3
Sphere: Necromantic
Range: Caster's square
Components: V
Duration: Special
Casting Time: One attack phase
Area of Effect: One enemy unit and one allied unit
Saving Throw: Neg.
Granted to priests of the goblin gods during time of war, this battle
spell is an expanded version of life drain, the third-level priest spell
found in the Complete Necromancer's Handbook. It allows the priest to drain
one War Card Hit from an enemy unit and immediately transfer that Hit to a
friendly unit within the same battlefield square. The stolen Hit can be used
to heal damage previously done to the allied unit, or it can boost that
unit's number of Hits beyond maximum for up to two War Card rounds per
caster level. Any damage suffered by the allied unit is taken from the
transferred Hit first. Undead units cannot be affected by this spell in any
way.
Provinces:
Dalceir: Dalceir is a tiny collection of Islands set in the Azure waters of the Serpent’s reach. The Islands that make up
the province are universally inhospitable, but support a thriving population that subsists on fish from the surrounding seas
and trade generated by the Pearl Fisheries that surround the Island. Islanders travel out on boats to the Oyster grounds
and send boys and young men down to bring up the Oysters - the Pearl Divers are highly skilled and can stay down for
much longer than normal men. Those Oysters which do not contain Pearls are either eaten (giving the people of Dalceir a
reputation for licentiousness unmatched in all of Khinasi). The others are pickled and sold in Mairada where they are
exported across the rest of the region.
The Terror of Isirebi: Isirebi, the most norhterly of the four Islands which compose Dalceir has the richest Oyster
grounds in this region. In recent times boats have begun disappearing while fishing these grounds. Whispers have begun
mentioning some sort of Sea Serpent and rumour has it as either the progeny of the Serpent himself or the Sea Drake (as
the more widely travelled suggest).
Cecidein: This Island is dotted with Masetian ruins which are regarded with suspicion by the region’s inhabitants. They
are rumoured to contain Hasir Irkouzi (Bringers of Death) horrors which wiped out the surviving Masetians after
Deismaar. Like Dalceir it survives on the bounty of the seas, but since the waters which surround it are much deeper than
the shallow oyster beds that surround the western Islands it survives more off fishing the Deeps. the fishermen of
Cecidein are unmatched in the whole of the region, knowing of secret techniques for catching fish much larger than
anyone else in the area knows how to find (except for the Suirienese of Cape Arvuold who tend to fish far out to sea).
These fish, known as ibn-Fisiri or Gourands are typically up to 20’ long and cut into steaks and smoked over kelp fires
which imparts a rather unusual taste to the meat.
Troglodytica: Cecideine’s southern peninsula is home to a tribe of fierce lizardlike humanoids who slay & eat those who
approach to closely. They do not venture far from their homes and so the previous Sultans and Sultanas have yet to see fit
to exterminate them - far too much effort would be required to root them out from their sea caves. Stories in Mairada’s
taverns tell of fires seen burning upon the tip of the point, and the crews of those ships which dared approach closer
speak in hushed whispers of chanting and wierd dances around the fires.
Mairada: This mountainous province is the centre of Khinasi magical life. Relatively sparsely populated except for the
city itself few people live off the coast except for goatherds, the miners in Al-Fasir and those in the town of Rillinsya
which lies at the bottom of the path that ascends Mt Ormassi towards the temple of Rilni. [The city of Mairada will be
considered later.] The fishermen of Mairada live in small towns in the few useable habours of the mainland. Unlike the
fishermen of the island provinces they don’t make enough from Pearls or Giant Fish to be able to supplement their
lifestyle with trade, so they have to raise crops in cramped terrace farms in order to provide vegetables and the like. Also
Goatherds raise herds of goats in the mountains and bring various dairy products down into the villages to trade. The
Goatherds can make quite a bit of money as local guides, since they know the mountain tracks better than almost anyone
else.
Mt Ormassi: The tallest mountain in Mairada, Ormassi lies in the far north of Mairada. The road that leads towards it
from Mairada dates back to the height of the Masetian empire and is kept in good repair by the rulers of Mairada.
Ormassi’s slopes hold one of the largest glaciers in Cerillia, a vast moving river of Ice which flows towards a 6000 foot
cliff which it plunges off in a constant but slow rain of small & large chunks of ice. The ice melts and irrigates the rich
forest at the bottom. This forest is inaccesible save for a single path that leads down from the temple of Rilni. This forest
is the Source for the province.
When the moon is full, the glacier catches it’s lights and sparkles, ice facets scattering the light over the scenary in one of
the most beautiful sites in all of Cerillia.
The Temple of Rilni: Lying upon the top of an arete the Temple is a huge stone building with a host of outhouses that
cluster around it, hanging on to the side of the mountain. Built more for practicality than for show, the building’s thick
stone walls keep the heat in at night. It holds some 100 monks and priests, together with some 200 guards, 300 servants
(many of whom attend to visitors) and their families. It represents one of the major storehouses of lore in the region,
containing many books with rather dubious contents that are sealed away never to be read.
Copyright Neil Barnes (nb4769@bris.ac.uk) 1997/98
Work in Progress
No unauthorised duplication/ editing/ etc.
Players Secrets of Suiriene
History:
Suiriene is the last Anuirean colony in Khinasi. While el-Arrasi drove the Anuireans back across the Harrowmarsh,
Suiriene remained firm. The treaty sighed between Caercuillen & el-Arrasi in 1299 MA (-189 MR) guarunteed Suiriene’s
existance as an Anuirean outpost within Khinasi. Despite the treaty Khinasi feelings ran high against the Anuireans, and
two attempts to retake Suiriene were launched, one from Ghamoura and the other by adventurous nobles in Southern
Khourane who wished to secure a place where they could rule. The second was easily defeated, displaying the skill of the
Suirienese navy for the first time, while the first, launched by the Caliph of Ghamoura was much more serious and
culminated with the third battle on the Taeg plain, an area which was already gaining a reputation as a killing ground.
Long before the Anuireans arrived on Suiriene, it was a Masetian possession, with cities where Masetiele is now and on
the edge of the bay between Baered & the Green Mountains. The Island was ruled by a Tyrant, who lived in Masetiele,
but there was a substantial Basarji population on the island, worshipping at the Great Temple of Basaia in Masetiele.
The last Masetian Tyrant died fighting the Serpent’s fleet, and much of Masetiele was burned to the ground. Only an
influx of Basarji kept the Serpent from claiming the island as it’s own.
Government:
As (still) an Imperial colony, the island is ruled by an Imperial Governor. The line had become hereditary well before the
death of Michael Roele. Suiriene was regarded as being too isolated from the rest of Anuire to be of major importance.
As the Basarji Federation fragmented, the Imperial Government decided that the area was unlikely to pose a serious
threat to the remaining Anuirean colonies in Brechtur.
The People:
The people of Suiriene are somewhat unusual amongst the Khinasi, since following Roderic Durbane’s conquest of the
Island in 622 HC, many Anuireans emigrated to the Island. Roderic offered substantial land grants to his lieutenants and
soldiers, and they brought their families with them to the Island. The Basarji were only just in the majority on the Island
even before Roderic’s arrival - many Masetians still lived on the island, and their features can be discerned in many of
the inhabitants even now.
Thus modern Suirienese possess many of the best features of both the Khinasi & the Anuireans, with a few Masetian
features thrown in. Anuirean is the official language of government, while Basarji is the language of day-to-day
commerce - most Suirienese master both fluently.
The Suirienese are somewhat mocking of their government - having accepted long before even Michael Roele’s death
that the Empire had no more relevance to them. They see the title of ‘Imperial Governor’ as being an anachronism, and a
mark of the reluctance of the Lamgaren family to formally assume the authority that they wield.
Roderic Durbane instituted the feudal system when he conquered the island, and it was modified under the Empire, and
later under the Treaty of Turin.
Taeg Plain: This huge expanse of dark, rocky land is generally unsuitable for farming, and so has remained little settled
by either Khinasi or Anuireans. Three great battles have been fought here. The first was when Roderic Durbane first
conquered the island. Having seized Masetiele in a daring raid his troops confronted those of the Amir of el-Suri, which
they had driven from the city. Roderic seemed to be outnumbered, but fought his was through to the heart of the Khinasi
army & defeated the Amir in single combat.
He ordered the Amir and his retinue to be buried under a cairn of the black rocks that dotted the plain, and this cairn still
remains today.
The second battle was between Cedras Durbane and the southern lords. Cedras felt that Suiriene’s best interests were
served by becoming part of the Anuirean empire. When his southern lords disagreed they attempted to depose him, but
his small baronial army, together with troops lead by the Duke of Diemed who was here as the Empire’s representitive,
soundly thrashed the southern Lords and forced them to acceed. Unfortunately Cedras perished in the course of the battle,
leaving no heir. The Duke of Diemed then
appointed Sendred Lamgaren, Durbane’s captain at arms as the ruler of the island, and left him with sufficient troops to
quell any further resistance.
The final battle upon the Taeg plain was between troops of the Caliph of Ghamoura and Andrau Lamgaren in 1314 MA
in which the Caliph’s troops were resoundingly defeated. Unfortunately Andrau was killed by an arrow fired by a fleeing
Khinasi archer, which killed him. However his fifteen year old son was able to succeed him, and take the Caliph’s
surrender.
El-Assire: The only noble family to predate the arrival of Roderic Durbane, the el-Assires were in the middle of a dispute
with the Amir at the time they he arrived. They sided with Roderic in his seizure of the Island, and retained their hold
upon their territory. They rule their territory out of a sizeable town on the edge of the bay on the eastern coast of the
province.
The province contains copper mines, and there are some small gold mines in the hills. Otherwise there is a little farming
in the southern half of the Island, but most of the people who live in this province make their living from fishing.
The inhabitant’s of the islands off the coast are reclusive and suspicious fishers. They’re effectively cut off from the
mainland, and rumours circulate of persistant inbreeding going on on the island.
Silent Guard Monastary: On the rocky promontary at the north-eastern corner of this province is the ruin of a large
monastary built over a thousand years ago. The monastary would once have been a great fortress but has been abandoned
for many years – storms sweeping in off the Sea of Dragons have devastated it. A single path leads to the Monastary
along the cliff face, easily guarded by archers in the ruins.
Two hundred & thirty years ago the monastary was the base of the bandit Aesane el-Dirra who terrorised this part of
Suiriene for many years from his impregnable base until he was arrested and hung in Masetiele.
Those who have visited the Monastary report that the largest building was once a temple to Basaia, athough it was used
as the feast hall by el-Dirra’s men. Most of these explorers have been searching for el-Dirra’s horde which was never
found. Popular legend suggests that it lies within this temple, but the el-Assires discourage treasure hunters.
The local merchant master Sieres Almuin is reputed to be in the pay of one the serpent’s agents.
Baered: This is the main farming community of Suiriene, taking advantage of the fertile plain north of the mountains.
The northern farming half of the province was awarded to the Randene family as the result of a dispute with the Morthen
family who control the Iron & Copper mines in the mountains. The Morthen family estate Singaven lies next to the
smelting town where the Iron ore is purified & turned into steel. Much of this steel is carted away north to the shipyards
in Masetiele where the copper & steel is used for the ships. The waste from this process has poisoned the Iringelle bay
and the once rich shellfish beds have dried up.
Northcape: This province is controlled by the Randene family, who husband the trees in this province. Northcape’s only
real material resource is it’s lumber, and they realised this long ago - while the rest of the Island was deforested to build
the navies, the Randenes have been careful to plant as many oaks as they use, and these oaks are trained to grow to
produce the correct size & shape timbers for the Imperial Fleet.
The Eastern half of this province is very damp, almost a rain forest. Rather than yielding Oaks (which were actually only
introduced to this Island by the Anuireans) it is an excellent source of Hard woods such as mahogany & teak. It’s home
to several different species of monkey, as well as many spectacular birds.
Al-Mourrie: This semi-legendary site within the woods has not been found for many years. It is reputed that fairies of
one sort or another gather here, and that they will grant wishes to those brave souls who can find this place. However the
tales of Shaem Diraed, a squire of the Randene family cast this place in a different light. He came here once to try and
win the love of Mieral Randene, and was found three days later, his hair, skin & eyes bleached white as bone, unable to
speak.
Al-Mourrie lies somewhere within the Rainforest of Northcape, a clearing some five hundred feet across filled with small
pools of water that wreath the area in perpetual steam.
Cape Arvuold:
Note: The island off the coast of Cape Arvuold is where the Wind Mage is based. It’s sheer cliffs would prevent ships
land here even if it wasn’t for the strong winds which constantly blow around it.
Green Mountains: This province is named for the mosses & ferns which grow in it’s valleys. The heavy rains it recieves
Copyright Neil Barnes (nb4769@bris.ac.uk) 1997/98
Work in Progress
No unauthorised duplication/ editing/ etc.
The Serpent
"Bow down to his holiness now and spare yourselves from his wrath…"
Heir of Azrai, the Great Snake
Demipower of the Prime Material, LE
Portfolio: Domination, snakes
Aliases: None
Domain Name: Isle of the Serpent/Aebrynis/Prime Material
Superior: None
Allies: None (Merrshaulk, Set, Tlaloc)
Foes: Avani, Cuiraécen, Belinik, Kriesha, Laerme, Nesirie
Symbol: Snake’s head
Wor. Align: Any nongood
Once simply a Masetian-born awnshegh, the Serpent has held the faith of his people in the iron grip of his coils for so
long that he has been raised to the status of demigod. Through his Sons and the Society of the Serpent, he has begun
spreading his doctrine of domination and human enslavement throughout the Khinasi region of Cerilia. Though no
Cerilian deity acknowledges him as an equal, the Serpent has spent much of his time in recent centuries contacting other
snake-related deities from across the planes; the yuan-ti patron Merrshaulk (who has worshipers in Aduria), the Egyptian
deity Set, Tlaloc of the South American pantheon, and the Serpent now form an unsteady alliance known as the Celestial
Brotherhood of Serpents.
the church
Clergy: Priests, Fighters
Clergy Align: LN, LE, N, NE
The followers of the Serpent are a fanatic cult which has sprung, the bards would say, “like a striking snake,” from the
cursed island home of the remnants of the Masetian race. Through his Voice, the Serpent has declared his power and
demanded unfaltering loyalty. To his followers, there were no true gods but Azrai, and there is no true heir to the
Shadow’s power but the Serpent.
