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OFFICIAL GAME ACCESSORy

ie StyaOow Elves
by Caul SanqeNt aNb Qauy t^OMas

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION "

Jaime Torres Fernandez (Order #10495734)


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Jaime Torres Fernandez (Order #10495734)


D U N Q C O N Masten's CJuibe
An Official DUNGEONS & DRAGONS® Game Supplement

1 Vie Staaboo) Eloes


by Carl Sargent and Gary Thomas

Table of Contents
Players' Guide
Introduction 1
Rafiel Will Guide Him 2
History as the Shadow Elves Know It 3
Geography in General 4
A Day in the Life of the Shadow Elves 7
The Way of the Shamans 11
More About the Shadow Elves 12
Creating and Playing a Shadow Elf 14
Skills for Shadow Elves 15
Magic Among the Shadow Elves 21
New Shadow Elf Spell Descriptions 22
Creating and Playing a Shaman 26
Shadow Elf Shaman Spell Descriptions 27
Dungeon Mastei's Guide
Introduction 2
The Fourteen Verses of the Refuge of Stone 3
Time and History of the Shadow Elves 4
The Shadow Elf Calendar 4
History as the Immortals See It 5
DM's Historical Synopsis 8
Shamans and the Secrets of the Soul Crystals 9
The Way of the Shaman 10
Spells of the Radiance 14
Geography of the Shadow Elf Lands 17
The City of Stars 20
Travel and Vigilance 28
Encounters 29
The Army of the Shadow Elves 30
Insert: What Everyone Knows About the Shadow Elves 31
Flora and Fauna 38
Among the Shadows 41
Shadow Elves and Other Lands 50
Adventures in the Shadowlands 56
Shadow Elf Character Sheet 64

Credits
„ . _ ,. .- .- DUNGEONS & DRAGONS, D&D, and BLACKMOOR are
Design: Cari Sargent and Gary Thomas registered trademarks owned by TSR, Inc.
Editing: John A. Nephew PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks
Product Manager: Bruce Heard owned by TSR, Inc.
Coordinators: Karen Boomgarden, William W. Connors, and Distributed to the book trade in the United States by Random House,
Steven E. Schend ' n c - . »nd m Canada by Random House of Canada, Ltd. Distributed to the
to
Cover Artist• Clyde Caldwell y ""^ hobby trade by regional distributors. Distributed in the United
Interior Artist: Stephen Fabian Kingdom by TSR Ltd
« . « . v . This module is protected under the copyright laws of the United btates of
Cartoeraohv: Dennis Kauth . . . . L i_ • , cL •
, r .-.,„ c America. Any reproduction or other unauthorized use of the written
Typography: Gaye O Keefe material or artwork herein is prohibited without the express written
®1990 TSR, Inc. All Rights Reserved. Printed in U.S.A. permission of TSR, Inc.

TSR, Inc. TSR Ltd.


POB 756 120 Church End, Cherry Hinton
Lake Geneva, Cambridge CB1 3LB
WI 53147 USA TSR, Inc. 1 England
PRODUCTS OF YOUR IMAGINATION

ISBN 0-88038-846-3 $9.95 US

Jaime Torres Fernandez (Order #10495734)


iNtROOUCtlON
Many folk think that the Shadow Elves ready read the Players' Guide first as we the shadow elves, their festivals and spe-
are but a legend. They know better in suggested, you know this, of course. cial days, and the correct version of their
Alfheim. The elves of that forested land Players who have read other Gazet- history. A lengthy section follows on Sha-
were forced to ally with Darokin to put teers, and/or adventured in other lands mans and their Soul Crystals, which gives
down shadow elf infiltration and a of the Known World, will be surprised by more details of the truth of the religious
planned invasion just over three centuries what they read here. They may well have path which is so important to these peo-
in the past. To an elf, that's not even half been told that shadow elves are Chaotic, ple. Following chapters lay out the geog-
a lifetime. Humans ignore the whispered and this alignment is given for them in raphy of the shadow elf lands, including
stories and rumors, but the elves know the "monster" entry of GAZ 5, The Elves their spectacular and eerie City of the
better. Now their subterranean cousins of Alfheim. That just shows that even Stars. "Travel and Vigilance" explains
are preparing for another invasion — and elves will promulgate untruths on occa- how to get around these extensive lands
this time they may well be successful. sion. and gives a rundown of the powerful
This is not to say that the Players' shadow elf army and military patrols
Guide tells the whole truth and nothing which so jealously guard the secrets of
HI7G CJazetteen but the truth. That is the purpose of this shadow elf life. "Flora and Fauna" de-
This Gazetteer describes the land of the book, the DM's Guide. scribes some monsters, the skinwings
Shadow Elves in the D&D® game's which are such important riding beasts
Known World; its geography, peoples, USJNQ XTl7is Booklet for the elves, and rounds up some of the
and history. In this package you'll find more harmless — but important and
the following: This DM's Guide has many of the fea- sometimes bizarre — creatures which
tures you will expect from a gazetteer if share the domain of the shadow elves.
* this 64-page DM's Guide to the you have used one before. It has profiles
shadow elf lands, including adventure Two lengthy chapters, "Among the
for major non-player characters, maps for Shadows" and "Shadow Elves in Other
outlines; cities and important locations, some new
* a 32-page Players' Guide to the Lands," give profiles for many important
monsters and spells and rules and much personalities among the shadow elves.
shadow elves, including many new skills else. But there is something else you
and rules for shadow elf shamans and full There are also some detailed rules here for
should be aware of from the outset. handling the extreme auditory acuity and
guidance on creating shadow elf player Much of the history and background
characters; light-sensitivity of shadow elves which
given in the Players' Guide is not entirely you may need for game play. These chap-
* a full-color, fold-out map sheet accurate. Quite a bit of it is in fact funda-
showing the shadow elf lands in full de- ters also suggest important revisions
mentally wrong in very important ways. which can be introduced into previous
tail and in relation to the major land- This is one thing that makes this an unu-
marks of the surface lands above them; Gazetteers without disturbing game play.
sual Gazetteer. Don't be worried about The ways of shadow elves are rarely what
* a three-panel inside cover showing this. After all, other cultures have totally they seem. Shadow elves are to be found
details of the City of the Stars, the major erroneous views about shadow elves (as a in all kinds of places where they are un-
settlement of the shadow elves, and the 4-page pullout section "What Everyone suspected, often without the need for dis-
Temple of Rafiel within it. Knows About Shadow Elves" in the mid- guise or active pretense.
dle of this booklet shows). Why should it
Of course, given that you will know so
USINQ Ojis Qazetteen be surprising that shadow elves — includ-
many secrets by the end of reading all
ing PC shadow elves — have some impor-
If you haven't used a Gazetteer before, tant misconceptions about themselves? this, you will need adventures and adven-
you're going to enjoy this one. If you ture outlines to put your players to work
have, you're going to enjoy it too, but The important point here is that you and get as much fun as possible out of
you're going to find GAZ 13 significantly have all the correct information within this this rich gaming setting. \bu want them
different from its predecessors in some book. It is revealed piece by piece until you out in the ever- dark tunnels and warrens,
important ways. see the whole picture. The fate of the dodging skitterlings and darksnaps,
In the Players' Guide there are several shadow elves is one of major importance to watching the elf-artisans moving tunnels
major sections. The history of the shadow all races of the Known World. They have or soul mining; or maybe you want to
elves is followed by a brief resume of their infiltrated far, far wider than almost anyone send them out spider hunting or pursu-
lands and cities. After reading about a imagines. Who can say where their webs of ing the horrific Boneless, or head them
day in the life of the shadow elves, the intrigue begin and end? %u will be a lot into a web of intrigue they do not even
core of their beliefs and being — the Way better placed to know when you have fin- begin to suspect. . . Well, we wouldn't
of Rafiel — is laid out for players to digest ished reading this book. want to disappoint you. There are adven-
and understand. This ethos is the heart Within this Guide, a first section cov- ture outlines aplenty. We told you, you're
and soul of a shadow elf. If you have al- ers Time and History — the calendar of going to enjoy this stuff.

Jaime Torres Fernandez (Order #10495734)


14 VeRSeS Of ttjG R€fUQ€ Of StON€
Veuse o f tfte VeRse o f ttje Veuse of tlie KINQ
Before the holocaust, I was Rafiel, and I Here build before me a city, and a great I will guide my shamans to choose from
watched over my people. I gathered them temple, and within it offer up to me all among you a king, who will serve as long
into the palm of my hand, and I guided good things, and I, Rafiel, will guide as I wish him to serve. Let all my people
them to this refuge of stone. I, Rafiel, will you. •'- obey this king and I, Rafiel, will guide
guide you. you.
V€RS€ Of FOOt) aND
of tl}€ Naivte o f tf)Q CleaNliNess VeRse o f tl7€ OH7CR Peoples
Sl7at)ow Elves Let your food be pure and clean. Keep If any other peoples desire to live among
I am Rafiel, and you are all my shadow. also yourselves pure and white before me, you, let a clan adopt them, and keep
As I move, so you move. As I stand, so and let not your souls be spotted with them separate from you lest they offend
you stand. As I live, so you live. Thus wrongdoing against me, and I, Rafiel, me, and I, Rafiel, will guide you.
shall you be shadow elves, and I, Rafiel, will guide you.
will guide you. Last VeRse, Xilje VeRse of
Vense Of Days PROMISeO BOUNt?
VeRse of ttye Refuge of I will teach my shamans the goodness and I am Rafiel. If all my children follow my
StON€ , - '.,/• ;.,;.. . badness of each day. Keep the good days way and the Way of the Shamans, then all
Let all my children learn these words, the fast/, and the bad days ne fasti, and I, Ra- good things will come to them, for I, Ra-
words that guide you and give you life. fiel, will guide you. fiel, will guide you.
Daily honor these fourteen verses and I,
Rafiel, will guide you. kl Vense o f tfte Auivrp
I will send fire against you, to strengthen
Veuse of tl7G SliaMaN I you in my own forge. Let every man and
I, Rafiel, mark with my own hand those woman among you see battle and I, Ra-
whom I empower. Let all respect be ac- fiel, will guide you.
corded these, my chosen servants. They it
is who will have the power of life and
death over you. Follow their teachings,
and I, Rafiel, will guide you.

VeRse of tlie Cnystals


In the fullness of time I, Rafiel, will show
my shamans the secrets of the crystals that
have the power of life and death and life
everlasting. Guard these crystals care-
fully, and I, Rafiel, will guide you.

Vense O fBiutli . •..,.-••


If any child be born among you that is not
whole, let them be brought before me,
and I, Rafiel, will guide their path.

Vense of tl?e WaNbeneus


Keep the strength of the shadow elves,
and let none who is weak remain among
you or follow after you. Turn these to me,
and I, Rafiel, will guide their path.

Jaime Torres Fernandez (Order #10495734)


TIiM€ aND Histouy of tl?e Styabow Elves
tune of the shadow elves. A ne fasti day the Temple to wave a blessing upon them.
recalls some inauspicious moment in his- The shadow elves break into quiet weeping
The calendar of the shadow elves, like so tory. Both types of days have special rules before slowly dispersing to their homes.
much of their life, is closely bound up with concerning the types of activities that may Many bring a singleflowerfrom the memory
their religion. The year is divided into 14 be conducted on them. gourd plant (see p. 38) to cast upon the steps
months each of 24 days. Naturally, each For example, a fasti day is a good day for of the temple, so that by the time the crowd
month corresponds to one of the verses of conducting official business, getting mar- has gone the steps can be shin-deep in these
the Refuge of Stone. The names of the ried, or being born (many adults do their exotic white flowers. This simple ceremony
months, then, are Gathering, Name, Ref- best to conceive children to be born in the has a powerful emotional effect on any out-
uge, Stone, Shaman, Crystals, Birth, Wan- month of Birth, fasti foi births; see below). siders watching it!
derers, Temple, Food, Days, Army, King, A ne fasti day is a bad day for any of these Refuge 9: This day is fasti, celebrating
Others, and Bounty. A shadow elf might say things, and a shadow elf will go out of his the discovery of the Refuge of Stone in the
that he was born on the third of the Month way to avoid this coming to pass. The sha- vast cavern that holds the City of the Stars.
of Gathering, for example, or on the last mans and the very devout will not conduct The day is one of joyous celebration, feast-
day of the Month of the King. such business on ne fasti days except in dir- ing and singing, tempered with dignified
est emergency. A fasti day is considered es- devotions to Rafiel.
yeans aNO Days pecially lucky for something that relates to Shaman 2: This day is ne fasti, marking
what it commemorates. For example, the the date of the destruction of Aengmor,
The shadow elves count years from the time date of the first groundbreaking for the which sank into a sea of lava.
of their discovery of the Refuge of Stone itself Temple of Rafiel in the City of Stars is a fasti Crystals: This entire month is fasti for be-
(1104 BC). As die beginning of their new life day. Further, that date is thought to be the ginning new excavations of soul crystals. No
this is taken as year 1. Their 14 months of 24 very best for beginning new buildings. matter when a vein is first discovered, work
days gives a year equal to the Common \ear Besides the fasti and ne fasti days, certain will not begin on excavating them until this
(12 months of 28 days), so CY 1000 is the days are important in the worship of Rafiel. month.
year 2105 in the shadow elf calendar. On many of these dates, grand feasts are Birth: This entire month is considered
There are no weeks within a month, and held; others are marked by fasting. On yet fasti for births. The percentage born with
likewise days are not given names, only others, worshippers fast most of the day, and deformities is very low indeed during this
numbers. Converting from a surface date to then hold a large celebration, with plenty of month, although the percentage born with
a shadow elf date is not difficult given that food and drink, at the end of the day. the mark of the shaman is normal. Since the
the first day of Gathering falls, by fortunate gestation period for shadow elves is 12
coincidence, on the same day as the first of months, the month is one which arouses
Nuwmont (first day of the surface calen- Specific Dates deep and complex emotions in shadow
dar). As an example, take the 17th of Svift- Here is a list for each month of the major elves. While being anxious and fretful
mont (the fourth surface month). Three fasti and ne fasti dates, together with any about birthing itself, shadow elves fondly
preceding surface months each have 28 special feasts, celebrations or events held on recall the determination of their efforts to
days, so this is the 101st day of the year (3 x those dates. conceive at this time. Many young elves will
28, + 17). Four complete shadow elf Gathering 1: The first day of the shadow pair at this time, beginning relationships or
months will have passed by this time (4 x 24 elf year is actually both fasti and ne fasti, marriages.
= 96, less than 101) and it will be the fifth commemorating the date of the Blackmoor
day of the fifth month in the shadow elf cal- Wanderers: The entire Month of Wan-
holocaust which destroyed the surface. derers is ne fasti. The whole race of shadow
endar — the Month of Crystals. Converting Shadow elves fast all day; no official busi-
shadow elf dates to surface calendar dates is elves, in all of their cities, rests from any
ness is transacted, but births on this day are non-essential activity. No new buildings are
likewise straightforward if dates (month considered well aspected and a sign of good
and day) are converted into a simple num- started or finished, crops are not planted or
fortune. harvested (although they will be tended),
ber for the purposes of translation. Name 2: This day is ne fasti, marking a di- and travel is kept to a bare minimum. Dur-
sastrous attack of ores against the City of ing this month, shamans hold round-the-
Fasti aNt) Ne Fasti Stars. The onslaught was so great that hob- clock vigils in the Temple of Rafiel, with
goblin troops reached the very steps of the hourly sacrifices to ensure the strength of
Throughout the turbulent history of the Temple of Rafiel before being repulsed. Tens the shadow elf race. Being born during this
shadow elves, certain events have been very of thousands of shadow elves were slain. At month prevents one from ever becoming an
favorable and others have been disastrous! eight in the "evening," virtually the whole officer in the army, or building a strong-
Any happening that seems extraordinary is population of the City (save those on guard hold. Shamanic births are also extremely
carefully recorded by the shamans of Rafiel. duty and the like) walks out to stand around rare during this month, although if they do
The anniversaries of these occasions become the Temple of Rafiel. This huge gathering take place this is regarded as great good for-
special days: fasti and ne fasti. stands in eerie, total silence for a few minutes tune, the child destined for pre-eminence
A fasti day is considered good; it com- before the Radiant Shaman emerges from in the shamanic hierarchy.
memorates some special success or good for-

Jaime Torres Fernandez (Order #10495734)


aND Histony of ttye StyaOow Elves
Wanderers 8: This day is ne fasti and is before shame, shock, and the exhortations of HISTORV AS TTHE
marked by total abstinence from food or shamans stopped the insane slaughter. All
water all day. What event could be so dire as combat is prohibited by the way of Rafiel on IMMORTIALS SEE ITT —
to warrant such commemoration by the this day. Community leaders and shamans of The history of the shadow elves is a history
shadow elves? The day of their rejection by the two clans exchange gifts and greetings of hardship, a tale of tribulations which
the elves of Alfheim. The bad luck on this and take a late evening meal together to might have destroyed any lesser race. The
day is not due to any supposed loss on the break the fasting of the daytime. They wear shadow elves revel in these hardships, be-
part of the shadow elves — Rafiel will guide but the simplest and humblest of robes to lieving that their trials are a test of their
and protect them, after all — but rather the this repast, disrobing before shamans to mettle. Weakness is a grave sin.
disgrace laid upon the entire race by the sur- show that they carry no weapons, and given
face elves' inhospitality and bad manners the humble white garments by the shamans
toward their clan brothers. after a ritual blessing and washing their
Temple 14: This day is fasti, marking the hands and feet in a little holy water. The shadow elves once lived on the surface,
laying of the cornerstone of the Temple of Bounty 24: This day is fasti and is cele- just as all other elves still do today. This was
Rafiel. Remodelling of the Temple always brated with great feasts, to look forward to 6,000 years ago ("now" is 1000 AC). Over
begins on this day. Construction of other the promises of Rafiel yet to be fulfilled. the next several thousand years, some elves
temples in other cities is also begun on the The feasts are so ample that they make the (from the southern continent, now under
fourteenth day of the Month of the Temple. process of fasting on the following day an icecap) travelled north and colonized
Food 16: This day is ne fasti, marking the much less onerous! what is now Glantri. They lived peacefully,
return of the shadow elves' second surface developing their culture and magic, until
party, which reached the Sun's Anvil in the KeepiNQ tRack of X^IMG their lives were suddenly shattered by the
Broken Lands and concluded that the sur- Great Rain of Fire (3000 BC). The planetary
face was still uninhabitable. It would seem that the shadow elves would axis shifted, causing incredible climatic up-
Days 19: This day is ne fasti, marking the have no special reason to keep track of time heavals. Blackmoor was forever covered in
return of the elves' first surface party. This underground and, in fact, many other un- ice. The elves in Glantri fled to what is to-
party found only the red sun, and no livable derground denizens do not keep track. Hu- day the Broken Lands. They were then
conditions for shadow elves. manoids such as ores sleep when they feel driven underground, for the first time in
Army 1: The first day of the month is like sleeping, eat when they are hungry, and their history, to escape the fiery holocaust
fasti, and is known as Mustering Day among in general live in a disorganized fashion. that ravaged the surface. Glantri, only a lit-
the shadow elves. Every adult shadow elf is Rafiel does not allow this for the shadow tle later, underwent its own temporary ice
considered a member of the shadow elf elves, and they are careful to obey him. age.
army. On this day each year, a census is The temple shamans are in charge of Eight hundred years later (2200 BC), sur-
taken of all available soldiers. keeping track of time, in order to properly face elvesfleeingthe southern continent ar-
King 1: This day is fasti, for it is the birth- observe fasti and ne fasti dates. Timekeep- rived in Glantri, hoping to find the earlier
day of Tarasfir, the first King of the shadow ing is also important for conducting various elven colonists. Instead, they found hu-
elves selected by the shamans under the ceremonies throughout the day at each tem- manoids and hostile humans who blamed
guidance of Rafiel. ple. The principal method of timekeeping the elves for the Rain of Fire. These elves
King 12: This day is rasti, for it is the is the waterclock. A large soapstone bowl is did not find their cousins, most of them
birthday of Telemon, the current King of filled with water, which drips out over the finding only death at the hands of the sav-
the shadow elves. course of the day, through 14 tiny holes ages of the Broken Lands. A few were able
Others 15: This day is ne fasti, marking drilled around the bottom of the bowl. to settle, however, and defend some land of
the outbreak of a plague in Alfmyr which The bowl is further decorated with vari- their own.
killed over 10,000 elves in a matter of ous religious icons and inscriptions related The elves underground made the best of
weeks. The plague was brought by a shadow to the blessings granted by Rafiel. These a bad situation in the meantime. They were
elf who had been in Glantri when it ap- drawings are inscribed in such a way that sylvan folk, so they cultivated the fungus
peared there first, and since dwarves were the level of the water on the drawings shows that grew so abundantly in the nether re-
blamed for the plague in Glantri the the time of day. gions and created new forms to suit their
shadow elves in turn blame the dwarves for The accuracy of these bowls is unbelieva- needs. They had brought seeds and a few
this terrible misfortune. bly high, and the shadow elves have no plants with them, and the elvish wizards
Others 22: This day is ne fasti, commemo- need (or desire) to travel to the surface to among them worked hard to produce new
rating a shameful day in shadow elf history know the time of day. About once every two plants which could survive in the radically
when members of the Felestyr and Celebryl months, the chief shaman of a temple will changed environment the elves found
clans quarrelled and fought over ownership synchronize its clock, adjusting the bowl's themselves in. They feared approaching the
of certain prestigious areas in the City of water level according to instructions she re- surface and so withstood this way of living
Stars. Tempers were lost, blood ran hot in ceives from Rafiel. for as long as they could.
veins, and some thousand elves were killed Then the small band travelled back to the

Jaime Torres Fernandez (Order #10495734)


"CiMe aNO Histouy of ttje srjafcow Elves
surface, cautiously and with great appre- themselves to a life of eternal darkness. Many died from toxic fumes or the over-
hension. The holocaust seemed to be over, Their fear of the surface was great. whelming heat, but a fair number escaped
and they settled in Glantri again, in 1950 Yet even in this darkness, there seemed to through the use of magic. The survivors
BC. It seems that they did not meet any of be hope. In a very deep cavern below the moved on to even deeper places, abandon-
the elves from the second migration, since Broken Lands they found a temple, built in ing the city of Aengmor forever. They drove
they were separated by many hostile hu- a strange and unfamiliar style and the cen- down deep, deep below the surface, on a
manoids and human tribes. ter of a community of barbaric humans, the restless decades-long search for a new home-
This situation did not last. Around 1700 Azcan (somewhat akin to the Aztecs of our land.
BC the other, earlier elven settlers in Glantri world). The elves drove the humans out af- This was a fortunate decision by the
found a strange artifact from the Blackmoor ter prolonged battling, occupied the area, elves. Atzanteotl was evil, beginning to de-
civilization, in the Broken Lands. They tin- and adopted the central religion of the hu- mand hideous sacrifices in his unspeakable
kered with it, and it exploded cataclysmi- mans. Such a fearful and unfortunate peo- temple ceremonies. Indeed, the apparent
cally. Great, impenetrable clouds of smoke ple were very ready to worship the Immortal destruction of Aengmor was pan of his
and ash rose into the sky and did not dis- to whom this temple was raised, taking plan. Dissatisfied with the low birth rate of
perse for years. A dreadful rotting plague their discovery of it as a sign that he might the elves, he drove them out of Aengmor
affected many creatures in the area, with favor them. Atzanteotl was the Immortal's without actually fully destroying the city.
the ancestors of the shadow elves partly af- name, and around his temple they built a Later, more fecund humanoids would dis-
fected. When they first felt the explosion great city, which they named Aengmor. cover the ruins of Aengmor and recolonize
and saw the clouds, these elves fled for the Construction of the city, which lasted nearly it under the bastardized name of Oenkmar.
caves below out of instinct and racial mem- 50 years, was ended in 1352 BC. In this way, the Immortal of Entropy gained
ory. This instant flight possibly saved them For a short time the elves seemed fa- more followers — and more vicious ones —
from extinction. vored, but another cataclysm was on the than he would have had with the elves.
The elves resumed their subterranean way. The Broken Lands were not fully set-
life, while on the surface other develop- tled from earlier events, and periodic earth- FuntfieR iNto tlie Deep
ments took place. Humanoids were migrat- quakes and volcanic eruptions ravaged this
ing to and fro across the land and the region. In 1290 BC, a sudden eruption So the exiled elves travelled further under-
Broken Lands themselves were slowly being spewed forth a vast lava stream which sur- ground, while on the surface life became
settled. But below, the elves were resigning rounded Aengmor and trapped the elves. better.

Jaime Torres Fernandez (Order #10495734)


Histony of tl7€ Sliafcow Elves
Humanoids overpopulated the Broken fortune they ascribed to the protecting They demanded more than half the land of
Lands, and many moved underground to hand of Rafiel. The one exception was a sur- Alfheim, even though they knew they were
the Lands Below — but not as deep as the prise invasion by a huge force of humanoids reconciled to their underground lives and the
underground elves, of whom they had no in 448 BC, commemorated on the ne fasti sunny summer of Alfheim hurt their skin
knowledge. In 1190 BC the lost city of day of Names 2. and eyes. The final straw was their demand-
Aengmor was discovered by humanoids and Many among them still dreamed of the ing the leadership of the country! The
resettled. Much later, in 800 BC, the elves surface world, however. So, in 896 BC, a shadow elves, abandoned for centuries, left
in the Sylvan Realm migrated back via their hardy group of shadow elves ventured to the no room for debate or compromise. Celedryl
Rainbow, carrying Trees of Life that they es- surface. They were young misfits and maver- and the Alfheim clanmasters refused their
tablished in what is now Alfheim. At the icks taking an initiative. They found only a demands. The shadow elves returned to their
same time, the ice finally receded com- fiery, deadly red sun, and few returned to homes, threatening war.
pletely from Glantri and humans began to their homes. In 792 BC, another group was Celedryl did not have to wait long. In 150
settle there in greater numbers. sent to the surface. They emerged at the AC, the shadow elves infiltrated the Lands
Meanwhile the underground elves had Sun's Anvil in the Broken Lands, and under Below inhabited by ores and other human-
discovered a vast cavern in the far depths of the circumstances wrongly concluded that oids. Magically disguising their forms, they
the world. On one of its walls they discovered the surface was still uninhabitable and prob- manipulated the tribal chiefs, convincing
written inscriptions made by the hand of the ably would be so forever. them to attack Alfheim. However, little was
Immortal Rafiel. These crafted inscriptions Reasonably enough, the shadow elves accomplished by these raids on the well-
were the Refuge of Stone, 14 verses that turned away from any interest in the surface prepared Alfheimers.
promised protection to the underground world and spread out in their new under- In 390, once again stirred up by the
elves, and a great bounty yet to come. More, world home. During this time the shamans shadow elves, the humanoids put forth a
the verses gave the elves a code to live by, and of Rafiel learned new spells and powers, major attack. Again they lost a majority of
a name — Shadow Elves. Some voices were and the most learned among them were their troops to the surface elves, and this
raised in doubt, for it was not so long since taught the most secret power of the soul time the shadow elves realized that using
the same elves had settled around a temple crystals, so that the magic of the shadow mercenaries to fight their battles was not
and revered an Immortal who turned out to elves was amplified greatly. The shadow going to lead to success. They tried to attack
be a very bad choice of patron. But the weary, elves prospered and their numbers in- Alfheim with a surface raid of their own in
frightened, and despairing took heart from creased substantially. 560 AC, which was easily put down by Alf-
the verses. They offered a feeling of security heim with some assistance from Darokin.
and stability after generations of misfortune.
And others felt wonder at the strange gravity
Discovercy of tlie Simface - If war would not succeed, then, stealth
might. Telemon, the new king of the shadow
and magic of the place, and sensed the pres- In 131 AC, shadow elves encountered a elves, sent infiltrators to the surface, where
ence of an Immortal's hand in a way they had group of very daring human adventurers in they gradually gained more and more influ-
never before. a cavern. The humans were captured and ence in Alfheim. However, this proved to be
The shadow elves settled in the massive interrogated. To their astonishment, the a two-edged sword. Some infiltrators came to
cavern, and erected a great Temple to Ra- shadow elves learned that the surface had see the basic generosity and friendliness of
fiel. Around this temple they built a city, become inhabitable centuries before, and the surface elves and came to question the of-
the City of Stars. The Refuge of Stone was entire nations of elves existed on it. fensive policies of the shadow elf leader. Fi-
first discovered in 1104 B.C., and the City The shadow elves wasted no time. After nally one spy broke the silence and revealed
of Stars completed (in its original hexagon dispatching the human intruders, King all to an Alfheim clanmaster. King Celedryl
form) in 1040. In this year the first shaman- Aiasel sent a delegation to the surface. They quickly purged the shadow elves named by
selected King of the Shadow Elves, Tarasfir, carefully avoided all humans who, after all, the turncoat, this taking place in 675, but
was enthroned. were responsible for the Great Rain of Fire. unknown others escaped.
The emissaries stole their way into the shad- In 802 plague ravaged the surface world
owy trails of Alfheim and approached King
Rise of tl7€ Styafcow Elves — Celedryl. Initially, Celedryl was happy to
and the shadow elves did not go unaffected.
A shadow elf returning from Glantri
With the promise of Rafiel, and his guid- welcome the shadow elves to Alfheim. He brought the plague to Alfmyr, where some
ance, life became better for the shadow felt that some accommodation could be 10,000 died. Rapid quarantine precautions
elves. It was not as pleasant as it had been made, space could be found. Then he left the other cities mostly unscathed. Since
on the surface, but it was tolerable. Over learned that the shadow elf population was the Glantrian rumor was that dwarves were
the coming centuries, other cities in other equal to that of Alfheim itself! responsible for the disease, this became the
deep caverns were built. Additions were Moreover, the shadow elves demanded official version among the shadow elves also.
made to the temple complex in the City of reparations for their long neglect in the tun-
Stars, and the city itself grew. The shadow nels beneath the Broken Lands. They felt
elves grew and prospered without being at- outraged that they had been abandoned to a
tacked by invaders from the surface, which harsh fate by their surface-dwelling cousins.