Dogma: The only sect that follows the Serpent is his faithful Sons of the Serpent. They seek to spread the belief that the
Serpent, in all his dread might, is the only deity worth serving. Additionally, they act as the police force of the Isle of the
Serpent, ensuring its submissive peace.
Day-to-Day Activities: In addition to leading the faithful in prayers to the Great Snake, the followers of the Serpent
conduct the mundane tasks of running his Cerilian domain. And, as stated in Blood Enemies, those who violate the rules
of order and compliance serve their god in another way -- human sacrifice is a common punishment on the Isle of the
Serpent.
Holy Days/Important Ceremonies: The most holy day in the calender of the Sons of the Serpent is the 32nd of Pasiphiel,
the last day of the year. It is on this date that the priests of the Serpent disappear from the sight of the masses, going into
hiding, before they strike at unsuspecting foreigners and criminal unbelievers -- whom they deliver for sacrifice to the
Serpent himself in the city of Masetium. The next day, the Day of Rebirth, is one of great feasting and celebration of the
Serpent’s not having “strangled the life out of the world” for another year.
Major Centers of Worship: The greatest tabernacle of the Serpent’s cult following is his vast Temple-Palace, one of the
few buildings in his capitol of Masetium that survived the destruction of the old empire. This is where most of the
sacrifices that take place on the Isle of the Serpent occur.
Affiliated Orders: Controlling the guild dealings of the Isle with as iron a fist as the Sons of the Serpent control the
bureaucracy, the Society of the Serpent is a secret organization of assassins, evil merchants, spies, and thieves -- the most
terrible of its king in the whole of Khinasi. It is this order which “put the fear of the Serpent” into neighboring regents,
more so than the Great Snake’s priests. Additionally, for the fanatics who believe in brute force of arms over stealth and
cunning, there is the Serpent Guards, an elite group of warriors who act as temple guards, shock troops, and marines for
the Serpent’s powerful navy.
Priestly Vestments: During the ritual ceremonies of the Serpent’s followers, priests of the Great Snake wear white cotton
robes decorated and bound with bronze serpent images. Robes of the High Clerics are of green silk, and are decorated
with gold and green gemstones.
Adventuring Garb: Due to the secretive nature of this cult, priests are allowed to wear whatever they wish while traveling
in the outer world, infiltrating other priesthood, or simply ensuring the faithful stay true to the Serpent.
priests
Requirements: Wis 9, Dex 12
Prime Req: Wisdom
Alignment: LN, LE, N, NE
Weapons: Standard, plus S and M piercing
Armor: Any
Major Spheres: All, Charm, Combat, Healing (reversed), Law
Minor Spheres: Divination, Guardian, Healing, Summoning
Magical Items: As priest
Powers Over Turn: No
Undead: Command: No
Powers:
1) Backstab as a thief of the same level; snake charm (3/day).
5) gains +2 to saves vs. snake venoms.
9) can create a hypnotic pattern in his or her eyes (1/day).
proficiencies
In addition to those listed below, priests of the Serpent gain Ceremony as a bonus nonweapon proficiency at first level.
Nobility in Anuire
Nobility before the empire
About the nobility before the empire is not much known. From old writings of the Adurian sages like Mangal the Wise,
we know that the Andu people regarded their nobles like saviours from the gods. This is a way to declare the genesis of
the serfdom in the Andu part of the Adurian mainland. Although the nobles weren’t as cruel as their Justminians
counterparts, they weren’t the most social people either. In this time, which lasted until the War of the Shadow, the
nobility was devided in several houses. Each house had its own customs and nobility and off course its patriarch, often
revered to as the king or monarch. The boundaries of the looseley organized Andu were divided in two ways. First of all
the fysical borders which divided many tribes or houses and assigned each part to the many countries, kingdoms and
empires of Aduria. The later to become-Anuireans had a great autonomy and their own special ways. The second border
is the nobility-border. This border seperated the people in the different houses. We know that there were many houses
and recent guesses declare there were about 20 of them. Some are known by name such as the Deretha the Fifth house of
Andu, which battled the Spiderlord (not the spider itself) shortly after settling on the shores of Cerilia.
Known houses
Tucallian House (this is the house of Roele, Haelyn and Raesene)
Deretha the fifth house of Andu
Norwen the sixth house of Andu
Yllenthae the house of the Southern lands
The House of the Raven, the tenth house of the Andu
Mornan the house of the Royal city of Trunt (now Feldersburg)
Nobility during the empire
By Perre van Beek
Craig T. Dalrymple
Birthright Advocate
www.birthright.net http://
Question 1: www.wizards.co
m/3e/
bio_RichardB.asp
http://
www.wizards.co
m/3e/
bio_RichardB.asp
I want to get this one done and over with, because it's something people are going to be asking until the changes get
made: Is Birthright going to see some form of a "reissue" or update for the Third Edition rules? I have seen a few
variants on this idea from a few sources. Some would dream that BR will be the first "expansion" setting that the
company takes on after a successful shift to the core. Others hope for a short run of products that update the setting
to the new rules and move the calender along a few years. The other popular version of what I have seen is that
people are wagering that Birthright itself won't come back, but the rules for Regency and Domains will come back,
in some form, along with a new Battlesystem set of rules, all cast in "generic" format that can be used in other
worlds, while updating us Cerilians who are stuck in the 2nd Edition rules. I'm asking this in a large and vague way
so you can put down some solid information that makes the TSR standpoint clear, and your own personal hopes
evident. (the fact that you are roele@wizards.com tells volumes on your part).
Rich:
The short answer is that there are currently no plans to produce any Birthright game material in our 2000
schedule. To expand on this somewhat, I think it’s possible that we might do a 3E sourcebook or campaign
option (a stand-alone book like the Council of Wyrms set) inspired by the world of Cerilia. But it won’t be in
2000, and it’s unlikely for 2001. Obviously, a single sourcebook or campaign adventure isn’t exactly a full
revival of the line, but unless the RPG marketplace changes dramatically, that’s probably the best business
decision for us.
Question 2:
When the line was officially discontinued, there was some product under development: The Book of Regency, and
the Shadow World Modules (a set of 3 in a story arc) are the most noteable. Also, an updated hardcover book of
rules, ala what was done with the Ravenloft setting. It's common knowledge that the Book of Regency is
essentially finished, only a final edit was missing before it went to print. The other products were at various stages
of completion when the line was cancelled according to popular speculation. Is there any hope for these books to be
released in some online format, such as was done for the unpublished works of Carl Sergeant in the Greyhawk
setting?
Rich:
The Book of Regency is essentially complete, although we would have to do some small amount of work on it
to prepare it for an electronic release. The other products you’re asking about are not as far along and the
process and would take more time and effort. The hardbound update never even entered design, to tell the
truth. Again, we do not have any plans to make The Book of Regency available for sale, but I’ll ask our
business managers about it and see what we can do. I can’t see a good reason why we wouldn’t make it
available, but it might not fit into the overall RPG business plan for Wizards of the Coast, and that’s their
call.
Question 3:
In standard AD&D terms, the majority of Clerical magics are not overly offensive or damaging, yet it is described
as the key reason why the Humans were able to defeat the Elves and eventually come to dominate Cerilia. What
aspect of clerical magic was it that gave the Humans such a decisive advantage and how was it able to be used in a
war situation?
Rich:
Okay, that’s a fun one. There are a number of possible explanations. The simple one is that the elves simply
possessed a «blind spot» to clerical magic for some period of time after humans came into Cerilia. They
didn’t understand the full capabilities of human forces, and underestimated them accordingly. This one
doesn’t really hold up, though, when you consider the fact that the elves frequently fought goblins who
probably had clerics (or clerical magic, at least) long before humans came to Cerilia. Then there’s the issue
of numbers—all of the sudden, humans effectively had two or three or four times as many spellcasters as the
elves did. Finally, it’s also an issue of training. If it takes a hundred years to make an elven wizard but only
twenty years to make a human cleric, the humans are going to continue to outnumber the elves at an
increasing rate.
Question 4:
Since the fall of the Empire, many regents have laid claim to the Iron Throne. Now that centuries have passed since
the death of Michael Roele, and the lineage of the bloodline is not so strong a concern, what would you consider to
be the most valuable assets a regent would need in order to become the next Emperor, and who, in your opinion,
might this be? (assuming only the information given in Ruins of Empire as a benchmark for speculation)
Rich:
Assets? First and foremost, a tremendous record of success as an adventuring ruler. Clearly, the next guy to
get the job isn’t going to be a stay-at-home ruler mired in the conventional politics and administration of a
realm. It’s going to take a hero of mythic proportions, a King Arthur or Alexander the Great or Julius
Caesar, the kind of person whose exploits will be the stuff of legends for centuries to come. In the context of
the game, that implies a brilliant administrator and leader who is able to «break the rules», winning wars
single-handedly and bending entire nations to his will through sheer personal magnetism. Who is it likely to
be? It’s going to be the regent played by the most determined, visionary, and daring player in your own
campaign.
Given that no such rule-breaking ruler actually exists in the «common» Cerilia that serves as the default
model of all Birthright campaigns (i.e., the Cerilia we showed you in the campaign box), I would say that
you’d need a trace of Roele blood without the age-old entanglements of the Boeruine-Avan rivalry. No one
wants to sign on for that deal anymore. But Mhoried or Aerenwe (I think the queen there has Roele blood)
might be able to pull it off in the hands of a strong, charismatic ruler who could gain the sanction of a major
Haelynite temple.
Question 5:
In the module "Warlock of the Stone Crowns", it briefly discusses the presence of an Underdark, and in the
Roesone Player Secrets book, the general impression of the Tarkal Deeps is also one of a rather vast cavern
complex. Additionally, the Orogs are described as existing mainly underground, thus their wars with the Dwarves.
The general opinion of the Birthright Mailing list seems to be that there is no Underdark, at least not in the
Forgotten Realms sense of the term; how would you view this? Is there an Underdark? If so, how expansive is it?
Are there any large dungeons ala "Undermountain" from the FR in Cerilia?
Rich:
It depends if a DM wants one. We haven’t published any product that makes a definitive statement one way
or the other. I think there are a number of «partial» Underdarks, maybe three or four, each possibly
hundreds of miles in extent but not necessarily linking all of Cerilia together underground. Certainly there
are major underground systems in parts of Cerilia such as the Gorgon’s Crown and the lands of the Iron
Hand Tribes.
Question 6:
The Human cultures of Cerilia are a real part of what makes it distinctive. Even without ability score modifications,
they seem to ooze of a specific feel and attitude. They also seem to emulate specific real world cultures. Can you
expand on this and touch on each Cerilian culture and any real world influences you had when designing them, and
why you chose these specific influences?
Rich:
Well, there aren’t many secrets here. The Anuireans are more or less based on medieval France, with a
strong resemblance to the political patchwork of the Holy Roman Empire (or German Empire) of the 13th
to 15th century. They’re actually the most fictional of the human nationalities, since the Anuirean language
and names are basically made up from material I developed a very long time ago in one of my first attempts
at world-building.
The Brechtur are inspired by the Hanseatic League, the Dutch, and the mercantile city-states of the Italian
peninsula. (The Hanseatic League is a pretty interesting piece of European history that most Americans
have never heard of, by the way; it’s worth reading up on.) Call it northern Europe of the 14th to 16th
century.
The Khinasi resemble Moorish Spain of the 12th to 14th century, with a dash of Ottoman Turkey in places
like Khourane and Aftane. (The great sea-battle won by El-Arrasi against the Anuirean fleet is Lepanto in
reverse.) There’s a sense of tolerance, learning, and civilization present in Khinasi that is unknown in the
other lands. The Khinasi place-names generally come from north and west Africa, changed by a letter or
two.
The Rjurik have a sort of strange Viking-highland Scot-native American mix, with a strong emphasis on the
Viking part. Some of the more densely settled and long-established kingdoms (Halskapa, for instance) bear a
strong resemblance to Denmark of the 12th to 13th century. I borrowed place-names from Norway, Sweden,
and Finland for the Rjurik, changing a letter here and a syllable there to give them new twists.
The Vos are based on Russia and eastern Europe of the Dark Ages (say, the 9th to 11th centuries), with a
patchwork of nomadic tribes, some Slavic, some Turkic. Peoples like the Pechegi and Polovtsians (forgive
my spelling if I got ‘em wrong) are very Vos, as are races like the Bulgars and the Serbians. The language is
very Russian, derived in much the same manner as the Khinasi and Rjurik names. You’ll notice that the
Alexander Nevsky story is one of the first things we tell you about the Vos, although we changed the names
to protect the innocent.
Why’d we do this? The short answer, I guess, is to increase the «realism» of the setting. One common tongue
and culture for all humans everywhere feels kind of odd in a fantasy world, so we looked for a good example
of many cultures in close proximity. Europe’s real history gave us all the inspiration we needed.
Question 7:
Not to be outdone, the Demihumans are also quite distinctive, and in some ways so alien from the "core" that
people have trouble with them. Especially the Elves. I have seen many people go over the pros and cons of the
Elves being immortal and raised some valid and interesting points. Personally, I find the Halflings to be the most
fascinating, their "darker" side and mysterious origins take them far from the "Kenderish" (from Dragonlance)
aspect that they seem to have in most settings. As you crafted the "Cerilian" versions of these races, what apsects of
their cultures/essences were you trying to draw out and bring to Cerilia? What aspects, that are common on other
worlds, were you trying to abandon for BR?
Rich:
It didn’t seem good enough to Colin and I for the central feature of a demihuman race to be simply «they’re
not human.» In other words, many fantasy settings spend a lot of time talking about what elves and dwarves
and all the rest aren’t in relation to humans. We wanted to instill a more unique character, a real cultural
flavor or feel for these races. It worked well for elves and halflings; dwarves, not quite so much. For elves,
we wanted to explain exactly why they’re cautious about humans. For dwarves, we wanted to explain exactly
why they love to work in stone and have a feel for the «bones of the earth». Simply saying to the audience,
«Here are elves and you know what they’re like,» didn’t seem like a good piece of world-building to us.
Question 8:
When I read the entry for the "Apocalypse" in Blood Enemies for the first time, a very interesting track of thought
about Azrai's influence on the Awnsheghlien came to me. I'm going to quote some text that spawned this idea and
then ask the question:
"A heinous wind plauges the land -- the last dying breath of Azrai, the withering mist of the Shadowland, the
waning scream of the dead gods. Azrai cannot enter this world as long as he is in want of his breath. Take heed; the
putrid mist prowls the land in search of it's master, hoping to once again be united with him. Do not allow the
breath to enter Azrai's lungs, for the land is doomed if he should breathe once again..."
I took this entry and ran with it. If the Apocalypse is the "breath" of Azrai, then the Cold Rider must be his pure
"manevolence" and hatred trapped in the Shadow World, sentient, but not aware of who or what he was a part of.
Belinik inherited Azrai's bloodlust, Kriesha, his cunning. The Gorgon his patient and diabolical intellect... etc. In
essence I could see how specific "parts" of Azrai's being were distributed or scattered. This lead to a very obvious
plotline of their union; perhaps what the modules were going to take on. This would imply that the Old Gods were
not so successful in their final sacrifice, and it would also setup a great End of the World campaign, as the Young
Gods (even Belinik and Kriesha) would fight this tooth and nail were it to come into play).
Rich:
If you were going to run a game in which you allowed your PCs to put Anuire back together again (or unite
any of the nationalities, for that matter), a counter-plot in which the divided strength of Azrai collected
again to oppose the rise of the hero-king might be a great development for a campaign. We had some vague
long-term plans kind of along these lines, but nothing was ever put down on paper.
Question 9:
I've danced around the edges of this one already, but it needs direct attention: If I came over to your house and
joined in YOUR Cerilian campaign (assuming you have one running at the moment ;) and my party fumbled its
way into the Shadow World, what would it be like? Right now we have whispy comments and nothing solid to
work on as far as its appearance and day to day operations. I really think a product should have tackled this
important part of a Cerilian campaign in the first year, and miss having any "official" commentary that would set us
on a path (there has been great speculations from Cerilian's on the net, but little "core" material to develop this
from).
Rich:
My take on the Shadow World was always kind of boring. I know Ed Stark had some different ideas for the
Shadow World sourcebooks he was working on. If you want to see exactly what I had in mind, read «The
Shadow Stone», the Forgotten Realms novel I wrote a couple of years ago. Basically, I saw it as a bleak or
sere landscape that was simply empty. Not necessarily chock-full of undead or extradimensional stuff, just
cold and lonely and dead. It’s just not a place for the living to spend any time in if they can help it, and your
odds of running across something dangerous and deadly are certainly higher in the Shadow World than they
would be in the corresponding spot in the real world.
Question 10:
As an extension of 9, what exactly were the halflings doing in what is now the Shadow World prior to Deissmar?
What was it like? Was it a happy mirror of Cerilia? Or did it take on the Cerilian shape after Azrai washed over it,
perverting it with his essence? I think their pre-Deissmar origins will speak volumes about the halflings as a
people, and why they are so different from the standard portrayl.
Rich:
The short answer: I don’t know. I think that a long time ago the Shadow World was the realm of faerie, both
wondrous and terrifying. Fay, in other words. Something beautiful would be miraculously beautiful in the
fay realm; something dark would be horribly dark in the fay realm. It was a place of extremes, a place
where mortal limitations could be exceeded. Then Azrai’s taint poisoned the place, so that the glimmers of
beauty died and the place was nothing but the perils and dangers of the very darkest and most disturbing
faerie realm imaginable.
Question 11:
He's the most powerful Awnsheghlien out there. He "grows" and then "harvests" bloodlines for the sheer thrill of it.
He hungers for the Iron Throne. In truth, with the current political environment, there is very little to stop him from
taking it. I'm talking about good old Rock Butt; the Gorgon. Can you give us an inside peek into his motives? Why
hasn't he taken the Throne and the Empire and subjugated Anuire? While the regents will "unify" to fight him,
they'll likely stab each other in the back to end up the next Emperor after the battle, and most likely cause their own
downfall because of this. What is the Gorgon after?
Rich:
The Gorgon wants what his brothers have: the love, honor, respect, and glory that he feels should have been
his. And he missed his chance more than fifteen hundred years ago. Roele’s dead, the founder of an empire
that still remains powerful even in its decay, and Haelyn is a god, forever beyond Raesene’s reach. Think of
the worst mistake, the most painful missed opportunity you ever had in your life, and magnify it tenfold.
Then imagine that you’ve got centuries to brood about what you could have had.
So where does he go from here? I’m not sure. I can see three tactics: One, bring to ruin all that Roele built.
Not very satisfying, but better than nothing. Raesene took a shot at this five hundred years ago by luring
Michael Roele to his death.
Two, become a god so that he might finally settle his age-old quarrel with Haelyn and take his rightful place
as the King of All. Not very practical, but that might not stop a megalomaniac like Raesene. Harvesting
bloodlines might be the means to that end, and who knows how close he might be now? Maybe he wants
Anuire to be gathered under one great king again so that he can bridge the final gap with one more slaying.
Three, realize that it’s all beyond his reach now and explode in a rage of godlike proportions. Plunge into a
pit of terror, self-despite, violence, and brutality the likes of which the world has never seen. Take out your
frustrations by beating the stuffing out of anything that crosses his path and break little children’s toys just
to be mean. When Raesene determines that option two is not going to work (it may or may not, that’s the
DM’s call) this might be the result.
Question 12:
Now for the final question: Birthright has a great following on the internet. The Birthright Mailing list is, hands
down, the best list I have ever been on (related to gaming) as far as the general maturity of the participants, and
their passion for what they are discussing. We all want to see a resurgence of the game, and have tried to take on
actions as individuals and as a group to show TSR that we want BR to be the NEXT setting that is looked at after
3E is released and the training wheels are taken off of it. We even have a web page (www.birthright.net) that is
houses the remnant's of the Birthright Netbook, and Morg's Adytum, in addition to anything else BR related that
can be found and either hosted or linked to. All in all, I'd say the Cerilians on the Internet are a very passionate
people and are doing a lot to try to show that passion, fervor, and potential for new product.
Flattery aside, do you think we have a chance? Is there anything we are doing that is NOT helping, though we think
it is? Is there anything we are not doing that we should be? Or, put simply: How best can we represent our desire to
have Birthright back in print , and who needs to see this desire, and willingness to spend money?
Rich:
Is there a chance? Of course there is. An intellectual property never really dies. TSR/WotC has brought
back games that I was sure that I’d never see again. BIRTHRIGHT is too valuable a property to vanish
completely into the night, never to be seen again. That value is comprised of the world’s quality and unique
characteristics, the number of fans who want to see it again, and the number of new fans who would love to
see it for the first time even if they don’t know that’s what they want yet.
That said, I don’t think it would be realistic to look for a new issue of the BIRTHRIGHT set in the 2000 or
2001 product years. There are simply more attractive opportunities ahead of Cerilia, at least from a business
standpoint. After that, well, who knows? We don’t know what we’re doing for 2002 or 2003, and by the time
we decide what those years will look like, the entire industry could look very different.
The worst-case scenario: You’ve seen the last of BIRTHRIGHT.
The best-case scenario that I could reasonably imagine: BIRTHRIGHT comes out as a Campaign Option
book, kind of like the Council of Wyrms. It would be a one-shot sourcebook, setting, and adventure, not the
beginning of a whole new product line. We support it with DUNGEON adventures, and we support a group
of fans in maintaining a top-notch website where BR fans can find new source material and a community of
fellow BR enthusiasts.
The best way to convince our business managers that this is a good idea is to show them that there is a real,
live audience for this game. Talk it up, run convention events, keep the list alive and busy, post on message
boards, submit DRAGON and DUNGEON articles. And, on occasion, pester guys like Jim Butler, Ryan
Dancey, Keith Strohm, and Peter Adkison, telling them how much you want to see BIRTHRIGHT again.
In any event, I would encourage anyone waiting for more BIRTHRIGHT to take the material we’ve given
you so far and make it your own. Decide for your own game what the Gorgon’s up to and what the Shadow
World is like. Use the existing material as a skeleton or guide and drive the setting any way you want to go.
Ultimately, that’s what we want you to do with any game we publish: Have fun and use it as a springboard
for your imagination.
Well kids, there you have it. The words and glory of Rich Baker! I hope that my questions and especially his
answers were of some use to you, and your campaigns. I would ask that all of you take his last comments to heart
and make this setting their own. As you develop more, share it with the rest of us.
Interview done by
Grimwell, Cerilian Sage
aka
Craig T. Dalrymple
Death of Scions and Bloodtheft
We all know when a scion dies by piercing the heart that there is a nifty lightshow that happens as a result. Well, in
keeping with my pet preference that the various derivations imbue certain traits and characteristics to their
possessors.Now the lightshow (or, more correctly, the *type* of lightshow) depends on the derivation of the former scion
and the alignment of the bloodthief.
Nesirie
Eastern Temple of Nesirie (26)
Aerenwe: 17
Mieres: 6
Ilien: 3
Peaceful Seas of Nesirie (21)
Teaghas: 16
Brosengae: 4
Halskapa: 1
Temple of the Ancients (16)
Mesire: 6
Aftane: 5
Ariya: 3
Zikala: 2
Sailing Song of Neira (15)
Muden: 15
HolyTemple of Nasri (14)
Ghamoura: 14
Sailors Home (11)
Grabentod: 11
Church of Eternal Seas (8)
the Magian: 4
Merasaf: 2
Suiriene: 2
Coastal Temple of Nesirie (3)
Sirens Realm: 3
Waters Blessing (2)
Chimaeron: 2
Five years from now at the next conclave the necklace is to return to the Eastern Temple of Nesirie. Since the Water
Blessings group seceded from the Eastern Temple the mater will have to be resolved by then.
At 9th level the paladin becomes senior member of the order, a Whale. This means a return to the training island. There
they will teach the novices while they themselves receive training in the magic arts from the most senior members of the
order. After this training is over they are again free to do as they wish. At 13th level paladins gain the title of Elder of the
Seas and are eligible for positions in the top of the order: Mistress of Novices, Marine Admiral, and Podmaster. The
Mistress of Novices is in charge of all training activities, the Marine Admiral is in charge of all Marine officers in the
Holy Navy and the Podmaster is in charge of all free roaming paladins. The Foammistress is elected from one of these
three posts.
By Jan P. M. Arnoldus
The Harrowmarsh
I have included here some extra information about the Harrowmarsh. There has been no
information released about the provinces that make up the swamp yet from TSR of here is
some info that I have designed for it. I am using the description on the Hydra in Blood
Enemies for most of what is below, so if you have the book check out pages 42-45 for a
description of the domain, the Hydrakin, and the Caracdir.
There are four provinces that make up the Harrowmarsh
Province Law Temples Guilds Sources
Waterfjord (0/8)* Hy (0)* - Hy (0)* -
Tory (1/7) Hy (1) - Hy (1) -
Sodden Falles (1/7) Hy (1) - Hy (1) -
Laughaure (0/8) Hy (0) - Hy (0) -
* Fortified Holding
Abbreviations: Hy = Hydra's Guild (Bereak the Hydra)
Here is a brief description of the provinces
Waterfjord:
This province is home to the hydra itself. It is deep in the Harrowmarsh and is comprised
only of swamps. It is the furthermost province from dry land, and is situated right at the end
of the Asarwe River on the coastline. To move into the province requires a boat or barge.
Armies are unable to invade as they can not move in large enough numbers to be of any use.
It is possible to move troops through the province but there is nowhere for them to land
without sinking into the swamp.
The province is home mainly to the Hydrakin. There are thought to hundreds of the monsters
here, as well as large numbers of crocodiles, and snakes. The province is also home to the
Hydra at his tower in Waterfjord Tower. Although it mainly keeps to itself, any who visit are
sure to make their way into the Hydra's stomach. Boats travelling down the river have also
disappeared occasionally. There are also a few small human settlements in the province,
home to maybe 50-100 fishermen and pirates in each. These settlements are known as
Althlone Island, Younghal Harbour, Drogheda Bay, and Westpoint. Each is comprised of
huts sitting on stilts above the swamp, surrounding a central platform. Also each village has
5-10 fishing vessels or small rafts tied up to their houses.
The village of Westpoint is also thought to be home to a mage and alchemist known as
Dwynaa the Bose. This ancient sorcerer is a friend of the lizard men and trades with them for
the animals and plants he needs to make highly effective and fast acting poisons. He can
sometimes be found in anywhere from Rohrmarch to Binsada selling his wares.
Tory:
This province is the most northern of the four provinces, bordering the Brecht kingdom of
Rohrmarch. Home to the Caracdir it is a place little visited by Humans. The main Caracdir
village is a settlement built onto a hill, known as Tory. Over 100 of the lizard men live there,
and the village is walled and protected by 5-10 warriors at all times. The province is still
very swampy and small boats or rafts must be used to move around. The Caracdir use these
rafts, or they can swim or wade through the swamp. A favourite tactic is to hide beneath the
swamp with only a nostril peaking above the surface of the water. This makes the lizard men
almost invisible and they can easily ambush travellers. The Caracdir eat humans so travellers
are advised to take the road north of the swamp, rather than end up in a Caracdir's cooking
pot. Although Tory is the only known Caracdir village they are found throughout the
Harrowmarsh and there are thought to be at least a thousand of them scattered throughout the
four provinces.
Sodden Falls:
Once part of Binsada this province has long been abandoned by both Binsada and the Hydra.
As the driest of all the four province it is rarely used by the swamp creatures that inhabit the
rest of the Harrowmarsh. Many islands of dry earth and rock dot the province so it is possible
to invade and capture it, provided you had enough vessels to move your troops from one
small island to another. The province is however home to a large number of bandits, who run
the
Hydra's Guild (also found in Binsada and Sendoure). This guild is not owned by the Hydra
itself, as the Awnshegh has little interest in other lands or money. Instead one of the bandits
has set himself up as overlord of the Harrowmarsh. Baraek the Hydra as he is known claims
to be the true Hydra and dresses up in a crocodile skin costume to scare his followers into
believing him. It is also believed that he may be a Magician or Wizard as much of his
appearance may come from illusionary magic.
Baraek has gathered a reasonable horde of 12 GB together and maintains a small army of 2-3
units of bandits which he uses to raid ships and caravans travelling down nearby roads. He
also runs a protection racket among the citizens of the Harrowmarsh that brings in some
money to his coffers. He prefers to remain on dry land though and spends much of his time
in this province or in Sendoure.
Settlements in this province are much larger that the other three, with 200-400 living in each.
They include Longfjord, Adelaide, Dundalk, Gweebarra, and Nenagh Birr.
Laughaure:
The least populated of all of the Harrowmarsh's province. This isolated area of the marsh is
also the most dangerous. Large numbers of Hydrakin and crocodiles roams the swamp eating
anything that stands in their way.