Jaime Torres Fernandez (Order #10495734)


"CIMC aNO Histcmy of tl?e Srja&ow Elves
iNfiltnatiNQ tfte Suuface 2100 BC: Ilsundal's migration reaches Syl- Lands. Failure of this expedition leads to
WonlO van Realm. Meditor and Verdier clans abandonment of further attempts to reach
leave Ilsundal's northward migration and surface.
King Telemon has sent agents to infiltrate settle in southern Karameikos. 700 BC: Mealiden is acclaimed King of
other surface lands increasingly in recent 1800 BC: Ilsundal becomes an Immortal, Alfheim.
years in a new tactical approach. His agents creates the first Tree of Life. Kagyar the Ar- 500 BC: Nithian Empire destroyed. Re-
are trying to learn all they can of Alfheim tisan, an Immortal of the Sphere of Matter, maining Black Moon gnolls scatter east and
from a distance, to probe the habits and and a patron of mortal arts and crafts, de- west. Oenkmar Rock sinks into the earth.
weaknesses of the surface elves. Telemon cides to create a race which will prove re- 350 BC: Mealiden abdicates the throne to
covets the lands of the surface elves and still sistant to annihilation like that which follow Ilsundal's path to Immortality.
plans and schemes to conquer them. destroyed Blackmoor. From the ancient Alevar of the Grunalf clan becomes King
Because of the geographic dispersion of dwarven race, he constructs the "modern" of Alfheim.
the shadow elf lands, these agents scurry to dwarves, more resistant to radiation poi- 250 BC: Mealiden becomes an Immortal of
and from a range of the surface lands. It may soning. the Sphere of Energy.
be a crucial historical development that Tele- 1725 BC: King Loark raises Great Horde at 0 AC: First Emperor of Thyatis crowned.
mon's spies are now working in a quite dif- Urzud and migrates eastward, continuing 100 AC: Celedryl of the Erendyl clan is
ferent way from before, for the information his Quest for a Blue Knife. crowned King of Alfheim.
and reports they convey to the King are but 1700 BC: Elves find artifact of Blackmoor 130 AC: First contact by humanoids with
one way in which the world of the shadow in the Broken Lands and trigger a cata- shadow elves. Shadow elves rejected by
elves is threatened with instability of a sub- clysm which buries the Horde. Loark dies, Celedryl. Campaign of shadow elf incite-
tler form than before. Telemon is not the the remains of the horde break apart. Elves ment of humanoids against surface elves
only one to know that Rafiel's way must be driven out of Glantri by local cataclysms. begins.
abandoned, but he is the one most capable 1420 BC: Underground elves discover tem- 395 AC: The Radiance is discovered in
of doing something about it. Much of the ple to Atzanteotl, build the city of Glantri.
rest of this book is dedicated to explaining Aengmor around it. 550 AC: The beast man invasion of the
the complexities behind the apparent quie- 1310 BC: Quest for steel: Wogar Tribe mi- wizard Illodius scars the magical forests.
tude and simplicities of shadow elf life. grates west from Blackmoor to a great lake Alfheim Town is founded later, in the
called the Cradle. After a prophecy from blighted area.
the Great Shaman the tribe moves south 560 AC: Alfheim/Darokin alliance
following the shaman's floating gri-gri. crushes the shadow elf invasion.
Histouical 1290 BC: Atzanteod surrounds Aengmor 582 AC: Telemon, the current shadow elf
with lava, slaying many underground elves. King, is crowned at the Temple of Rafiel.
5000 BC: First elf civilization on Southern
The survivors flee into the deepest tunnels 600 AC: Sylvan Lands are conquered by
Continent (now under icecap).
and recesses below the Broken Lands. Moorkroft. Feadiels arrive in Alfheim.
4500 BC: Beastmen discovered in upper
1190 BC: Descendants of the Great Horde 675 AC: King Celedryl purges shadow elf
Borean Valley.
surface in the Broken Lands. The Tribes infiltrators from Alfheim, but he is only
3500 BC: Blackmoor flourishes. Elves meet again and discover the Rock of partly successful.
trade and war with Blackmoor. Oenkmar. End of the Quest for the Blue
3000 BC: The Great Rain of Fire; Blackmoor 700 AC: Doriath, a former adventurer, as-
Knife, the sacrificial dagger in the Temple sumes the throne of Alfheim. The Erewan
culture is obliterated. The planet shifts its of Atzanteotl. Truce proclaimed.
axis, freezing the Blackmoor continent and faction of Erendyl clan leaves Alfheim for
1104 BC: Underground elves discover the Glantri.
causing ice sheets to recede from the regions Refuge of Stone and take the name of
of the modem D&D® game world. Elven 802 AC: Glantrian Gold Rush and plague
shadow elves unto themselves. Building (actually sent by the Immortal Yagrai) re-
home continent freezes over, becomes south- work begins on the City of the Stars. Myfallar
em icecap. Survivors of the elven colony in sult in irreconcilable hatred of the dwarves
The Old is chosen as temporary King. of Glantri.
Blackmoor flee into the newly-formed Bro- 1040 BC: Tarasfir is enthroned as the first
ken Lands and below the surface. Temporary 845 AC: Construction of the School of
King of the Shadow Elves selected by the Magic in Glantri, completed 875 AC.
ice age in area of Glantri. shamans of Rafiel.
2800 BC: New elven nation on the south- 975 AC: King Thar unites the Broken
ern continent land of Vulcania divides on 896 BC: First shadow elf exploration to the Lands, threatening Darokin commerce.
issue of magic vs. technology. Returnists surface world ends in disaster with few sur- Enforces Tharian Code of Conduct. The
(magic-favoring) under Ilsundal leave for vivors. Legion is created. Thyatis is very concerned
northern continent on long march. 800 BC: Alfheim colonized by followers of at the military threat.
2400 BC: Beastmen move south and pros- Mealiden. Elven wizards begin systematic 1000 AC: Today. All D&D game Gazet-
per in the vacated lands of ancient Black- alteration of climate to increase fertility of teers are set in this period.
moor. Tribes gather at Urzud. the land. Ice recedes to the far north. 1200 AC: Great War with the Master of the
2200 BC: Southern elf migrants settle in 792 BC: Second shadow elf expedition to Desert Nomads. See adventure D&D®
the frozen valleys of Glantri. the surface lands emerges in the Broken module X10, Red Arrow Black Shield.

Jaime Torres Fernandez (Order #10495734)


JUUUVUUUUUUUUVVUw 3

SecuGts of tli€ Soul Crystals


As DM, you will already be aware from ships. Its nuclear power plant caused the RaDiaNce aNt>
the true history of the shadow elf race devastation of the world.
that what player character shadow elves The magical power of the Nucleus of the
are led to think is not entirely accurate. Spheres, known as "the Radiance," is the
"Cl7€ Nucleus of tl7G reason for the settlement of Glantri and
The Players' Book deliberately fosters
many incorrect beliefs, and nowhere is the construction of the Great School of
this more true — and more important — This power plant, known among the Im- Magic there. While precious few of the
than in the case of shamans and the soul mortals as the Nucleus of the Spheres, nobles of Glantri know the full story of
crystals. The truth is revealed here for still survives today. It is buried ten thou- the Radiance, many spend their whole
you, the all-knowing DM. It is impor- sand feet below the Great School of lives trying to discover it. After hearing
tant to realize that players are not being Magic in Glantri, encased in solid rock rumors of an easy path to Immortality,
given false information so that they may with no access tunnel. Its radiation is who would not search for this?
later find out you have been lying to deadly; any living being visiting the arti- Those few who do know of the Radi-
them. Rather, their characters may be fact would have to make a Saving Throw ance are admitted into the Brotherhood
able slowly to come to the realization vs. Poison each round or die then and of the Radiance, secretly led by Prince
that "this is the way things really are" — there. After leaving, such a visitor would Etienne d'Ambreville. This handful of
until they learn the next piece of the have to make another Saving Throw vs. mages wields great power in Glantri
puzzle, of course! So, let's begin to tell Poison, this time with a penalty of — 1 thanks to the artifact. Special spells are
the true story for you to appreciate the per round of exposure the character just used to draw upon this power, the mate-
secrets of the soul crystals had, or be permanently affected by the rial component being a sizeable magical
As you know now, not everything radiation. Should the being fail, death receptacle that must remain within the
taught by the shamans is completely true. occurs after 2d4 weeks of progressive de- owner's dominion. It is probably through
Indeed, some of the things believed by bilitation. A wish or other high-level these receptacles that Etienne d'Am-
shamans but not taught by them are mis- healing spell cures a victim. breville — actually an Empyreal of the
taken. They are crucially in error regard- The Nucleus of the Spheres is an artifact Sphere of Energy — can detect any mor-
ing their misunderstanding of the nature in every sense of the word: both because of tal user of the Radiance.
and purpose of the "soul crystals." Not its ancient age and because of its potency For more information, consult GAZ 3,
until a shaman reaches 16th level and be- as a power source. Immortals of the Sphere The Principalities of Glantri.
comes a Colorless Shaman will she begin of Energy discovered the nuclear reactor
to understand even the smallest part of and bestowed their magic upon it, giving Ra&iaNce aND
the facts in this section. Exactly what be- the artifact the ability to produce the Radi- Shadow Elves
liefs shamans do have at different levels ance and enable mortals to attain Immor-
of experience will be detailed after the tality in the Sphere of Energy. Naturally, The Glantrians are not the only ones who
truth about the crystals is revealed here. Immortals from the other Spheres did not know of the power of the Radiance. Nor
see this development as a good thing, for has the Brotherhood of the Radiance an
the power of the Nucleus to assist the exclusive hold over the use of its magical
"Clie BlackMoou Holocaust Sphere of Energy seriously unbalanced the might. As the Refuge of Stone teaches,
The Blackmoor holocaust, the Great Rain equilibrium among the Spheres. "In the fullness of time, I, Rafiel, will
of Fire of 3000 BC, nearly destroyed the So Immortals of the Spheres of Time, show my shamans the secrets of the crys-
entire world, shifting it on its axis and Matter and Thought put a great curse tals that have the power of life and death
changing its face forever. Areas that once upon the artifact, giving it a nasty side ef- and life everlasting. Guard these crystals
flourished were soon covered over with fect in the form of a permanent magical carefully, and I, Rafiel, will guide you."
barren icy wastes, while existing ice caps drain. Each use of the artifact forever "Soul crystals" have nothing to do
melted and ran off the land into the sea. drains some magic from the Prime Mate- with souls. Shadow elves are no more re-
Thus, the Known World of the D&D® rial Plane. The artifact cannot be de- incarnated than are surface elves, or sur-
game Gazetteers appeared, and Black- stroyed currently (time travel would be face humans. Shadow elves do not
moor vanished. required to undo its existence in the pre-exist within a soul crystal, nor do they
What caused this appalling holocaust? present) and will eventually result in the travel to a soul crystal after their life ends.
So much of the truth is shrouded by time, annihilation of all magic in the D&D All of these teachings of the shamans are
and even the little that is known is kept game world. This particular curse was se- falsehoods taught to carefully inculcate a
secret by those who are aware, but this lected precisely because of the affinity of high degree of reverence for soul crystals
much can be said: Aliens from another the magic-user class with the Sphere of En- among the general population. This rev-
world visited the planet, and the "Rain of ergy, so that revenge will slowly, increas- erence guarantees that shadow elves will
Fire" was the crash of one of their space- ingly be exacted upon that Sphere. go to great lengths to find soul crystals

Jaime Torres Fernandez (Order #10495734)


"CI7G Secuets of ttje Soul Cnystals
and even greater ones to keep them intact tals, along with the beliefs of the shadow begin with the life of just such a humble
and safe once they have been discovered. elves, will easily prevent this from occur- acolyte, and to consider deeper mysteries
This is exactly what Rafiel wants, since ring. We'll discuss the religious awe of later. . .
the great work his shamans are perform- the shadow elves first.
ing needs many such crystals. Soul crystals are believed to hold the tl?e Way of t?7€
In fact, soul crystals are naturally- past and future generations of the race of
occurring receptacles for the Radiance, shadow elves. This being the case, no
scattered throughout the region by the non-shadow elf would ever be allowed to The worship of Rafiel is not a simple busi-
Rain of Fire when the spaceship crashed. keep a soul crystal. If a dwarf, say, hap- ness. It contains puzzles, paradoxes, and
pened upon a vein of the crystals and symbolic truths. PC shamans should be
DaNQcns of tf}€ RafciaNce — managed to extract a few, it would not be made to feel, and role-play, a sense of
long before a literal army of shadow elves wonder and strangeness in the service of
On the surface, "mastering" the power would be on his trail to retrieve their lost Rafiel. Here, just two examples are given
of the Radiance is a dangerous affair at relatives. Further, the crystals themselves of the complexities of this Immortal's
best. Each use of the Radiance has a 1 % are thousands of years old and are quite cult, which should serve to illustrate its
chance of corrupting a part of the user's fragile outside their natural environ- subtleties.
body, causing a rotting disease that mor- ment, both on account of their age and
tals cannot heal. First, the progression from acolyte to
the magics placed upon them. A crystal Radiant Shaman (21st level or higher) is
Fortunately this effect does not bother taken to the surface is soon affected by one in which dress changes symbolically.
possessors of soul crystals. Instead, due to the harsh radiation of the sun; it crum- While the teachings of the shamans are
magic used by Rafiel upon the crystals, bles to dust within seconds of any such ex- that the soul of Rafiel's servants becomes
the effect is displaced forward and the posure. Since the crystal must be purer and closer to Rafiel's ideal, the gar-
corruption affects future life. Among the physically touched for its power to be ments worn by the shamans become
shadow elves, babies born with deformi- used, this makes them effectively useless seemingly less like Rafiel's ideal. Acolytes
ties (primarily facial) are the price paid above ground. Trying to keep them in the may only wear white clothes and nothing
for the use of the Radiance by shadow elf dark above ground does not work, either. else. The Radiant Shaman must wear pre-
shamans. This fact is not known by any The crystals still crumble after ld4 hours, dominantly white, but is also free to dec-
except the White Shamans and the Radi- no matter how tightly enclosed. Notice orate a basic garb with ribbons, cloths
ant Shaman herself. also that, since shadow elf shamans need and ornamentation of many colors. Sha-
Another danger on the surface is the to have a soul crystal to cast their spells, mans learn during their indoctrination
draining of magic by the use of the arti- they cannot use shaman spells above that when the soul has become whitened
fact. Again, this danger is avoided by use ground. This applies to all shaman spells, (i.e., close to perfection in the sight of
of a soul crystal. This is for the simple rea- even those which do not actually use the Rafiel) the need for always presenting
son that no curse has been placed by other power of the Radiance itself. oneself in white raiments before him is no
Immortals on the crystals. If you are keep- Finally, the true nature of soul crystals longer so great. The inner and outer sha-
ing track of use of the Radiance as de- is unknown to anyone outside the race of man exist in a complementary relation-
scribed in GAZ 3, The Principalities of shadow elves, and only a handful of ship, it seems. This is an example of a
Glontri, you do not have to keep track of shadow elf shamans know the truth even subtlety within the reverence of Rafiel.
the uses made by the shamans among the then. Even Prince Etienne d'Ambreville His shamans debate such complexities in
shadow elves. does not know that soul crystals draw learned and intricate debates. The DM
upon the power of the Radiance, and he can be told now that much of these de-
"C17C DuuaDility of Soul is not able to detect those using this bates (and certainly the one about the de-
Crystals power through the agency of the soul gree of white which should be worn!) is
crystals. just sterile nonsense, actively encouraged
Soul crystals themselves are minor arti- by Rafiel to distract over-reflective sha-
Finally, the soul crystals are not only
facts, being receptacles which allow safe, mans from the teal mysteries of the Tem-
used by shadow elf shamans as spell foci
portable use of the Radiance power. Al- ple of Rafiel too early along their
and for providing auxiliary magical
lowing these crystals to spread through- shamanic road.
power. Deep in the Chamber of Spheres
out your campaign could seriously
in the Temple of Rafiel, the White Sha- A second example of the complexities
unbalance your game, giving magic-users
mans labor to bring Rafiel's will to frui- of Rafiel's cult concerns the practice of
"cheap" power for which there are no
tion. What are they doing there? It is a abandoning "imperfect" babies in the
tradeoffs. Your campaign could be over-
mystery which invites itself into the imag- caves far from the cities. This seems a bar-
whelmed by PC magic.
inings of even the most subservient aco- baric and cruel practice, and the shadow
Fortunately the very nature of the crys- lyte within the Temple. But it is better to

Jaime Torres Fernandez (Order #10495734)


elfs placid reply that "Rafiel will guide Colorless Shamans (16th-18th level) terms) her education has a powerfully for-
them" seems callous and cold. Nothing White Shamans (19th and higher levels) mative effect. The raising and education
could be more untrue. Rafiel does guide of the junior acolytes is undertaken partly
them after a fashion, and the large major- The Radiant Shaman is the head of the by the (senior) acolytes, young adults,
ity end up safe, snug and cared-for. Rafiel Temple of Rafiel and is elected by con- with the help and supervision of the
appears cruel, wicked in some ways, but clave from the White Shaman group. The Marking Shamans. This training lasts
the reader should put this impression office is held until the Radiant Shaman over a century (!) and has important ef-
aside when going through the following becomes a Wanderer. fects on the shaman. One of the most im-
sections. After all, this misapprehension portant is that the Wisdom of the shadow
is one shared by exalted company — one A child born with the mark of the shaman elf is raised by 1 full point. A PC shadow
Immortal in particular — and this, too, is is always shown to a senior shaman of the elf shaman may be allowed this bonus to
part of Rafiel's plans. Temple of Rafiel (usually a White Sha- initially rolled Wisdom score at your dis-
man) as soon as is practically possible af- cretion, but if this is done then you
iNitiatioN ter birth. The child is then taken into the should insist on the PC selecting from the
Temple, there to be educated and raised, following skills; the junior acolytes are
Acolyte Life when she reaches 10 years of age. The taught specific skills to mould them in
The orders of shamans of the shadow child is taken away completely from her the Way of Rafiel. The skills Read/Write
elves are seven (half of 14) and have an family. She does not live outside the Tem- Shadow Elf (Int), Cooking (Wis), and
important relationship with the seven ple again. The child can acknowledge her one of Teaching (Int) or Leadership (Ch)
levels of the Temple of Rafiel. The seven parents and relatives should they see each or Persuade (Ch) are mandatory. Study-
orders are: other (in the chamber of the Refuge of ing written sacred works is essential, as is
Stone, for example), but otherwise has no learning to prepare feasts and trania, the
Junior Acolytes ("zero-level" shamans) contact with them. At this stage, the essential foodstuff of the shadow elves.
Acolytes (lst-4th level) child is a junior acolyte with no spell- Other skills may be selected by the player
Marking Shamans (5th-9th level) casting powers at all (neither shamanic as normal.
Death Shamans (10th-12th level) nor magic-user spells). The junior acolyte is also given instruc-
Life Shamans (13th-15th level) Because the child is so young (in elvish tion in combat skills; all adults are con-

Jaime Torres Fernandez (Order #10495734)


g-o•M^

SecRGts o f tfie Soul Cnystals


sidered members of the army and the bers of the Second Shadow (see "Travel Success or failure can be determined by
child will be grown one day. Note that and Vigilance," below). a suitable ability check. Con can be used
shadow elf shamans arc allowed the use of as a basis for resisting the heat of the Boil-
edged weapons and training in the cross- STiaivtaN's iNitiatioN ing Lake, for example. If things are a mat-
bow at least is mandatory. ter of faith, use Wis; if luck, use Cha.
The junior acolyte is also taught impor- A shadow elf is deemed to have reached Because this shouldn't be reduced sim-
tant prohibitions of the Way of Rafiel. the age of adulthood at 120 years. A jun- ply to a matter of luck, allow the PC to
Many have already been mentioned in the ior acolyte usually gains the ability to use have a vision of where she should spend
verses of the Refuge of Stone but some a first-level magic-user spell at an earlier her initiation ritual a few days before she
others apply. Junior acolytes may never age (85-110; roll d6, multiply by five, must choose which ritual to undertake
wear any colored garment (white only), and add 80) but no shamanic spellcasting (after the Watcher has shown her around
and may never bear any gem as a decora- is possible until the junior acolyte has un- the options, as it were). "Vbu can tailor this
tion (this latter prohibition is absolute at dergone initiation. The Test of Rafiel is a to the PC's best chance — a PC with a
all shamanic levels — gems can never be so stern trial of the junior acolyte's faith and good Con score would do well to take a
little regarded, even those which do not resilience. Since shadow elves must be physical endurance test, for example.
hold souls). They may not enter the Sec- strong in the Way of Rafiel, some form of This allows her time to prepare. For ex-
ond (or any deeper) level of the Temple. test of endurance is usually employed. ample, if she wants to take the ritual of
They observe fasti and (especially) ne fasti Typically, in the months before the staying sane in the Desert of Lost Souls, if
days with absolute punctiliousness. They shadow elfs 120th birthday, she is the player states specifically that his PC
prepare the crania and meals served to the adopted by a Marking Shaman and will practice meditation and prayer in the
other shamans, with help from the senior, shown some of the more extreme geo- coming days this should add + 1 or even
"full" acolytes. They arc taught absolutely graphical wonders in the shadow elf + 2 (if well role-played) to the chances for
to respect shamans of higher orders. lands. She may thus be shown the Boiling success on the d20 roll. Don't suggest to
There's a lot of respect and prohibitions to Lake, the Forest of Spiders, the Warrens, the player that his PC should undertake
learn, and service to give, so it's as well the Desert of Lost Souls, and other some task-specific preparation. This is
they have plenty of time to learn all of marvels (see large fold-out map and "Ge- something the player should come up
this. Also, the acolytes must keep up with ography of the Shadow Elf Lands"). with himself!
non-shamanic studies. Some will not pass An initiation rite can thus be one of the The player does not have to undertake
the ritual of initiation, and of those who following (as examples): the form of ritual suggested in the vision,
survive a failure, turning to mage studies but to opt for another choice would appear
can be an important option for serving the * to survive the heat of the Boiling Lake,
to be contrary to the inspiration offered by
community. The most promising may sitting naked by the shore, for 12 hours;
Rafiel. This means a - 2 penalty to the
sometimes, as a special treat, be allowed to ability check (add 2 to the dice roll).
read a few verses from one of the holy * to sit on a rock in the Forest of Spiders,
anointed with a foul-smelling oil which is If the initiation is unsuccessful, the
books to shadow elves visiting the Temple,
held to attract arachnids (actually it junior acolyte may possibly be able to try
but such a generous indulgence is rare.
doesn't) and survive for 12 hours; again. This assumes she is still alive and
Junior acolytes with superior Strength sane enough to try. (For an initiation rit-
and/or Dexterity (13 or better in either or * to be taken to the center of the Warrens ual where failure means death or perma-
both) will receive especial grooming for and left there, returning through the nent disability you may add a +1 bonus
army duty. While all shamans are techni- endless mazes to safety; for chances for success to balance this!) A
cally part of the army, some receive spe- PC in this position will need to earn 2,000
cial training in combat skills and are often * to survive a "night" in the Desert of XPs all over again to take another stab at
seconded for important patrol duties Lost Souls, in the hope that prayer to Ra- successful initiation. A second failure
with the army. They are not truly separate fiel will fend off the madness that so means that no further attempt can possi-
from other shamans, but they are often many find there. bly be made. If a failed character is still
referred to as the Hand of Rafiel by others alive, the Mark of the Shaman slowly
(both other shamans and the army). A PC "Vbu may well consider that a player who fades away over the following years.
shaman with such an ability score must has had his shadow elf PC gain the neces-
sary 2,000 XPs to qualify for shamanhood If the initiation ritual is successful, the
take at least one combat- related skill to Marking Shaman who has accompanied
reflect this training (frequently taught must have his PC undergo one of these
rituals. If the player wants the +1 Wis- the junior acolyte brings her back in joy
are Tactics, Blind Shooting, or Martial and celebration to the Temple of Rafiel,
Arts). Subtle skills of the evasive/ dom bonus for his shaman PC, then an
initiation ritual should be passed for this and there she is stripped of the dirty trav-
detecting/signalling kind are not usually elling garment she has been wearing. She
taught to shamans, but rather to mem- boon to be gained!
is bathed in holy water and given the

Jaime Torres Fernandez (Order #10495734)


Secuets of ttye Soul Cnystals
white smock (for regular use) and robe defending herself from the humanoids to those they may otherwise possess due
(for ceremonial use) of a full acolyte. The which might be encountered in those far- to their long cumulative years of study:
robe has a tiny border of trim in a color distant tunnels and passages is required Ancient History, that is, the history of the
which matches that of the first soul crystal for the task. shadow elves. If a skill check is made with
the acolyte is given. During the bathing, Likewise, the Death Shamans perform this skill, the Life shaman has learned the
the Marking Shaman closes the eyes of some of the ceremonies in which the correct version of the shadow elf past (the
the acolyte and places her hand across the Wanderers are exiled from their homes. version in this book). If a skill check is
shamanic mark on the acolyte's forehead. Importantly, they leave half way through failed, the version in the Players' Book (or
She recites the Verse of the Shaman at this the ceremony and their place is taken by a an absence of knowledge) is learned in-
time and then dresses the new acolyte. Life Shaman, symbolizing the new phase stead. This skill improves by 1 place for
Parents and siblings of the young acolyte of existence under the guidance of Rafiel. each successive rise in the hierarchy.
are invited to this ceremony, and can This is done for important and distin- The life Shamans also learn the begin-
speak guished Wanderers; for "ordinary" nings of one great secret which their sis-
shadow elves, a Marking Shaman will ters living opposite have not yet
Life perform this ceremony. experienced. They can use call upon
Death) SHaiviaNS —
The Life Shamans also live on the souls, the first special shamanic spell
Death Shamans live on the Fourth Level Fourth level of the Temple, on the oppo- unique to the shadow elves. This is a
of the Temple. They have the power of site sides of the building to the Death unique moment in the life of a shadow elf
life and death over shadow elves. Death Shamans. This symbolically represents shaman, perhaps the most emotional
Shamans have the onerous duty of taking the balance of life and death in all things. moment of all. A Life Shaman must al-
imperfect babies miles from the home Life Shamans often devote themselves to ways find her own "fifth-level" soul crys-
cities of the shadow elves and leaving pursuit of the healing arts and their spell tal to be able to use this spell: this is an
them, after a short ceremony, in the tun- selections reflect this. They frequently absolute injunction within the Way of
nels of their abandonment. Rafiel teaches help the wounded of the army and may Rafiel. The special "Spells of the Radi-
that such children must always be put far be found sometimes working "in the ance" section below details this spell and
away from the homes of the shadow elves, field" with them. Importantly, Life Sha- how the high-level shamans of Rafiel ap-
and thus a powerful shaman capable of mans gain an automatic skill in addition proach their use.

Jaime Torres Fernandez (Order #10495734)


Secuets of tlie Soul Cuystals

Colouless aNO Spells of \X)Q RabiaNce


RaOiaNt Certain spells are available to shamans to
Colorless Shamans are those deemed to
have purged from their own souls all White Shamans are the most exalted of call upon the power of the Radiance by
things wrongful in the eyes of Rafiel, al- all, having attained at least 19th level and using a soul crystal. These spells cannot
though maintaining this state requires the use of 7th-level spells. Following on be learned or studied by ordinary means,
constant vigilance. This meets a dual re- from Colorless Shamans, their use of the but are gained like clerical spells: by
ward. First, it guarantees a fairly rapid raise dead fully spell is strongly circum- proper reverence of Rafiel, by keeping
return of the soul in reincarnated form scribed in a similar manner. It is also the oneself "pure and white," and then wait-
and is held to increase the chance of the case that White Shamans must locate ing for "Rafiel to guide" one, granting
character being reincarnated with the their own "seventh-level" soul crystals. the spell.
mark of the shaman upon her once White Shamans are held not just to These spells are described here in terms
more. Second, sixth-level spells — most have eliminated imperfections in the eyes of the understanding that almost all sha-
importantly including another powerful of Rafiel, they have achieved near- mans have of them, explaining their ef-
soul-gem spell — are available to the perfection in the positive virtues of the fects in terms of souls within the soul
Colorless Shaman. Way of Rafiel. They are not entirely per- crystals. Even White shamans still think
Living on the Fifth Level of the temple, fect, obviously (only Rafiel is), but they this way about the spells, as is discussed
Colorless Shamans tend to lead lives of represent the highest state of attainment after the spell descriptions. When the
meditation and study. It is now vital for within the shamanic hierarchy. Of course, players have characters of appropriate
them to progress to the final stage of pu- the path to Immortality in the Way of Ra- levels they can read these spell descrip-
rity, positive rather than negative, fiel now beckons. The guardian of the se- tions. Only much later, if at all, will they
through prayer, contemplation, devo- crets of this path is the Radiant Shaman, learn the truth behind them.
tion, and study. the pre-eminent member of this group. Number of Soul Crystals: Shamans are
However, Colorless Shamans are not al- There is only one Radiant Shaman, almost always only permitted the use of
lowed to sink into an endless abyss of in- Porphyriel, of the Temple of Rafiel in the one soul crystal at any one time. Wearing
trospection by any means. As users of City of the Stars. any more would be almost disrespectful
sixth-level spells they can use the vital White Shamans hold considerable to the souls of which the shaman is acting
spell raise dead, and an understanding of power. They are the final arbiters of the as custodian and protector. The Radiant
what is allowed with the use of this spell is Way of Rafiel, and they have spiritual and Shaman is exempted from this restric-
crucial. temporal authority. They advise the King tion, and in extremis (massive assault on
The Way of Rafiel allows the raising of on all matters. They jealously seek out ba- the Temple of Rafiel) the restriction can
any hale and hearty elf who has met a vio- bies born with the Mark of the Shaman. be more widely relaxed. When a shaman
lent end. The most notable case, of They seek information and learning on gains a new soul crystal of greater potency
course, is a shadow elf who has been all aspects of shadow elf life. than the one she currently uses, either
killed in combat trying to defend the city. What is quite crucial about White Sha- from her Temple or from a quest of her
But it has to be established that the elf re- mans is that they are aware that soul crys- own, she is always expected to return the
quiring the spell was strong and healthy. tals are not exactly what they seem. This old, "weaker," crystal to the Temple.
If possible, a conclave of one Life, one realization is progressive with the gaining
Death, and one Colorless Shaman will of experience levels beyond the 19th. It is Call Upon Souls (Spell level 5)
decide the fate of the elf. The Death Sha- something which has to be divulged by Range: 30' radius from shaman
man usually acts as "devil's advocate," Rafiel to these shamans, because while Duration: 1 round per level of the sha-
the Life Shaman speaking for the de- they live in the Sixth Level of the temple, man
ceased party. In clear-cut cases one or the they work in the Chamber of Spheres on Effect: increases power of spell effects
other will say "Rafiel wills me to be si- the Seventh Level of the temple, building
lent," so the decision is automatic. The an artifact under Rafiel's guidance. In the This spell enables the caster to increase
Colorless Shaman makes the ultimate de- course of this work it becomes clear to her spell effects for one round per level.
cision. Sometimes such deliberations are them that "soul crystals" are not exactly The shaman calls upon the power of from
not possible — in times of mass battle or what they appear to be. How the White one to seven souls in her soul crystal, spec-
many deaths — and the Colorless Sha- Shamans handle this incongruity is a ifying the number to be called upon
man will decide alone. matter of no little importance, and is de- when casting the spell. If she calls upon
scribed after the Radiance spells have more souls than are present in the soul
been detailed. . . crystal, the spell fails. Otherwise, the sha-
man casts her spells as if she were one
level higher per soul called upon (so an

Jaime Torres Fernandez (Order #10495734)


Secwets of ttie Soul CRystals
1 lth-level shaman calling upon six souls upon the souls in the crystal to change the ing damage, all rolls of 1 on the dice are
would cast her spells as if a 17th-level sha- score, on the basis of 1 soul per score re-rolled. The blast is like a fire ball, caus-
man for the duration of the spell). point. ing double damage against hard material
If the level of spell casting does not When using this spell, the caster must (stone or metal), normal damage against
substantially affect the operation of spells draw upon the power of at least 5 souls. If softer objects (e.g., wood), half against
cast (e.g., as for a dispel magic spell), there are not five strong souls in the soul living creatures. It also causes a flash of
then the caster may instead choose to in- crystal, all remaining souls are weakened, light, a clap of thunder, and a billowing
crease any one of the following factors: but the control destiny spell fails utterly. cloud.
All souls called upon will be weakened, The smoke rises to the sky (or to the
Range (except for range 0 spells) irrespective of whether this number is ceiling of a cave or cavern, etc.) and
Duration (except for permanent or in- more than the shaman needs for "suc- spreads out over a 200-yard radius per
stantaneous spells) cess" with the dice roll. One control des- soul drawn upon. Anything that remains
Area of effect (except for spells affect- tiny spell can affect only one dice roll. a full day within that area must save vs.
ing only one person or target) The shaman can pre-cast any number of Poison or be affected by a rotting disease.
these spells before leaving on an adven- Saving throw modifiers include: + 1 for
The affected factor is increased by 10% ture, but of course she must have her soul remaining inside a log cabin or equiva-
for each soul called upon (up to a maxi- crystal (or crystals) with her to gain the ef- lent, to + 5 inside a fortress. The cloud is
mum of 70 %). It is possible for a shaman fect. She must state before a dice roll, of not affected by winds, but dissipates after
to affect different factors of different course, which spell she is expending, as one full day.
spells cast successively during the dura- they might have different numbers of The souls drawn upon are weakened,
tion of the call upon souls spell. souls being drawn upon. and cannot be drawn upon again for one
Immediately after the casting of the Dice rolls that can be affected include week. If there are not enough strong souls
spell, the souls called upon are weakened To Hit rolls, saving throws, weapon or within the soul crystal to meet the num-
and cannot be called upon for one week spell damage, and Ability Checks. The ber of souls drawn upon (determined by
of game time. During this time their caster cannot draw upon souls to get a the 2dl0 roll), then 2dl0 must be rolled
strength cannot be used for Radiance score superior to what the dice can natu- again. If this second roll is below the
spells. However, they retain sufficient rally produce. number of souls in the soul crystal, the
strength to allow the shaman to cast non- For example, the shaman casts the spell souls are simply weakened for one week.
Radiance shamanic spells. Note that if to affect a saving throw against dragon If this second roll exceeds the number of
the shaman calls on more souls than the breath, specifying that 10 souls are being souls in the crystal, the crystal shatters,
soul crystal actually possesses, the spell called upon (and available). The shaman destroying all the souls within it. The sha-
fails but the souls are still weakened. fails her saving throw by 5 on the dice man must make a Save vs. Death Ray
roll. She draws upon the power of 5 souls (with a — 2 penalty) or die immediately;
Control Destiny (Spell level 6) to make good this shortfall, ensuring that even if the save is made, she suffers Id6
Range: 0 (shaman only) the saving throw is made. The other 5 points of damage per soul destroyed as
Duration: Permanent until used souls are still weakened, even though in the crystal shatters.
Effect: Affects the fate of the caster one sense they are not "really" used here.
Transcend life Force (Spell Level 7)
This spell alters the result of dice rolls af- Discharge Soul Power (Spell level 7) Range: 0 (shaman only)
fecting the shaman, by drawing upon the Range: 20 yards per level of the shaman Duration: 2dl2 hours
power of the souls contained within a soul Duration: instantaneous Effect: Attempt to reach Immortality
crystal. To use this power, the character Effect: Poisonous energy blast
must have a soul crystal with a certain This spell gives the caster a chance to be-
number of strong souls; souls weakened To use this dangerous spell, the caster come an Immortal. It should be clear that
by previous spells are not available for must have a soul crystal with a number of the discovery of this spell is the culmina-
use. The shaman casts the spell in ad- unweakened souls, as usual. She can dis- tion of an entire campaign for a shadow
vance, stating how many souls she is charge some or all of the power of these elf shaman character. To acquire this
drawing upon. Their strength is then re- souls in a destructive energy blast fol- spell, the shaman must go on a special
duced for a week, as described in the call lowed by flames. The spell requires 1 full quest revealed to her by Rafiel. Other de-
upon souls spell above. The character turn (10 rounds) to cast. tails about this spell are available only
must then later state, before an event oc- The spell draws upon 2dlO souls; the from the DM in the case of a PC shaman.
curs, that its result will be altered by the shaman cannot control the strength of DM's Notes: The nature of such a
spell. this spell. Each soul causes Id6 damage in quest is suggested below, but a vital point
If the dice roll fails, the caster draws the spell effect. However, when calculat- to note here is that a character can fail her

Jaime Torres Fernandez (Order #10495734)


Secnets of trje Soul Cuystals
attempt at becoming an Immortal. This necessary ensures that many soul crystals of Rafiel. "In the fullness of time, I, Ra-
causes the victim's body to wither and will become available for use in the fiel, will show my shamans the secrets of
turn to ashes while her lifeforce is drained Chamber of Spheres, with considerable the crystals that have the power of life and
into the soul crystals of the Chamber of potency left in them. The need for many death and life everlasting." Immortality!
the Spheres, where it becomes more en- soul crystals in the work there also results The devotion of the White Shamans
ergy supply. The character is forever lost in frequent quests for soul crystals. The reaches, if anything, a new ecstatic pitch.
and cannot be revived (even with use of a most powerful are those of "higher level" They gradually realize that the earlier be-
wish spell). Her trapped lifeforce (along and with more "souls," and these are the liefs they had about soul crystals were a
with possible others) remains conscious most precious to Rafiel's designs. Hence parable taught them by Rafiel, to enable
within the artifact until the last flicker of the injunctions on high-level shamans to them better to appreciate his great work.
energy (often for some months). With go on quests to find them. But then their However, they do not know the whole
some soul crystals it is possible to use ESP understanding of these crystals begins to truth. The Radiant Shaman is closest to
or other forms of mental communication become more sophisticated than that of such knowledge.
mode and converse with the victim. A their juniors.
lifeforce can only reveal what it knows — It is gradually apparent to shamans of
essentially how it got there and whatever Rafiel, when they reach the status of
it knew before it got there — but it will White Shaman, that the soul crystals are
rarely do so for reasons which will become not what they have been believed to be.
obvious in the following section. How- White Shamans are involved in the work
ever, the fact of mental contact with these of the Chamber of the Spheres, and it is
consciousnesses explains in small part clear that the technological nature of this
why shadow elves believe that "souls" in- work deals with a lot more than souls. A
habit these crystals. more complete description of the Temple
of Rafiel is given elsewhere, but essen-
Xltic RoaO t o iMMontality — tially Rafiel's most powerful shamans are
trying to build an artifact very similar to
At levels in the shamanic hierarchy below the Nucleus of the Spheres in Glantri.
the White Shamans, shamans believe Rafiel wishes them to do this, because it
fully that soul crystals draw on the power will greatly increase the power of the
of souls. When a non-Radiance spell is Sphere of Energy if completed. Since Ra-
cast, the power of souls is not drawn upon fiel is an Immortal of that Sphere, this
to such an extent that they are signifi- project is of central importance to him.
cantly weakened. The shaman does re- White Shamans are introduced gradu-
gard the spell effect as coming from a ally to the fact that soul crystals aren't
nexus involving her ritual casting, the quite what they seem. Initially, they are
souls in the soul crystal, and the will of given to understand that there is simply
Rafiel. But the souls stay unweakened. more to these soul crystals than what they
When Radiance spells are cast, souls have previously learned. The nature of
are weakened. This is due in part to the this more will be learned later, as they
potency of the spells, in part to their sym- participate in the great work of Rafiel in
bolic importance (it is taught that they the Chamber of Spheres in the Seventh
are known only to Rafiel's most trusted Level of the Temple of Rafiel. They are
servants), and in part to the will of Rafiel. also told tantalizing hints of the spell
One major consequence of all this is transcend life force. They cannot cast it
that shamans of Rafiel are understand- — only a Radiant Shaman can do this
ably reluctant to cast Radiance spells. upon attaining 36th level — but they re-
They understand that drawing on the alize what their goal is now: Rafiel's hand
power of souls does not harm them or is guiding them to Immortality! Don't
damage them; Rafiel would not allow forget that these shamans are now of 19th
such a thing. But, due to their symbolic level at least. They are far, far along the
significance, they must be used sparingly road, the Way of Rafiel, which now leads
and with reverence. This suits Rafiel's to Immortality. They understand gradu-
purposes admirably. Reducing the uses of ally, as they gain levels, that the work in
soul crystals to the absolute minimum the Chamber of Spheres is the great glory

Jaime Torres Fernandez (Order #10495734)


of tlie Sliabow Elf LaNbs
The lands of the Shadow elves stretch out old lava flow. The swirls and whorls of ig- fairly large caves and caverns south of a
far in all directions from the City of the neous rock here are massive and highly im- major volcano shaft. Within these tun-
Stars. The City itself is described in detail pressive in shape, having been worn down nels and caves a very fine rain falls to the
later in this chapter, but first a guided to an almost perfect smoothness by water ground continuously. Periodically, at ran-
tour around the major "natural" sites of erosion. To the east, steam shrouds the dom intervals, sudden swirls of wind
interest is given. Rules for travel times bubbles and agitations caused by the out- drive the fine drizzle in all directions.
around the tunnels and passages connect- flow of the Boiling River into the Dragon Visibility is reduced here, especially
ing these wonders are given separately, in Lake. The vaulted ceiling of this huge ca- infravision (down to 20'), and likewise
the Travel and Vigilance chapter. Details vern rises to almost 400 feet in places. The acute hearing counts for little. The soft
of patrols and guards occupying impor- lakeside can be crossed on foot from the fall of rain isn't the major problem, but
tant locations are likewise to be found in north canal to the point where the Boiling the endless dripping of water from rock
that chapter. River flows out into Dragon Lake, but the onto rock and the slurping and gulping
temperature can be very extreme here at sounds of bubbling mud underfoot cer-
times so the shadow elves have built a se- tainly is. Naked flames are almost impos-
Lakes Watenways ries of rope bridges with very tough, fi- sible to keep alight and no form of
The major body of water in the shadow brous fungal "rope" around the west and weather controlling magic works here.
elf lands is the connected complex of the south sides of the Lake. Anyone really The whole area radiates magic but what
Ebon and Dragon Lakes, joined by canals wishing to walk right across to either So- sort, and which being was responsible for
built by the shadow elves (using spells journer river can do so easily enough, but creating this peculiar area, is unknown.
such as rock to mud and then digging!). the ferrymen here can get you across a lot Notably, the stream which flows from
Much water from the higher water tables easier. Skinwings have enough room to these caverns is very shallow and narrow,
drains through into this complex directly. land at any river or canal entry into this as if only a small part of the rain falling
Lakes in the Broken Lands filter into this Lake, but they do not much like the heat here ever passes into it.
region, and it is likely that some of the to the east of this cavern. The Cavern of Continual Rain is also
water drained off through the Sump and Dragon Lake is so named because deep feared for the presence there of a small
Weir of Alfheim makes its way into in its silent waters lies a somnolent dragon group of grey puddings (rock-colored
Dragon Lake rather than into the turtle of great strength (45 HD). It is not black puddings) of exceptional size (20
Malpheggi Swamp. especially large as dragon turtles go, and is HD). Evading them is not easy given the
The only water mass at a significantly usually sleepy. However, there is a 1% heavy, muddy conditions underfoot —
higher level than Dragon Lake is the Boil- chance for each month that it will awaken note that terrain altering spells such as
ing Lake, which drains through the nar- due to warm water from the Boiling Lake mud to rock (reverse of rock to mud) will
row Boiling River into Dragon Lake, seeping over it and rise to the surface for not work here.
causing the eastern half of the greater 2d4 days. It is avoided by the shadow elves
lake to be shrouded in steam almost per- if it rises, for obvious reasons!
manently. Otherwise, the great Sojourner "Ctye WauRGNS
The cavern of Dragon Lake is also home
rivers flow slowly away from Dragon Lake to some 4,000 steam bats which roost in This network of tunnels is a source of
in both directions. In both cases, the cur- the eastern side of the cavern. They are both fear and fascination for shadow
rent is slow and lazy and sometimes seems wholly blind and harmless unless attacked elves. The Warrens are a veritable maze of
almost entirely absent. The Sojourner riv- or frightened, and the elves respect them. tunnels and passages, remnants of some
ers connect the towns of the elves and They consider that Rafiel may have guided long-ago burned out volcano's activity.
their barges and ships take advantage of even these humble creatures here, given Some shadow elf myths say that a fiery
the usually placid nature of these fairly the significance of the bat motif in the worm, smooth and black and glowing hot
shallow but broad rivers, as described in Temple of Rafiel (see below). as lava, bored through this area creating
the Travel and Vigilance chapter. Hazards the passages many centuries ago. Hence
(i.e., monsters!) are also considered the smoothness and symmetry of so many
there, although special monsters are EboN Lake
of the Warrens. He was the last of his
noted for individual locations below. This is considered later as part of the kind, looking for a mate, travelling end-
Vault of the City. lessly and producing the endless warrens
DnaqoN Lake found today. He found a reward of sorts
CaveRN of CoNtiNual RaiN and a curse of sorts. His reward was to
This great lake is some 800 feet deep at its produce more of his kind; his curse was to
deepest point. To the north and west its This isn't a single cavern as such; rather, it be made cold and clammy, wicked and
waters are still and quiet, but to the north- is a complex network of arterial passages slippery, a ghost of his former self. Thus
east a pebbled, rocky shore lies below an terminating in a small honeycombing of was the Boneless born. Well, so shadow

Jaime Torres Fernandez (Order #10495734)


of ttje SliaOow Elf
elves tell their children sometimes. Table 1: Soul Crystal Number & Strength
The Warrens are certainly dangerous.
All monster encounters are at twice nor- D100 No. of Crystals "Level" of Crystals "Souls" in Crystal
mal frequency here (see "Travel and Vigi- 01-30 Id4 1 2d4
lance" for encounter rates). Moreover, 31-60 Id6 2 2d6
the Boneless does haunt these damp pas- 61-80 2d4 3 2d6 + 2
sages (see "Flora and Fauna," p. 40), and 81-90 2d6 4 3d6
it is a terrifying monster to the shadow 91-96 „,._ _ 2d8 .„ 5 2dl2
elves, because they believe that it actually 97-99 2dlO 6 3dl0
eats souls. That is, anyone killed and 00 5d6 7 4dl0
eaten by a boneless has his or her soul de-
stroyed forever. This is a terrible fate. excruciating delicacy. The work of remov- here are rank and fetid, some even poi-
This would not matter so much if it ing them from the rock in which they are sonous. The air is stale and in places foul.
were not generally believed that there are embedded requires very delicate work The desolation of this place is held to
important treasures hidden deep within with fine tools and may take hours, with have originated, and to be sustained, in
the Warrens. There are rumors of power- junior shamans chanting and intoning several ways. One shadow elf legend,
ful magic, the tomb of an ancient human the verses of the Refuge of Stone. The elf which is rarely referred to because of the
warrior bedecked with fabulous magical extracting the crystal can lose pounds in shame it involves, refers to a subgroup of
weapons and wealth, and more. There weight from sweating during this ordeal. Clan Porador which departed from the
are also tales of a hidden passage which \bu may need to determine the quality Way of Rafiel and struck out on their
leads down to the very center of the and quantity of soul crystals found in a own, abandoning their brethren and
world, although this is usually regarded vein at some time during adventures in stealing all the food they could carry away
as a fable. the shadow elf lands. The table below from the City of the Stars. The legend
From time to time a group of excep- needs three dice rolls. The first deter- says that an evil spirit possessed a shaman
tionally brave (or foolish) young shadow mines the number of soul crystals found. of this clan and led the departing elves
elf adventurers decides to investigate the "You can determine how long they need to into barrenness and starvation.
Warrens. If forbidden, they may sneak be extracted (at least 1-2 days per crystal Magically-induced confusion prevented
off anyway. Sometimes some return, and should be a minimum). A second roll the shadow elves from finding their way
some treasures have been found there — should be made for each crystal to deter- back to their brethren. Many of their
but not the Big One, not yet anyway, so mine what "level" it is — this is the max- souls still have not returned to soul gems,
the lure still draws the impatient and imum spell level which can be cast by a and wander lost and aimless in this terri-
reckless. . . shaman wearing and using the crystal. A ble place.
third die roll determines the number of Creatures of exceptional wickedness or
"souls" in the soul crystal (this is impor- treachery today may be exiled here also.
Soul MiNes of Alf Myn - tant for using spells of the Radiance). Those Wanderers who have not led a
Alfmyr is the area which is by far the rich- good life may be guided here to a fast, if
est in veins of soul crystals in the sur- There is a degree of tension within the not very pleasant, death (usually follow-
rounding tunnels and passages. The shadow elf community about Alfmyr's ing a descent into madness). Finally,
terrain isn't always easy here, the rocks riches. There is something of a perception some shadow elf sages speculate that a
being hard and difficult to work, but the that the shamans of the City of the Stars long-lost humanoid race may have wan-
tireless searches of the shamans for soul turn up, take the crystals, say a brief dered into this blasted area and perished
crystals ensures that all necessary efforts thanks, and carry them back to their own as a precursor of what was to befall the
will be undertaken. A mining operation city. This does cause some resentment in Porador elves later.
always begins in the month of Crystals. A Alfmyr, which feels that it is taken for All these stories have only a little truth
patrol of varying size (depending on the granted and the vigilance of its people in to them. Exiles and desperate creatures
apparent size of the vein of crystals) will looking for veins of soul crystals is insuffi- have found their ways here, but not on
guard the mining operation, being re- ciently appreciated. any significant scale. Rather, a malefic
lieved every 14 days. Once a vein of soul magical artifact, the Crown of Corrup-
crystals has been found, it will never be tion, is buried within the Desert of Lost
left unattended, so a small temporary TlYje Desent of Lost Souls —
Souls and draws the exiled and fearful to
settlement will always spring up on site This blasted, desolate plain is extensive it with a beguiling telempathic effect.
— there is no question of the miners go- and utterly barren. Rock, sand, shale, The thing is evil and radiates madness
ing back to town or village for sleep. and stones greet the cheerless sojourner in and terror. An adventure to deal with it
Extracting the soul crystals is a work of this place. Small pools of standing water can be found in the Adventures section.

Jaime Torres Fernandez (Order #10495734)


of tlie Shyabow Elf
Foitest of Spibens usual cunning and unique co-operation. brave and good spider hunter can become
The shadow elves do not know why this very wealthy — if he lives to enjoy it.
This dense fungal forest west of Losetrel is is. (DMNote: a small group of aranea has Note that while (giant) shroud spiders
comprised largely of the tall, branching moved into the Forest of Spiders and is are the intended prey of spider hunters,
fungi the shadow elves call Barisel fungi. controlling these attacks, trying to slay many other types of spider (normal and
Their intertwined lateral branches make elves and steal any magic they have. The giant) are present here. Populations of
vision and travel difficult (move rates aranea are very careful to stay out of sight) crab spiders, albino cave spiders (use the
halved, all visual ranges reduced to two- While the western reaches of the Forest black widow spider profile), and even
thirds normal). They provide a natural of Spiders would be well avoided, small rhagodessae are sizeable here. More unu-
haven for spiders of all sorts, which popu- parties of shadow elves regularly brave its sual types of spider (e.g., tarantellas) are
late this area densely. A variety of arach- hazards to trap the shroud spiders which rare even in this spider-filled habitat.
nids prey upon the small lizards, giant weave the silk for which Losetrel is so fa-
centipedes, rock rats and other smaller mous. Shroud spiders do not breed well
creatures which scurry among the rocks Lava TTUNNGIS
in captivity, and their numbers must fre-
and fungi. The term "Forest of Spiders" quently be replenished by fresh captures. Lava tunnels can be very dangerous, but
is often used to refer to the whole fungal Spider hunters sally forth with fresh meat shadow elves seek them out for sport!
forest around Losetrel, but by far the lures treated with secret recipes which al- They are not common, but the greatest
densest populations of spiders are to be lure spiders and leave these for their prey, density of them lies around the Boiling
found west of the river. Watches are below nets and surrounded by snares. Lake and the western limb of the North
posted at regular intervals along the river Poor hunters who cannot afford such Sojourner River where it stretches out to-
banks opposite the Forest of Spiders. Un- lures may even try to use themselves as ward (but does not meet) the Cavern of
til recently, the spider threat has not been live baits, tempting the spiders into cages Continual Rain. Some artisans, notably
too great. Spiders are not, after all, social or net traps. The captured shroud spiders blacksmiths, do indeed have small settle-
creatures and do not exactly use advanced are then taken back in wooden cages on ments around these areas. They have pro-
skirmish tactics. Of late, however, their narrow carts which can travel in the dense tections against the extreme heat, of
threat has changed. Small groups of spi- fungal growth. Spider hunting is a highly course — usually rings of fire resistance or
ders have attacked together, showing un- skilled and dangerous business, and a a resist fire spell. Such shadow elves are
usually regarded as eccentric, but their
work is vital for military purposes (among
others). The army is only too happy to
provide a rare burly shadow elf with a ring
of fire resistance to allow him to ply the
blacksmith or weaponsmithing trade.
Also, shadow elves will go to great
lengths to beg or borrow (but never steal)
magical protections which will allow
them to go lava fishing. Magically treated
rods and lines can be hired in the cities
and then the happy elves can go off in
search of the elusive lava fish. These crea-
tures resist heat when alive but cook nor-
mally once dead, so there is a finesse
about hooking a lava fish with a maggot-
and-kobold meat bait, gaffing it, and
then flourishing it above the lava so that
it is swiftly char-grilled.

City of t!?e Staus —


CJneat CaveuN
The City of the Stars is built on the ceil-
ing of a vast natural cavern (see fold-out
map), which has a ceiling height of be-

Jaime Torres Fernandez (Order #10495734)


CJeoqnapl?? of tl?e StyaOow Elf
twccn 2000 and 2500 feet in different "Cl?e Qates alarms are placed along the Ancient's
places. Within this cavern, gravity oper- Footsteps to give ample warning of any
ates very oddly. There is a wafer-thin There are four gates at the points where attack (there are also very frequent patrols
gravity null plane in (approximately) the major tunnels lead into the Great Ca- along that passage).
central plane of the cavern, with gravity vern. These gates stand 40-50 feet high For the more impecunious elf, the sul-
leading bodies to fall away at opposite and are magically "welded" into stone fur springs in the Great Cavern are said
speeds from this null plane in both direc- curtain walls with battlements; powerful to have medicinal properties. Bathing in
tions. And, apart from the majestic City stone gatehouses contain many guards them, and quaffing the stuff (which
of the Stars and this bizarre natural fea- and they bristle with crossbowmen. Each tastes really quite horrible), are both
ture, this huge cavern has other settle- gate has some 200 soldiers and 10 officers commended for all manner of minor ail-
ments and features of some note. who are eternally vigilant. For War Ma- ments. The waters only have placebo ef-
chine purposes (cf. Master Player's Book) fects, but often that can be enough.
these have AC - 8 overall and 900 hp.
EbON L a k e The Gate of Ancients is built on the
This lake contains deep blue water, which path where the first shadow elves found DaNQenous Places
is quite acidic (due to the sulfur springs) their way into this cavern, by the wide To the south-west, Nymiel's Geyser radi-
and hostile to aquatic life. It is an almost tunnel they now call the Ancients' Foot- ates magic and is known as a dangerous
entirely "dead" lake, without fish or steps. They will not alter this large pas- area. A watch is always kept here. Peri-
other fauna. A few giant frogs, toads, and sage by magic since it stands as an eternal odically, the geyser spouts not only the
small lizards are rare visitors. The lake is monument to that first band of strag- filthy water it usually does but begins to
deep (750' at deepest) and the water is glers. It is decorated with bronze plaques spew smoke and green-yellow steam.
drinkable, though bitter. It is also slightly showing the visages of all the Kings and Creatures from the Elemental Plane of
warm, facilitating the formation of Radiant Shamans of the City of the Stars. Fire are sometimes gated, notably fire el-
clouds which rise gently to the gravity There is always a general here, and he has ementals and flame salamanders. This
null plane. A variety of shadow elf boats a magical wand which can turn each of gate resists dispelling and is a permanent
are moored on the lake, usually close by these visages (1 per round) into a magical nuisance.
the two towns within the cavern. Twin ca- symbol (of any type as he wishes). There The origins of the fouling of this gey-
nals have been excavated to link Ebon are 15 of these plaques. ser's waters are unknown, but they resist
Lake with Dragon Lake and the northern The East and North gates guard the purify water spells until at least five
river to New Grunland. The outflow of routes to Alfmyr and New Grunland, re- miles away from the geyser itself. The
rivers here is very sluggish. spectively. Before the canals were con- elves have built a complex series of bar-
structed, the West gate guarded the main rages and locks along the thin river
route to Losetrel, but this is now es- which links the geyser to the Ebon Lake,
towNS chewed in favor of the water route via and filters the water through varnished
Dendronel and Pilinyl arc busy and thriv- Dragon Lake and the South Sojourner fungal filters (which obviously need fre-
ing towns with a slightly raffish reputa- River. The western passages are reduced quent replacing) and magical purifica-
tion. Much trade and marketing goes on in size and the guard somewhat smaller tion to prevent the Ebon Lake from
here, and the towns also contain an over- than at other gates. being polluted. Even so, there is an over-
spill of population from the city above spill into the ruined area of barren rock
them, including less reverential and prin- known as the Waste.
cipled shadow elves. However, both are TakiNQ tJ?e Wateus
This work is hampered by assaults from
boisterous and lively rather than cut- Beyond the Gate of Ancients lies a fairly monsters from the Hills of Peril. Large
throat. Dendronel is also a "dormitory large (but very shallow) pool into which caecilia and even purple worms are fre-
village" for a hundred or so shadow elf hot springs bubble. This area is very quent visitors to these hills, and fyrsnaca
miners who work the largely exhausted beautiful, with multicolored stalagmites come to brood in and around the dirty
mines to the north-east. Only five soul and very rounded rock formations. It is waters around the geyser. Without a mas-
crystals have been found there in the last also a place where shadow elves come to sive clean-up of the whole area — which
decade but a small silver vein is still relax and take a holiday. Chalet-like means some 200 square miles including
keenly worked. buildings made of toughened fungal the inhospitable terrain of the Hills of
Both towns have fairly large troop gar- trunks are very popular with the wealthier Peril — the shadow elves simply have to
risons, with 400-500 soldiers and 30- 40 shadow elves who can afford to rent (or ti- put up with these dual irritations.
officers. The populations of each town meshare) them. There is a small, but
varies depending on trade and migrants tough, guard detachment of 100 soldiers
but is usually some 3,000-4,000 souls. and 10 officers here, and many magical

Jaime Torres Fernandez (Order #10495734)