Anyone living in the marsh would find themselves open to constant attack from these
monsters.
Despite this a few small human fishing villages exist on the coast. These are built similar to
the ones in Waterfjord province, but are smaller with only 30-40 fishermen in each. The
villages include Blackwater Sound, Chalky Inlet, and Laoghaire Point.
By Ian Hoskins
The Impregnable Heart of Haelyn
History
The Impregnable Heart of Haelyn (IHH), also known as the Heart, is one of the newer Orders of Haelyn as it predates
Roesone's creation by only a few centuries. Although worship of Haelyn has been present in most provinces along the
southern coast of Anuire since the Battle at Mount Deismaar, it was not until the year 305 MR that a large group of
worshippers from the Orthodox Temple of Haelyn left the Diemed city of Aerele, and travelled to the Free City of Ilien
just as it came under the control of the fair and just Lehoene Aglondier, the first wizard regent of Ilien. He granted the
Haelyn newcomers part of the land in the expanding Common Ward of the city, and in 307 MR the first shrine to Haelyn
was built soon to be followed by shrines and temples throughout the thinly populated provinces of eastern Diemed, the
lands now known as Roesone. The people there accepted the encouraging faith gladly after several years of fighting,
including the wars against both Ghoere and Aerenwe in 96-270 MR, and the emerging goblin host in 299 MR. Eastern
Diemed's desolation was dark indeed, but eventually the proud people here carved out a life of their own, and founded a
scattering of villages, freeholds, and bands of outlaws.
In Ilien, however, the Heart was forced to fight the Orthodox Temple of Haelyn, based in western Diemed, as they
attempted to hamper the expansion of the new, small order, and despite the financial aid offered by the regent of Ilien to
the Heart, it couldn't free itself from the iron grip of the Orthodoxs.
But in eastern Diemed the Heart prospered. Even today, priests of the IHH boast stories of how they helped the citizens
of eastern Diemed wipe out the goblins, and later throw off the yoke of Diemed rule assisting the bandit lord Daen
Roesone and his descendents. This was a golden age for the temple as they, with the blessings of the Black Barons who
ruled the land, gained a firm hold on Roesone's spiritual life. The IHH's success in Roesone culminated when Teried
Roesone in 546 MR officially declared the Impregnable Heart of Haelyn the state faith in the barony.
I Ilien the Orthodoxs tight grip on the Heart was weakening as the faith of Rournil crept into the provinces now known as
Medoere, and effectively removing the Orthodox Temple from central Diemed. The Heart quickly destroyed all holdings
left by the Orthodoxs in both Ilien and Roesone. The temple flourished in Ilien in the coming years, culminating when
the order in 544 MR single-handedly cured a terrible plague harrassing the Free City, and the wizard regent Moeran
Aglondier granted the Heart a place in the Castle Ward, where a great cathedral was built in honor of Haelyn the
Lawmaker.
In recent years, the order has expanded into Osoerde wishing to help the citizens there throw off the evil and unrightful
ruler Duke Jaison Raenech just as the temple once helped Baron Daen Roesone carve out his kingdom from Diemed.
Titles
As the Impregnable Heart of Haelyn has grown in size, it has become neccessary to develop a formel structured priestly
hierarchy. It is was invented by the High Prefect Solodin in the year 462 MR.
Prefect, High (unique, level 10+)
Prefect, Sword (unique, level 9+)
Prefect, Shield (unique, level 8+)
Prefect, Radiant (level 7+)
Prefect, Sun (level 6)
Prefect, Wind (level 5)
Prefect (level 3-4)
Frior (level 1-2)
Holy Assistent (level 0)
A noble priest is preceeded by Lord, e.g. Lord Prefect.
Placements
Priests of Haelyn are placed thoughout the IHH temple holdings. Their main task is to evaluate how the local lord is
doing. The priests are responsible for (1) the welfare of the people and (2) to report any events of significance to the High
Prefect.
A province regent (ruler of a domain) is mirrored by a priest of a level approx. equal to the number of holdings the IHH
controls in the domain, i.e. the Baron of Roesone is mirrored by a priest of 7th level as the IHH controls 7 holdings in
Roesone. Inside the IHH, this post earns the priest the same title as the regent preceeded by Holy, e.g. Holy Baron.
A count (ruler of a province) is mirrored by a priest whose level approx. equals the IHH temple holding level in the
province level. This post earns the priest the title of Holy Count.
A mayor is mirrored by a priest whose level depends on the size of the city as follows:
< 100 citizens => level 0 human
< 500 citizens => level 1 priest
< 2000 citizens => level 2 priest
< 5000 citizens => level 3 priest
< 10000 citizens => level 4 priest
> 10000 citizens => level 5+ priest.
This post earns the priest the title of Holy Mayor.
Each shrine is maintained by a level 0 human. This earns him, or her, the title of Shrine Keeper.
Medals
To congratulate, and encourgage, deeds and services in the name of Haelyn, the Heart has copied, and slightly changed,
the medal system of the Orthodox Temple of Haelyn in Diemed.
Medal of War
Attainable by: Soldiers in the service of the IHH.
What to-do: Survive a war.
Benefits: None, but two of these medals may advance the soldier to sergeant status.
Given by: A soldier of sergeant or higher status.
Medal of Bravery
Attainable by: Soldiers in the service of the IHH.
What to-do: Individual bravery feat.
Benefits: None, but respect.
Given by: An IHH lieutenant or the High Prefect.
Medal of Knighthood
Attainable by: Soldiers in the service of the IHH.
What to-do: Aquire a War and a Bravery medal
Benefits: Higher salary, a house upon retirement.
Given by: An IHH lieutenant or the High Prefect.
Medal of Haelyn
Attainable by: Everybody can earn this medal, but typically priests or paladins.
What to-do: Helping the IHH in some special way.
Benefits: Payed living expenses for five years (max 1000 gp).
Given by: An IHH lieutenant or the High Prefect.
Medal of Honor
Attainable by: Everybody can earn this medal.
What to-do: Helping the IHH in some special way.
Benefits: A title depending on the deed.
Given by: An IHH lieutenant or the High Prefect.
Medal of Justice
Attainable by: Knights and paladins.
What to-do: Knights must accomplish something special. Paladins gain this medal automatically.
Benefits: Judge and execute justice as seen fit (to non-titled individuals only).
Given by: The High Prefect or an owner of the High Justice medal.
Medal of High Justice
Attainable by: Paladins and priests.
What to-do: Be a very special person to the High Prefect.
Benefits: Judge and execute justice as seen fit (to everybody).
Given by: The High Prefect.
Tongues of Haelyn:
The Tongues of Haelyn is a secret spy order with the purpose of spreading and gathering rumors. Although the order's
members are allowed and encouraged to travel throughout Cerilia, most of their activity is concentrated in southern
Anuire.
Current High Prefect:
The current High Prefect is Hubaere Armiendin, the man who made the IHH the great and proud order of Haelyn that it is
today. He has accomplished much for the order, including signing the pact with the Black Baron in 544 MR declaring the
IHH the official faith in the barony, organized the cure against the terrible plague that ravaged Ilien in 546 MR,
constructor of the Great Cathedral of Haelyn in Ilien, and chief commander of the recent push of the Heart into Osoerde.
Hubaere Armiendin is a strongly blooded noble of the Armiendin family of Ilien. He was born into the IHH by family
tradition, and at an early age, after a long and happy youth chasing young good-looking female priest assistants, his
father decided to put an end to all this goofing around by sending his son to the very tightly disciplined Abbey of the
True Heart in Edlin, Roesone. His younger brother and sister were soon too follow. In his many years at the Abbey,
Hubaere learned of the harshness of the world, and of the power of Haelyn, the Ruler of the Gods. He quickly rose in
ranks, and in 523 MR, at an age of only 23, he become one of the stern monks himself.
On a diplomatic trip to Ilien in 529 MR, however, he fell hopelessly in love with a local merchant's daughter and,
regardless of his father urging him toward a promising career in the Abbey, he decided to stay in Ilien with his newfound
love. Hubaere left the Order of the Abbey and applied for a job as teacher at the IHH headquaters in Ilien, and although
he did get the job, he was surprised by the undisciplined apparatus of the High Prefect. Surrounded by incompetence he
quickly advanced until the High Prefect, perhaps fearful of this young upstart, demanded he be spent to faraway Bellam,
and do some teaching there.
Although quite upset, Hubaere obediently did as he was told and moved with his wife and young child to a small shrine
in Bellam. Through his great rhetoric abilities he managed to convert the bellams fully to the IHH, and he continued into
Osoerde in his quest for the enlightenment of the Anuirans to the true teachings of Haelyn. In the Osoerde province of
Ghalliere his wife bore yet another child.
Armiendin grew much in power during the years of conquest in northeastern Roesone and western Osoerde, and, as by
favor of Haelyn, the current High Prefect suddenly retired because of illness leaving Armiendin and three other leading
priests of the IHH as the main candidates for the High Prefect title. The three rival priests planned for the "accidentel"
death of Armiendin, but the chief assassin died in agony as he was struck by a suddenly appearing massive column of
fire. Armiendin headed for Ilien, and as he rightfully demanded the right for regency be decided by personal combat, the
three rival priests immediately withdrew their claims on the precious title. In 538 MR Armiendin assumed the title of
High Prefect of the IHH, and began his long quest towards putting an end to the corruption in the order, the regaining of
it's lost honor, and the temple's further expansion.
High Prefect Armiendin himself is a large and, although stern, quite friendly, keen to expand his temple's holdings
throughout Anuire. He believes the Anuireans in the neighbouring nations have been mislead by either non-Anuirean
gods, or wrongful teachings of Haelyn. He is firmly convinced the people of these lands will, as they have so far, convert
to the IHH when shown the just and wise rule of its leader.
Hubaere Armiendin, High Prefect of the Impregnable Heart of Haelyn
MA; Pr11, Haelyn; An, major, 27; LG
Str 14, Dex 11, Con 11, Int 16, Wis 17, Cha 15 (born 500 MR, age: 51)
Blood abilities:
Battlewise (major)
Courage (major)
Resistance (minor)
Non-weapon proficiencies (11th level priest: 7) + (int16: 5): 12
Administration General 1 slot Int-2 note: A. is an effective regent
Diplomacy Priest 1 slot Wis-1 note: A. is well-spoken
Intrigue Rogue 2 slots Wis note: A. is shrewd
Law General 2 slots Int-1 note: Haelyn's teachings
Leadership General 1 slot Cha-1 note: Haelyn's teachings
Siegecraft Warrior 3 slots Int note: Haelyn's teachings
Strategy Warrior 2 slots Int-2 note: Haelyn's teachings
Strategy:
Unlike many of Haelyn's other temples, the IHH has stayed fairly moderate, acknowledging the need for other faiths.
Countering this attitude is this temple's need to expand. The High Prefect will probably use the expansions of Rournil's
Celestial Spell (RCS) and the Eastern Temple of Neserie (ETN) into IHH territory as an excuse for a Holy War against
these "peace-breaking" orders.
Below are some proposed suggestions as of the IHH's main objectives:
Wipe RCS out of Caercas and fortify all temple holdings near the Medoere border.
Drive the ETN out of Ilien, and encourage Baron Roesone to a Holy War against Aerenwe
(pulling this off definitely requires some good intrigue and diplomacy by the High Prefect but
the objective is not, or should not be, impossible).
Ally strongly with the High Imperator of the Church of Storm's Height in Osoerde against
Aerenwe at first, then the religious orders in Ghoere.
Wreck as much havoc as possible in the Orthodox Temple of Haelyn in Diemed.
by Morten Helles
Master Craftsmen of Cerilia
There are a few Master Craftsmen in Cerilia, whose wares are fit for a King. As BR dosen't have a load of magic
weapons floating around, these Weapons of Quality would be the senseable choice for someone who is above using
something "off the rack", as it were. To that end I have come up with a short list of Master Craftsman, including the
qualities of the items they fashion. I suggest using "Sages & Specialists" to detail these NPCs as individuals should your
PCs ever encounter one of them. Also a DM should determine where in Cerilia each of these folks live. Its unlikely that
they all dwell right in the PCs hometown. Also prices of these various items should be rather high(at least as high as a
Magical item of a similar type), these men only work a few pieces a year, and each is unique in some way. So even the
greatest King may have to wait years before he will recieve his item. Provided the Master agrees to construct one for
them. It should also be noted that these items are as much a statement as they are a useful tool, and anyone recognizing
the item for what it is will have thier Reactions modified when encountering someone possessing one of them. Haveing
recognized the owner as a warrior of some distinction, even if they have
never heard of them. Lastly all of these items are of the finest quality, and all of them are suitable for enchantment. Once
enchanted that will supersede the items original bonuses.
Herrick(Blademaster) - Herrick crafts the best bladed weapons in Cerilia. PCs can have most any *standard* type of
sword or dagger made for them by this Craftsman. His wares have half the Speed Factor(minimum of 1)of a normal
weapon of its type, and the blades are +1(non-magical)to Damage.
Cadian(Bowmaster) - Cadian is a Half-Elf who fashions the finest Bows in the Civilized kingdoms. PCs may have
Cadian craft them almost any type of *standard* Bow or Crossbow. Cadian's weapons grant a +1(non-magical)to Hit,
and have their ranges increased by +10 yards per range catagory. Also all his bows act as "Strength Bows" allowing a
user to add thier Strength bonuses to the bow's to Hit(as well as the +1 normally givin)and Damage rolls.
Volund(Axemaster) - Volund is a Dwarf. Even among his people his weapons are legendary. PCs can have Volund
forge most any *standard* Mace, Axe, or Flail. Volund's weapons are +1 to Hit, and +2 on Damage(both non-magical).
Ivarsson(Pole Arms Master) - Ivarsson's family has manufactered Pole Arms for the elite of Cerilia for centuries. PCs
can have this Craftsman make virtually any *standard* Pole Arm. Weapons made by him have half the Speed Factor
(minimum of 1) of a normal weapon of its type.
El-Siddig(Armsmaster) - This Khinsani family has a reputation for creating the most unusual of weapons. PCs may
have them make almost any *non-standard* weapon they can think of(Katana, Blowgun, Caltrop, Cestus, etc.). These
weapons will have a +1(non-magical) to Hit, and some(DMs discretion)may also have a +1(non-magical)on Damage.