CJeocjnapIrP of trje SftaDow Elf

Life IN tlie City of Staus work of the Temple, which they regard as tant to them. Their businesses are what
sacred, and for the defense of the City as one would expect, and many are noted
Before looking at important sites in the embodied in the King, the generals, and below, but there are variants. Some "or-
city, it's vital to keep in mind how shadow the army. They certainly wouldn't want dinary" businesses are missing (an obvi-
elves live. What you find — and what you to see any skimping on military spend- ous example being undertakers). Others
don't find — in their great capital reflects ing. When shadow elves earn much of are very different from the norm — leath-
the nature of the lives and their shared so- their living by bartering goods or services, erworking is a very fine art because so lit-
cial values. they are expected to pay these taxes in the tle leather is available (from skinwings).
form of tithes or corvee (labor-service to Leatherworkers are rare and at the top of
Social Life, CJovenNMGNt, the King, which may involve work within the tree of the artisans. Bookshops don't
COMMUNit? the Royal Sector, weapon making or re- exist; the shadow elves have oral tradi-
pair, shovelling up after the skinwings, or tions and the small libraries they do have
The shadow elves have a very powerful anything else they can do). Trying to are kept by shamans and the military.
sense of community. They have suffered evade such duties is a thought which sim- "Carpenters" use not wood but fibrous
too hard, too long for their adversity not ply wouldn't occur to more than a few fungi, and so on.
to bond them together, and the Way of shadow elves and, even then, the shame Shadow elves do have money. Minted
Rafiel urges their obedience to this ethos, of exposure if they were found cheating copper, silver, and gold pieces are used,
to their shamans, and their King. They would be a powerful deterrent. but the main currency is specially-crafted
are also powerfully committed to their and varnished thin strips of very hard,
This sounds impossibly goody-goody,
families, and (much less) to their clans. bark-like fungus. These are of precise
doesn't it? To some extent it is. There are
As an example of how this works, con- some less than entirely honest shadow size, have unique markings and edgings,
sider private property. This does exist — elves, but they are marginalized socially and are made by craftsmen in the Royal
property can be owned, bought and sold, and even geographically within shadow Sector. They are carefully kept in silk
by shadow elves, and many do own the elf communities (such as the folk of Wen- pouches by shadow elves, but they are
stone dwelling the huge majority of dolen Village — see below). And the tough and have a long life. Currency
shadow elves live in. But it can be com- price paid is a lack of innovation and ini- units for these plaques (called collectively
mandeered by shamans or the King if they tiative, as King Telemon feels keenly. But kala£) are lOgp, 50gp, and lOOgp.
so wish. Within the laws as the shamans Telemon's views are not part of the story Much trade is done by barter in any
have them written, no compensation is until the next chapter. event. This is the usual form of "whole-
mandatory for this. It would not be done
Telemon's authority and that of the sale" trade in markets between mer-
if it were not needed for some purpose (of
shamans is co-existent. Because the sha- chants. It is also very common between
Rafiel's, probably). But if this should hap-
mans select the King (with Rafiel's guid- individuals; one shadow elf may agree to
pen, the consequences would be these: the
ance), there can be no conflict — in milk another's slugs one day in return for
shadow elf s clansmen would give money
theory. The King decrees the Law, but he being ferried half-way to Alfmyr next
and time to build the elf and his family a
only does so because his authority is given week, or for some trania, for example.
new home. Those most closely related by
by shamanic election.
marriage or friendship would give most.
These principles apply within each settle- No detailed legal system is given here. ClaN AfcoptioNS aNt> tt?e
ment of shadow elves; between settle- Obviously, if PC shadow elves go around New ENdave
ments, this kind of help is coordinated at stealing and assaulting people or killing
them, they will be apprehended by a force From time to time, shadow elves capture
the level of rulers.
of soldiers and brought to justice (i.e., ex- intruders into their domains and are
The shadow elf owns a home, has a job, ecuted). If they do this sort of thing, you faced with the problem of what to do
and uses money. But all this is given by have some serious problems with your with them. It is considered that the Way
Rafiel. And Rafiel's wish is that shadow players. Their PCs shouldn't be doing this of Rafiel does not readily allow for their
elves should share. Help is freely given sort of thing. Either get some new players summary execution. Since some of them
when needed, but is not asked for unless or suggest to those you have that they are undoubtedly motivated by simple cu-
it is genuinely needed. There aren't any think carefully about why they're playing riosity, this would be grossly unfair. So,
con elves here. this game in the first place. unless there is evidence that the intruders
Paying taxes works on a similar princi- have actually slain shadow elves, they are
ple. By long decree, one fourteenth part adopted (nominally by Clan Celebryl)
of a shadow elf s earnings go to Rafiel (in BusiNess aNt> MoNey and allowed to live out the rest of their
the form of the Temple and the King). Shadow elves have careers and jobs, and natural lives in the New Enclave.
Shadow elves are entirely ready to pay gaining enough money to be able to sup- The inhabitants of the New Enclave are
this. They know that it is to pay for the port their families and homes is impor- allowed a 7 month (by shadow elf reckon-

21

Jaime Torres Fernandez (Order #10495734)


CJeoquap^y Of tfte Sfjafcow Elf
ing) period of grace to get used to their ual area details below give some further part. The New Market is so called because
new life. During this time they do not information. it is exactly that; where merchants trade.
have to earn a living but are supplied with The Enclave is important. This was de-
basic needs and a place to live. If they QuanteRS aNt> CJates signed as the part of the City where resi-
have no useful skills, they are trained (in dents other than shadow elves would be
slug management skills, etc.) and then The small hexagon within the current en- corralled. "Keep them separate from you
they must earn a living. Otherwise, gen- larged city is the originally-designed city, lest they offend me, and I, Rafiel, will
tly forced labor is extracted from them. enlarged subsequently. Within this guide you." However, the generosity of
While inhabitants of the New Enclave smaller hexagon, there are four Quarters the shadow elves in allowing so much
are separated from the shadow elves in which correspond to the four clans of space for their guests was rather excessive.
terms of where they live and sleep, they shadow elves. Originally, before any The outsiders didn't need anywhere near
sometimes have to enter the main body of other cities had been built, the four clans this much space. Over the centuries, a
the City to work and earn their living. It is occupied these four Quarters, even small area within the Enclave has been
also permitted for shadow elves to visit though there was never an injunction to walled off (with small gates leading out to
outsiders within the New Enclave on a so- do this and the geographic separation the rest of the Enclave) for these folk.
cial basis from time to time — but not too wasn't complete. Now these names have This reduced area is known as the New
often. The guards at the gates don't keep only historical importance; Clan Celebryl Enclave. The rest of the Enclave is occu-
exact records, but they do take notice of occupies most of this city. But there is one pied by more of the burgeoning popula-
who comes and goes. However, members remnant of this old division. The crafts tion of the City of the Stars.
of the Second Shadow (see the "Travel and workmanship typical of different
and Vigilance" chapter) certainly keep an clans is still mostly represented in the rel-
evant Quarters. If you want an excellent Bey O N 0 ttje CJates
eye on new arrivals for some time, and the
authorities keep themselves well in- piece of silk cloth or a good tailor, your To the east and north of the walled city
formed about the peoples living here. best bet is Gelbalf Quarter. (still on the ceiling) is Wendolen Village,
The Royal Sector is still the exclusive where some 40,000 shadow elves (in-
province of the King and his family (plus cluded in the population of the City of
A Niqftt O N tf?e TOWN the senior generals, their families, some the Stars) live. This is an overspill area;
Well, not really. Shadow elves do drink a 1,500 standing troops, important advis- the walled city is already packed. The
fungal beer (in many different flavors) ers, mages, records and archives, and all shadow elves here are a mix. Some of
and they do go out to have some fun now the other paraphernalia). The Shaman them are the poorer or less fortunate of
and again. But bawdy houses, rowdy tav- Sector, however, is no longer confined to their kind. Others are relative newcomers
erns, gambling dens and the like are sim- shamans — it never was, since it housed to the area, attracted by the dim lights of
ply not a part of their lives. Shadow elves those especially devout in the Way of Ra- the capital, wide-eyed about the Temple
are naive in the best sense of that word: fiel even in the first years. Shamans now of Rafiel and the wonders inside the walls
innocent, ingenuous, and wide-eyed live in and around the temple. Shaman — "have you seen the trees?" Wendolen
about life. They are not gullible, or fools, Sector is now known as the quietest, most village has a small number of ne'er-do-
but they are naive. PC shadow elves studious, and most refined residential wells but their number shouldn't be
shouldn't even get to learn of The Ore's area in the City of the Stars. overestimated.
Whiskers until their players have role- Studying the original hexagon shows The Sistyl Forest beyond is well
played the right kind of character for a that the gates there partly correspond to worked-out and has few vigorous fungal
few sessions at least! the old clan divisions within the City. The growths outside a small number of inten-
Old Gelbalf and Old Celebryl gates are sively cultivated plantations. It is no
EguipMGNt ItGMS aNt) Costs now closed, sealed and walled up for de- longer a forest as such, and only provides
fense purposes. Gates on the present city work for some 1,000 shadow elves. More
"Vbu can use D&D® rulebook costs for walls still have clan names. The Holy extensive fungal forests in the main ca-
items unless it is clear that these should Gate is the way by which pilgrims to the vern provide much better pickings.
be radically altered. Of course, many Temple of Rafiel have always been admit-
items cannot be had at all — you can't ted. The Royal Gate is that by which the
buy a warhorse here! Some goods are iNOivibual LocatiONS
Radiant Shaman brings the new King cer-
much more expensive than usual — emonially into the central city when a tl?e City
leatherware, for example, costs ten times new King is chosen, although it is open 1. Temple of Rafiel. This centrally impor-
the rulebook prices because of its scarcity. for general travel within the city too. tant area is described at the end of this
This includes leather armor. Make other chapter.
Other areas within the wider hexagon
changes as you see fit, although individ- 2. Temple Square: This huge plaza is
don't have district names for the most

Jaime Torres Fernandez (Order #10495734)


of tl?e StyaOow Elf
quite bare save for a small number of of the 315 skinwings in the Celebryl Air sculpting the mud, and then mud to rock
huge stalactites which extend up to 100 Force are stabled here. This powerful air spells) or strider fungus stalk-rods, hard-
feet into the air (stalactites grow up here; defense is still named after the clan that ened and varnished. Such a spear can
it's the ceiling of the cavern). These are first tamed the reptilian birds they ride have its shaft snap fairly easily (if a natu-
tipped with gentle magical faerie lights with such pride and expertise. Regular ral 1 is rolled). Make up other rules as you
which are of permanent duration. There training flights and maneuvers always at- see fit without being unfair to PCs!
are, of course, 14 steps leading up and tract young shadow elves and sightseers 11. lefarel's Apparel: A fashionable
into the Temple. from other cities. Periodically, the stables clothes shop. Specializes in fine silk
3. King's Palace: This splendid building are opened to the public, who are allowed bridal gowns.
has powerful magical defenses, notably a to watch the skinwings croaking and 12. Off-the-Stalk: A rough-and-ready
spherical mind barrier which protects all growling with pleasure as their skins are basic clothing shop where garments of
shadow elves inside it. Massive stalag- brushed and oiled by their grooms. The coarse silks are hung on varnished fungal
mites form the pillars of the central en- Changing of the Guard, with General stands — hence the shop's name. This
trance, smoothed and carved into Garafaele and the King inspecting, is a shop does a good sideline in children's
intricate patterns. The towers of the Pal- popular sight for visitors, combining toys.
ace have three gravity catapults (see next royal pomp with smart uniforms and 13. Siristel's Supples: A leatherware shop
chapter) and, at 140 feet in height, are well-drilled troops and animals. A reas- (including made-to- measure leather ar-
the tallest buildings in the city. surance to all shadow elves! mor). Exceptional workmanship.
4. Way of Fountains: Along this roadway 8. Military Headquarters: The nerve- 14. Shoes Aplenty: The cobbler here, a
stand 14 fountains, drawing upon the center of all City defenses. General Gara- young female named Rafasta, works with
same water table drained from Troll Lake, faele and the 14 generals of the city are Siristel on offcuts and side-pieces of
the bottom of which is some 1,300 feet almost invariably here. A total of some leather to make shoes which are much in
above the ceiling of the cavern. Each 1,500 troops is permanently stationed demand. Both shadow elves will pay well
fountain has one verse from the Refuge of here and there are more gravity catapults for any leather or usable animal hide for
Stone inscribed upon it and shadow elves placed here. In the basements of the HQ their work. Boots and shoes cost 10 times
walking all the way along this route usu- are the headquarters of the Second normal prices.
ally take care to recite them in order as Shadow; the following chapter gives de- 15. Maflarel's Emporium: This is where
they stroll along. tails of this organization. the PCs go for pretty much anything else
5. Way of Statues: Statues of the seven 9. Gravity Artillery: Atop each city gate is they need. Maflarel is always the best bet
Kings of the Shadow Elves stand in order a pair of gravity catapults with working for miscellaneous equipment. You
along this way, each in heroic pose on a crews. Details of gravity artillery are given should review the "Normal Equipment"
massive skinwing. The statues are made in the "Travel and Vigilance" chapter. list in the Expert Rulebook and decide on
of a copper-colored alloy not unlike item availability and cost. For example,
bronze. Let's Qo StjoppiNQ garlic will be unavailable — or does this
6. Way of Trees: This is perhaps the most resourceful elf have some in stock for
astonishing sight in the City in some 10. Diloriel's Armors and Weapons: This some fabulous price (lOOgp at least)? Up
ways. By extraordinary diligence and is the best place in the city for this stuff. to you! Maflarel is detailed in the
care, the shadow elves have managed to Prices and availability are altered as fol- "Among the Shadows" chapter.
grow and keep alive one specimen of each lows: leather armour, 10 times normal
price; chain mail, 20% below normal
of many surface tree species — oak, alder,
price; plate mail, 6 times normal price AntisaNS aNt> Senvices
maple, cherry, apple, jacaranda (this one
gives serious problems) and others; a total and is only made-to-measure (needs 4-6 16. Felestyr Warehouse: This warehouse
of 14, grow here. The cherries and apples weeks); longbows and lances not availa- is usually employed by merchants of the
are exquisite delights for feasts. The scent ble; crossbows 20% below normal price. Felestyr clan when they import their
of the jacaranda is intoxicating to the These changes reflect shadow elf habits goods into the city. They store their
shadow elves and beneath this tree when and prejudices (plate mail is disliked by products (especially weapons and armor)
it is in flower is a traditional place to such slender and light folk), availability communally, unlike other clans.
plight one's troth (even in an arranged of materials (leather is very expensive!), 17. Bonded Warehouse: This is a ware-
marriage). The shadow elves love the and similar considerations. "Vbu may im- house for rent. Shadow elves hoping for
trees — and are constantly reminded by provise other rules as you wish. For exam- work as guards for merchant convoys and
them of the shame and perfidy of the sur- ple, consider spears. Their shafts cannot wagons often hang around here. Shadow
face elves who deny them the chance to be made of wood since the shadow elves elves who know what they're doing will try
live among such natural wonders. do not have any. Rather, they are made ei- Halhalen's Haulage Co. (#31) instead.
ther of sculpted stone (using rock to mud, 18. Map Shop: Old Jaflarien has maps of
7. Skinwing Stables: The large majority

Jaime Torres Fernandez (Order #10495734)


of tlje StjaOow Elf
all the major passages, waterways and RelaxatioN Also, Halfalen owns the best giant
tunnels in the lands of the shadow elves slugs in the City. He will hire them as
etched onto blanched fungus bark. Some draught beasts to merchants, but only
of them are even accurate . . . 26. The Hall of Fourteen Voices: This is those he knows well. He also has a subsid-
19. Candle World: Jennafaer, the propri- the major concert hall in the City of the iary business, mostly run by his two sons,
etress, has discovered a small colony of Stars. Shadow elves are by no means as rearing and training giant slugs. This is
unique wax-secreting worms in the ca- musical as their Alfheim cousins, but the place to go if you want to buy a really
vern walls close by The Waste, and has they enjoy vocal recitations of sacred mu- good slug.
single-handedly revolutionized the sci- sic and bardic historical sagas. Halfalen's only daughter was Marked
ence of discreet lighting in the City of the 27. Whispering Waters: This is a good as an acolyte last year, and he is intensely
Stars. Her work is all the rage — everyone 'street cafe' where shadow elves meet to proud of this fact. He and his family have
wants a candle, how does she do it? Each eat fungus "bread," tran/'a, and perhaps been conspicuously devout in attendance
candle (6 hours burning time) costs 4gp, the odd luxury such as curdled slug milk, at the Temple of Rafiel ever since.
but this is a bargain to the shadow elves. washed down with a mug of sulfur water. 32. Pilots & Guides: This hiring-out
20. Drewmund's Locksmiths: Within the Being in the New Market district, this is agency provides guides with definite
New Enclave this surly dwarf plys his habitually frequented by merchants dis- skills such as Orientation in Caves, Know
trade. His mutterings about security, cussing business. terrain (often at +1 or better), Helms-
thrift, caution, and protecting one's as- There are few such places in the City of man, Mapping, and the like — "profes-
sets on behalf of one's family have struck the Stars. "Eating out" is a concept alien sionals" as opposed to the "laborers"
a chord with only a few shadow elves, but to the shadow elves, who eat very frugally. handled by Halfalen. The proprietor of
enough to allow him to scrape a living. Merchants eat and drink here because this agency, Raffainfar, is not on good
21. Parafal's Glassware: This shop sup- they are not at home, or elves will take terms with Halfalen and treats him with
plies flasks, bottles, mirrors, and fancy liquid refreshment because they are hot disdain.
glassware. These are at least twice the nor- and tired from work. If friends who ha- 33. Sarantyr's Skinwing Rides: Sarantyr
mal price; sand is not easily come by in ven't seen each other for a while meet by owns two skinwings and hires them out to
the shadow elf lands. The proprietress is a chance, they may come here to eat and give rides around the city, usually to chil-
distant cousin of Porphyriel, the Radiant talk. But cafe life is not an important dren and/or visitors to the city. The two
Shaman, and she doesn't let anyone for- form of social discourse here! skinwings are rather old beasts, very well
get it. In the window of the shop — and a 28. Stone Caps: Another street "cafe" trained and very docile, and the harnesses
glass window is a rarity! — is a huge glass where shadow elves sit at tables made of into which their riders are fitted are very
flask with Porphyriel's likeness etched on stone in the shapes of flat-top fungi. Sta- secure indeed. Sarantyr has an under-
it (and the 14 verses of the Refuge of ple fare is the order of the day: tran/a, standing with the military, so that they
Stone for good measure). mineral water, hot sour slug's milk or cur- keep an eye on these skinwings from their
22. Tobacconist: The "tobacco" on sale dled whey for a luxury. own beasts and Sarantyr pays extra taxes
with the clay tretiltans (a sort of pipe) 29. Public Baths: Shadow elves, like their for this friendly watchfulness.
here is prepared from the very best fungal surface relatives, tend to be fussy about 34-37. Taverns/hostelries: There are a fair
sources. If you like being sick, light- cleanliness and often visit these baths. number of these scattered about the city,
headed, coughing up multicolor lung Both cool and warm baths exist here. The since merchants need to stay with their
fragments, and smelling like a singed rat, baths are lovingly sculpted and use natu- helpers, and there are some shadow elf
this is the place for you. ral decor, with dramatic stalactite forma- adventurers, after all! These four are a
23. Pots and Pots: Imaginatively named, tions being incorporated into the design. fairly typical cross-section of the hostel-
this shop sells all manner of clay and ce- 30. Boat Hire: The agent here hires out ries to be found here, selling their tran/a,
ramic pots and pottery. boats on behalf of many boat owners in mineral water, and weak fungal beers:
24. Kiln and Urn: Another potter's shop, the city. The boats aren't here, of course; 34. Hands of Rafiel: Very plush and re-
with superior craftsmanship and an unu- they are on the Ebon Lake, or around it fined, a talking shop for intellectuals and
sual line in vegetable dyes (their Celebryl on the shores in small boatyards. Travel scholars, with prayer mats and pewter
Blue could become a classic design). and Vigilance details boat hiring. mugs on which the 14 verses of the Ref-
25. The House of Hopes and Wishes: 31. Halfalen's Haulage Co. Halfalen uge of Stone are etched.
This portentously-named shop sells all hires (and hires out) guards for merchants 35. The Cap and Stalk: A hang-out for
manner of exotic "consumer" items — carrying their wares over long distances. the most important and wealthy mer-
lava fish, smoked skitterling fillets, even This is a good place for penniless PCs to chants. Extremely respectable.
utter rarities such as spices and once even come and find employment, although 36. The Traveller's Comfort: A hostelry
an apple! It is secretly owned by Maflarel, Halfalen has a definite preference for for less well-to-do merchants and even
and managed by a charmed lackey of his. brawn over brains when hiring people. the leaders of their haulage teams. Lively,

Jaime Torres Fernandez (Order #10495734)


CJeoqnapliy of ttye SljaDow Elf
friendly, and a good place to hear gossip, gender and hold hands without being are never sold to outsiders, although they
especially from other cities and about married, even without having been previ- will be bought from them. Do not sell
business matters. ously introduced. permanent magical items to shadow elf
37. The Stoneturner: The name derives This is the place to meet the tiny rag- PCs (unless at outrageous prices);
from the shadow elves' ability to move tag of unconventional, weird, misfit, Yalfanare prefers barter (on terms much
tunnels around — to turn them, as it is miscreants who have enough money to be to his advantage).
sometimes put. Miners from the Felestyr able to afford to indulge themselves here. 41. Quanafel's Thaumaturgy: This is the
clan congregate here, and rumors of new It is a place where, notably, tales are told alternative place to buy, sell, and trade
soul crystal finds (and precious metals, of other lands, lands with trees and dap- magical items. Quanafel (profile in the
but that's a lot less important) often start pled sunlight, or barren rock and fierce "Among the Shadows" chapter) is an
from this tavern. Miners from the main humanoids, or even the Land of the Red irascible old (757) elf-wizard of 18th
Great Cavern mines also tend to visit here Sun. The listeners are not sure what is level, always eager to buy or trade for un-
when in the City. The Stoneturner is true and what is myth in these explorers' usual magical items or magical wands.
rough and ready, but friendly enough. tales. They're usually second-hand, but His home is a bewildering collection of
an eye-witness account is always delivered curiosities inside: an embalmed kobold
Off "Ctye BeateN t n a c k to a packed house. Shadow elves who in a glass case, stuffed birds, a preserved
come here have their eyes opened to an bear's paws, cases of geological samples,
38. Risardiel's House of Mystic: Risardiel entirely different way of life. . . and all manner of bric-a-brac.
is a young female shadow elf fortune 40. College of Wizardry: This is a fairly
teller. She dresses rather oddly (she is grand name for a small and unprepossess- In a city of nearly a quarter of a million
color-blind and wears clashing colors to- ing place. It is operated by Yalfanare, a shadow elves, there is ample room for you
gether with her white garments), and 12th level elf-wizard, whose function is to add further locations and details. % u
does tend to simper and giggle a lot. But simply to put shadow elves in touch with might wish to make a photocopy of the
she has an unquestionable talent for the more experienced shadow elf wizards city plan on the inside cover (permission
dramatic, and many of the shadow elves who can teach them new spells for their is granted to do this for personal use) and
are superstitious folk. Risardiel has her spell books, or to help with magical re- mark such additional locations in. Keep-
own skinwing and flies about, discerning search, and the like. There is no grand or- ing index cards with short details of each
the future and the will of Rafiel from the ganization anything like the Great location is a useful way of retaining infor-
pattern of lights as they fluctuate within School of Magic in Glantri. This is due to mation about them at your fingertips.
the city. The logic is that, while individ- the shamans, who used a subtle argu-
uals turn lights on and off, the overall Also, when describing the City, draw
ment to make sure that no group of the attention of the players to the sights
pattern betrays collective awareness of the mages could ever subvert their authority.
fate decreed by Rafiel. This is augmented and sounds. The markets are busy with
It would be a mistake, they argued, to merchants talking, haulers unloading gi-
by individual palm-reading. Risardiel of- have such a college because this would
fers you the chance to feed a PC some ant slugs, elves scurrying to pour water
imply that magic was something for a mi- and food into troughs for the panting,
complete drivel in return for his cash, or nority to study, rather than something
maybe now and then one of her predic- hungry beasts. Shadow elves wave greet-
which should be studied very widely to ings to each other as they stroll along the
tions could come amazingly true. . . maintain the defenses of the shadow spacious streets, and parties of young
39. The Ore's Whiskers: The existence of elves. Variants on this argument have elves skip and jest on their way to the
this rough-house is a carefully guarded been used by the shamans to considerable Temple, accompanied by a slightly har-
secret. It is below a shop which sells glass- effect over the centuries. assed acolyte-teacher.
ware, basic metal goods and tools, and The leading mages of the City are not
which appears quite innocuous. But it is too unhappy with this. They have influ-
owned (again!) by Maflarel, and its base- ence on the King through Kanafasti (so
TIEMPLE OF RAFIEL —
ments become by night The Ore's Whis- they think) and they know that confront- The vast Temple of Rafiel dominates
kers. Here, hard liquor is served; real ing the shamans would be a very bad Temple Square, rising to over 100 feet
dwarven meads, brandies from Kara- move, so they just get on with their re- with mighty stalactites hanging down,
meikos, mind-numbing substances from searches without making a big issue out of like the pipes of some vast organ, almost
Glantri. Smoked and cured foods, sug- it. to the public shrines and steps of this
ared fruits, pickled gerkins and fish, and spectacular building. Sculpted from rock,
This is where PC shadow elves (or even
all manner of delicacies are on the menu with inlays of colored limestones, quartz
outsiders) should come to purchase new
(subject to seasonal availability). Halfling and marble, the mosaic-decorated Tem-
spells for their spellbooks or to buy and
pipeweed and worse is smoked. It is possi- ple is a wonder to take the breath away.
sell minor magical items (potions, scrolls,
ble to sit next to an elf of the opposite There are 7 levels of the Temple (half of
and the like). Permanent magical items

Jaime Torres Fernandez (Order #10495734)


o f t?7e Sfta&ow Elf
14), with the highest level (i.e., that ris- leries. Here, religious art, especially that small number of low-level (1st, 2nd) soul
ing highest into the air) being the First depicting the military struggles of the crystals here, and reserves of coins and
Level (as described in the Shamans and shadow elves, is displayed. Some works, nuggets of precious metals. What com-
the Secrets of the Soul Crystals). Rising to notably mosaics, are permanent whereas mercial book-keeping the temple re-
this First Level are what are referred to by others are temporary (statues in exhibi- quires is done here.
the shadow elves as "the 14 steps." There tions, for example). Of course, these The Fourth Level is home to the Life
are actually two sets of these. Further, struggles (and victories) are the will of Ra- and Death Shamans, who occupy oppo-
each of the steps actually comprises 14 fiel. Hence memorials to them are very site sides of the temple. The central core
smaller steps; each set of 14 is crafted of much appropriate within the Temple. Al- is, however, shared by them for medita-
progressively lighter rock and has one though these Galleries, and some other tion and prayer (there are separate, and
verse of the Refuge of Stone etched into rooms occupied by the junior acolytes, joint, shrines) and for eating.
its steps. There are thus actually 196 steps are on this level, these are considered un- The Fifth level is home to the Colorless
rising to the entrances to the First Level restricted. Junior acolytes are not permit- Shamans. A major feature here is the
shrine. ted to pass through the bronze-shod great Conclave, where the White Sha-
doors which allow ingress to the central mans come to elect a new Radiant Sha-
Tlie Uppen Teiviple Levels - core of the Second Level. Only (full) aco- man when necessary (or to choose a new
lytes are allowed here. King). Symbolically, the White Shamans
The steps lead up to a great hall in which The acolytes have their living rooms on take one step away from their own inner
devotees may whisper a quick prayer, ask this Second Level. There are also a small sanctum at this time, to bring themselves
one of the many scurrying junior acolytes library, teaching rooms, a meditation closer to the communal lives of shadow
for help, bring offerings to the Temple, room, and food preparation areas. There elves when making these crucial deci-
or just pause for reflection. At the far end are always a small number of Marking sions. Colorless Shamans also maintain
of the hall, a passageway leads to steps Shamans supervising the acolytes in this the small library of works on the special
which descend into the Galleries of the level, and at least one White Shaman. magics of Rafiel (i.e., the spells of the Ra-
Second Level of the Temple, and onward The White Shaman is here in case a child diance), rare devotional works, and origi-
into the Chamber of the Refuge of Stone. is born with the Mark of the Shaman in nal supplementary religious works (such
Here is the object of the shadow elves' the City. She does not stay, or sleep, in the as The Concordance of the Way of Rafiel,
reverence: the 14 verses themselves. They First Level of the Temple for security rea- The Songs of Nasnaefel, and Jac-
are regularly visited by the devout, school sons, but she must be accessible and so quafarel's Verses of the Soul).
parties, shadow elves wishing some espe- she stays here. An acolyte given the pri- There are extensive living complexes on
cial boon in their personal lives (for a safe mary responsibility of attending to the the Sixth level, although there are but 13
birth, a happy marriage, a relative's White Shaman is considered very fa- White Shamans at the present time (the
safety, etc.). Special public ceremonies vored, and the acolytes do their best to number has varied from 9-20 over the
(marriages within the royal family or appear devout and worthy to the Marking years). The most important magics,
court, graduation of an acolyte into the Shaman responsible for drawing up the "spare" soul crystals of 3rd and higher
ranks of the Marking Shamans, the pub- relevant attendance roster. levels, and copies of all religious texts and
lic and formal appointment of a new Ra- scrolls, are all to be found here. Extensive
diant Shaman or Radiant General, etc.) alchemical and magic-user experimenta-
also take place here. MiOble Levels o f tl?e
tion facilities are to be found in this very
Acolytes will hover in and around this XTeiviple large temple level as well.
inner sanctum, with mugs of water for The Third Level, home to the Marking
weary travellers, to attend to those over- Shamans, has many record rooms. Since
come by the sight of the holy of holies, Marking Shamans have to act as judges in
CftaMben of
and to keep everything clean and pris- many disputes, they have many legal re- Spljenes
tine. The junior acolytes live in a warren cords. There is also a court chamber here,
of rooms to the sides of the First Level, PCs shouldn't get to see this unless they
where disputes of importance and/or
and they also have some rooms in the are of Companion level (either as outsid-
complexity will be adjudicated by Mark-
"unrestricted" part of the Second Level ers or as White Shamans), and at this
ing Shamans (or even by a White Shaman
of the Temple. level you will want to tailor the nature of
if the dispute is a major one). Shadow
There are also a couple of small court this ultimate sanctum to the needs of
elves other than Marking (or higher-level)
chambers on the First level where Mark- your campaign. It lies 60 feet below the
shamans are only admitted here after be-
ing Shamans will adjudicate relatively Sixth Level, well sunk into the rock, and
ing blindfolded and having undergone
small disputes between shadow elves. all manner of magical traps will protect it
purification rituals in the First Level of
from those who should not be here (i.e.,
Part of the Second Level is the Gal- the temple. Marking Shamans also keep a

Jaime Torres Fernandez (Order #10495734)


HHHHHHHHHKHHHHHHHHHHHHHHHHHHHHHH3

of tfte Sftabow Elf


who aren't White Shamans). Porphyriel bines technological and magical damage being done to this vital project.
alone has the magical keys to enter, al- principles, making it very strange. In ad- He will prefer persuasion to more direct
though Randafien (a 19th-level male sha- dition, it is built and shaped by elves, methods of dealing with intruders, but
man) has complexly-coded notes adding their aesthetics to it, so it looks he will use spells in combat if he must,
allowing him to work out how to enter, strangely graceful and almost eerie. Even obviously avoiding area-damaging spells
should any awful misfortune affect the a simple metal pipe here is anything but: and using personally-disabling attacks
Radiant Shaman. it is fluted, decorated, etched, and (maze, feeblemind, polymorph, disinte-
Exactly what does this place look like sweeps in a gentle arc along its path. grate, power words, etc.). Similar princi-
and what is being done here? It is full of If you are going to have some kind of ples will guide shamans who must fight
humming, complex machinery which intrusion into this area, or a battle (if the in defense of their temple.
will be unlike anything the PCs have ever PCs are high level and not shadow elves,
seen. The Spheres themselves are bright for example), you will need to keep in
globes with whirling crystals suspended mind the specific effects of the Radiance
inside them, and soul crystals can be on creatures (see "The Secrets of the Soul
found incorporated into the machinery in Crystals"). You should also keep in mind
many ways. Metal cylinders, pipes, boil- that every shadow elf in the City will try
ers, globes, supports and frames will fill to prevent entrance here and will try to
this huge area (the size of the Sixth Level slay anyone who has intruded here. In the
itself). The Chamber of the Spheres is ac- last resort, Rafiel himself will appear in
tually a magical nuclear reactor, so it com- his mortal form to prevent irreparable

Jaime Torres Fernandez (Order #10495734)


TRav€l aisiO
This chapter details travel in the lands of ards, encounters, and skill use. Rules for ob- combed passages, and the like. Worked-out
the shadow elves, movement rates, hazards, stacles and encounters are given following Alfmyr mines, the Warrens, minor tunnels
skill uses, and other factors. It also details the detailing of each type of route. Rules for and waterways not on the fold-out map
the organization of the ever-vigilant army movement rates for daily travelling can be (but added to it by the DM), are all exam-
of the shadow elves, including their intrigu- found in the Expert Rulebook, p. 41. ples of tertiary routes. Obviously, these are
ing Special Services. . . the most hazardous places to travel.
Primary routes are those shown as roads on
the fold-out map, and certain major water- Movement rates are reduced by 30%, or
iNto aNO out of tl7e City ways: the routes from the City of the Stars to by 20% if at least one of the travellers has
Alfmyr and Losetrel via the canal, Dragon the Know Terrain skill.
To start with, there is the pressing problem Encounters: check for both trivial and
of getting into and out of the City of the Lake, and the South Sojourner River. These
are broad, frequently-travelled, well- important encounters once per 2 hours.
Stars itself. Skinwing flying is one obvious Obstacles: there is a 20% chance per day
possibility, but skinwings can carry virtually patrolled routes, the safest and fastest to use.
of some important obstacle blocking
no cargo, so this has limited usefulness (the Movement rates here are full normal smooth progress. Check on the Obstacles
army has most of them anyway). Magic is a rates. At your discretion, it may be possible Table later in this chapter to determine the
possibility (fly, levitate, teleport being the to have skinwingsflyat least part of the way nature of the problem.
obvious spells). But there are still problems along such routes.
— what about first-level characters? What Encounters: Check for a trivial encounter
about merchants with cargo to shift? once per 8 hours, and for an important UNDGRQUOUND Styips
The problem is fortunately solved by the encounter once per 24 hours. Large ships can only travel safely along pri-
existence of what the shadow elves call "grav- Obstacles: There is only a 5 % chance per mary waterways. By "large ship" here is
ity flutes," narrow cylinders of altered gravity day of travel that an obstacle significantly meant anything larger than a riverboat (see
which exist at the sides of the Great Cavern affecting progress will be encountered, due Expert Rulebook, pp. 42-43 on vessels).
near the City of the Stars. Gravity flutes are to the frequent checking and maintenance Along tertiary waterways, nothing bigger
not found more than 10 miles from the City of primary travel routes. Check on the Ob- than a two-elf canoe (with a 1000 en. capac-
of the Stars. Shadow elves term them flutes stacles Table later in this chapter to deter- ity in addition to two elves) can travel safely.
because they are cylindrical in shape and be- mine the nature of the problem. PC shadow elves who make any attempt to
cause there seems to be a gentle, almost in- find out the facts of life as regards under-
Secondary routes are those shown as tunnels ground waterways will be told these facts.
audible sighing of an unfelt breeze within (in dashed lines) on the fold-out maps, and
them (other races do not hear this). all major waterways save those listed above as Vessels which are too large to cover water-
A gravity flute is 5-30 feet wide. A primary routes (and the river leading north ways safely will suffer some mishap at some
shadow elf entering one can at once recog- through the Forest of Spiders towards the distance along the route they do take. The
nize it by a rising of the hairs at the nape of Cavern of Continual Rain and to the north type of mishap is up to the DM; if the PCs
his neck (other races must make a Wisdom beyond; this is a tertiary route). These are less didn't know about their mistake, the vessel
check to recognize gravity change here un- frequently travelled, less often maintained can be forced to stop fairly quickly so the
less they experiment). (or harder to upkeep), less frequently pa- PCs don't lose too much time. If they just
When a gravity flute is entered, the wall trolled (and/or more attractive as habitats for set off without checking their facts, or, even
becomes "down." One simply steps off the monsters, etc.), and for many reasons less worse, ignored advice, then they deserve
floor (Great Cavern) on to the wall (which is trustworthy than primary travel routes. trouble. Strand them in the middle of no-
now the floor). When one reaches the ceil- where if you can.
Aforanenrrateshere are reduced by 20%
ing of the Cavern (City of the Stars), this is due to rocky and uneven terrain, rougher The usual obstacle is reduced ceiling
of course just another wall (while you are in- water, and the like. If a travelling group has height, but there are others. Stalactite for-
side the gravity flute), until you step out on at least one member with the Know Terrain ests are a nice variant, jagged rocks just be-
to it, when it becomes the floor. skill, this may be reduced to a —10% pen- low the waterline another possibility, too
It takes ld20 rounds to find a gravity alty to move rates. little draught for a large vessel another, and
flute, or 2d20 rounds if the seeker is more Encounters: check for a trivial encounter then a small section of rapids or even a wa-
than 5 miles from the City, since they move here once per 4 hours, for an important terfall (along a tertiary waterway) are possi-
around slightly and are rarer the further one encounter once per 8 hours. bilities too. \bu should determine the
goes from the City. Movement rate within nature of the obstacle to suit the general ter-
Obstacles: there is a 10% chance per day rain and how mean a treatment you feel the
the gravity flute is at normal speeds. of some important obstacle blocking PCs deserve.
smooth progress. Check on the Obstacles
"Cnavel Routes Table later in this chapter to determine the There are no sailing ships, obviously, but
nature of the problem. there are a few magical vessels which travel
An important distinction is made here be- the primary waterways in particular (they
tween primary, secondary and tertiary travel Tertiary routes are those well off the beaten are too valuable to risk elsewhere). These
routes. This affects movement rates, haz- track, abandoned areas, complex honey- vessels have zero friction between hull and

Jaime Torres Fernandez (Order #10495734)


"Citavel VigilaNce
water, so that a reduced crew of rowers can setrel (and Alfmyr) provided by teams of gi- likewise some of those from the next para-
propel the boat along. Some others even ant slugs from Halfanel's Haulage Co., graph). To these may be added black pud-
have magical propulsion, only needing a which offers the coach-travelling wealthy elf dings, carrion crawlers, gelatinous cubes,
helmsman conversant with the right magi- the chance of a luxury service, pandered to (wild) giant slugs, giant leeches, grey oozes,
cal command words to drive them along. by a tough warrior-guard coachman. The ochre jellies and similar horrors. Many
The magical manufacture of such vessels re- cost is 50gp per trip (the coach conveys but "black" puddings here are actually gray
quires material ingredients from very rare 2500 en weight). Among merchants this is and rock-colored and will surprise if attack-
aquatic monsters, so these boats are both becoming seen as a mark of style and pres- ing from camouflage 5 in 6 (infravision
very rare and very expensive. tige, but others think it is merely pretension users won't be subject to such surprise, of
and wasteful. Halfanel, however, finds course).
CJiaNt SIUQS bookings are on the rise! In other terrains, common monsters in-
clude basilisks, caeciliae, geonids (in a few
Giant slugs are not terribly fast, but they ENCOUNtGRS locations, notably in the Warrens and south
aren't as slow as one might think, and they of Alfmyr), giant (and ordinary) scorpions,
are fairly reliable. They do not actually carry Encounters were earlier divided into trivial hypnosnakes, purple and red worms, rock
loads — these slip off too easily — but they and important. This distinction needs ex- pythons, ropers, slime worms, spiders
are trained to pull sleds or coaches when plaining. (many sorts), and tuatara lizards.
harnessed. Travel rates for giant slugs are Trivial encounters are ones with small For all these monsters, use the Creature
given below. creatures or monsters which offer little (if Catalogue indices to check the D&D® game
anything) in the way of offense, and no seri- rulebook entries.
Giant slugs can easily be slowed when ous threat, to travellers. These encounters Unique terrains should have unique or
overloaded, so it is especially important not are just placed for a little color, and to allow specially-designed monster encounters. The
to have them carrying too much. Their you to roll some dice, consult an imaginary many spiders of the Forest of Spiders have
travel rate in miles per day is one-fifth of wandering monster table, and tut-tut to been listed, with the Boneless of the War-
their normal speed in feet per turn. A giant yourself and look disappointed (adding a rens, in the descriptions of those locations
slug with normal encumbrance travels 12 depressed-sounding "you lucky devils" in the previous chapter. If you design a spe-
miles per day. spoken out loud to the players, if you like). cial terrain and area (and there is ample un-
Giant slugs need 10 elf-days worth of Such encounters will be with albino lizards, charted territory around!), you can select
food per day to keep going, and while they skitterlings, a few steam bats, harmless cave suitable creature populations and encoun-
will eat traaia for a couple of days they want snakes, and the like. Social encounters with ters to suit the locations. Also, the lists
something better afterwards or they won't other travellers may also be included here. above are not exclusive, and other suitable
continue! Grazing in a fungal forest for 1 Important encounters are ones which of- encounters may be added as you see fit.
hour will give them enough food for one fer at least the prospect of a meaningful
day, and small villages along primary travel combat threat to travellers. The creatures
routes will usually have enough fresh giant which may be encountered will include iD ENCOUNteus
slug food for sale. Giant slugs also need at those from the lists below. These need to be placed carefully by the
least 1 gallon of water per hit die per day. In aquatic encounters, travellers may DM as designed encounters rather than
They secrete a lot of slime, after all. meet cold-water piranha, giant (poisonous) "wandering monster" encounters. Shadow
frogs, giant catfish, giant amoebas, giant elf patrols, watches, tunnel re-routing, are
SluqnuNNen Coaches eels, freshwater termites, fyrsnaca, water all designed to keep nosy humanoids away
weirds, and other creatures. from their heartlands. Large groups of hu-
An innovation currently causing much de- In areas which are wet or damp, but not manoids simply never make it through;
bate among the shadow elves is the charter actually aquatic, some of the same creatures they are stymied by fast-reacting shadow
hire service from the City of the Stars to Lo- (the amphibians) may be encountered (and elves sealing off all methods of ingress. So,
traveller encounters should be with small
groups of humanoids who may have slipped
Table 2. Encumbered Movement Rates Table — Giant Slugs the net (the PCs will be expected to report
Normal Speed Encounter Speed Running Speed* this to the army as soon as possible!).
Encumbrance (Feet per turn) (Feet per round) (Feet Per Round)
Up to 2000 en 60 20 40 Obstacles
2001-2400 en 40 13 27
2401-2750 en 20 7 13 If an obstacle is encountered, roll ldlO and
2751-3000 en 10 3 7 check Table 3 to determine its effect on
3001 en and more 0 0 travel. If the travellers are on a primary
route, subtract - 1 from the dice roll. If
' Giant slugs don't run! This is about as fast as they can go when they're really scared. they are on a tertiary route, add +1 to the
dice roll.

29

Jaime Torres Fernandez (Order #10495734)


TTnavel ViqilaNce

Table 3. Travel Obstacles shafts and the like, although you can use the standing army, with some 300 in the cit-
D10 Roll Obstacle Effect on Travel the rules above as guidelines for adapting ies and the others in Watches and Patrols.
1-5 Slows travel time for use in such places. In particular, when The remaining 7,000 or so members of
6-9 Delays travel time you're plugged into dungeon-adventure the standing army are referred to as 'sol-
0 Prevents travel mode, use standard encounter checks. diers' (which is also the generic for the en-
tire body of the army, of course). These are
An obstacle which slows travel time reduces Skill Checks elves of 1st to 4th level of experience for the
movement rate by 50% for 1 hour along a most part, with a small number of 5th and
primary route, Id2 hours along a secondary Skill checks shouldn't be used for normal 6th level types who are not very intelligent
route, and Id6 +1 hours along a tertiary travel (except perhaps for Mapping if PCs and thus make better soldiers than officers.
route. The obstacle is one which doesn't ac- get lost). Skills such as Climbing, Ledge Members of Special Services (tunnel
tually stop the traveller moving but forces Hopping and the like should only be shapers, gravity artillery, air force, the Sec-
him to slow down. Examples would be: a checked if PCs are trying to deal with an im- ond Shadow) are dealt with later on.
rockfall which has scattered debris widely portant obstacle you have designed, or very
along a tunnel but not blocked it, a boat in tricky terrain; and both modifiers to the
skill test and the possible consequences of Watches Patnols
trouble, half-sunk in the water, around
which other boats must make their way ex- failure should be designed for the individ- A Watch is a powerful guard of shadow
tremely carefully, weak seismic effects (caus- ual area. elves placed by a tunnel network which is
ing everyone to slow travel from caution!), known to lead to dangerous places. Tunnels
and the like. Clearly, the exact nature will leading to surface lands, to the Land of the
depend on the terrain and the type of route.
srjafcow Elf A R M ? Red Sun (this is a well-kept secret!), to lairs
An obstacle which delays travel time Technically, all adult shadow elves (save for of dangerous monsters, to the Warrens, and
holds up travel for Id2 hours along a pri- specialist mages, shamans, and the like) are the like will all have a Watch placed upon
mary route, Id3 hours along a secondary members of the army, but the standing them. A Watch consists of a Captain and a
route, and Id6 +1 hours along a tertiary army is another matter. It is compulsory for Sergeant (or two Sergeants of levels 5-8), 10
route. The traveller is forced to stop while a each shadow elf to spend 10 years in mili- soldiers of levels 3-4, 20 soldiers of levels 1-
boat is hauled out of the water, while a tary service, but quite a few make a career of 2, and a Snake or Serpent (see "The Second
fallen row of stalactites is cleared away, it. Shadow," below) and a tunnel shaper.
while the carcass of a dead purple worm is The possessions and skills of such a Watch
shovelled up, and so on. The delay is tire- RaNks StueNQtfis will be carefully selected by the military au-
some but not outrageous. thorities. The group will be well equipped
General Garafaele is one of 14 generals in with magic (see "Equipping Watches" be-
A delay which prevents travel is signifi- the City of the Stars; this number is fixed by
cantly more serious. Here, a tunnel wall has low), and skills such as Signalling, the com-
convention. A general must be of 10th bination of Blind Shooting and Rapid Fire,
collapsed, the ceiling of a waterway has level, and have Attack Rank D (two strikes
caved in, bands of marauding humanoids Hide in Shadows (for ambushes), and gen-
per round), at least. There are also generals eral stealth and combat skills will be highly
have demolished a passage, tunnels are cur- in Losetrel (currently five), New Grunland
rently being re-routed to thwart intruders, represented. Tough soldiers are selected for
(currently five), and Alfmyr (currently Watch duties. There will always be at least
and so on. The DM should determine how three). All are technically subject to the Ra-
long it will take to remove such an obstacle. two officers with teleport spells or scrolls
diant General (Garafaele) who in turn is able to notify central military authorities if a
Of course, the travellers may not even be subservient to the King and the Shamans.
certain just how big an obstacle is (is the major peril or attack is taking place.
tunnel blocked for 50 feet or just 10?). Skills Serving the generals are a number of sen- Patrols are rather lighter duties. These are
such as Know Terrain, Mapping, and the ior officers. The elves have a long, poetic routine affairs along well-travelled routes,
like can allow the PCs to find a way around name for them and it is easier to call them although they can be a little riskier when
the obstacle in reasonable time (converting Captains for our purposes. Each Captain is precautionary patrols (e.g., by a tunnel
the block into a lengthy delay) if the rele- at least 7th level, and the most distin- where a monster was sighted a while ago)
vant ability check is made. guished captain is 10th level (Attack Rank are posted. Along secondary routes, and at
E), awaiting promotion to general. There any point more than 12 miles from a village
are some 280 captains in the army, of whom along any route, minor patrols are in opera-
half are in the City of Stars and environs, a tion. A Sergeant will command 2-4 soldiers
The modifiers to move rates and encounters quarter in other cities, and a quarter out in of levels 3-4, and 4-6 soldiers of levels 1-2.
given above are for travelling along tunnels, Watches: a few will be adventuring at any Major patrols are undertaken along the
passages and waterways. These rules don't given time. main arterial waterways (and lakesides),
apply to skipping along the tops of fungi, Junior officers, Sergeants, must be of 3rd and the primary routes close by villages. In a
ledge-hopping in confined spaces, unusu- level at least. The highest-level Sergeant is major patrol, a Sergeant of level 5 or higher
ally muddy or unsafe terrains, volcanic currently 9th level (and awaiting promo- commands 2-5 soldiers of levels 3-4 and 11-
tion). There are close to 1,000 sergeants in

Jaime Torres Fernandez (Order #10495734)


Wfjat KNOWS
A Glantrian sage lectures a political sci- contrast, the life of the shadow elf is lating their knowledge of the world.
ence class at the Great School: solitary, poor, nasty, brutish, and — as King Doriath, in league with the clan-
I've said — short. There is no color in masters and council who actually rule,
Another interesting legend that crops their dreary abode to lighten their keeps the wood elves stirred up against
up from time to time is the legend of bleak days, if we can even say "day" these mysterious shadow elves and thus
the shadow elves. This race supposedly where there is never the light of any firmly under his control.
inhabits the region of the Broken sun. Aesthetically speaking, the
Lands, although where they are sup- shadow elves have absolutely nothing:
posed to reside is never made quite no culture, really, to speak of at all. A red ore father brags to his children
clear by these story-tellers. As you all Now we'll ask our question again: the evening before the big raid:
know, elves inhabit woodlands and, oc- what is the home, the origination of
casionally, coastal areas, but the shadow these legends? Ethengar? Rockhome? Come here Wart-bag and sit down like
elves are said to live underground. Oh, "You still haven't been listening. I'll your brother Scar-snout! This is impor-
go ahead, laugh if you want, but there give you one more hint. Today's class is tant stuff and if you don't shut your
are lessons here to be learned, class, and in political science. How do you expect gob and listen I'm gonna have to smack
we can make the examination over this to become rulers, to be respected you across the room. I don't wanna
material as difficult as we feel is neces- among the nobility of Glantri, if you have to tell you more than once, get
sary. . . miss such an easy question as this one? me?
Remember, today we are studying The shadow elves are said to live That's better, you little squirt. Now,
the political influence that myths have among those crude humanoids that both of you, I'm gonna tell you how
among various peoples. Who among prey on trade caravans. This whole no- brave and fearless and full of courage
you can tell me where the legend of the tion is rifeposterous. You'll recall from and, uh, brave your dad is. You know
shadow elves is most popular? Kara- last week's lectures that the ores of Thar what I'm gonna do tomorrer, dontcha?
meikos? Ylaruam? Among the North- and their unruly allies are rapacious and Wipe that grin offa your face Wart-bag,
ern Reaches? No, none of these is always hungry. Who could be foolish or I'll be kicking your butt tomorrer!
correct. Let me tell you a little of these enough to believe that the shadow elves Okay, now, let's have a little respect
legends before I tell you the answer. could co-exist with such brutes? Some for your elders. I'm going on a secret
The shadow elves are said to live un- of our best mercenaries can show raid, kids, and I'm gonna be bringing
derground, and are reported to have gi- wounds from orcish attacks, after all. So back gold and silver and gems and pow-
gantic cities where thousands of these who could be led to believe these capri- erful magic and, uh, gold for you and
elves live. They live a grimy, dirty exist- cious legends? Remember first princi- your mother. If you're lucky I might
ence, with constant infighting over the ples of political science!! Who benefits even bring somefink good to eat. 'Coz
scarce food supply that their environ- from these tales? Corenlius, you have ya know where I'm going? Against the
ment affords them. Only the strongest your hand up, do you have the correct shadow elves. The chief sent a scout
of shadow elves has the slim chance of answer? down this funny-lookin' tunnel twice,
survival to adulthood. Those that do Very good! It is the King of the wood so he knows it'll still be there this time.
survive are prey to all manner of mon- elves in Alfheim, of course. His agents Wart-bag, I'm not through! Put the
sters that dwell in these caverns. So now spread these reports and rumors, and dog down right now. Let me tell you
can you tell me where these legends are thus he keeps the population afraid of what's gonna happen, this ain't like
told the most? In Ierendi? Minrothad? outside invaders. What's more, the bashin' a bunch of stupid merchants.
Among the sniffling little halflings in shadow elves are often said to have in- Remember, your uncle Skunk-Hide was
the Shires? No, let's consider some filtrated the ranks of the wood elves. By killed by some of them shadow elves.
more alleged evidence. spreading this story the king of Alfheim Killed and ate up, most likely!
The shadow elves betray several char- can periodically purge his political ene- Anyway, the chief is sneakin' a horde
acteristics that the forest elves do not, mies, banishing them from his realm or of us down where they gots a city, but
besides the shortness of their lives. The even having them executed under false none of them knows we're coming,
elves we are familiar with are known for pretenses. geddit? Of course I know we're com-
their artistic skills: they sing sagas of Take a page from this cunning elf- ing, Wart-bag, I'm part of the expedi-
their history, they dance around mid- king's book, class. The only way that a tion. Why can't you be more like your
night bonfires, and they create both ruler can continue to rule is by knowing brother and just listen to your old man?
weapons and armor of finest quality. By more than this subjects, and manipu- These shadow elves, see, we're gonna

Jaime Torres Fernandez (Order #10495734)


Wf?at KNOWS

creep in their cave, they gots guards for The chief says that we'll have the ad- This is just the time when the shadow
the end of their tunnel, but the chief vantage the whole fight 'cos the shadow elves do come around looking for
gots a secret weapon so's we can sneak elves aren't so smart like the the elves naughty children, too. They're tall and
past 'em. No I don't know what the wot live in the woods, or they wouldn't slim, and white as mummy's best robe.
weapon is, if I knew it wouldn't be a se- be unnerground. Wossat Wart-bag? And they have such big ears, all the
cret now, would it Wart-bag? Yeah, yeah, we live unnerground, I better to hear the breathing of naughty
So once we sneak past the guards, we knows that, but we don't live so far un- little elves asleep in their beds, so they
gotta fight off these giant flyin' reptiles nerground as wot the shadow elves do, know which trees to clamber up to get
they gots. But we're gonna have a real now do we? Do we? Look at me when at them. They're very, very quiet and
good war machine for that, so the chief I'm talking to yer, kid! Be more re- they can shimmy up a tree so fast they
says it'll be easy, see? But he says we spectful like yer brother Scar-snout. could be up here before you could get
gotta watch out, on account of them Yes sir-ee boys, this'll be good for all your little head under the pillow'!
guys wots flyin' around gots spells, see, of us. You remember when I was on pa- They can hide almost anywhere,
and so we always gots to keep our trol, let's see about a year and a half they're so quiet and sneaky. They are so
shields facin' them reptiles. ago, and we came across that old sneaky, they can even hide in your
The chief says we gots to keep lookin' shadow elf all by herself? shadow and then pop out and get you!
fer the shadow elves wiv painted stuff We found some pretty good stuff on That's why they are called shadow
on their faces. That means they's sha- her, and we only lost nine of our war- elves. And they carry special bags they
mans, see, and shamans always gots big riors in the battle. I'm proud to say that put little children in. They have special
gems worth a king's ransom. No, not yer old man was the one wot struck the magic on them, so that no one outside
King Thar, Wart-bag! Yer cruisin' fer a fatal blow. No, Wart-bag, on the can hear the little elves crying as the
bruisin' if yer talk like that! shadow elf, not on our warriors! I shadow elves carry them off to their ter-
But we ain't stoppin' there, no sir- oughtta smash yer one for sayin' that! rible dens. Isn't that awful? You're
ee. After we nab that big gem, we're So by this time tomorrer yer father sorry you made the little girls cry now,
gonna get us more treasure, and the will be a very rich man. Who knows? I aren't you? You're not so brave now
chief says we'll have so much that we might even get a promotion to chief- the shadow elves are coming to get you!
won't even hafta share, at least after he tain outta the deal. Why don't you What do they do with little elves?
gets his cut and the King takes his. young 'uns run on and play now, I gots Well, they do all sorts of things with
These shadow elves are dangerous, to patch up my armor, inspecshun's at them. Sometimes they steal little elves
see, and the chief says that guarantees dawn. and put their own horrible babies in
that there'll be treasure. What we gots (Quietly) Oh and by the way, Scar- their place, just like the cuckoos do. Of
to watch out for, he says, are these giant snout, don't feel too bad about your course mummies and daddies know the
spiders they got. The shadow elves train brother bein' such a nitwit, he's difference, but the shadow elves are too
'em to attack on sight, just like the dog adopted anyway. Found him lyin' in a wicked and too foolish to realize that,
does, or your cousin Rat-licker. We're cave, I did, and brung him home just so they keep bringing their change-
all gonna be smearin' some like he was one of my own. Now run on lings. They are dreadful to their own
oozeshroom juice on our skin, and the and don't worry about yer old dad, I babies. They leave many of their own
chief says that'll protect us from the can lick any shadow elf around. babies out to die in the awful places
poison of the spiders. Plus it'll make us they live in, damp and cold and dark
harder to see in the dark 'cos we'll all be A mother elfin Alfheim tells a caution- below the ground, just like stinky
black. No Wart-bag, we aren't gonna ary tale to her young son: dwarves. Just because their babies make
smear it on our shields, 'cos they gots too much noise or aren't clever enough,
the tribal emblem on 'em and we need Come here at once Mendaril! How dare isn't that terrible? Some stories say that
to know which guys are wiv us and you pull little Sharastra's pig-tails and the shadow elves sacrifice and eat little
which guys is on the uwer side. Don't make her cry! And don't you tell me babies, and perhaps they steal away
ask such stoopid questions yer brat! wicked lies and say you didn't touch naughty young elves to eat them too!
Anyway the chief has firty or forty her! It's well past your bed time anyway They don't just take any naughty lit-
kobold slaves wot he's gonna put in the so get up on this branch immediately! tle elf. They especially like to take away
front, so if one of them spiders does If you don't stop being wicked, the little liars who pretend not to have done
bite somebody it'll just be a runt and shadow elves will come and take you naughty things. The shadow elves are
the rest of us can swarm in and kill it. away and then you'll be sorry! terrific liars and deceivers themselves.

Jaime Torres Fernandez (Order #10495734)


Wl?at KNOWS

They use disguises to hide when they're sneaky instead of strong and brave like Alfheim — and their eyes never
looking for little elves, and sometimes good elves are, just like little Mendaril blinked, they seemed to look right
they even pretend to be proper elves will grow up to be if he doesn't pull through me, big as saucers they were.
when they go spying! They are spying pig-tails. There, you're all tucked in Then they sort of chittered to each
for little liars they can kidnap and bring and safe now, little sleepy-head. other. They had very squeaky voices, a
up in their horrible gloomy homes to be Now, I wonder what your father's go- bit like bats. Well, no, maybe I'm exag-
liars and deceivers like they are and you ing to cook me for dinner? gerating, but they were very squeaky. I
wouldn't want to grow up like that, seen one of them raise his crossbow
would you? An old dwarf of the Syrklist clan of nearer to my throat and I swear I
And what awful places they live in! Rockhome speaks to cousin, a merchant thought I was a goner.
They are so wicked that they have to trading for ores: So I took a chance and held out my
live miles below the ground. They bag to 'em, with the top being un-
never see the sun or the stars at night, You've heard tales of these shadow packed seeing as how I'd got a nice goat
they never feel the summer breeze on elves over in Smaggeft then, have you? and apple pie out for lunch. One of
their skins, and everything is cold and Hmmph. Well, you seem sure they're 'em takes it and pulls out my bottle of
damp. They eat raw mushrooms all day all nonsense, elves down mines and beer, Burgland's Best Old Peculiar Ale.
and then they have slugs for dinner, suchlike. Now, if you'll be so good as to They didn't drink the stuff, they didn't
just like those dirty dwarves your father break me out some of that wad of seem to care for the smell at all. They
is always telling you about! Every little Wardlystone Amber Shag you had from tipped it away, what sacrilege! They
boy and girl has to eat up all their slugs the halflings, I'll fill me pipe and tell didn't say much, and they hardly made
so, if they take you away, you'll have to you something, mister know-it-all. a sound. Silent as the grave, and as true
get used to them. Just think of all the Remember those gold nuggets my as I'm sitting here now they half-looked
icky sluggy slime on your spoon and all lad Gunthan sold you last time you was as if they'd stepped out of graves, bein'
over your plate, yeeugh! here? Aye, good quality they were, and so pale and thin and all. Bless us, but
So you see, my little warrior who is so yes, it is unusual to find them so pure they'd ha' done better to eat the pie I
brave he pulls the girls' hair, the wicked hereabouts. That's because they didn't had left than look at the bottle of beer.
shadow elves are out in the woods now. come from hereabouts. They was I never did see anything with so little
They have come up from holes in the traded to us by shadow elves, upon my flesh to cushion its bones.
ground in Stalkbrow, that terrible place life they was. Ah, it's good weed this, Well, they took a few things they had
where nobody goes. They are hiding in them little critters down in the Shires a liking for, and they give me a little
the shadows waiting for night to come, steals a dwarfs honest gold but they pouch. Beautiful thing, really, made of
so it's dark and quiet, and then they knows how to grow a good baccy. very fine silk with a thong of leather of
will meet and look at their special books Oh you want to know more now do sorts to pull it shut. The missus still has
where they write down all the naughty you? Only a minute ago, you were sure it; fine silk but very tough. I wish I
things naughty little elves have done. it was all nonsense. Well then, perhaps could get some more of it, but they
Then they will come gliding along the I'll tell you a little. Met them by acci- don't trade for it. Anyway, I was pretty
ground or rustling in the branches, so dent, really. I was chasing down a good keen on the gold nuggets inside it. First
quiet and soft that even the birds do vein of silver, so I thought. I had my of a bunch of deliveries. I gets my lad to
not hear them. They will be listening rapping hammer and picks and I had sell some too, away from here, not to
for the breathing of wicked children the sniff of the ore in my nostrils, that I get too many rumors spread about. But
and then they will look in their books did. I knew where I was and nothing as they gave me the gold, they gimme a
again to make absolutely sure! was going to surprise me, not even as warning. One of them showed me a
Hush, hush, that's enough now. far below as I'd ventured. So I thought. great gem around its neck, and shook
Daddy won't really let them get you. I'd just sat down to some of the wife's its head. They pointed to me, to the
He's out with the Clanmaster himself pies for lunch when I saw myself sur- gem, and shook their heads. I guessed
tonight inspecting the watch, and our rounded by a dozen of them with cross- they didn't want me taking any of their
brave folk will keep the shadow elves bows. gems thereabouts, and I ain't chanced
away. They tried to invade us once be- Well, all I could do was be civil. Tall my luck on that since, I can tell you.
cause they wanted all of lovely Alfheim and pale they were, and completely si- But I've been back, staying a safe dis-
for their own! But they were easily lent. They had huge ears — much big- tance, and we've done a little trading of
beaten, because they're wicked and ger than them tree-lovers down in sorts.