Von Golenstiel(Armorsmith) - Von Golenstiel creates some of the most fabulous suits of armor in all of Cerilia, but
aside from being attractive they also serve thier wearer more effectively. PCs can have this Craftsman construct nearly
any type of armor or shield. All armor made by him functions at 1 AC class better then its normal type, and all shields he
makes grant an additional +1(non-magical)to the users AC.
by Sepsis
"War is a matter of vital importance to the State;
the province of life or death;
the road to survival or ruin.
It is mandatory that it be thoroughly studied."
-Sun Tzu,(The Art of War)-
Rogue Mages
The Royal College of Sorcery: For the purposes of justifying the existence of other NPC groups (see below) the Royal
College of Sorcery is, in my campaign, *extremely* insular in nature. No faculty members, and no students of less than
graduate level, are allowed outside the walls of the College, and on those rare occations when they do venture out, they
are under strict restrictions not to practise magic. The Royal College also enforces a ban on the use of magic of any
significant level in the Imperial City.
Most of the research done by the College centers around extra-planar exploration.
The Rogue Mages: There are three Rogue Mages. They operate in the Imperial City in defiance of the Royal College's
Ban on High Level magic.
Norvien: Norvien is the Rogue Mage in charge of dealing with the Imperial City. The Royal College tends to turn a blind
eye toward anything wierd happening in the Imperial City, and - as a result - Norvien has taken it upon himself to act as
caretaker to the City.
Calien: Calien has adopted the responsibility of the whole of Cerilia. He keeps tabs on all magicians of high enough
level, and usually knows something about any events occuring in Cerilia that employ high level magic use. Calien would,
for instance, know that something strange was happening beneath the surfaceof Cerilia if the PCs were going through
Night Below.
Elemein: Elemein is Cerilia's version of Elminster. He represents Cerilia in the multiverse. He would, for instance, be
likley to know about ancient artifacts in other Prime Material Planes, how to get there, and probably have met some of
the more powerful mages there.
A Rogue Mage as a PC. Allowing one of your players to be a Rogue Mage can be extremely rewarding for both the GM
and the Player. The level of magic involved is extremely high, but an experienced GM can easily deal with it.
First, pick the Rogue Mage you think would work best as a PC in your campaign. Tell your player he has been an
apprentice to a Mage in the Imperial City for the past few years. The Player should not yet know about the existence of
the Rogue Mages, or the Royal College's outlook on life.
Portray the Rogue Mage as a doddering old fool. Absent minded, sometimes stern, never silly. After impressing upon the
Player how frumpy his Master is, how small the house in which they live is (maybe three stories. Tall, but not wide,), and
how meager thier living is, have the Rogue Mage abruptly leave, investing the Player. Don't give any explanation
regarding where the Mage is going. This will allow you to re-introduce the Mage much later in the campaign, once the
Player has gained some appreciation of the scope of power of thier former master.
After investing the PC, impress upon him how disorganized the house is. There is an expensive and extensive alchemical
laboratory, thousands of pieces of paper scattered all over the place, piles of books, and many potions.
If the player decides to clean the place up, tell him it will likely take a month or two to organize and categorize
everything. An opportunity for a role-playing session exists here. Something should happen to the PC before they get
everything sorted out.
The Player should discover the will of thier former master. It is specifically worded such that the extended absence of the
mage is sufficient, not necessarily his actual death. Also found should be a ledger, indicating (falsely) that the PC owes
about 6,000 gp to Region & Steile Investments and Securities.
R&S, I&S is an extremely exclusive bank used by only the extremely rich. It is small, understated and lacking any
opulence. R&S is impressive because of who banks there, and thier offices are very quiet, tasteful, and it's employees are
extremely well trained, helpful, professional. Not obsequious.
The person in charge of the PC's Former Master's account will inform the PC that the will is in order, and he now inherits
the income and debts of his former master. This should slightly worry the Player. He should then be informed that the
6,000 gp is not a debt owed, but rather the amount accrued monthly in interest on the bank account, investments, and real
estate owned by his former master. The PC has something over a million gold in the bank. This will, of course, be more
money than any 1st level PC has ever had before. Don't worry about this. What can the PC spend it on? Just say "sure" to
anything non-magical. Most things are only 'neat' to own, not functional.
When the month has gone by, inform the PC that the total magical cache of his former master amounts to over 100
magical potions and 250 scrolls. Use any method you wish for determining the contends of these potions and scrolls. For
potions, I used the Encyclopedia Magica's list and just kept rolling, ignoring duplicates. For scrolls, I used the list of
'every spell, ever' that TSR posted as the contents of the upcoming Wizard's Spell Compendium. A friend wrote a Pascal
program to generate the number of spells, thier level, and what they actually are, using the WSC contents as a text file.
This gives the PC access to *extremely* powerful magic. The Player in my campaign with this power has horded it and
used it only when desperate. He has a Wish on a scroll - he hasn't used it. He's got two Permanencies - he hasn't used
them. He has some extremely potent stuff, 9th level spells like Juggernaut, than he still hasn't used and the character is
9th level now. Your milage may vary.
While all this is going on, people will be coming to the PC, presuming that either that his former master is still in
business or that the PC has assumed his master's mantle. In either case, the PC should slowly learn what his master
actually did, and his relationship with the other two Rogue Mages. This can easily be achieved by couriers showing up
with messages for the PC's master, from the other Rogue Mages. References for problems out of thier ballywick.
"Thought this was more up your alley. Let me know if you're too busy. . ." that sort of thing.
It will eventually become natural for the PC to visit the other Rogue Mages. They should have much more extensive
offices. Huge mansions doubling as businesses. The attitude of the other Rogue Mages may be one of encouragement, or
skeptical distance. Its up to you. I recommend Skeptical Distance. The Rogue Mages hope the PC can take up his former
master's portfolio, and will help with any problems should the PC show promise, but they will keep a safe distance in
case the new Rogue Mage is a bonehead.
Mind you, the Rogue Mages will suspend other important meetings to talk to the PC, and usually grant him immedeate
audience as a *peer*. This should be a great honor to the PC. Do not be too patronizing, however. Peers don't tend to
look down thier noses at each other.
By Matthew M. Colville.
Skyewode
Alignment: Neutral
Provinces: Skyewode is controlled by Arwen Laokorn. His domain is constantly threatened by the
goblins of Markazor, but the Laokorn's magics are at least enough to protect this small realm.
Law: Laokorn controls the law in Skyewode, he does not allow the Ghellie Sidhe or goblins
to hold any sway. While Laokorn does not suffer any direct opposition, the Gorgon remains a
constant threat to the small forest realm.
Temples: Elves do not commonly worship gods. However half elves and humans who live in
Skyewode occasionally visit the Redwood Grove of Erik. This small sect of Erik is allowed
inside this realm by the Laokorn, who does not believe in the god, but recognizes the power
of his priests.
Guilds: Laokorn dominates the trade in Skyewode. Weather it be trade of elven
manufactured goods, rare woods and plants from the forest, or metals unearthed from the
Stonecrown Mountains by his goblin slaves. Laokorn also trades with Tuarhievel, and has a
trade route to Cwmbheir.
Sources: Laokorn controls most of the source holdings in Skyewode. None oppose his
control of the mebhaighl, but in the tradition of the elves, he allows elven mages access to his
source holdings when asked.
Regency Generated/Accumulated: 19/35
Treasury: 15 GB
Army: Skyewode maintains a small army, relying on the Laokorn's magic to protect this realm so
close to the Gorgon. The full forces are as follows:
1 unit elf archers
1 unit elf cavalry
1 unit scouts
Regent: The ruler of Skyewode is Arwen Laokorn. The King of Skyewode (ME; T/M 7/8; Ma, Major,
43; N). Laokorn won this province from Markazor some decades ago, and has somehow managed to
keep his lands safe from the Gorgon and the goblins. The king does believe in elven superiority, but is
also a supporter of human/elf relations. Skyewode was the only elven realm to demonstrate any
support of Fhileraene's marriage. The king believes that by working together everyone's lives will be
more prosperous, and lesser races, such as goblins, should be returned to their ancestral heritage as
slaves. Arwen disapproves of the current incarnation of the Ghellie Sidhe, as it is disruptive to the
harmony of the Aelvinnwode.
Lieutenants: Arwen Laokorn has two lieutenants which help him maintain his small realm.
One is Faoiltiarna Laokorn (FE; M7; Re, Minor, 25; CN), she is not only the wife of Arwen,
but also a powerful wizardess in her own right. Together they can deal with most threats to
the realm. And the other, Logan MacIver (M1/2E; B8; unblooded; LN), was raised the the
highlands of Mhoried, but found his elven blood ever calling him to the woodlands. He has
proven himself loyal and able to deal with many problems.
Important NPCs: Being a small kingdom, Skyewode does not have extensive noble families like
Tuarhievel. In fact Skyewode is very young for an elven kingdom, having been in existence for less
then 20 years. Being a small kingdom, Skyewode must be vigilant against any threats, one man is
primarily responsible for the non magical defense of the realm. He is the son of a Khinasi warrior who
helped Laokorn liberate this land from the control of the goblins. Having inherited his father's position
as general of the armies of Skyewode, Eamon abTreague (MK; F7; unblooded; LN) works tirelessly
against any who would cause harm to another inside Skyewode. The next most important person in
Skyewode, Gwenheivar Hjalsone (FR; P6, Erik; Br, Minor, 17; CN) has convinced the king to allow
her temple inside of an elven kingdom. While the tenants of Erik do not offend the elves, and some
half elves even have turned to the worship of him, the elves themselves respect the magics that the
priests can call upon and not the Power itself.
Description: This kingdom lies at the border of four other realms; Mhoried, Cariele, Tuarhievel, and
Markazor. Skyewode is a land of dark forests and jagged peaks. While the forest of Tuarhievel seems
to hold a haunted beauty, Skyewode's forest seem meerly haunted. When the goblins ruled these lands
they cared little for the results of their actions, and caused much damage to the forest. While much of
this ruin has been repaired, there remains many reminders of the goblin's stewardship. Groves of
stunted trees, and corrupted woodland creatures can still be found. While rare, it is still possible to
find all manner of skeletal remains in left in the wilderness, some of which are more lively then one
would hope. In some remote areas, the Shadow World presses uncomfortably close, allowing all too
much traffic in both directions. Roads lead into Tuarhievel and to Mhoried, but travel to and from
Skyewode can be difficult at best during winter.
Capital: The capital of Skyewode, Gannemyr, is in the north of the province. Roads from
Torien's Watch in Mhoried and from Bhindraith in Tuarhievel both come to the main center
of Skyewode's population. Elves, humans and half elves all interact on a reasonably friendly
level here, trouble makers are shown to the eastern borders of Skyewode and told to never
return.
Trade Goods: Items of elven manufacture are always sought after in human lands. Skyewode
creates finished goods well known for their beauty and durability.
Allies: Skyewode's allies include Tuarhievel and Mhoried. Laokorn understands that humans are not
as skilled at using the resources of the land as elves are, but he abhors the way that Cariele treats their
lands. The willingness of the Laokorn to deal with humans prevents the Sielwode from being more
friendly.
Enemies: Markazor, being the most aggressive nation on the border of Skyewode, is clearly the
biggest threat to the kingdom. Cariele and Mheallie Bireon have worked hard to prevent the Laokorn
from expanding his trade network into the rest of Anuire.
Special Conditions: Even more than any other area of the Aelvinnwode, Skyewode has been the site
of much bloodshed and other foul deeds. On cold nights it can be very easy to wander into the Shadow
World unknowingly. Travelers who have returned from such, have reported that Laokorn is
recognized as regent on both sides of the veil between the worlds.
By Bryan Ruther
City of Tarva
After the six tribes arrived in Cerillia the Masetians settled along the southern coast, building manily coastal cities.
Howver one group moved inland to take advantage of a number of mines in a group of low hills in the centre of the great
fertile plain to the north of them. Over the next few hundred years the population exploded as they took advantage of the
open spaces around them.
They built a huge city in the hills and called in Tarva, a word which meant Gold in Masetian [1].
Having moved away from the sea, the people began to find Masela's faith less and less relevant to their lives. At the same
time priests appeared in their midsts telling them of a new God, Asrus [2], who would teach them how to use the gold &
steel they'd been mining much more productively.
At first this new faith seemed benevolent and much better suited to their new lifestyle than Masela's. The clement climate
of their new home meant that the weather was of little concern to them. They learnt how to make steel weapons & golden
jewelry.
After a few years this religion was well established in Tarva & the people had begun to covet. Their new faith had taught
them not only to desire possessions, but had also given them the means to gain those possessions.
Tarva's territory expanded rapidly as they subjugated wandering clans of Vos, Brechts & Basarji, as well as subjugating
most of the Masetian cities on the Coast. By this point Deismaar was no more than fifty years away, and it looked as if
Tarva would be a major part of Azrai's army.
As the Tarvan's took Saria (a feat that relied mainly on the magic of one who would survive Deismaar to be known as el-
Sheighul) & the Masetians fled to the Islands to regroup, opposition finally appeared.
Sarim al-Yaousoun was a Basarji clan leader, and a general of genius. Coming from somewhere in Modern Binsada (the
Basarji had spread rapidly over the plains) he united several nomadic tribes of Basarji who were in
danger of being crushed by the Tarvans and started doling out a remarkable series of reversals to the Tarvans. Tales of
his epic battles with the forces of the Western Commander of Tarva, a potent mage, taught magic by Azrai himself,
would have been campfire classics for the Basarji, had things gone differently.
Sarim organised his people into several fast nomadic armies. Capable of living off the land they could raid deep into
Tarva & escape before the Tarvan legions could respond. Sarim's wife Karida was a Paladin of Basaia, and wielded one
of the few Holy Avengers known in Cerilia, the 'Farisan'. Eventually Sarim lured the majority of the Tarvan Army to
battle (somewhere near modern Turin), thus enabling him to sack Tarva itself.
Unfortunately the surviving Tarvan mages, incensed at the destruction of their city, set fire to the plains. Since it was late
in the year, the wheat was dry in the fields and the fire spread like, well, wildfire. A full half of Sarim's army perished,
including himself & Karida, choking to death in the thick smoke. The Tarvan army attempted to strike out for safety but
starved in the middle of the self created desert. The few that survived earned the name Corpse-eaters & fought in the van
of Azrai's army at Deismaar.
The destruction of Sarim's army, followed by the deaths of many of the survivors at Deismaar meant that little of this
story is known in Khinasi. Few know even that there was an empire that covered all of the modern Plains Sates and
beyond. The few stories of Sarim's genius are usually attributed to el-Arassi, or leaders resisting the Anuirean invasion.
Ironically the most accurate version of this story is preserved in Anuire, where stories of Sir Siraen & his lady Kaerin are
popular romances. The story usually places the story in the East - often Oeserde or Coeranys, or occasionally in Mhoried
(when almost invariably the Gorgon is named as the bad guy).
There are no more than 20-30 people born since Deismaar who are alive today who have heard of the City of Tarva, and
many of those don't know the full story.
Loose threads:
- El-Sheighul is still alive (?) and out to cause trouble.
- The Serpent is probably not from Tarva (it would be too predictable), but certainly visited there while young - it's
possible that he studied there.
- Tarva's treasure horde has yet to be found - supposedly it's out there somewhere in the wastes. The city was one of the
richest in Cerilia's history, and it's gold might prove a tempting prize.
- Farisan's out there somewhere too (probably) a +5 Holy Avenger - something that's not too common.
- Something interesting probably happened to the Corpse-Eaters at Deismaar. Most would have died, but a few might
have survived. Either that or some sort of summoning spell could summon them. Which would be nasty.
[1] Modern scholars generally think that the root of the name of the Tarvan wastes refers to the colour of the land.
They're wrong.
Alternate transliterations might also be: Tarua, Thara, Darva, Dharva, Cserva or Tsarva depending on which language it's
been transliterated from. When transliterating from Masetian into English Tarua is probably the best one.
[2] I'm going with the idea that the Tribes fleeing Aduria were fleeing the Shadow, & were unaware (at this point) of
Azrai's name, so this obvious Masetianisation wouldn't have been noticed.
By Neil Barnes
Realm Descriptions and
Other General Info:
Chronology of
The Iron Throne
Enceclopedia of
Cerilia
Children of Belinik &
Kriesha
Church of Storm's
Height
Death of Scions
and Bloodtheft
Duchy of Osoerde
Dwarven Cosmology
Faith of Nesirie
Festivals Sacred to
the Land
The Harrowmarsh
The Hidden City of
Timoshev
The History Time-
line
Inteview with
Rich Baker
Impregnable Heart of
Haelyn
Karthathok - Patron
of Goblinkind
The Lost -
Servants of Azrai
Player Secrets
of Rohrmarch
Pronounciation
Guide (FLASH 4)
Khinasi Information
Aftane
Ghamoura
Mairada
Suiriene
Zhainge Merchant's
Guild
Master Craftsmen
Map of Osoerde
(Zip Archive)
The Order of the Flames
The Order of the Sun
Rogue Mages
the Serpent
(Priesthood Information)
Skyewode (missing
province near
Markazor)
Sidhelien Festivals
Taragin (new demi-
power)
City of Tarva
Torazan - Parton
of Orogs
Vorostokov
(Ravenloft Domain)
NPC Descriptions:
Agrian Westfold
Alexander Vaumel
Avatar Goblinsbane
Bain Earthkore
Balktol Augersson
Barak
Darien Tuarlachiem
Gaelin Whitestorm
Pavin Goelick
Raesene Tuarlachiem
Silver Princess
Seamus Underhill
Sitherian Silvertongue
Stephanie Vaumel
Strok Garamker
Chronology of
The Iron Throne
Enceclopedia of
Cerilia
Children of Belinik &
Kriesha
Church of Storm's
Height
Death of Scions
and Bloodtheft
Duchy of Osoerde
Dwarven Cosmology
Faith of Nesirie
Festivals Sacred to
the Land
The Harrowmarsh
The Hidden City of
Timoshev
The History Time-
line
Inteview with
Rich Baker
Impregnable Heart of
Haelyn
Karthathok - Patron
of Goblinkind
The Lost -
Servants of Azrai
Player Secrets
of Rohrmarch
Pronounciation
Guide (FLASH 4)
Khinasi Information
Aftane
Ghamoura
Mairada
Suiriene
Zhainge Merchant's
Guild
Master Craftsmen
Map of Osoerde
(Zip Archive)
The Order of the Flames
The Order of the Sun
Rogue Mages
the Serpent
(Priesthood Information)
Skyewode (missing
province near
Markazor)
Sidhelien Festivals
Taragin (new demi-
power)
City of Tarva
Torazan - Parton
of Orogs
Vorostokov
(Ravenloft Domain)
NPC Descriptions:
Agrian Westfold
Alexander Vaumel
Avatar Goblinsbane
Bain Earthkore
Balktol Augersson
Barak
Darien Tuarlachiem
Gaelin Whitestorm
Pavin Goelick
Raesene Tuarlachiem
Silver Princess
Seamus Underhill
Sitherian Silvertongue
Stephanie Vaumel
Strok Garamker
Agrian Westfold
4th-level Anuirean Magician
Str: 7
Dex: 13
Con: 9
Int: 12
Wis: 16
Cha: 14
AL: CG THACO: 19
AC: 10 #AT: 1
HP: 12 Dmg: 1d4
MV: 12
Bloodline: None
Blood Abilities: N/A
Weapon Pro: Dagger
Non-Weapon Pro: Read/Write(Anuirean), Speak(Anuirean), Astrology, Gaming, Reading Lips, Local History(SW
Anuire), Ancient History(SW Anuire)
Equipment: Agrian wears bright green Robes that have elaborate yellow stitching covering them. The stitching is done
in the pattern of the night sky. Agrian also carries at least 2 Daggers at all times, and he keeps a Wand of Wonder (69
charges) up his right sleeve. He also keeps Components for all of his spells hidden in pockets about his Robes. As Agrian
is a wanderer he carries a variety of other mundane equipment with him as well.
Spells: Cantrip, Detect Magic, Friends, Hypnotism, Read Magic, Ventriloquism, ESP, Hypnotic Pattern, Improved
Phantasmal Force, Levitate
Description/History: Agrian stands 6 foot 4 inches tall, and weighs about 167 lbs. Agrian is 28 years old, and his hair is
a dirty blonde color, with flecks of white throughout. He keeps his face clean-shaven and his skin is naturally pale.
Agrian eyes are a soft blue.
Not even Agrian knows everything about his past. Agrian had been abandoned as a baby at an old widow's cottage, just
outside of the Imperial City. As the years went by Agrian proved to be very intelligent, and meticulous, but he had a habit
of getting into trouble. It was often said by the others who lived around him that, if there was a problem around, Agrian
would know all about it...if he wasn't a part of it.
The old widow, who Agrian had always called his Grandmother, knew she was to old to properly raise the boy. So when
he turned 14, she went to see an old friend at the College of Sorcery. She was able to convince him to take
young Agrian into the College as an apprentice. She hoped there he would learn to stay out of trouble.
By the time he was 18 Agrian had learned much at the College. He also had found new ways to get into trouble. Shortly
after his Grandmother died Agrian was asked to leave the College. Since their rigid ways had always
bothered Agrian he left without putting up a fight, and he parted ways with them on good terms. Agrian could have
returned to his Grandmother's cottage, and lived there, but he decided to sell the small place and devote
his life to seeing the world.
Agrian has wandered the Heartlands of Cerilia for the past 10 years. In that time he has made a small reputation for
himself as a traveling performer. He is often seen in many Anuirean cities telling the fortunes of locals, or just putting on
a good show. Agrian has also become a regular in many courts throughout the land. Putting on his shows for the nobility
of Cerilia. It was once he started doing these performances that Agrian found another profession...spy.
Agrian has a knack for getting information from guards, and others he meets while performing. He has also been know to
use the "mind-reading" portion of his show to get more information. Agrian has made close friends with several ruling
families in Cerilia, and it is to these friends that Agrian sells his knowledge. Although he has been known to slip
information to the highest bidder. Still Agrian will not sell out to those he knows are evil,
or who would use the knowledge to harm those he considers his friends.
Agrian loves his life of travel and misadventure. He has the ability to notice when things seem wrong, and he is usually
the first one to stick his nose into it. He honestly tries to make all those around him happy, but he pays attention to every
detail looking for any scrap that might earn him a favor or two.
By Sepsis
Alexander Vaumel
1st Level Guilder-Male Anuirean
Str: 11
Dex: 14
Con: 9
Int: 13
Wis: 9
Chr: 12
AL: LE
ThacO: 19 (to hit ac 0)
AC: 7
#At: 1
Hp: 6
Dam: By Weapon
MV: 12
MR: none
Bloodline: Brenna, Tainted, 3
Bloodabilites: none
Weapon Proficiencies: Dagger, Crossbow, Knife
Non-Weapon Proficiencies: Reading/Writing (Anuirean), Etiquette, Speaks Anuirean
Equipment: Dagger (sometimes carried), Med. Crossbow, Knife in right boot (always carried), Leather Armor
Description/History: Born as the second cousin of Arron Vaumel the Governor of Mieres, Alexander left his homeland
during his teenager years and traveled with a friend to Dalton, Avanils capital. He now runs the Governors businesses in
the city and tries to take a generous cut for each transaction he makes.
Although he is a selfish person he sees the benefit and duty of working for his relative, The Governor is family, of
course.
Alexander Vaumel is a tall, lanky fellow with short dirty blond hair and the beginnings of a mustache. Having seen 21
summers, he is 6'4" and has green eyes. He prefers dressing fasionably (making a good impression is not cheap) in a
tunic of either yellow or blue (but will wear his leather armor when it might come in handy). Alexander lives like
Scrooge in A Christmas Carol: in a boarded up old building, trying to save up every gold piece for some future scheme...
By Daniel I Bell
Barak
Class: Cleric
Race: Vos (Undead)
Align: Lawful Evil
Age: Unrecorded after the battle of Mount Diesmar Ht': 6' 11" Wt': 201lbs
Level: 14
Str: 14
Dex: 20
Con: 18
Int: 14
Wis: 20
Cha: 18
Com: 7
AC.: 0
H.P: 144
Thac0: 15
Weapons: Mace+4
Armor: Chainmail
Blood Strength: Great Azrai 52
Blood Derivation: Azrai
Blood Abilities: Battlewise (Major), Regeneration (Great), Touch of Decay (Great), Fear (Major), Persuasion (Major),
Unreadable Thoughts (Minor)
These are just the basics of this character. He was Azrai's lefthand man at the time of the battle of Mount Diesmar. Azrai
was keeping him secret in case the evil had lost (he wasn't a stupid god). Azrai had givin him the powers of a Lich to
carry on his work just in case. Now he secludes in the shadow world building an army of undead so big that the regents
of Cerilia will be overthrown for sure. Then after that is complete he will bring forth Azrai again with a scroll givin to
him by Azrai. His ultimate goal is to take back the lands of Cerilia so that the Vos and Azrai can conquer them together.
By Pulse94
Bain Earthkore
Highborn Dwarf
Grand Judge of Baruk-Azhik
served for a while in his youth in the army and is also a 3rd level Ftr.
STR: 14
INT: 18
WIS: 17
DEX: 7
CON: 9
CHR: 10
Proficencies: 2x Administration (17), 1x Diplomacy (16), 4x Law (21), 2x Politics (18), 2x Dwarven Rhetoric (19), 1x
Persuasion (10), 2x Dwarven, History (13), 1x Logic (18), 2x Observation (19), 1x Endurance (9), 1x Etiquette (10), 1x
Mining (17)
Blood Strength: 16, Reynir -- Iron Will (minor), Resistance (minor)
Gracious Friend,
I write to you today about the most Brilliant of the Dwarves, Bain Earthkore. Bain comes from the estimed clan of
Earthkore, one of the mining clans of Baruk-Azhik. His record as a servant of the Dwarven race is unparalleled in living
memory. He has brought the legal system to the pinical of effeciency, advancing the cause of justice always and
protecting hard-working dwarves everywhere. Further, as dean of the Kollegart Karamhul (Dwarven Academy), he has
advanced the highest institution of learning from a conservative manufactury of arcane scholars to a school which rivals
any other university in Anuire, teaching all of the arts and sciences which might prove usefull to dwarves in the future.
No longer a storehouse of ancient knowledge, the Kollegart now not only preserves the ancient learning, but makes it
useful and accesable as well as teaching poetry, rhetoric, critical method, and non-dwarven philosophy. A champion of
the arts in Baruk-Azhik, Bain is responsible for the rise of the new styles of sculpture and dance. Finally, it is always an
honor to point out that Bain's unmatched knowledge of the law (royal, religious, guild and clan) has always been at the
service of the Overthane. Unlike his main rivals, Rurarch Rockhammer, the "Wainer" Wulfram Ironvein, or Gilaim
Ironfoe, he has never divided his loyalty to the Overthane with that of the Temples, Provinces, or Clans, nor to the
Guilds. His service to state is unimpeachable, as it is beneficial to all dwarves.
Throvim Earthkore, Grand Miner of Baruk-Azhik
Thraim Earthkore, Dwarven General
Thaim Ironsmelt, Court Poet of Baruk-Azhik (and tutor of the sons of Grimm
Graybeard)
Bain Earthkore is socially very friendly with Ruarch Rockhammer (High Priest) and Hildegart Enderede (Thane of
Land's Victory).
The High Council of Baruk-Azhik contains the high court officials (Grand Judge, Archtreasurer, Shieldbearer Trenchant,
Grand Miner, Marshal) as well as the Guild Master of the Royal Guild of Baruk-Azhik, the High Priest of Moradin's
Forge, and the four Thanes. The Overthane has the authority to name others to the council and has named his tutor, and
his father's court chanter, Thaim Ironsmelt. [Grimm Graybeard had also appointed the bard to his council.] The council is
divided into three factions. Bain leads one faction composed of himself, his cousin, and Thaim Ironsmelt. Wulfram
Ironvein leads another faction composed of himself, the Archtreasurer (Dalfarock Oresmith), the Marshal (Ruerik
Oresmith), and his clansmen Albark Ironvein. Ruarch Rochhammer leads the third political faction which is mostly just
himseld and Hildegart Enderede. The two independent actors are Diirk Watershold, who acts more as an advisor to the
Overthane and Bayard Laccolith of Earthenbake whose short tenure on the council leaves him reserved and tenative.