Jaime Torres Fernandez (Order #10495734)


Wtyat KNOWS

I had to learn what they liked and ing away my trading secrets to you, thing, but if you ever took a fancy to go
what they would give in return. I rarely young feller-me-lad. somewhere other than where they
see them. They leave special messages And you needn't take it into your wanted to trade with you, you might
for me in code, using rocks and stones head to find out where I've been down come to a very nasty end. Too far down
and suchlike. Now I'll not be telling the tunnels and try it out for yourself. the tunnel and if they didn't spring out
you anything about that, I'm the one as They can move tunnels about, I swear like silent demons their spiders would
trades with 'em, but I began to respect it. I seen them do it once. There were gobble you up for dinner.
them. They knows their way in the tun- two of them with these huge gems Oh yes, and while this weed is
nels and passages, and they know the around their necks doing it. I swear, I mighty good, when we first met they
ways of rock and stone, gem and ore. could have bought myself half of Ferry- gave me this very unusual pipe — long,
They gives me gold and silver, differ- way with just one of 'em, they was the thin, with the smoke passed through
ent stuff at different times, and I never size of a roc's egg. They sort of whined some liquid to cool it. They had a word
know what I'll be getting next. They and the rock was like putty in their for it — "treltilan" or some such. They
seem to leave it to me to leave them hands. They re-routed a small tunnel put this filthy looking stuff in it —
things they want of equal value, trust- further down the main passage, and I smelled of fungus or suchlike, quite re-
ing me to be fair with them. Well, it's a decided it was time to go home. I volting. But after a few puffs my head
strange thing, I'd never be one to pass didn't know if I should have seen what was somewhere over with them godless
up a chance to swindle a pointy-ears but I did, and if they didn't want me to heathen wizards in Glantri, it felt like.
there's something a little bit strange in have seen it they might decide to put an What? All a dream from smokin'
a way I can't explain about these fellers. end to trading. wacky baccy? Well tell me this mister
They ain't the same. So I takes down And I've noticed that not far from smartbritches: if them shadow elves was
glass, and I found they like them Yla- where they leave their gold for barter, a dream, how did I get this huge nug-
ruam spices, and good knives too. And there's the smell of spider. I reckon they get I'm about to offer you at a price you
one or two other things, but I ain't giv- must train the damned things or some- can't refuse?

Jaime Torres Fernandez (Order #10495734)


"Cuavel VigilaNce
16 of levels 1-2 (this is the main stamping- Dungeon Master's Companion, p. 57). As a rank have special magical rings which en-
ground for training new recruits). Rarely, ei- rule of thumb, equip these NPCs in a man- able them to deflect the rocks up to 30 de-
ther type of Patrol will have a second ner slightly below that of PCs in your cam- grees from their path of motion in one
Sergeant, of 3rd level, being trained on the paign. Don't forget that certain forms of round. The deviation is assumed to take
job, and possibly a Captain doing a tour of magic are unknown to shadow elves (no place at the start of the round in which the
inspection. Finally, any Patrol has a 5% wands of lightning bolts). Finally, any Gen- magical effect is activated. The skinwing
chance of having a Snake or Watcher of the eral around the place should be individually rider must be able to see the rock (so a fa-
Second Shadow accompanying it. designed by you! erie lights spell is sometimes placed upon
it). The maximum range of his control is
EQuippiNQ Watches 400 feet, and he must spend a full round
concentrating on this action (any aerial
For non-magical equipment, watches and Shamans are not actually part of the Army, combat/skill check is at a +4 penalty dur-
patrols have fairly standard resources. Cap- but the Army will often make requests to ing this time). This movement change can-
tains will have magical plate mail or magical temples to attach a Shaman to a Watch or not result in the trajectory of the missile
chain mail of very good ( + 2 to +4) en- patrol, because of their healing abilities. becoming parallel to, or altering direction
chantment, a magical shield, and a magical Virtually all Watches will have a Shaman in from, the gravity null plane. That is, if the
weapon (+2 or better with a 10% chance attendance, and many larger patrols will missile was heading up it must stay head-
for special properties). They will have magi- have also. ing up (although maybe at a shallower an-
cal crossbow bolts and are 50% likely to gle); if it was falling from the null plane, it
have a magical crossbow. They will always must still fall. One tactically devastating
have 1-4 useful scrolls and potions, and a Special Senvices case of this maneuver is for the skinwing
magical ring. In Watch parties, a Captain rider to glide just under the gravity plane
will have 1-3 other magical items in addi- Qnavity Autilleuy and redirect the missile as it passes through
tion to a wand (magic missiles is favored) The map of the City of Stars shows the posi- the gravity plane, altering its point of im-
and a major magical healing source (such as tions of the Gravity Catapults placed to de- pact very significantly and catching targets
a staff of healing). fend the city. Their operation is quite a on the floor wholly off-guard.
Sergeants will have magical chain mail, a complex one. Lastly, a gravity catapult crew is com-
magical sword, and are 10%-per- level Gravity catapults use rocks as missile prised of six elves, and reloading a catapult
likely to have a magical shield. They will al- weapons. A successful hit from such a with a rock missile takes 4 rounds, 2 rounds
ways have magical crossbow bolts, and are weapon inflicts 3-30 points of damage. if a mage with a telekinesis spell is available
20% likely to have a magical crossbow. These catapults use telekinesis, perma- to load the rock into the catapult. Half of
They have 1-2 useful potions and scrolls in nently enchanted on the catapult, to project the gravity catapults actually have "gun-
addition to some magical items needed for the missile upwards at a rate of 200 feet per ners," each with a ring of telekinesis, and
healing (e.g., a. potion of antidote and a po- round until it reaches the gravity null plane then have 2-round reload times.
tion of healing or super-healing). Sergeants (at 1200 feet above the city). At this point,
of superior level (7th or above) may have the missile passes through the null plane
miscellaneous magical items, as the DM S k i N W J N Q RiDGRS
and simply drops on anything directly be-
sees fit, but nothing excessive (minor low on the cavern floor. It will drop from Skinwing riders are an elite group. They
wands, a ring of protection, a displacer the gravity null plane to the floor in 1 must have a Dexterity score of 16 or better,
cloak, a ring of invisibility, etc.). round; there is a slight slowing of the trajec- must have the Skinwing flying skill, and
Ordinary soldiers will not have magical tory as it passes through the null plane and, cannot wear any armor superior to leather in
items unless they are at least 2nd level. At for an instant, the rock appears to hang in the saddle. Swords and light crossbows
and above this level, allow each a 10% the air motionless. (sometimes saddle-mounted) are standard
chance per level for having a magical sword, Missiles cannot be specifically targeted at weapons.
the same chance for magic armor and targets on the floor of the Great Cavern, un- "Vbu will find full expanded rules for aer-
shield, and a 20% chance for 1-2 various less the elves manning the gravity catapult ial combat in the boxed set Gazetteer,
useful magic items. Standard issue is chain can see light sources on the floor of the Ca- Dawn of the Emperors. They are too
mail, sword, and light crossbow. vern to aid their guidance (this is way out of lengthy to be reproduced here. Stats for
In all cases, adjust the level of the items infravision, don't forget). The gravity cata- skinwings which enable them to take part in
to the strength of the soldier. A humble pult hits as a 16 HD monster. Of course, aerial combats are given in the "Flora and
2nd-level elf isn't going to have a ring of with 7 rounds between firing and landing Fauna" chapter. There are some important
spell turning, wishes, or X-ray vision, nor a on the Cavern floor, the target may well points to add to those details.
weird magical item like an undersea boat. have moved before the missile reaches it First, the Great Cavern isn't a large place.
Likewise, an exceptional Sergeant with a (and something else may now be in place to A skinwing out of control and falling
magical sword could possess a fairly power- get squashed!). crashes into the ground in a single round,
ful one with significant Talents (see Skinwing riders of Sergeant or better with a fair chance of grievously injuring its

Jaime Torres Fernandez (Order #10495734)


TlRavel VigilaNce

rider. When the skinwing crashes, it should in more or less the same place, give or take a with rock- affecting spells may be increased
always be treated as being at terminal veloc- margin of error. Above the City of Stars, the by 50% in all dimensions (size of a cube,
ity. Well, no one said life was easy in the Air distance to the Great Cavern floor is some range, duration, etc., as relevant). Tunnel
Force. If the rider makes a successful Dex- 2400 feet, and the gravity plane is at 1200 shapers will always have spells such as trans-
terity check, you can allow him a chance to feet, although it varies slightly from place to mute rock to mud (and its reverse), wall of
cast a life-saving spell (fly, levitate, teleport, place and from time to time. stone, move earth, flesh to stone, transmute
dimension door onto another skinwing), or The point is that it isn't possible to pre- rock to lava and other spells of this type. In
performing some crucial action, in time. dict or know exactly where the gravity plane addition, tunnel shapers have the unique
Second, skinwings have a gliding ability is at any given instant. Thus anyone flying spell stone door as detailed below.
which does not take a maneuver action to through it can brace themselves for it, but
perform; they will glide their normal move- they can't absolutely ready themselves. Stone Door (Spell Level 4)
ment allowance and descend just 10 feet per When a skinwing and rider pass through Range: 10 feet
round. However, the skinwing must travel the gravity plane, the rider needs a Dexter- Duration: permanent (or until dispelled)
its full movement allowance to glide in this ity check. If this is failed the rider cannot Effect: to seal and disguise a passage
way. perform any actions (spell casting, flying
Skinwings can hover, although they're maneuvers, etc.) on the coming round. The This spell enables the spell caster to seal off
really not very good at this. They can re- skinwings are much less hassled, simply a tunnel or passage, while completely dis-
main in the same place for 1 round if they flapping a bit but adjusting to the new guising this blockade from non-magical de-
were neither ascending nor descending in downwards direction (they travel 100 feet tection by other creatures. The spellcaster
more than a one-maneuver dive or climb in down but stabilize during this round). can seal off a tunnel area of up to 40 square
the previous round. In the following round feet per level. Thus, a 7th-level spellcaster
after hovering, the skinwing must dive or could seal off a passageway of up to 280
climb at one-maneuver rate (no more is pos- Styapens square feet — say, 20 feet wide by up to 14
sible, no less is allowed). Tunnel shapers are elves who have special- feet high.
Finally, there is the unique problem of ized in spells which affect the structure of The difference of this spell from others
the gravity plane. Think of this as being like rock and stone; they may be treated as an which might appear to give a similar result
the flat surface of wobbly jello being occa- NPC character class in some ways. Specifi- (e.g., wall of stone) lies in the disguise ef-
sionally struck with a spoon. That is, it stays cally, the areas affected by a tunnel shaper fected. Both surfaces of the stone created by

Jaime Torres Fernandez (Order #10495734)


"Cuavel aNt>
the spellcaster appear absolutely identical detailed in the "Shadow Elves in Other Also, these elves will have spells and/or
to the surrounding stone. While the stone Lands" chapter. magic items from the following general ar-
created is but 1 inch thick, it responds to all Below the Feathered Serpent are the Ser- eas: invisibility, ESP, detection magic, fly-
normal tests (rapping with a hammer, etc.) pents, elves of 9th and higher level; below ing (fast return to base!), and
as if it were solid rock. Only attempts to them, the Snakes, elves of 7th and higher polymorphing. Second Shadow spy/scouts
smash it down or work it with tools, or the level; and finally Watchers, elves of 5th and on watch/duty patrol will also have magical
use of a spell such as detect magic will reveal higher level. Elves below 5th level are not items which allow them to overcome ene-
the stone door for what it is. recruited into the Second Shadow. Elves of mies rapidly: they will often be supplied
The stone door is created at the rate of 40 noted devoutness (to Rafiel!) are never re- with crossbow bolts coated with a fungal
square feet per level of the spell caster. cruited into the Second Shadow at all. poison which will paralyze enemies. A sav-
Finally, the spellcaster only can pass There are certain minimum require- ing throw versus Poison will negate this ef-
through the stone door for a period of time ments for recruitment into the Second fect, but even if the save is made the enemy
after the spell casting as if it were a normal Shadow. For recruitment into either will be affected as by a slow spell (reverse of
door (taking 1 round to "open"); this dura- branch, a shadow elf must have an Intelli- haste) for 2-5 rounds after the affected mis-
tion is 1 day per level of the spellcaster. Af- gence score of 13 or better. For recruitment sile strikes.
ter this time, the stone door resists such into the "legitimate" Second Shadow, a Second Shadow scout/spies do not wear
bypassing. shadow elf must have a Dexterity score of 13 any kind of armor to keep them as fast-
or better. For recruitment into the "covert" moving and silent as possible. To compen-
t:t7e SecoNfc Sftafcow Second Shadow, the Eyes of the Serpent, a sate for this, efforts are made to equip them
shadow elf must have a Charisma score of 13 with protections such as displacer cloaks,
This subtle organization is a complex and or better. rings of protection, rods of parrying, de-
fine intrigue. The essence of matters is this: Members of the "legitimate" second fender swords, and the like.
all shadow elves know that there is a Second Shadow will have skills from the following Members of the scouting/spying Second
Shadow organization. They believe it to be list: Know terrain. Mapping, Orientation in Shadow are also trained in luring spiders.
a group of shadow elves skilled in the arts of Caves, Signaling, Tracking (I), Bravery (W), Using special potions sometimes with a
concealment and spying who root out in- Alertness, Climbing, Hear Noise, Hide in meat bait (a slain humanoid), spiders are
truders into the shadow elf lands. That is, Shadows, Ledge Hopping, Move Silently, attracted into the area. The spiders are used
the functions of the Second Shadow are Rope Use (D). A variant of the Snares (I) to scare off intruders and to weaken any
purely defensive. skill is often possessed, allowing the elf to group which is determined to force entrance
Matters are more complex than this. set tripwires, deadfalls, and similar alerting to the deeper tunnels and passages where
There is one branch of the Second Shadow traps. the shadow elves lie in wait for them. . .
which has precisely these functions, and this
branch is described in this chapter. How-
ever, there is an almost entirely separates
parallel organization within the Second
Shadow — the Serpent's Eyes. These
shadow elves are the network of spies and
informants who keep the King posted on
developments in areas of the surface world
and they also keep an eye on "subversive"
elements in the shadow elf lands.
The "legitimate" Second Shadow is ac-
cepted as a desirable, necessary part of
shadow elf life, even though the members
of this organization cultivate a secretive,
furtive image. But almost no one suspects
the existence of a deeper intrigue below this
group's activities. The "legitimate" Second
Shadow is an excellent screen for the deeper
intrigues of the "hidden" Second Shadow!
The overall head of the Second Shadow
(both branches) is the Feathered Serpent,
who always has a taken name, forsaking his
family name (and family) to take up his po-
sition. Currently this is Xatapechtli, who is

Jaime Torres Fernandez (Order #10495734)


Fiona FauNa
The realms of the shadow elves hold un- species. One fanciful tale told to children elves, and changes color from pale yellow
usual flora and fauna in addition to the was that the fungi could walk, and moved (fasti days) to pale green (ne fasti days),
better-known varieties. Here, "mon- around when no one was looking. It was being otherwise of an intermediate
sters" are detailed after more passive the only way to explain how it suddenly shade. Since the slaughter of 448 BC, the
species. appeared, as it seemed to the elves. The memory gourds kept in the City of Stars
Strider Fungus is important because of its have always flowered on the anniversary
FUNQi thick and fibrous hollow trunk. This is day — Names 2 — and theflowersare
used in cheap, temporary constructions usually plucked and taken to the temple
The shadow elves have documented over around the cities (not inside them) and in steps on the commemoration of that
200 species of fungi in the fungal forests, the poorer shadow elf communities. dreadful massacre.
but only a minority of these are of impor- Trania: This name is given to the staple
tance. These are the following: food fungi of the shadow elves as a ge- SkittenliNQS
Blackspore: These "traditional" neric, as well as to the prepared food they
mushroom-shaped fungi produce heavy make from it. There is a difference in the Many small, inoffensive reptiles live in
black spores which are valued as flavoring way the two nouns are intoned, however, the tunnels and caves of the shadow elf
and in preparing trania, the preserved with the name of the fungus pronounced lands. Long evolution underground has
food of the shadow elves. with the emphasis on the "tra," whereas made many of them very unusual by the
Darksnap: These are dangerous and the food is referred to with the emphasis standards of surface dwellers. Perhaps
considered under Monsters below, but on the "nee" syllable. none is as odd as the skitterling.
are still prized by the shadow elves be- Skitterlings are small lizards, up to 18
cause giant slugs have a taste for them. inches in length, and about half of their
Lermon: This medium-size fungus, Lava Fisl7 body length is taken up by a long, slender
when young is the standard food supply These creatures have thick scales and very tail. At the end of this tail is a fan of very
for giant slugs; older, bigger plants are dense fins, and highly unusual fanned thin, almost translucent, webbed skin.
too tough and of poor nutritional value. tails which, in some specimens, can be as At the base of its tail is a pair of oil-
Pearldew: This fungus has a hollow, long as it's body. The fish vary in size secreting glands. It is the tail which
pitcher-like stem and a rimmed, gilled from a few inches to nearly a foot and a makes the skitterling so prized by the
cap at the top. It exudes a sweet sap into half long. Lava fish, as the name implies, shadow elves. The tail skin is used to
the pitcher and, if this can be found live in lava and magma streams and make cloth of exquisite fineness, used for
fresh, the stem can be "tapped" (like pools. They are obviously magical in na- decorative purposes. The oil of the glands
rubber tapping) and the sap slowly ture, but their origin is entirely un- is an important element in several al-
drawn off. A single plant (only small known. They are immune to natural and chemical preparations. Firnafel "Six-
ones, up to 6-8 feet, give good sap) can magical heat, although they take double hand" of Losetrel is known to use it in his
yield up to Id6 pints of this sap. The sap damage from all cold-based attacks. They special preparations (see "Among The
is useful as slug food, as a sealant or glue can be treated as having 1 HD, with 1-8 Shadows").
if reduced by gentle simmering, and is hp depending on size, but they have no However, catching skitterlings isn't
part of the secret recipe used by spider effective attacks. easy. They move quickly (90' (30')) and
hunters in their business. It is also used can readily hide in the narrowest rock
in the preparation of skinwing oil, the Meiviony CJouuO crevices. Their precious tails are ruined by
substance used for rubbing down over-aggressive actions on the part of
skinwings at the stables. Of the many plants the elven wizards hunters, of course. And they can walk on
Shaman: One small capped fungus has brought from the surface, this is the most water. Their bones are lightly calcified
a pattern of pendulous gills which appear enigmatic. The memory gourd is actually and hollow, and they are very light any-
vaguely like the mark of the shaman. This a thickly-rinded, spineless cactus which way despite their apparent size. Their
edible fungus is greatly prized and is al- was altered magically so it could survive webbed feet are very large, and they
ways given to the temple for the shamans on a "diet" of mineralized water and a move faster on the surface of water than
to eat. Discovery of a significant cluster of little organic matter — a few drops of they do on land (Move 150' (50') on wa-
these rare fungi is taken as a good omen. blood. The wizard who altered it had ter). They exploit the surface tension of
many of his family murdered in human- water to "skitter along," as the elves put
Strider Fungus: This huge fungus is
oid raids and his emotions seem to have it. Watching a skitterling skitter along the
known to the ores by the name of "Big-
affected the plant, which became widely water of a placid river is a delight to a
giz" (see GAZ 10, The Ores of Thar). The
kept for the beauty of its single white shadow elf. Their sinuous movements
shadow elves call it strider fungus because
flower, produced annually. The plant and rapid speed combine grace and effi-
of the amazing growth rate of this huge
seems to respond to the emotions of the ciency with a very unusual ability.
flat-top fungus compared with most other

Jaime Torres Fernandez (Order #10495734)


HJM-0-OWHH3

Fiona FauNa
Sluq, Qi certain ways. Blindness and an increasing statistics are given below:
reliance on other senses will be a common
The giant slugs tamed and bred by the change. Thus, rock rats and cave snakes Armor Class: 4
shadow elves are distantly related to the will use sense of smell (rats) and thermal Hit Dice: 1-10
wild monsters documented in the Master sensing (snakes) to the almost complete Move: see below
DM's Book (p.38). They are notably exclusion of vision. An important point Attacks: 1 bite
smaller, being usually 10-15 feet in in this context is that a spell such as light Damage: see below
length. They have 1-8 HD, depending on (or continual light) will usually be inef- No. Appearing: n/a
age, move at 20' per round, and they do fective, if used to blind such creatures. Save as: see below
not have any acid attack. If attacked, they Shadow elves do not use these spells, al- Morale: see below
have a bite attack, which is weak and inef- though they do use the reversed form of Treasure Type: n/a
fectual (Dmg Id4). They do resist the light spell, but surface dwellers ven- Alignment: Neutral
weapon damage as detailed for the Giant turing into their realm might make this Intelligence: 3-6
Slug in the Master DM's Book. mistake. XP Value: as HD
Giant slugs are used both as beasts of Albinism is also a common trait in such
burden and for food. Their "milking" is subterranean dwellers. Don't overdo this "Vbung skinwings are treated as having 1
an extraordinary symbiosis between the in case it makes the creatures too easy for HD. At age 3 or 4, they have 4 HD and
elves and these gentle beasts. The shadow PCs to detect! have grown to a size where they can be
elves feed the slugs with fungal and other flown. They gain additional hit dice as
vegetable food. The slugs exude a rich they grow to maximum size over some 20
yellow-brown fluid when they are softly SklNWiNQS further years, to 9 HD. A tiny few de-
caressed with an instrument which resem- Skinwings play a vital role in the defense velop unusual size and strength and have
bles a modern-day paint roller. This fluid of the shadow elf cities, and the sight of 10 HD. As they grow, their abilities
is highly nutritious and even tasty when their large forms gliding smoothly and si- change as follows:
processed in the making of trania. It is lently above the City of the Stars is dra-
obviously not true milk, but the shadow matic and impressive. Skinwings are
elves always refer to it as such. This Movement Rate:
reptilian, distantly related to pterodac- HD Move Flying MF
"milk" is quite different from the slime tyls, but more bird-like in appearance
exuded by the slugs if they travel signifi- 1-3 60' (20') 150' (50') 3
(though they do not have feathers). Their 4-6 90' (30') 180' (60') 3
cant distances, although general fluid skins are hard and leathery, varying from
balance does link the two. A much- 7-9 90' (30') 150' (60') 1
light brown to a dark teak. 10 120' (40') 120' (40') 1
travelled slug will not have sufficient Shadow elves take great care to rub
body fluid left to provide milk immedi- down their skinwings with an oily sub-
ately after its journey. Other Stats:
stance prepared from fungal secretions to HD Damage Infravision Enc.
keep their skins from cracking and to 1-3 Id4 60' n/a
SteaM Bats maintain full suppleness. Feeding them 4-6 Id8 90' 1200
is slightly trickier. Skinwings will eat 7-9 ldlO 120' 1400
Steam bats are cave-dwelling, blind crea-
fungi if these are correctly prepared, but 10 2d8 120' 1750
tures which have adapted to hot, moist
they also like and need meat in their diet.
conditions. They are almost entirely hair-
Rock rats and snakes are greedily gobbled Skinwings save as a fighter with half their
less, and have shrunken, vestigial eyes.
up, but skinwings will not usually eat fish hit dice, rounding up. Their "natural"
Their ears are bigger even than those of
or the giant frogs and toads sometimes to (pre-training) morale is 8; after training,
normal bats. They can be treated as nor-
be found in the underground rivers. this becomes 10. If being flown by a rider,
mal bats (with 1 hp each) which do not
Their favorite meals are small, juicy little their morale is 11. A 10 HD skinwing be-
have direct combat abilities but which
kobolds, halflings, and similar human - ing flown by its personal rider has morale
can cause confusion (see Basic DM's Rule-
oids. Joints of ore, hobgoblin and their of 12 and need never check it as long as its
book, p. 2 5).
brethren are also eagerly fallen upon by rider survives. Note that the "Enc." (En-
these sharp-beaked creatures. cumbrance) value given above is one
Ottieu FauNa Skinwings may still be found in the above which the skinwing simply will not
It is easy for the DM to vary other fauna surface world, in Red Orcland, but those fly. Skinwings will not accept greater
which are found in the world of shadow found in the great caverns of the shadow loads than those shown (in en. units) as a
elves to reflect their existence far under- elves have developed considerably differ- basic safety reflex.
ground. These creatures will be different ent abilities, notably extreme and accu-
from their surface-dwelling relatives in rate infravision. Their abilities and

Jaime Torres Fernandez (Order #10495734)


Fiona FauNa
SklNWINQS IN tl?€ small mouth ringed with wickedly sharp DaukSNap
teeth and, while the creature has no vis-
Skinwings are usually flown with har- ual sense, it has two dark patches where Armor Class: 6
nesses keeping the shadow elf rider firmly eyes "should" be, which it uses for ther- Hit Dice: 1-4 -..'..VfV
on the beast's back. Sometimes a small mal sensing. Move: 10' (3')
saddle with a mounted swivelling cross- It attacks by biting, and can also spew Attacks: 1 snap
bow is used. out a thick glob of very corrosive acid Damage: Id6 . ...f
Skinwings do become partial to indi- slime once per turn. This glob has a 10' No. Appearing: Id8
vidual riders if the same shadow elf (or radius and a range of 60', with all in the Save as: Fighter: 1
anyone else) rides them regularly and to area of effect taking 4d6 damage (a saving Morale: 7
the exclusion of other riders. The older throw vs. Dragon Breath halves this dam- Treasure Type: Nil
the skinwing gets, the more ingrained age). Also, any creature or character in Alignment: Neutral
this habit becomes; the massive melee with the Boneless may be affected Intelligence: 3
skinwings ridden by King Telemon and by acid. Any successful melee hit by a XP Value: as HD
General Garafaele, for example, refuse to character means that the character must
accept any other. Should either of these make a saving throw vs. Wands or be The Darksnap is a fungus which takes its
riders be slain, his skinwing would pine splattered by acid on the skin of the form and color from its background. It
to death for its master within a few weeks. Boneless, suffering Id8 points of dam- can eke out an existence on rock (most of-
A young skinwing trained to accept a age. ten by a water source) or by parasitizing
rider, though, could be cajoled along other fungi. It is capable of killing small
with some tasty tidbits and a little conver- The Boneless likewise has several de-
fenses. It is immune to all magical cold- reptiles and rats with its snap and will
sational magic, although there's not a slowly absorb the nutrients from their de-
great deal one can say to a creature with based attacks (wall of ice, ice storm, etc.).
Hits from edged weapons will only inflict composing bodies.
intelligence this low. No rules are needed Darksnaps will snap at anything within
for skinwing readiness to accept a new half damage on the Boneless due to its
thick and slippery skin. Worst of all, the range, and have learned to stay still and
rider. If a PC is trying to get a skinwing to snap suddenly, so they surprise on a roll of
accept him, the DM should arrange mat- Boneless radiates magical fear. Anyone
approaching within 20 feet of the mon- 1-4 on Id6 unless the victim has some
ters so that he will have to work hard to special defense against such surprise. The
persuade the ornery critter to let him fly ster must make a saving throw vs. Spells
or be forced to run and flee from the astonishingly hard, calcified ribbings of
on its back! the darksnap can inflict an unpleasant
monster at maximum rate for Id6
rounds. Such an affected character can re- bite, and on a natural 20 a hand has been
BoNeless turn to try again, but must make a new so badly damaged that the character suf-
saving throw. However, once a successful fers a - 1 penalty to all hit and damage
Armor Class: 0 rolls, and an additional - 2 penalty to hit
saving throw has been made, the charac-
Hit Dice: 10** rolls with any two-handed weapon
ter will not need to make another for the
Move: 60' (20') (which includes all forms of bows!).
duration of the combat.
Attacks: 1 bite + special There are rumors of huge darksnaps
Damage: ldlO/4d6 or 6d6 Finally, the Boneless has a final attack
upon its death. When slain (unless by a deep within the Forest of Spiders, which
No. Appearing: 1 are so enormous that they can sever limbs
Save as: Fighter: 10 special attack such as a Disintegrate
spell), the horror's head arches back, the and even swallow smaller humanoids
Morale: 10 such as kobolds, halflings, and dwarves
Treasure Type: Nil monster writhes frantically and utters a
screaming gurgle, and then its body liter- whole. No one has ever been able to pro-
Alignment: Chaotic vide direct evidence that such monster
Intelligence: 7 ally explodes. Its disgusting internal or-
gans and acidic slime explode in a 20' fungi exist.
XP Value: 2,500
radius, inflicting 6d6 points of acid dam-
The Boneless is a horrific monster, far age on all in the area of effect. A saving
more dangerous than its appearance throw vs. Dragon Breath will halve this
might suggest (from a distance). The damage. At the DM's option, magic
Boneless looks like nothing more than a items carried by PCs should be vulnerable
sickly yellow-cream maggot of vast size, to this acid. Saving throws vs. Dragon
up to 15 feet long. Its movement is a Breath can be made for such items with a
peristaltic writhing in the acidic slime it + 1 bonus per + 1 of enchantment.
so freely secretes. At the front end is a

4O

Jaime Torres Fernandez (Order #10495734)


AMONQ tl7€ SliaDows
Many of the following non-player charac- Appearance: Garafaele is nearly as tall shield + 4 and sword + 4, and wears his
ters (NPCs) have been mentioned in the as his king at 5' 7", and he is muscular ring +2. Both the sword and shield have
preceding text; others appear in later sec- and lithe for his 554 years of age. He is secondary powers of no little importance.
tions of this booklet. They are arranged fairly ostentatious in wearing only white The sword, Strongmind, confers upon
here in three groups. First is King Tele- clothing. He keeps his hair short- its wielder complete immunity to all
mon and major personalities within the cropped. His outstanding physical fea- magical illusions and also to charm, hold,
circles of power among the shadow elves. ture is his "sleeves of flesh." His arms sleep, feeblemind, and magic jar spells.
Senior shamans are included here. Sec- were both severed at the elbow by an en- It is a family heirloom, passed from eldest
ond, two Immortals of central impor- emy bearing a sword with the slicing son to eldest son, but its special spell-
tance to the story of the shadow elves. power, but were regenerated with the resisting powers are only gradually re-
Finally, some allegedly lesser lights are loan of a ring of regeneration — leaving vealed. It confers resistances if the
considered — including the daredevil livid scars around the elbow joint which shadow elf wielder is of sufficient level to
Sixhand of Losetrel, the famous spider run right around his arms. Although cast the spell which the sword protects
hunter, and other colorful characters. these areas of scar tissue are painless and against. For example, feeblemind and
Only the most important magic items do not interfere with Garafaele's supple- magic jar are 5th-level spells: the sword's
are given. Others may be added, but ness or movement, they have not been re- ability to confer immunity to these spells
don't give characters of relatively low moved by magic and many whisper that only operates if its wielder is at least 9th
level bags full of magic items. they are indeed the "sleeves of flesh" re- level, the minimum experience needed
ferred to in the sacred inspirational text of to cast these spells.
Rafiel.
T3)G Royal Count The shield was taken by Garafaele
DMing Notes: Garafaele is distantly from a huge troll he slew (and the troll
Qanafaele CJaleifel related to Gilfronden of Alfheim. This surely took it from some more illustrious
Radiant General of the City of Stats, fact, and his unswerving loyalty to the opponent). The shield can cast fly upon
"The Hammer ofRafiel," 19th level elf- throne of Telemon, have made him eager its owner at will. Moreover, any melee hit
lord. to work with the King to conspire in the which misses Garafaele has a 10% chance
royal intrigues. The next chapter gives of striking this shield; any enemy striking
"He shall be the Hammer of Rafiel,
additional details. the shield will be drained of a life energy
with sleeves of flesh, and he shall not be
Combat Notes: E10; AC - 8 ; hp 90; level or 1 hit die, as appropriate (no sav-
distracted from his purpose."
MV 90' (30'); #AT 3; D 8-15; Save E10 ing throw!).
^ — Concordance of The Way ofRafiel.
History: Garafaele of the house of Ga- (automatic 1/2 damage from breath Lastly, Garafaele has a rod of victory,
leifel was an exceptionally promising war- weapon); ML 12; AL L; S 18,113, W 10, rightly regarded as his most precious pos-
rior from his earliest days. Blessed with D 15, Co 18, Ch 13 (treat as Ch 16 with session.
stature and exceptional strength, his keen respect to active members of the shadow
mind showed a ready aptitude for mili- elf army). KaNafasti
tary tactics, and he was readily able to in- Abilities & Skills: Alertness (D), Brav-
ery (W), Danger Sense (W), Leadership Royal Wizard, 18th-level elf-wizard.
spire devotion and self-sacrifice above the History: Kanafasti was born into Clan Fe-
norm in the shadow elves he com- + 1 (Ch +1), Rapid Fire (D), Signalling
(I), Skinwing Flying (D), Tactics +2 (I lestyr, but married while young — and
manded. In 752 AC, his stand with but well. The cunning young student of
three junior compatriots against the Blue + 2).
Languages: Shadow Elf, Alignment magic found himself an excellent match
Ogres — all 35 of them — marked him with a plain, but rich, single daughter of
out as a shadow elf with a special destiny. (Lawful).
a well-to-do Celebryl family. He used the
Rapid promotions culminated in his ele- Spells Usually Carried: Garafaele will
family wealth to advance his magical
vation to Supreme Commander of the always carry aggressive spells, and will es-
studies, but his in-laws have been repaid
army, Radiant General (first-placed, as chew informational and detecting spells.
many times over by the benefits of his
with the Radiant Princess and Radiant Spells such as magic missile will always be
having the ear of the King himself.
Shaman) in 924 AC. King Telemon has favored. Importantly, Kanafasti has just
taught Garafaele the cloudkill spell, Kanafasti's name has a detailed mean-
never regretted his action in promoting ing: "Kana" has a variety of meanings
this supremely talented elf. which has awed the mighty fighter. This
has been done by Kanafasti to bring depending on the nature of words with
Personality: Garafaele is utterly dedi- which it is conjoined, since it means po-
cated to military life and knows little else. Garafaele still closer into the "conspirato-
rial circle" of the King (see next chapter), tentiality, openness, possibility, etc.
He is honorable, unbending, loyal, and Kana-fasti means "all potentials are for
brave. He is also incredibly boring if one and it has had the desired effect.
good (fasti)!' which is taken to mean
is not fascinated by military matters. Notes: Garafaele always wears his
someone with the ability to succeed at
chain mail + 5, likewise always carries his

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whatever he truly aspires to do. Kanafasti crued from his own research. He is an impatient for a gate to Immortality. She
was a well-named child. 18th-level elf-wizard, after all. He has the can seem naive and innocent, even other-
Personality: Kanafasti is very careful, spells doudkill, disintegrate, delayed worldly, but she can drop a phrase which
wise and sly. He says very little and listens blast fireball, and meteor swarm in his shows that she is highly observant and ap-
carefully, if forced to express an opinion, books now. The similarity of some of praises other people very accurately and
he always strives to look at both sides of these to certain shamanic spell effects has quickly. Porphyriel is a very wise and
any question and avoid committing him- not escaped the old wizard, who realizes smart shadow elf, and also graceful and
self. With the very few people he trusts, that Rafiel's way to spell mastery can per- charming. Her junior shamans love her
though, he is relaxed, cultured, with a haps be had in other ways. greatly.
quick turn of wit and a wickedly black Notes: For 18 hours a day (all his Appearance: Porphyriel is now 727
sense of humor on occasion. Kanafasti waking hours), Kanafasti is protected by years old, but has an ageless face, looking
loves children, and used to tell bedtime a mind barrier spell. As Royal Wizard, he both old and young. She has a very large
stories to Telemon's children. He and can lay his hands on all manner of magic facial Mark of the Shaman. Her long
Tanadaleyo have always been close. items (save artifacts) quickly. Usually he white hair is brushed back, and her beau-
Appearance: Kanafasti is now 786 wears a cloak of protection + 3 and a ring tiful blue eyes are slightly slanted. She
years old, his white hair receding at the of protection +5, carries a staff of fire, wears a white robe and head-dress as Ra-
temples and his grey eyes slightly watery and has a wand of fear up his sleeve (liter- diant Shaman, but she also wears a very
with age. He is small at 4' 8", but he still ally). He carries scrolls of spells such as fly large soul crystal and some finery upon
stands upright and spry, and the speed of and dimension door to allow him to es- her simple robes. She is beautiful as well
his movements can be surprising. He cape if he needs to, and likewise scrolls of as having dignity and authority, and at 5'
wears simple white robes, but he is rarely spells such as ESP, clairvoyance and wiz- 3" she is considerably above the average
seen for the simple reason that he habitu- ard eye to allow him to do some magical height for a female shadow elf.
ally stays invisible. snooping should the need for this arise. DMing Notes: Further detail on
DMing Notes: Kanafasti is a key player He carries at least two scrolls of spell Porphyriel's work within her temple was
in the political dramas of the court of the catching (one for spells up to 6th level, presented earlier. Her relation to Tele-
King. He knows pretty much everything one for spells up to 8th level) at all times. mon's intrigues is reiterated in the fol-
there is to know about everyone who mat- Kanafasti has not gotten to be Royal Wiz- lowing chapter.
ters. He is the closest confidant of the ard without being prepared for almost all PC shamans should be allowed a fleet-
King and is actively encouraging his de- contingencies! ing glimpse of Porphyriel at an early stage
signs on Alfheim. He is also good friends of their careers. She is kindly to the lowest
with Xatapechtli, the spymaster. See the acolytes, and is held in true awe by them.
next chapter for more details. A personal word from her is prized by an
Combat Notes: E10; AC 0; hp 39; MV Radiant Shaman of the Temple ofRafiel, acolyte for years. It would certainly be
90' (30'); #AT 1; D 3-8; Save E10 (auto- 21st-level elf-wizard, 21st-level elf- enough to make any acolyte totally dedi-
matic 1/2 damage from any breath shaman. cated to any quest or adventure Porphy-
weapon); ML 10; AL N; S 9,1 18, W 16, History: Porphyriel has, of course, spent riel wished her to undertake. . .
D 13, Co 9 Ch 9. all her life in the Temple of Rafiel in the Combat Notes: E10; AC 5 (1); hp 57;
Abilities and Skills: Alchemy (I), Al- City of Stars. Born into the Alafanel arti- MV 120' (40'); #AT 1; D 4-9 + special;
ternate Magics +1 (I +1), Detect Decep- san family, she has remembered her family SaveE 10; ML 11; ALL; S 9,1 13, W 18,
tion (W), Knowledge — Glantri Society roots — unusually — and her family is in- D 13, Co 13, Ch 17.
and Politics + 1 (I + 1), Knowledge — tensely proud of her achievement. Abilities and Skills: Ancient History
Alfheim Society and Politics +1 (I +1) Porphyriel has always demonstrated ex- + 2 (I +2), Codes of Law and Justice + 1
Read/write Shadow Elf (I), Storytelling ceptional wisdom in the service of Rafiel, (W +1), Cooking (W), Gain Trust (Ch),
(Ch), Teaching (W). if not always the most obviously deferen- Knowledge — Edible Fungi (I), Leader-
tial forms of reverence. Her election to the ship (Ch), Natural Healing (W), Per-
Languages: Glantrian, elf, shadow elf,
position of Radiant Shaman was some- suade (Ch), Read/write Shadow Elf (I),
Alignment (Neutral).
thing of a surprise even to the White Sha- Teaching (W).
Spells Usually Carried: This is an im- mans who elected her — a couple of them
portant area. Kanafasti has access to spells swear that they were guided by Rafiel Languages: Shadow elf, Alignment
which few other shadow elves have, be- without conscious intent in their voting. (Lawful).
cause of his access to agents in Glantri. He Notes: Porphyriel has all the magical
makes sure that other wizards among the Personality: Porphyriel is a paradoxical resources of the temple of Rafiel to call
shadow elves do not know of his posses- personality. She is old, but has the eager- upon, so the DM may readily add to the
sion of such spells, although he might be ness and vigor of youth. She is calm and list of magical items given for her here.
able to explain them away as being ac- patient, but hungry for knowledge and For combat, she carries a mace + 3 which

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will slay any ore, troll, goblin, hobgoblin orous health. Like her father, she is ambi-
or gnoll on any hit (saving throw vs. tious, and is fully aware of his plots and
Death Magic at —4 negates this effect). Radiant Princess of the Shadow Elves, intrigues. This is detailed in the follow-
For defense she has a ring of protection llth-level elf-lord ing chapter. Her title of "Radiant" re-
+ 5 and a magical bracelet which takes 1 History: Tanadaleyo is the eldest child flects the fact that the first-born of the
round to activate: It generates a field of and only daughter of Telemon and his King is always given this title, just as the
force for 1 turn which acts as a shield +3 wife Caerefel. Strong-willed and fiery of "first" (highest-level) shaman is the Ra-
with the power of curing wounds (cures temper, Tanadaleyo has distinguished diant Shaman.
50% of all physical damage inflicted on herself in military service and especially as The DM should note that there are
Porphyriel). The "shield" can be acti- a skinwing rider. whisperings about Tanadaleyo not having
vated at will. This unique magical item Personality: Tanadaleyo is rough, married yet. At her age, her parents
was especially crafted for Porphyriel by tough, and dangerous to know. Most un- should certainly have arranged a marriage
Kanafasti, who wanted to make sure he like the shadow elf norm, she is quite by now. In fact, they wouldn't dare (and
was on the right side of the Radiant Sha- boisterous and talkative, in addition to Telemon doesn't want to lose his best tac-
man. Porphyriel has guessed this much, being strong and somewhat tempera- tical adviser to an undeserving hus-
but she is still grateful, since the bracelet mental. She can, with some effort, make band!). When Tanadaleyo wishes to
is a very potent defense and she knows the herself graceful and decorative for impor- marry, she will probably just turn up and
wizard must have put much work into its tant ceremonies and public engage- drag her intended off by his hair, as it
creation. Porphyriel also wears a ring of ments, though. were.
regeneration and carries staves of dispel- Appearance: Tanadaleyo is 5' 2" tall, Combat Notes: E10; AC - 4 ; hp 52;
ling and healing. Porphyriel has a soul wiry and strong at 110 lbs., and has long MV 90' (30'); #AT 2 (Attack Rank D); D
crystal of "seventh level" with 38 souls. white hair tied back with a headband, 6-15 + special (see below); Save E10; ML
She also has a personal "sixth level" soul and piercing grey eyes. She dresses as in- 11; ALN; S 15 (see below), 117, W 12, D
crystal with 25 souls. formally and casually as she can get away 18, Co 15, Ch 14.
with at any given time. Abilities and Skills: Blind Shooting
DMing Notes: At 321 years of age, (D), Danger Sense (W), Hide in Shadows
Tanadaleyo is a young shadow elf of vig- (D), Know Terrain (I), Rapid Fire (D),

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Signalling (I), Skinwing Riding +2 (D mage Kanafasti, and the sinister Xata- sparing use of this power by Telemon has
+ 2), Tactics (I). pechtli (see next chapter), his plotting is only increased his reputation as a great
Languages: Shadow Elf, Alignment developing well. The full story of this in- king among his people.
(Neutral). trigue is presented in the next chapter.
Notes: Like her father, Tanadaleyo will Combat Notes: E10; AC - 5 ; hp 67; iMMORtalS
carry many magic items in emergencies. MV 90' (30'); #AT 2 (Attack Rank H); D
Typically, she uses chain mail +3, a ring 6-13; SaveElO; ML 11; ALN; S 17,118,
+ 1, and a disphcer cloak for protection W 12, D 13, Co 16, Ch 16. AtzaNteotl, LOKO of
(her AC of - 4 includes the melee pen- Telemon has a personal skinwing,
alty opponents have for hitting her). She Gripper, stabled in the Royal Sector of Lord of Entropy, Screaming Demon: HD
wears a pair of gloves which blend to her the City of Stars. This beast is named af- 22, St 21, In 51, Wi 31, Dx47, Co 34, Ch
skin so that they cannot be seen unless ter its habit of grabbing prey and never 76, AL C. Mortal form: E9, S 15,118, W
magical detection is used: these are a pair letting go (in combat, a successful hit roll 15, D 17, Co 13, Ch 18.
of gauntlets of ogre power custom-made of 19 + means a target is grabbed and suf- If you have read GAZ 10, The Ores of
for her by Kanafasti. She has two magical fers 2d8 automatic damage each round Thar, you will think that you know about
weapons of importance: a two-handed thereafter). Gripper is a huge (25' wing- Atzanteotl. Alas, you have been taught
sword + 2 which has the magical power of span) ebon beast with 71 hp. the orcish version of the truth. . .
slicing, and a crossbow + 3- Tanadaleyo is The unique spell-casting ability of Te- Atzanteotl was a hero among a splin-
a stern, brave, dangerous opponent! lemon's magical sword, Blackbolt, de- tered, tiny fragment of the ancestors of
tailed below, is also central to Telemon's the shadow elves isolated from the bulk
KlNQ "CelGMON combat prowess. of their folk after the Rain of Fire. This
Abilities & Skills: Ancient History (I), splinter group first built Aengmor in the
King of the Shadow EtfLands, 15th-level Codes of Law and Justice (W), Knowl- long-lost past. Then, this small group of
elf-lord. edge — Alfheim Society and Politics (I), elves was ousted by the Azcans, who took
History: Telemon is the eldest son of a Leadership + 1 (Ch +1), Read/Write over the city. By this time, Atzanteotl had
proud warrior family of the Celebryl clan. Shadow Elf (I), Skinwing Flying (D), Tac- achieved Immortality in the Sphere of
He has been King for over four centuries tics + 1(1 +1). Entropy.
now, and, before that he was a General of Languages: Elf, Shadow Elf, Align-
distinction (and exceptional youth). The main body of the shadow elves fell
ment (Neutral). upon the Azcans rather later, in 1420 BC.
Personality: Telemon is graceful and Notes: Telemon can lay hands on just They slew most of the Azcans and drove
dignified. He radiates authority, partially about any non-artifact magic item he them from the area, building up the city
on account of his unusual height. He is needs, with some obvious exceptions. of Aengmor around the central temple of
slow to speak, appearing to weigh his These include items with wishes, any- Aztanteotl and completing the city in
words carefully, and, when he wishes to thing which uses magical light effects 1352 BC. Here their numbers slowly grew
reflect on a speaker's words, he has a char- (which would only blind him), and the and they were drawn into the barbaric
acteristic gentle wave of the hand which like. For his typical AC of ~ 5 , he wears worship of Atzanteotl, sacrificing both
tells the speaker to be quiet. Ignoring this chain mail + 3, and wears a ring +1 to humanoids and even some of their own
subtle signal leads to a glare from the add to the protection of his shield +3. number to the evil en tropic Immortal.
monarch which will silence anyone. He always wears a ring of spell turning.
Appearance: Telemon stands 5' 8" and Fortunately for the shadow elves, At-
Telemon does possess one very special zanteotl was not entirely pleased with
weighs 135 pounds, which makes him a item — Blackbolt, his magical sword + 3.
veritable giant among shadow elves. He them. They were a little reluctant to
Blackbolt casts a form of lightning bolt, douse the altar of his temple with fresh
has white hair and blue eyes of a deeper doing 12d6 damage, twice per day; this
hue than most. He wears white clothes blood as often as he would have liked.
form of spell is usually unknown to the This may have been in part dependent on
with blue and grey trims, and is fastidious shadow elves. A standard lightning bolt
about his appearance. At 711 years of their relatively slow population growth.
would be unusable, since it would blind Not enough worshippers came Atzan-
age, Telemon still looks like a shadow elf shadow elves seeing it. Hence the sword
in his prime. teotl 's way quickly enough. For this rea-
was magically modified by Kanafasti so son, Atzanteotl was determined to
DMing Notes: Telemon is dissatisfied that the bolt had its light component acquire rather more fecund and numer-
with the state of affairs in his lands. He wholly negated — the bolt now is wholly ous followers. In 1290 BC, the evil one
covets the lands of the surface elves, and black, and a victim struck by the bolt caused a volcano to erupt, surrounding
he is ambitious to free himself and his must make a saving throw vs. Spells or be Aengmor with lava. This caused many
people from the shackles of the Way of affected as by a darkness spell (in addi- elves to be slain, and the others to flee,
Rafiel. With his daughter Tanadaleyo, his tion to the damage suffered!). Of course,

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without destroying the whole city (and in Raf iel As Rafiel strove to understand the Im-
particular without destroying his tem- mortal world in which he found himself
pie). Empyreal of the Sphere of Energy: HD and the Sphere of which he had become
Within a century, humanoids had re- 25, S 32,175, W44, D 46, Co 54, Ch 70, part, he struggled to protect his weak and
discovered Aengmor and renamed it AL L. Mortal form: MU35, S 11,118, W oppressed followers. Instinctively, his
Oenkmar. Their Quest for the Blue Knife 10, D 13, Co 13, Ch 15. nascent consciousness was drawn to the
being resolved in this place, they stayed Rafiel was once, millenia ago, a nuclear crystals in which nuclear energy survived
and settled and treated the temple as a sa- physicist in Blackmoor. Obsessed with su- in usable form. By chance, the shadow
cred site. Atzanteotl had finally gained persymmetry theories, he was half- elves had been driven in that direction.
worshippers as evil, depraved, and blood- immersed in a different world than that By the growing power of his coalescing
lusting as he is himself. of his deprecating colleagues in that long- mind, Rafiel magically altered the crys-
Today, Atzanteotl's followers are all lost civilization. It seemed to the es- tals into a form which the shadow elves
humanoids. He has no shadow elf fol- teemed scientist at times that his could use. Even the ways of Immortals
lowers left outside the Lands of the Red thought-experiments had entered into an depend upon chance, and the purposes
Sun. The story that he reincarnates orcish almost magical realm. . . which may of the deepest magics and fates are inscru-
followers into shadow elves is simply a have had something to do with his surviv- table. The Refuge of Stone contained a
false rumor. ing the Great Rain of Fire. symbolic truth, laid down in a form of au-
Atzanteotl is a wicked, blood-thirsty Who can say now how Rafiel survived? tomatic writing, which would serve both
entity, lacking any sense of honor, dig- Certainly not Rafiel himself. Suddenly Rafiel and his faithful elves well for cen-
nity, or decency. He will destroy whoever cast adrift in a world where his thought- turies to come.
gets in his way. experiments were no longer schematic Rafiel's injunctions to the shadow elves
Atzanteotl is engaged in a power strug- daydreams but the only surviving reality, revolve around one purpose: to work in
gle with Karaash, the Immortal revered the human scientist floundered for a pur- the Chamber of Spheres to build a nu-
by so many humanoids, for the hearts pose to his existence. It may be that the clear reactor. This is almost identical to
and minds of those debased brutes. Sha- lost and suffering shadow elves needed the Nucleus of the Spheres in Glantri,
mans of Karaash spread the story that At- Rafiel no more than the surviving human and it offers immense potential for the
zanteotl is dedicated to furtherance of the consciousness needed them. As Rafiel growth of the Sphere of Energy. Since the
shadow elves and wishes to use them as gave the shadow elves spiritual purpose work of the shamans is unknown to others
agents to destroy all surface life. Atzan- and a reason for living in the Prime Mate- — and in particular, no other Immortals
teotl's own shamans, led by Xilochtli of rial, so their love and devotion gave Rafiel know of this work — Rafiel's project
Oenkmar (see GAZ 10, The Ores of Thar) a focus for his flickering consciousness. could be the most important in the whole
wholly refute this and seek out the here- Rafiel slowly grew to understand what of the Known World. Rafiel is not just
tics who spread this story. he had become: an Immortal, a spiritual channeling his shamans to do this work
Atzanteotl still has a passing interest in and non-corporeal entity, part of the for the benefit of the Sphere of Energy.
the main body of shadow elves, now re- Sphere of Energy. As he struggled to this Even after aeons, Rafiel is deeply fearful
siding in the City of the Stars and sur- awareness, the love and devotion of the of the intense shock done to his con-
rounding cities. His attitude is shadow elves supported him. As Rafiel's sciousness by the Rain of Fire. Successful
ambivalent and (as usual) half-mad. confused consciousness had striven for building of the artifact in the City of Stars
Weirdly, Atzanteotl is satisfied if he help, and cast out desperate signals in the is a form of reassurance that his conscious-
thinks that they still follow evil practices form of the Refuge of Stone and other ness is stable, secure, and reliable. Rafiel
even though he no longer seeks their de- (still lost) messages, the shadow elves has obsessional-compulsive tendencies;
votions for himself. He knows that they alone had responded to him. They alone he was a nuclear physicist in Blackmoor,
are devoted to Rafiel and, because he be- had brought him succor and love. This is after all.
lieves Rafiel to be evil and entropic like one of the reasons why Rafiel does not tell
Rafiel's injunctions to the shadow
himself, he is satisfied with this state of them the full truth of what he is doing
elves, as coded in the Refuge of Stone, are
affairs. now. His stream-of-consciousness verses
also not as punitive as they appear. Two
in the Refuge of Stone told them a para-
In the rare event that Atzanteotl takes examples show this clearly.
ble they could understand, when they at-
mortal form, he appears as an elven hero tained shamanic ability. Telling them the First, the terrible practice of abandon-
or as a dark orcish figure. In demonic truth must be confined to the very wisest, ing babies who are "not whole" in tun-
shape, he appears as a black feathered ser- and even then they must be disillusioned nels and passages far from the cities of the
pent with an elven face. slowly. Rafiel is a scientist — and an elit- shadow elves. Is this not a wicked and
ist. But we are getting a little ahead of the cruel practice? Well, the mothers do suf-
story. . . fer, albeit for a short time: they do accept
the way of Rafiel. "I, Rafiel, will guide

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Atzantwtl
their path." And so Rafiel does. These in tunnels mostly above the levels of the children — the shadow elf babies — into
babies are usually thought to be eaten by shadow elves — where they are usually Atzanteotl's realm, that of the ores and
ravening beasts or monsters, or gnawed found by ores, goblins and their ilk. their kin, by guiding ores to them. When
by lizards or rats, or to suffer some similar Rafiel knows that a genetic burden Atzanteotl's gaze is directed towards the
fate. But this is not so. must be borne by the shadow elves, and shadow elves, so is it directed away from
There are two factors which help to ex- that the magical alterations on the "soul his own bestial followers. Rafiel is smug-
plain their most likely fate. First, chil- crystals" affect future generations (i.e., gling his weakest children under Atzan-
dren are primarily facially deformed. babies). He also knows that such genetic teotl's nose. And it works.
That is, they do not look like shadow burdens must be extirpated or the Second, Rafiel uses an analog of this
elves: they do not have pale faces, very shadow elf race will be greatly weakened, strategy with his Wanderers. These old
large ears, or white hair. They are not placing his precious project (and the elves rarely die the tragic and lonely
recognizable as shadow elf babies, and shadow elves themselves) in real peril. Yet deaths the reader may have imagined
often seem repulsive even to their moth- Rafiel would not see these babies lost or they do. Again, their path subverts At-
ers (minimizing the pain of abandoning slain. In some way, he guides them into zanteotl's evil designs. The shadow elves
them). It also means that they are more the arms of— ores and goblins? Indeed. know better: "Turn these to me, and I,
easily mistaken for ores, kobolds, or This is part of a dual-strand strategy of Rafiel, will guide them." Details on the
other such creatures, because of their de- Rafiel. Wanderers are given in the "Shadow
formities, which helps a lot with their For one thing, Rafiel wishes to keep Elves In Other Lands" chapter.
future adoptions. Their typically trun- Atzanteotl at bay. He is aware of the vile Rafiel appears, in many ways, to be a
cated lifespans also help with their ac- Immortal's interest in the shadow elves. sinister Immortal, even cruel and ma-
ceptance into humanoid societies. Rafiel plots to keep Atzanteotl away by lefic. This is exactly what he hopes most
Second, the supplementary holy texts appearing to be malefic himself, as his in- beings, apart from his shadow elves, will
of Rafiel (such as the Concordance of the junction to abandon babies appears to think, especially Atzanteotl. Rafiel has
Way of Rafiel) tells the shamans to aban- be. Rafiel hopes that Atzanteotl will his own purposes, which include the very
don the babies in tunnels far away from leave the shadow elves alone if he con- genuine protection of his people.
their homes (i.e., the cities of the shadow siders they are following evil paths any-
elves). This results in the babies being left way. Also, Rafiel hopes to smuggle his

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OtI?€R NPCS would dearly love to include Falanen in area spell he uses is 0-25% misplaced
his schemes, for he is aware that Falanen (Id6 x5%, treat a roll of 6 as zero) in a
knows much about other cultures. But he random direction. For this reason, he is
respects Falanen's obvious readiness to go careful not to cast spells at the limit of
Seer and Sage, l4th-level elf-wizard. the Wanderer's way and does not wish to their effective range in case he blows the
History: Falanen showed an aptitude disturb Falanen's placidity. spellcasting altogether. Individually-
for book-learning early in life. His father, Falanen, however, is aware that the targeted spells (e.g., darkness cast at an
a military elf through and through, de- King is plotting and scheming and he has opponent's eyes to blind it) are saved
spaired of this until Falanen's mother guessed what the ultimate goal is. He against at +2. Falanen has a - 2 penalty
came up with an excellent compromise: helps indirectly by dropping a few com- to hit rolls in melee combat, and he has
get the young shadow elf interested in ments about surface life now and again, long abandoned missile weapons alto-
military writings and history. Falanen has usually selected to be helpful to the King. gether. If he has to use one for some rea-
been head of the small military history ar- Kanafasti has guessed that Falanen sus- son, he has a - 4 penalty to hit rolls with
chive in the military headquarters ever pects something, although he doesn't such a weapon.
since. However, Falanen has also wan- know how much the old sage knows.
dered very widely in his long years, and Falanen is the major repository of
gained much knowledge in the process. knowledge and guidance about other
of Losetuel,
Falanen has slept beneath the skies of lands, especially the fabled Land of the
Alfheim, he has talked with ores around a Red Sun. Thus involving him is one good Spider-hunter extraordinaire, 7th-lcvel
camp fire in the Broken Lands, and Fa- way of leading shadow elf PCs to these elf.
lanen's young eyes even saw the wonders other lands and cultures. History: Firnafel's family is noted for
of the Land of the Red Sun. His rheumy Combat Notes: E10; AC 8; hp 35; MV the excellence of its spider silks, but
and fading eyes hope to see them again, 90' (30') due to age; #AT 1; D 1-6; Save working with and selling such wares did
for the old elf is now 793 years old and E10; ML9; ALL; S 8,117, W 18, D 7, Co not excite Firnafel's imagination much.
soon to take the path of the Wanderer. 9, Ch 14. Hunting them was a much better idea,
Personality: Falanen is quiet and dig- Abilities and Skills: Ancient History and Firnafel has become very adept at it.
nified. He speaks little, and softly, but he (I), Detect Deception (W), Knowledge His nickname comes from a strange birth-
has a marvelously melodic voice and age — Alfheim Society and Customs (I), mark in the palm of his hand which is
has given him a greater charisma and Knowledge — Broken Lands Societies shaped just like an extra digit pointing
grace. Falanen is ready to become a Wan- and Customs (I), Knowledge — Hollow down to the wrist.
derer — he is almost eager for the day — World History and Societies (I), Knowl- Personality: Firnafel is still a devil-
and he is an old elf completely at peace edge — Military History + 1 (of the may-care character, but this is more for
with himself. shadow elves) (I +1), Nature Lore (I), show than it used to be. Firnafel's (much)
Appearance: Falanen is somewhat Read/write Shadow Elf (I). younger brother Malshandir now works
careless about his appearance because he Languages: Falanen's knowledge skills with Firnafel, since he has useful comple-
is partly blind (this affects his "normal" also give him linguistic abilities above the mentary skills and Firnafel's protective-
vision and infravision). Thus, his simple norm. He can speak Elf, Shadow Elf, and ness about the younger elf makes him
white robes are often a little grubby or di- Alignment (Lawful) perfectly, and Ore, more thoughtful and careful. Also,
shevelled. Falanen himself is obviously Ogre, Kobold, Goblin, Hobgoblin, and Firnafel's family has begun to talk of a
old, with a wrinkled and aged skin. What Gnoll in patois form (being able to ex- certain rather pretty young woman of
is left of his hair seems almost translu- press basic concepts only). Clan Celebryl and Firnafel is not averse to
cent. Because his visual deficit affects Notes: Falanen wears a ring + 2 for this match. It would be a shame to spoil it
central, but not peripheral, vision Fa- protection, and will defend himself with by getting killed by spider venom now.
lanen always seems to be looking out of a staff +1 if he must. However, since this Appearance: Firnafel is a sliver below
the corner of his eye at things — which, staff is a Staff of Commanding (very few five feet in height, and he is very slim and
actually, he usually is. people know this!), Falanen usually dextrous, with feline speed and grace in
DMing Notes: Falanen is often called avoids combat (which he hates) by using his motions. His sleek, glossy hair is cut to
to recite famous stories from the history the mental influence and control powers a fairly short length and his small eyes are
of the shadow elf struggles to Telemon of the staff. Falanen also carries a medal- always darting about. Firnafel seems al-
(and to his children when they were lion of ESP under his robes, and a ring of ways to be smiling. At 254 years of age,
younger). Telemon learned much from remedies. he is still young.
Falanen's advice when younger, and the Falanen's restricted vision affects his DMing Notes: Firnafel is an excellent
King has no doubt that his own skills owe abilities. His spells are somewhat mis- NPC to lead PCs into scrapes on almost
much to Falanen's guidance. Telemon targeted, so the center of effect of any any pretext. Although he is a spider