A situation which has occured recently
A conversation with Thaim:
My Lord Overthane, perhaps you have taken note of the recent controversy over the omen of the giant eagle and the
message it offers about the wisdom of the people. It all began when Bain Earthkore presented a lecture at the Kollegart
Karamhul (Dwarven Academy) called "On the Virtue of Our People". In it he noted that the religiosity of the Dwarves
was much to be praised, and that the intuition of Dwarves was due severe censure. He explained that the response to the
nesting of the giant eagle had been interpreted by the people as a sign that Moradin has favored you, My Lord, and that
the people now celebrate your reign, whereas formerly they grumbled, complained, and resisted your measures. Thus,
Bain concludes the sudden change of mood among the people and their leaders is a confirmation of the highest
religiosity, as they have forgotten all of their reservations in the face of a sign from heaven. However, he notes, we can
never be sure about the interpretation of omens and it is quite possible that Moradin sent no eagle, but that one has
roosted in this unlikely place quite by chance. Furthermore, since the people are now so sure of Moradin's favor of you,
My Lord, he asks, should they not question their earlier judgment? Has this sudden change of mood not demonstrated
that Dwarves now admit an error in their former obstruction? He concludes they must, if they are honest, and that this
should be a source of grave reflection. For it means that Dwarves make poor decisions when they reply upon their own
judgment and are only redeemed by their willingness to take instructions from heaven. He argues that while their
religiosity deserves praise, Moradin and the Beings of the Great Mountain (all the gods) are reluctant to offer such
assistance, preferring that the Dwarves make their own way. How are we to please Moradin, Bain asks, if we lack the
critical faculties to intuit his will, but rather require the assistance of signs and portents. Moradin, while a just father, is a
harsh one too, and must be disappointed in the early resistance of his children, your subjects, My Lord.
Ruarch has felt the need to respond to Bain's lecture and presented a letter entitled "A Declaration Concerning the Virtue
of Our People." In part his argument turns on doctrinal grounds and in part he must surely take a part of it as criticism of
his own position at court. For Bain has suggested that a failure to support your measures is a failure to understand
Moradin's will. Clearly Ruarch cannot let such a charge pass by. His "Declaration" argues that Moradin has many goals
and that his aims are best met by a multiplicity of methods. He analogizes from the crafting of a hammer. As the miner
extracts the ore he uses a pick. As he transports the ore, he uses a cart or a beast. To smelt the ore, the iron monger uses
fire to separate the metal from the slag. To shape the hammer, the smith uses fire, water, tongs, a hammer, and an anvil.
He asserts that you, My Lord, are Moradin's Hammer, which he uses to strike his enemies hard. However, just the a
hammer does not produce other hammers, but wants for other tools in assistance, so the temples, the guilds, the clans, and
the nobles must also be understood as tools of Moradin. If the anvil is discarded, upon what will the hammer strike? If
the tongs are discarded, how will the iron be heated? If the fire is discarded, likewise. And so on for other articles and
implements. And so Ruarch asserts that disagreement with the Overthane is not disobedience by necessity. Rather the
temples, guilds, clans, nobles, and the overthane must all work together to best carry out Moradin's will. Furthermore, the
appearance if the great bird should be interpreted to express Moradin's favor of all the estates of Baruk-Azhik, not just
the Overthane. His blessing of Wulfram Ironvein with two healthy grandchildren which have passed to the age of
christening, is no less a sign of favor. Ruarch implied that Bain does not understand Moradin's vision of Dwarven society
and desires to displace the other estates to the benefit of the Overthane. While a great and cunning counselor, meaning
Bain, can achieve great good for the people from a powerful office, it must be understood that on the one hand a
counselor's successor may not live up to his predecessor and so the office must not be made too vital such that no man
but a great and cunning one can fulfill the duties of such an office; while furthermore, there are others of great quality in
the temples, guilds, clans, and nobility, most surely implying himself, which Bain would never dispute, Diirk likewise,
Thraim Earthkore, Bain's cousin and leader of the Earthkore clan, and Hildegart as Thane. I can tell by your expression,
one which you share with your father, that you can see how the juxtaposition of the Overthane's counselor against the
estates is also a juxtaposition of the Overthane against the estates.
Wulfram has commented that Bain has presented a lecture in ambition. Hildegart has been heard to say that Bain's error
consists in presuming that the people think like philosophers. Gilaim Ironfoe, clan leader of Ironfoe, has declared that
where a father is often uncompromising, a mother, refering to Berronar, is always more loving, and that she has always
prevented the Dwarves from angering Moradin by her guidance. He has told his clan assembly that Bain is using
ingenuous arguemnts to trick you, My Lord, into making the Earthkore's into defacto tyrants of Baruk-Azhik. He assures
his clan that strong adhearance to the clan system will prevent ambitious men from leading the dwarves to ruin. Gilaim
says Torvald's law is more useful for the understanding of Moradin's will than Bain's sophistry, and that Bain's law,
refering to his post as Grand Judge, is overruled by Sivia's law. So you see, My Lord, he accuses Bain of subverting the
laws of Moradin's children.
In responce Bain has presented a letter to the Kollegart clarifying himself. He says that he never advoacted a change in
the system of estates which has served Baruk-Azhik so well, but that he called upon the people to support all the estates
as is Moradin's will. Further, he recognizes that the omen applies to all of the kingdom, but that he was addressing the
sudden effect upon the Overthane's popularity, the High Priest being as popular as ever and never being in want of it.
Further if the people do not think as philosophers, perhaps an address to the Kollegart is as good a place to improve that
situation as any can be. Finally if any remain who would question Bain's understanding of Moradin's laws, they are
challenged to a debate upon the subject. It is unlikely, My Lord, that anyone is so desireous of humiliation as to take him
up on such a challenge.
A conversation with Bain:
I appologize for stirring this nest of wasps, Honorable Overthane, I intended only to address the students and scholars of
the Kollegart, not the nobles whom you have labored so hard to mollify. Their pride is like an old battle wound which is
inflamed unexpectedly by the slighted irritaion. Again I appologize.
By Kenneth Gauck
Darien Tuarlachiem
Anuirean (Human) male
Wizard (1)
Statistics
STR 11, DEX 11, CON 18, INT 18, WIS 18, CHA 9
AC 10, hp 16, MV 12
AL LG, Age 21, Height 6' 3'', Weight 188 lbs
Description
Skin White, Hair Red (receding)
Eyes Ice Blue
A slightly balding man, with a large red spot on his forehead (a la Gorbachev)
Weapons
Quarterstaff
Non-Weapons Proficiencies
Astrology (18), Law (17), Administration (16). Speaks Anuirean, Sidhelien, Rjuven, Low Brecht, Basarji. Reads Andu,
and
Anuirean.
Spell casting
Casts as a 1st level mage
Special abilities
Bloodline: Tainted Andurias 13
Bloodmark (minor)
Possessions
3 pairs of Riding Boots,
3 Belts,
3 Breeches,
3 Embroidered Robes,
2 silk jackets,
3 pairs of gloves,
2 sashes,
3 vests (most of the clothing has flame patterns on red garments),
3 fur cloaks,
50 sheets of paper,
50 vials of writing ink,
assorted spell components, cost 700gp,
assorted food, cost 200gp,
3 cats,
3 dogs (1 hunting, 2 guard),
1 riding horse,
15 large belt pouches,
1 holy symbol of Laerme,
60 candles,
Hourglass,
50 feet of hemp rope,
Spellbook
Magic Missile, Burning Hands, Protection from Evil, Shocking Grasp, Chill Touch, Identify, Comprehend Languages,
Shield, Invisibility, Mirror Image, Detect Evil, Detect Invisibility, Fireball, Lightning Bolt, Dispel Magic, Phantasmal
Killer, Stoneskin.
Magical Items
Quarterstaff +1, +2 vs. Evil
Notes and History
Darien was born 530 MR in the capital of the small Free County of Ilien. Trained in the aspects of magic by the College
of Sorcery, Darien learned fast. He graduated just recently, and was given a book with the list of spells you see listed
above. He has traveled back to Ilien, where he wants to become an apprentice to Rogr Aglondier, Count of Ilien.
By William Bolitho
Raesene Tuarlachiem
3rd Level Paladin of Haelyn
STR 18/01
DEX 9
CON 18
INT 8
WIS 15
CHA 17
AL: LG Thac0: 17
AC: 1 #At: 1
Hp: 52 Dam: By Weapon
MV: 12 MR: 0%
Description: Height 6', Weight 181 lbs, Hair Red, Beard none, Eyes Ice Blue
Bloodline: Minor Andurias 16, Bloodtrait (Major).
Weapon Proficiencies: Composite Short Bow, Heavy Horse Lance, Jousting Lance, Claymore (+1, Weapon of Choice),
Dagger
Non-Weapons Proficiencies: Jousting (17), Religion (15), Spellcraft (6), and Horse Riding (18)
Languages: Speaks Khinasi and Anuirean
Special abilities: Turn Undead, Detect Evil Intent, Immunity to disease, Cure diseases: 1/wk, Lay on Hands: 6 pts, Aura
of Protection, Bonded Mount: Heavy War Horse
Equipment: Composite Short Bow, Heavy Horse Lance, Jousting Lance, Claymore, Dagger, 12 flight arrows, Holy
Symbol of Haelyn, Splint Mail +3
Description and History
Born in Suiriene to a minor Anuirean family, he was given his name as sort of a joke of how rambunctious he was at a
young age. At age 15, he joined the Dragonsea Temple of Haelyn. He became a paladin and has been a good student. At
age 18, he began wandering and ended up in Daulton in Avanil. He currently works for the Archprelate Rhobher
Nichaeleir of the Western Imperial Temple. His most interesting feature is his eyes. Due to his bloodline's strange
abilities, his eyes are catlike, strikingly similar to a lion's.
By William Bolitho
Pavin Goelick
Class: Cleric
Race: An, unblooded
Align: Lawful Evil
Age: Unrecorded after the battle of Mount Diesmar Ht': 6' 11" Wt': 201lbs
Level: 0
Str: 7
Dex: 14
Con: 8
Int: 12
Wis: 8
Cha: 10
Pavin is a young brash lad, having seen eleven summers and losing his parents to goblins/orogs/elves (insert appropriate
humaniods here), having to grow up fast he lost any sort of compassion for others. The boy stands at about four feet, and
is extremly malnutrioned. His sheepish appearence is somewhat misleading as his mind is as sharp as a fox. Pavin
unknowly works for El Hadid as an informant; since he has always reported to an intermediary named Butch, he does not
know that he might be compromising the safety of his mentor (the PC he adopts; see below).
Using Pavin in a Campaign: When added into a Birthright campaign, Pavin will try to adopt the highest ranking PC as
his mentor/parent. This a scheme however, as he has been assigned to befriend the party in order to report to his direct
contact (Butch). All info that Pavin collects, (such as the party's location, activies, and contacts) is of course forwarded to
El Hadid, and can be used by a intelligent DM to had a little spice to make things interesting. [If the PCs are not well-
known, they may encounter Pavin randomly, but he won't be assigned to them untill they increase in importance.] Pavin
infrequently delivers his infomation about the party (the first meeting occurs four weeks after he has joined-usually at the
local market, and he is very careful to prove to the PCs that he can be trusted). This eager youth is perfect for adding to
the PC's party in order to gain their trust, and compainionship. Action-oriented DMs can have Pavin show his true colors
at an inconvientent time, however this NPC is more aptly suted for misinformation purposes, and is ideal in order to
introduce a powerful guilder into a campaign easliy, with as smooth as a transition as possible.
By Daniel I Bell
Avatar Goblinsbane
Race: Elven
Alignment: Neutral Good
Class: Fighter/mage
Level: 7/7
Exp: 64000/61375
HP: 57
AC: 4
Thac0:14
PSP: 0
Str: 17
Dex: 15
Con: 20 (Modified by Heighened Ability and a Tome of Constitution)
Int: 17
Wis: 10
Cha: 16
Bloodstrength: 52 reynir
Bloodabilities: Heightened Ability, Healing, Iron Will
Thieving Abilities:
PP: 5%, OL: nil, F/RT: nil, MS: 5%, HS: 10%, DN: 5%, CW: nil, RL: nil
Weapons Proficiencies:
Specialise: Bastard sword (2)
Proficient: Bladesinging (3), Dagger
Non-weapon Proficiencies: Blindfighting, Dancing, Weaponsmithing, Etiquette, Tumbling
Secondary skills: Hunter, Trader/barterer, Trapper/furrier
Inventory:
Weapons:
Bastard Sword of Bladesinging [2d6+2]
Dagger [2d4 (+4vs goblins)]
Armour:
Elven Chain
Items:
Bottemless Bottle of Faywine
Remains of Scorched Head of Fiend
Scarab of Death x2
Spells:
Magic Missile x3
Pass Without Trace
Invisibility To Undead
Flaming Sphere
Mirror Image
Flame Arrow
Burning Hands
Melf's Minute Meteors
Melf's Acid Arrow
Enchanted Weapon
History:
Avatar Goblinsbane was born as a freak of nature... for elves that is. His parents were from another dimension and
somehow, no one knows why, they were very strongly blooded. He recieved their bloodline when he was born and all of
the traits of a cerilian elf. He grew up in the quasiplane of nature where a band of goblins were ransacking various elven
villages. His parents put together a posse and went out to destroy the goblins. They returned with many wounds and a
great sword, one that has been around forever... The sword of bladesinging. There were many bladesingers in the village
and fighting broke out almost immedietly. Battles raged on for days and then the goblins found them. They killed all who
they saw, ransacked the village, and searched endlessly for the sword they lost. But they searched in vain for Avatar's
father had it entrusted to him and he ran away into the forest when the goblins came. Avatar came back to the village
when the goblins left only to find his parents dead and not an elf left standing. The whole village was burned to the
ground. Avatar swore a blood oath against all goblins he should ever come across. And then he left to find someone to
teach him the bladesong.
Avatar spends most of his time searching out goblins to destroy and is currently ekeing out a kingdom in the goblin filled
3rd continent of cerilia.
By Sean Prendergast
Balktol Augersson
5th-/6th-level Dwarf Fighter/Priest of Moradin
Str: 17
Dex: 16
Con: 18
Int: 12
Wis: 16
Cha: 14
AL: NG THAC0: 15(12 w/"Thunir")
AC: 3 #AT: 1
HP: 49 Dmg: 1d4+5(w/"Thunir")
MV: 6
Bloodline: Anduiras, Minor, 18
Blood Abilities: Iron Will, Healing
Weapon Pro: Warhammer, Light Crossbow, Dagger, Short Sword
Non-weapon Pro: Read/Write(Dwarven, Anuirean, Rjuven), Speak(Dwarven, Anurian, Rjuven), Endurance,
Survival(Hills/Mountains)
Equipment: Balktol wears a suit of well worn Chainmail, and he always carries a Warhammer +3(Dwarven Thrower)he
calls "Thunir". He also carries a fair amount of gear and other weapons to help him survive in the wilds he
usually calls home.
Description/History: Balktol is a stocky 4 foot tall Dwarf, who weighs 225 lbs. While still a fairly young Dwarf, being
only 59 years old, his short cropped hair and beard has snow-white hairs peppering the entire coal-black
mass.
Ever since he was a small child Balktol has been different, in many ways, from other Dwarves. His father was a member
of the Royal Guild of Sharpshooters in Baruk-Azhik, and many expected Balktol to follow in his fathers bootprints. But
no matter how hard his father impressed the glorys of battle on Balktol, he could not be swayed. More interested in
learning then fighting Balktol became a member of the Reverent Brotherhood of Moradin.
Unfortunately this did not fulfill him either. While Balktol loved his god, he wanted to learn of other cultures. After
studying them as much as possible, within the church, Balktol suggested bringing the glory of Moradin to the Human
people. This way the Humans could learn the true way of the universe, and the Dwarves could learn more about their
bizarre society. This greatly disturbed his superiors, and Balktol was ordered never to reveal the secrets of Moradin to
outsiders. To help insure his silence Balktol's superiors sent him to a remote Temple deep under the
mountains of Baruk-Azhik.
Loyal to his Brotherhood, Balktol did as he was ordered and served in the small remote shrine with only two other
Dwarves to keep him company. The other Dwarves were extremely elderly, and dour to the extreme. Balktol did
not like their company and so he spent much of his time alone. Aside from the worshipping area of the shine there was
not much in the area. Ruins in the surrounding caves lead many to believe that this place had once been a great Temple in
the center of a massive Dwarven city. What had happened to that city was (and still is) a total mystery. So when not
dealing with the rare pilgrim that had come to the shrine, Balktol searched through the ruins looking for clues to what had
befallen the once great city. It was during one of these excursions that Balktol came upon another Temple. It was much
smaller then the one that was still being used as a shrine, and in total ruins, but something drew Balktol to search it.
Inside beneath the crumbled altar Balktol found something that would set his life on a new course. Crushed to near dust
was the remains of a skeletal Human, pieces of rusted armor still clung to a few bits of bone, only the skull was
completely intact. That and one other thing, still clutched in a few finger bones was a magnificent Warhammer. As
Balktol lifted the hammer he could feel the power of it coursing into him. With a cry he felt a word burn its way into his
mind, it was a name, it was Thunir. "The strength of lightning" in the old tongue. After regaining himself, Balktol
returned to the body. From the looks of the armor, and bones, it was obvious that the remains had been there for a very
long time. Balktol wondered what a Human was doing this deep within Dwarven lands, so long ago. It was then Balktol
realized that this event was a sign from Moradin, a sign that he needed to know more about the Humans.
Without saying a word Balktol gathered his belongings, and took off toward the surface. He came out of the caverns near
his home, but instead of saying good-bye, he headed toward the north. Without thinking Balktol wandered away from the
Human populated lands, and into the wilds.
Balktol struggled to survive, he wandered for over six months fighting off Orogs and scrounging for food. He eventually
strayed into a Dwarven homestead in the Giantdowns. The Dwarves there helped him recover, and get proper equipment.
Balktol took this as another sign from Moradin, and he began wandering the Giantdowns preaching to all (regardless of
Race) that he meets. On occasion Balktol will wander into Dhoesone; living with, and preaching to, the Humans living
there. He has had some success with Humans living in the more rugged parts of the country, but overall he has made little
impact.
During his stays with the Humans, Balktol learns everything he can about Human customs, and their lands. But after only
a few days Balktol longs for the hills and mountains that he loves, and he returns to the Giantdowns. He has lived like
this for the past five years. Balktol is certain his people believe him dead, and if he thinks to long on it he becomes very
remorse.
So he always tries to busy himself with his primary tasks, staying alive, spreading the word of Moradin, and learning all
he can about Human culture. Balktol is certain one day he will have a great success and only then will he even consider
returning home. He awaits the next sign from Moradin to let him know when he has made this great achievement.
By Sepsis
Gaelin Whitestorm
Anuirean Fighter (Peasant Hero) 3rd level. Unblooded.
Born on the southern coast of Diemed, Gaelin's village was pillaged by pirates from mieres. His family was killed, but he
was kept as a galley slave. He spent the next four years in constant pain and drudgery before leading a rebellion.
Gaelin is obsessed with finding a safe place. He trusts no one, but treats everyone fairly (as long as they don't get in his
way). Gaelin seeks the money necessary to build an impregnable stronghold, so regents may see him beat down their
door if they have posted notices seeking adventureres.
Gaelin has reddish-bronze hair and very pale skin. His clothing is unassumingly plain. He is usually unarmed and close to
penniless.
Str 15
Dex 12
Con 16
Int 15
Wis 14
Cha 12
HP 30
Preferred Weapons: Short Sword, Dagger, Brawling.
Other Skills: Sailor (Seamanship, Rope Use, Swimming, Navigation, Weather Sense), Tailor, fire-building, Animal
Lore, Ventriloquism.
(The Master of Whitestorm, Janny Wurts)
By Black Duck
Halwa, The Silver Princess
27th-level Erhshegh Wizard
Str: 15
Dex: 17
Con: 15
Int: 21
Wis: 19
Cha: 20
AL: NG THACO: 14
AC: -5 #AT: 1 + magic
HP: 106 Dmg: 1d4
MV: 12 MR: 100%
Bloodline: Vorynn, Great, 94
Blood Abilities: Bloodtrait, Long Life, Invulnerability, Major Resistance (Magic), Divine Aura (Major), Alter
Appearance, Enhance Sense (Minor)
Weapon Pro: Dagger, Dart, Staff.
Non-Weapon Pro: Read/Write (Nehalim), Read/Write (Adurian), Read/Write (Anuirean), Astrology, Spellcraft,
Engineering, Local History (Northern Halwan), Ancient History (Eastern Aduria), Diplomacy, Administration, Law,
Leadership, Navigation.
Equipment: Halwa dresses usually in pale green robes of protection with few adornments. She wears a jewelled non-
magical dagger, and will never carry magical items, although her guards may do so.
Spells: All from players handbook, plus battle and realm spells. She has learned much during her long life and may have
developed many powerful spells of her own. She also has the ability to cast addition spells using a power granted by her
Erhshegh status (see below).
Description/History: Halwa is Erhshegh ruler of the small nation of Halwan, named in her honour. Long ago she served
in the Adurian army as a magician and was part of the force sent to Deismaar from Aduria. She was close to the God
Vorynn during the destruction and absorbed much of his essence. Much of what she did in the years after Deismaar is
unknown, and the next sighting of her was 300 years later as she led a small army to overthrow the Nehalim government
in the small coastal land of Justeria, which is now known as Halwan. By then her transformation to an Erhshegh was
already complete and she used her powers to take control of her new kingdom.
Ever since the small kingdom has been under her rule, despite many efforts by the Empire of Nehalim to retake their lost
lands. In recent years there has been peace between the two realms as Nehalim has realised that trading with Halwan is
better than fighting.
Halwa's skin had appears to be made of a silvery metal, although is feels, and moves similar to smooth Human skin. Her
hair varies in colour, as she often dyes it depending on her moods. Her eyes are perhaps the most striking part of her body
as they glow brightly with magical energy, a vivid icy blue colour. Her body is a thing of magic and as such she is
immune to its harmful effects. Any spell cast directly at her fails, and the magical energy is absorbed. Even area effect
spells may be negated if cast in her direction. This absorbed energy is used by her to cast addition spells if needed. For
every spell level of magic absorbed (to a maximum of 50) can be used to power spells, using one absorbed level for each
level of the required spell. This immunity to magic also extends to magical items and she is able to drain charged items of
their magic. Permanent items do not function in her hands. As a result she has few magical items, preferring to instead
pass any she comes across on to her lieutenants and guards.
The Silver Princess has ruled Halwan for over a thousand years and is treated by many of the people of the land as a
goddess, although the official religion is the worship of Vorynn (or Ruornil). She is loved by her people for the wealth
and protection she has bought the land and most would gladly die for her is needed.
By Ian Hoskins
Seamus Underhill
MHlf; R4/Pr4, Ruornil; Br, major, 42; NG
Str: 15
Dex: 18
Con: 17
Int: 15
Wis: 18
Cha: 15
AC: 2
hp: 32
MV: 6
THAC0: 17 (13 w/ sling or thrown)
#AT: 1
Dmg: 1d6 + 1d4
Blood Abilities: Blood History (minor), Enh. Sense (minor), Travel (great), Heightened Ability, Animal Affinity (major)
Equipment: Bracers of Defense AC6, short sword of wounding
Spells: Pr: 5 4, M: 2(+2)
Description/History: Seamus is an average looking halfling that would not be at all noticeable except for the fact that
he's always turning up just when an adventuring party doesn't want to see him. He seems to know just about everyone
and can spout trivia about nearly every place in Southern Anuire. He apparently came from a long line of halfling rangers
living in what is now Medoure, and became a priest of Ruornil at an early age. Higher level adventures have learned that
when Seamus shows up, trouble . . er, an interesting job opportunity is soon to follow.
By Fredrick Hilbrandt
Sitherian Silvertongue
Fighter/Mage/Thief lvl. 8/9/9 HP: / PSPs: 0/0
STR 14
DEX 17
INT 19
WIS 15
CON 10
CHA 21 originally 13 (modified by A Ring of Charm (+1 cha), a Tome of Leadership, and a wish)
Bloodline Strength: 68 Vorynn
Blood Abilities: Resistance (G), Travel, Unreadable Thoughts, Bloodmark, Character Reading.
Thief abilities: PP 95 OL 10 F/RT 65 MS 95 HiS 50 DN 65 CW 60 RL 95
Proficiencies: Weapon Specialization Rapier, 4 Slots Diplomacy, 2 Weaponsmith, Survival, Strategy, 2 Acrobatics
Spells Known: Magic Missile, Light, Levitate, Cantrip, Fireball, Lighting Bolt, Charm Monster, Flaming Sphere, Ice
Storm, Shadow Monsters, Polymorph Other, Shadow Unit (Battle Spell), Rain of Acid Arrows (Battle Spell)
Inventory:
Azrai's Bane (+3 Tighmaevril Weapon), Venomous Dagger of Speed +1, Elven Chain +1, Ring of Wizardy, Bottle of
Feywine, Spellbook, Potion of Extra Healing
Domain:
Silverkeep 8/10
Rubius 5/5
Blackstone 4/3
Blakewood 4/5 (All holdings full)
Guild 3 in Fhllylaien
Guild 3 in Aelvinnwode
Law 0 in Free City of Anuire
Army:
5 Elite Elven Archers (Elven Archers, +1 to attack & defense)
2 Elven Infantry
1 Elven Calvary
Azrai's Bane:
+3 Tighmaevril Rapier with the effects of a Sword of Sharpness and a Scimitar of Speed. Stolen from Roubhe Manslayer
and re-named. Needless to say Roubhe wants it back.
By James Storrie
Sitherian Silvertongue
Fighter/Mage/Thief lvl. 8/9/9 HP: / PSPs: 0/0
STR 14
DEX 17
INT 19
WIS 15
CON 10
CHA 21 originally 13 (modified by A Ring of Charm (+1 cha), a Tome of Leadership, and a wish)
Bloodline Strength: 68 Vorynn
Blood Abilities: Resistance (G), Travel, Unreadable Thoughts, Bloodmark, Character Reading.
Thief abilities: PP 95 OL 10 F/RT 65 MS 95 HiS 50 DN 65 CW 60 RL 95
Proficiencies: Weapon Specialization Rapier, 4 Slots Diplomacy, 2 Weaponsmith, Survival, Strategy, 2 Acrobatics
Spells Known: Magic Missile, Light, Levitate, Cantrip, Fireball, Lighting Bolt, Charm Monster, Flaming Sphere, Ice
Storm, Shadow Monsters, Polymorph Other, Shadow Unit (Battle Spell), Rain of Acid Arrows (Battle Spell)
Inventory:
Azrai's Bane (+3 Tighmaevril Weapon), Venomous Dagger of Speed +1, Elven Chain +1, Ring of Wizardy, Bottle of
Feywine, Spellbook, Potion of Extra Healing
Domain:
Silverkeep 8/10
Rubius 5/5
Blackstone 4/3
Blakewood 4/5 (All holdings full)
Guild 3 in Fhllylaien
Guild 3 in Aelvinnwode
Law 0 in Free City of Anuire
Army:
5 Elite Elven Archers (Elven Archers, +1 to attack & defense)
2 Elven Infantry
1 Elven Calvary
Azrai's Bane:
+3 Tighmaevril Rapier with the effects of a Sword of Sharpness and a Scimitar of Speed. Stolen from Roubhe Manslayer
and re-named. Needless to say Roubhe wants it back.
By James Storrie
Strok Garamker
champion of Baruk-Azhik, a 10th level fgther
str: 18/45
dex: 12
con: 17
int: 14
wis: 14
cha: 13
AL: lawful good
AC: 1
hp: 79
AV: 6
Thaco: 11
#att: 2/1
Bloodline: anduiras, major, 37
Blood abilities: Courage (great), divine aura (major)
Equipment: Strok has won many treasure during his battles, including his brass plate mail +2, his battle axe +1/+3 vs.
orog wich he calls Thunderstrike and a ring of protection +1.
Description/history: Strok Garamker household was attacked by Orogs in his youth, threatning his parent life.But an
adventuring noble by the name of Grim Graybeard (now overthane of Baruk-Azhik) saved his parents, sisters and
brothers life. Since then Strok hatred of Orog has just grown deeper, he also realised that Orog raids could destroy
everything he loved and kill his defensless family at anytime. Since then Strok has been waging war and the orog legions,
and tring to keep the orog problem under hand. Strok now more wiser than in his younger days realise he could only
acomplish this by striking at the hearth of the matter, killing the orogs leaders, and/or collapsing the caves containing the
orog leaders/nobility. He knows this would not solve the problem, but the orogs, would seems less of a
threat without any coherent leadership, they would have the retreat in the caves and lick their wounds for a time. Now
Strok his seeking to amass a party of younger dwarven heros to accomplish this task with him.
By Bleakcabal