Jaime Torres Fernandez (Order #10495734)


AMONQ tl7€
hunter by trade, he's a good scout and Appearance: Maflarel is fairly tall (5' shown in GAZ 5, The Elves of Alfheim,
knows his way around the tunnels and 9") and so walks with a stoop. He has pale however.
warrens around Losetrel well. He is an ex- skin, white hair, slightly pink pale eyes, Notes: Maflarel wears chain mail +1
cellent guide. and always dresses very humbly and in a under a white smock and also has a white
Combat Notes: E7; AC 1; hp 27; MV very ordinary style. displacer cloak. He has boots of speed
120' (40'); # AT 1; D 2-7; Save E7; ML 9 DMing Notes: Maflarel knows most of which have saved him from furious pur-
(11 with Malshandir), AL N; S 11, I 16, the few shady shadow elves in the City of suers on more than one occasion — you
W 13, D 18, Co 12, Ch 13. the Stars. He knows just about everyone can treat this as giving him a + 2 bonus
Abilities and Skills: Alchemy (I), in the Enclave. He makes it his business (subtract —2 from the d20 roll) to his
Climbing (D), Danger Sense (W), Hide to know almost any worthwhile adven- Evade skill. Maflarel has a much-prized
in Shadows (D), Knowledge — Spider turer types (which will include PCs when ring of invisibility, and a wand ofparaly-
Habitats and Behaviors (I), Know Ter- they have gained a level or two). He wants zation with just 4 charges remaining.
rain — Forest of Spiders (I), Ledge Hop- information of all kinds and he can pay Lastly, in a thick stoppered fungus-stalk
ping (D). for it with food, gold, or rare commodi- tube strapped to the belt around his
Languages: Shadow elf, Alignment ties (spice, brandy, dwarf chain mail, a waist, Maflarel has a scroll with three re7e-
(Neutral). Firnafel has also picked up a little magic. . .). He has contacts in the port spells written upon it.
smattering of Dwarf from dealings with Second Shadow (see the chapter on
dwarves in the City of Stars. "Shadow Elves and Other Lands"), who
Notes: Firnafel carries a short sword bring such goods from surface lands to be
+ 1, and wears leather armor + 3 and a bartered. He even goes above ground Assistant to Sixhand, 3rd-level elf.
ring +1. He has a light crossbow +1 and himself, very rarely, using teleport spells History: Malshandir is Firnafel's youn-
a bandolier with six crossbow bolts + 3 when he can get a scroll of them (for ger brother, star-struck by his famous sib-
which are kept for really sticky situations. which he will pay well). He does this only ling and intensely proud to be allowed to
He uses his alchemical talents to brew po- if he can get goods which can be tele- accompany him. For all his adult life
tions which attract shroud spiders. He ported back (i.e., nothing bulky) and (Malshandir is but 147), he has worked
keeps the recipe completely secret, of sold for a very good price as exotics in the with Firnafel, and the thrill hasn't faded
course. City of the Stars. Maflarel only accepts yet.
payment in gold and silver, and he has Personality: Malshandir is somewhat
nuggets and coins of these metals worth a shy, but is very trusting if befriended. He
Maf lanel total of 80,000 gp very carefully hidden is brave and loyal, and trustworthy.
Albino Alfheim refugee, 7th-level elf. in his different residences and shops. Appearance: Malshandir looks quite
History: Maflarel was born into Clan Maflarel is a fixer, a contact, who can like Firnafel, save for the birthmark and
Chossum in Alfheim. He fled that land get involved with the PCs in all manner for his notably longer hair which is tied
in 929 AC, having swindled or cuckolded of ways. He owns more than one shop in back in a pony tail.
one too many of the elves of Clan Erendyl the city, and is the (usually absentee) DMing Notes: Malshandir now has re-
(the "royal" clan). Hunted down by their proprietor of the infamous Ore's Whis- sponsibility for the nuts and bolts of ex-
mercenaries, he fled into a complex series kers hostelry. peditions — fixing the snares and traps,
of tunnels he was unable to find his way Combat Notes: E7; AC 3; hp 20; MV purchasing tools and ropes and the like.
out of. In his panic, he ran further and 90' (60') or 240' (80') due to boots of These are proud duties for him, and he
further down until he met a patrol of speed; #AT 1; D 2-7; Save E7; ML 8; AL attends lovingly to them. He may readily
shadow elves. His white hair and pale C; S 9,1 16, W 10, D 11, Co 10, Ch 17. be encountered going about this busi-
skin (and his white cloak) stood him in ness.
good stead. He cried out that evil elves Abilities and Skills: Bargaining (Ch
+ 1), Escape Artist (D), Evade (D), Gam- Combat Notes: E3; AC 5; hp 13; MV
were attacking him, the shadow elves 120' (40'); » AT 1; D 2-5; Save E3; ML 9
slew the Alfheimers, and Maflarel has bling (Ch), Gain Trust (Ch), Riding (D).
Languages: Elf, Shadow Elf, Align- (11 with Firnafel); ALL; S 9,1 14, W 10,
bluffed his way along as a shadow elf ever D 16, Co 13, Ch 10.
since. Shadow elves are naive and trust- ment (Chaotic), Gnoll, Hobgoblin, Ore.
Spells Usually Carried: Level I — fel- Abilities and Skills: Alertness (D),
ing, and Maflarel looks not unlike one. Danger Sense (W), Evade (D), Hear
Now he lives in the City of the Stars with lowship. Level II — ESP, know
alignment. Level III — fly, haste. Level IV Noise (D), Natural Healing (W), Snares
his fingers in many pies.
— dimension door. Note that Maflarel's (I)-
Personality: Maflarel is an unprinci- other spells (and spells in his spell books) Languages: Shadow Elf, Alignment
pled, sneaky little rat. He can be charm- will not be restricted by shadow elf spell (Lawful).
ing, even fawning, when he wants to be, lists as in the Player's Book. They may be Spells Usually Carried: Level II — in-
but he is rotten through and through. restricted to the spell lists for elves as visibility.

Jaime Torres Fernandez (Order #10495734)


Notes: Malshandir carries a dagger +1 forced to. He wears a ring of spell turning eral good-naturedness have made him an
and wears leather armor. He has a ring of which returns spells of levels 1-3 back at important spokesman for the small group
animal control given him by Firnafel, their caster. He will always have several of dwarves in the City of the Stars. He
which is used in situations of desperate magical potions and scrolls upon his per- lives in the Enclave in a small house with
threat as a last resort — it is an admission son. his goblin butler, Picksnout.
that his skills were not enough to deal Personality: Zindar likes to feign being
with perils if this magic has to be used. ZiNOan, SON of THicmalOeN a gruff old dwarf, but is kindly and gener-
ous, especially to the young. He is very
Dwarven exile and soul miner. welcoming to any dwarf he meets and is
QuaNafel History: Zindar was born a member of always eager to hear news of the dwarves
I6th-level elf-wizard. the Syrklist clan in Ferryway. An insatia- on the surface lands.
History: Quanafel the thaumaturgist bly curious explorer, Zindar delved too Appearance: Zindar has a "lived-in"
seems always to have been old (he is 740). deep for too long and saw too much. face; his nose is slightly squashed and his
He was originally from the Gelbalf clan, When he stumbled upon a major soul eyes a little red-rimmed. He wears a deco-
married into Celebryl, and saw his wife crystal mining operation, the standard rated (but very battered) iron helmet
become a Wanderer three years in the shadow elf device of re-routing tunnels which he never takes off. He even sleeps
past. was deemed insufficient. Zindar would with it on. His dwarven chain mail is very
Personality: Quanafel is eccentric and have to be taken to the City of Stars, and old and much-repaired and his attire gen-
slightly dotty, but pretends to be more there "adopted," if anyone would have erally is rather grubby and has seen better
absent-minded than he is. He's actually him. Fortunately taken in by members of days.
sharp-witted and swift to size up those he Clan Celebryl, Zindar took up residence
DMing Notes: Zindar cares for the
meets. He can be quite sarcastic and in the Enclave. At first, Zindar was bitter
shadow elves — but he does have occa-
mocking at times. at his imprisonment, and tried to escape.
sional wistful longings to see his home
Appearance: Quanafel's grey and But he was receptive to the teachings of
again before he dies (this is a bit senti-
white robes are usually stained with the the shamans about soul crystals, after
mental; he's got decades in him yet).
results of alchemical experiments, or last some initial skepticism. When he saw a
Some shadow elves feel his long service
night's dinner. His hair is wildly straggly, shaman cast the discharge soul power
should be rewarded with freedom, others
and his skin very wrinkled. He looks, in a spell from a soul crystal, he was awed by
say he knows too much. He is knowledge-
word, dishevelled. the display.
able about shadow elf lands and major
DMing Notes: Quanafel is an excellent Gradually Zindar came to accept the waterways, and tends to hear a fair bit of
all-purpose Patron (hiring the PCs to run teachings of the Way of Rafiel. He is now the gossip about town. He can be en-
errands, seek out monsters and magic aghast that his people take gems — which countered by PCs in many contexts and is
items, etc.), trainer, dispenser of rumors, is equivalent to stealing souls away so a fairly accessible NPC.
and contact. they can never be reborn. He feels hum- Combat Notes: D5; AC 2; hp 28; #AT
Combat Notes: E10; AC 6; hp 40; MV bled that the shadow elves didn't kill 1; D 3-8; Save D5; ML 10; AL L; S 13, I
90' (30') due to age; #AT 1; Dmg 4-9; him, given the doings of gem-snaffling 13, W 1 1 , D 16, Co 14, Ch 10.
Save E10; ML 9; ALN; S 9,118, W 16, D dwarves. Zindar sought permission to re- Abilities & Skills: Climbing (D), Labor
9, Co 9, Ch 12. turn to his people to try to stop them — mining (I + 2), Orientation in Caves
Abilities & Skills: Alternate Magics (I), mining gems, but was refused for fear he (I), Survival — mountains (I), Survival —
Ancient History (I), Detect Deception might lead them back to shadow elf shadow elf lands (I).
(W), Drinking (Co), Nature Lore (I), lands. They might follow his return, after
Languages: Thyatian, Dwarf, Gnome,
Read/write shadow elf (I), Storyteller all. Gradually, Zindar realized that the
Goblin, Kobold, Shadow Elf, Alignment
(Ch), Teaching (W). rest of his life would be spent in the City
(Lawful).
Languages: Shadow Elf, Alignment of Stars.
Notes: Zindar has a war hammer +1 at
(Neutral). So Zindar made the best of it and his belt and wears a suit of old, very bat-
Notes: Quanafel will have many magic helped the shadow elf shamans with his tered chain mail +1.
items, but the following are the most im- mining skills. He has become an expert
portant. He wears a ring of protection adviser on the careful mining of soul crys-
+4, and fights with a staff +3 when tals. His conciliatory attitudes and gen-

Jaime Torres Fernandez (Order #10495734)


Styabow Elves aND Otl7€R LaNbs
As the lands of the shadow elves stretch The attitude of the shamans is difficult
far below the Known World, they have an to determine. Porphyriel knows that the but not evil — he is self-willed, impul-
interest in the affairs of those lands. In King is up to something, and has guessed sive. He can hardly restrain his open
some cases this interest is simple; they that an invasion of the surface lands is in contempt of shamans of Rafiel. But he
hate and/or fear the inhabitants. In other the cards. She also knows that this is not is cool and elusive, and he didn't get
cases, matters are much less simple. imminent. Porphyriel is currently playing to be the head of a highly secretive or-
There is a core intrigue which dominates her cards close to her chest. . . ganization without being able to lie
much of the shadow elves' dealings with The key conspirator, however, is a small through his teeth when he wants to.
the surface lands. — almost wizened — shadow elf who Xatapechtli has a problem, though.
spends most of his time invisible in a bi- Part of the legacy of his magical cloak
zarre costume of snakeskin and feathers. is that it has mental residues of the sac-
DOMINION aNt> tl7G Xatapechtli is head of the Second rifices and murders committed by the
Feattjenefc SeupeNt Shadow, and at his disposal are the re- | priests who once wore it. This is part of
' the same magic which whispers Azcan
King Telemon wants power, real power. sources of the 'other branch' of that orga-
nization. His Serpents and Snakes act as I names into the mind of the wearer,
He knows that in his own lands his word i giving rise to the assumed names the
is law — technically. However, he dare spies and couriers in the surface lands,
ferrying information, whispering words Feathered Serpents take. Xatapechtli's
not step out of line with regard to the sha- mind being strong, this has taken dec-
mans and the Way of Rafiel. Telemon of persuasion and malice, carrying out
thefts and assassinations and worse. Xata- ades to affect him; hence he doesn't
knows that the Way of Rafiel is out-
pechtli fawns on his King and always ; associate his new nightmares with the
moded, bad for his people. He sees their I cloak. Periodically he dreams of bar-
lives stagnating, monotonous, uncrea- wishes to know his will. But it is Xata-
pechtli who has done more than anyone baric rituals and sacrifices by the Az-
tive. Telemon's views on this are un- cans and senses their hatred towards
doubtedly shaped by his own ambition to form the King's will and give it resolve.
It is Xatapechtli who has expressed his shadow elves. Loss of sleep, fear and
and the honeytongued words of Xata- incipient paranoia, have given Xata-
pechtli, his spymaster. But he has other sorrow at the plight of the shadow elves so
shamefully banished by the ingrates of pechtli a haunted appearance and
fellow conspirators. brought him close to breaking point.
Alfheim.
Tanadaleyo is naturally ambitious and Appearance: Xatapechtli is almost
quick to anger. She is aggressive, and invariably invisible. If he can be seen,
wishes to be Princess (and later Queen) of he is 5' 1", very light at 91 lbs., and
Alfheim. This is partly because of the Xatapecl?tli wears an astonishing cloak. This radi-
tales she has heard from Kanafasti (and Spymaster, the Feathered Serpent, ates magic powerfully, and is made of
an unsuspecting Falanen) about how l4th-level elf-wizard. supple snakeskin. A mane of bril-
lovely Alfheim is, and partly due to the History: Xatapechtli was originally liantly colored feathers, which would
fact that she knows she will never be a Laraeden of Clan Celedryl, but his put any peacock to shame, ruffs the
ruler at all while the shamans run affairs. original name has long been in disuse. collar and cascades down the small
Kanafasti, Telemon's mage, also wants Highly intelligent, his promise as a elf s back.
to see another all-out assault on Alfheim. Second Shadow recruit was swiftly DMing Notes: Xatapechtli is the
He is loyal to his King, and genuinely spotted, and code names are always spider in the middle of the web, un-
fond of the Royals (as he calls them). But, used for those in the "covert branch" likely to be encountered save by high-
more to the point, Kanafasti doesn't of the service. The name "Xatapech- level PCs (although others might get
want to become a Wanderer. When tli" was revealed to him in a dream to hear of the dreaded Feathered Ser-
young he accepted the Way of Rafiel. shortly after his assumption of the role pent). More detail on his cloak is be-
Now that he's nearly 800, and he knows of Feathered Serpent in CY 552, the low in this profile; much more detail
how absorbing magical research is, he ceremonial cloak implanting a name on his agents is given later in this chap-
isn't so keen on the creed. into a dream as it always has (see be- ter.
General Garafaele is itching to get low). Xatapechtli had seen service as a
spy and courier in Alfheim and Daro- Also, Xatapechtli is formidably in-
cracking on invasion plans. He thinks
kin by this time, making him a very telligent, a real genius, and knows
everything is going to be straightforward
knowledgeable (and thus dangerous) more about surface lands and cultures
this time. Garafaele sees the chance of
Feathered Serpent. than almost any other shadow elf. He
great glory for himself in the history of
is an extremely dangerous, brilliant
the shadow elves, and he also fancies a re- Personality: Xatapechtli is cunning, elf.
ally good scrap. He has a large army, sly, extremely observant. He is Chaotic
many of whom are almost eager for war.

Jaime Torres Fernandez (Order #10495734)


EIVGS atsiO Otl?6R LaNt)s

Eyes of ttye SeupeNt — are identical in effect to a hat of disguise


I Combat Notes: E10 (I4th-level wiz- (see AC4, The Book of Marvellous
The covert side of the Second Shadow is Magic), allowing the elf to appear as al-
| ard);AC - 6 ( - 1 1 ; see below); hp 40; an independent, parallel organization to
1
#AT 1; D 1-8 (6-13; see below); Save most any humanoid (even changing ap-
that of the scout/spies so valuable to mili- parent sex).
E10 (automatic 1/2 damage from tary watches and patrols. They are known
breath weapon); ML 10; AL C; S 9, I Serpent's Eyes, as the agents will often
as the Eyes of the Serpent, and all have refer to themselves, will be otherwise
18, W 17, D 10, Co 9, Ch 16. Intelligence of 13 + and Charisma 13 +.
Abilities and Skills: Ancient History suitably equipped for their work. They
Almost all are Snakes (7th level or higher) will be well financed, both with highly
(I), Danger Sense (I), Deceive (Ch or Serpents (9th level or higher), and are
+ 1), Disguise (I), Knowledge — Alf- portable luxuries (spices and the like) and
recruited from the scout /spies after prov- with nuggets of gold and silver, coinage
heim Society and Politics (I), Knowl- ing their skills there (note that this means
edge — Darokin Society and Politics taken from any captured humanoids (or
that they will have a Dexterity score of 13 stolen by other agents), and so on. They
(I), Non-elvish Cultures (I), Persuade or better also). Only a very few shadow
(Ch), Read/write elf (I), Read/write will be given some magical potions (truth
elves, regarded as having exceptional being a notable case) and drugs to induce
Shadow Elf (I), Signaling (I). promise, will be recruited into the Eyes of
Languages: Shadow Elf, Alignment sleep or even lethal poisons. They will al-
the Serpent. ways be well briefed for their work (and
(Chaotic) Xatapechtli always takes care to meet
Notes: Xatapechtli has a rod of par- intensively quizzed about their knowl-
his new Eyes, and to talk with them on a edge before they are sent out to their
rying ( + 5) and an ancient Azcan personal basis once a year at the very least.
snake staff, which he can use despite work), given forged documents if these
His regional leaders, important Serpents, are of any help, and otherwise prepared.
not being a cleric, for offense. A ring will meet with him much more often,
+ 4 gives potent protection, and he Serpent's Eyes usually work in small
perhaps even once every 6-8 weeks. Xata- cells with a regional minor leader; the mi-
also wears a ring of mind barrier which pechtli ensures that the primary loyalties
radiates that spell effect constantly. A nor leaders are then grouped into a cell
of his agents are always to him, and fos- under the regional leader himself. Care is
wand of illusion Xatapechtli keeps for ters a strong in-group loyalty and cama-
deceptions is always fully charged. He taken to make sure that agents don't
raderie. He does this cleverly, by adroit know each other or their superiors.
has a flying carpet which can travel at dispensing of magical gifts and goodies
triple the Expert Rulebook rates, and a Whenever possible, local people are
from Kanafasti and other mages in Royal paid, blackmailed, magically coerced, or
pair of rings of comprehending lan- service, and from dispensing the largesse
guages which he uses for conversations otherwise persuaded to act as agents.
from the trade in luxuries in which his
with agents if he needs to (unlikely, These considerations apply to Ser-
agents take part.
but he is always prepared). pent's Eyes working outside the shadow
Shadow elves among the Eyes of the elf lands. At any time, a small number
Xatapechtli's magical cloak is of an- Serpent will have skills almost exclusively
cient Azcan design and was brought (5 % or so) are actually at work within the
from the following list: Disguise (often at shadow elf cities, keeping an eye on im-
from Aengmor by the shadow elves + 1 or better) (I), Knowledge (of the land
fleeing it. It has traditionally been portant, possibly "subversive" shadow
they are in) (I), Signaling (I), Tracking elves and, especially, shamanic opera-
worn by the head of the King's "secret (I), Detect Deception (W), Escape Artist
service," since the shaman who wore it tions. Xatapechtli is paranoid about the
(D), Evade (D), Find Traps (D), Hide in shamans and keeps a careful eye on them.
among the Azcan was very powerful Shadows (D), Move Silently (D), Drink-
and skilled at disguise and conceal- Important merchants, traders, adventur-
ing (Co), Deceive (Ch), Gain Trust (Ch). ers and other notable shadow elves are all
ment. The cloak gives a base AC of
- 2 , adds +2 to all saves, grants a ba- The spells such elves memorize will be checked from time to time, and records
sic saving throw of 16 against any strongly of the disguise/detection variety. are fed to Xatapechtli's junior spymasters
spells which normally allow no saving They are also usually given scrolls of spells in the Royal Palace.
throw (e.g., maze, power words), and such as dimension door, fly, and teleport,
to allow them the means of a fast escape if
allows the wearer to cast each of the
cornered. Magical items which affect the SeupeNt Eyes — aN& Eaus -
following spells once per day: clairvoy-
ance, wizard eye, conjure air elemen- minds of others (e.g., devices which cre- Shadow elves do have one important
tal, death spell, dance. ate charm, rings of human command, problem where the DM may need new
medallions of ESP, etc.) will be used. rules. The City of the Stars may be known
Kanafasti works to make rings of mind for its twinkling lights on the ceiling of
barrier for key agents, so that they cannot the Great Cavern. But these lights are
be scried at all. Kanafasti and other faint and dim, and while shadow elves
mages also make rings of disguise, which like faerie lights and soft, dim candle-

Jaime Torres Fernandez (Order #10495734)


Sljabow Elves aNt) Ottjen LaNOs

light, they find torchlight moderately spends an additional 2 turns the next day These other intrigues are detailed here.
strong and daylight (even under a cloudy in the light and now gets an ability check However, DMs who have read (and used)
sky) very unpleasant. Obviously, shadow at a + 9 penalty. Each day subsequently, material from earlier Gazetteers, espe-
elves acting as agents in the surface lands the check is made with a decrementing cially GA2 5, The Elves of Alfheim, will
must cope with this somehow. penalty and the time of light exposure is need help on possible "reality shifts"
For a minority, a magical correction is increased. Eventually the shadow elf will which will allow them to change estab-
possible. Kanafasti has managed to pro- be fully light adapted. A light adapted lished material subtly. Also, the tactics
duce a small number of magical amulets shadow elf has normal vision, but his used by the shadow elves need descrip-
which greatly reduce the light entering the infravision is now reduced to 60'; this re- tion and explanation.
eyes and allow the shadow elf to ignore the turns to normal after 5-8 days back in the Details of individual agents in these
effects of normal light levels (and allows a subterranean lands. lands are not given, deliberately. What
+ 4 bonus for saves versus blinding light/ Finally, light and continual light spells we're telling you here is what the shadow
continual light attacks). However, these are very damaging to shadow elves who elves are up to. \bu will surely want to tai-
amulets are only used when an agent has are not fully light adapted. They save at lor the NPCs involved to the needs of
to be put into the field immediately. Usu- — 2 against both spells, and suffer all the your own campaign and place them as
ally, a slow and painful process of light ad- penalties noted above in addition to the you see fit. For example, if (in your cam-
aptation has to be undergone. normal penalties for being blinded by paign) General Gilfronden of Alfheim
The dark-adapted shadow elf is the such a spell. has been unmasked as a shadow elf — as
normal subterranean dweller. Surface These detailed rules have been provided may have happened if you have run the
daylight half-blinds such an elf, ruining here because no little tension can be ex- adventures in GAZ 5, The Elves of Alf-
infravision and reducing vision to 60' tracted from having your PCs sent off on a heim — then the overall strength of
through quarter-open eyes (at best). Mis- spying mission, having to hide out in a shadow elf spying will be reduced and
sile fire is at a — 8 penalty, the shadow elf cave complex, slowly light adapting, while their tactics will shift somewhat.
has — 2 penalties to hit rolls and AC, and wandering monsters hassle them and ene- There is one other excellent reason for
a — 2 penalty to Initiative rolls also. It is mies hunting them get closer to their not over-scripting within this gazetteer:
impossible for such a shadow elf to pre- scent. It is a different type of adventuring which side will your PCs be on? If you
tend that he is not painfully affected by — instead of the PCs coming to beard the have "normal" PCs combatting the sub-
such light. If a shadow elf spends more monsters down in the dungeons, it's the versions of the shadow elves, you may
than 4 hours continuously in such day- PCs who are holed up and the monsters want a powerful network of agents the
light, he must make a saving throw versus which are coming to get them. PCs must battle long and hard to over-
Death Ray or be partly blinded, with his Finally, the problem of ears. Shadow come. On the other hand, if your PCs ac-
infravision reduced to 60' and "normal" elves do have ears notably larger than ordi- tually are shadow elves, you may want
vision to 300'. nary elves. This makes them conspicuous. them to work long and hard to revitalize a
The first step in light adaptation is for This can be handled in different ways. In small, overworked network of agents with
the shadow elf to spend 3 days in which lands where there are few elves anyway poor morale.
he exposes himself to twilight, in the eve- (Broken Lands, Rockhome), it's no prob-
ning and the morning. This is taken as 1 lem — the people here usually think elves
hour at each of dawn and dusk. This have huge ears anyway. Disguise (using
doesn't just mean 6 hours — the 3-day headbands, hats, etc.), including use of In Alfheim, the network of shadow elves
time span is crucial for adaptation. After the skill itself, is another possibility. Magi- is still being slowly rebuilt after the extir-
this time, the shadow elf is partially light- cal alterations are helpful. There is varia- pation of agents in 675 AC. The general
adapted, and while he still suffers penal- bility among shadow elves and some will of the Alfheim army, Gilfronden, is a dis-
ties in daylight, these are half those given have ears no larger than the largest normal tant cousin of Garafaele of Celebryl, and
for a dark-adapted elf. Eight hours of elf ears. Finally, there is the act of sad resig- is the most important shadow elf agent in
continuous exposure to daylight still nation to a skilled wielder of a sharp knife, the forested lands of Alfheim. You will
partly blinds the shadow elf, however. although this is a fate any shadow elf need to add additional agents, of course,
would wish to avoid. especially at medium experience levels
On the fourth day (and subsequently),
and at positions of less (but still some) in-
the shadow elf adds 2 turns to this time of
fluence and importance.
light exposure (1 at dawn, 1 at dusk), so Srjabow Elf iNtniquGS —
that he spends a little more time in the Several of these will be in Clan Chos-
light. He gets an ability check vs. his Con- The central plot intrigue is that the sum. The shadow elves have found recep-
stitution score with a +10 penalty (add shadow elves wish to invade Alfheim and tive ears to their sly whisperings about
+ 10 to dice roll). If this check is made, take it over for themselves. But they do Clan Erendyl's arrogance here, and they
the elf is now light-adapted. If it fails, he have agents, and designs, in other lands. bring good things for trade. Their gold

Jaime Torres Fernandez (Order #10495734)


^^^ I

Shadow Elves Otrjen


and silver is traded at a good price. Some the King and try to inspire a coup against and these are carefully protected by
members of Clan Chossum know they are him from ambitious young elves well Watches. Shadow elf infiltrators are likely
harboring shadow elves and don't care so placed in the line of ascension. to be most active in the cities and towns
long as the price is right. Others (the most You have carte blanche, really, to do around the eastern shores of the huge
common case) guess that shadow elves what you like with shadow elf infiltrators Lake Amsorak, and by passing into
may be involved, but they make sure they into Alfheim. They will spread rumors, Crowlerd or Rennydale down to Favaro,
don't find out for sure, so they can keep try to damage the Trees of Life, spy on the they can make their way downriver to
their consciences quiet (if not absolutely elven army, blackmail prominent elves, Darokin, the capital city, itself.
clear). The shadow elves trade for durable use selective assassination (especially Shadow elves will have as their major
cloths, leatherwork, and well-made uten- members of the Royal family or impor- goal inflicting as much damage as possi-
sils, always paying well (but not too well). tant visitors from Darokin) and trade sab- ble on the Darokin/Alfheim alliance.
They do use this stuff, but the primary otage — you name it, they'll try it. Some of them may have infiltrated the
function of the trade is to keep influential Building up an NPC spy network and DDC (Darokin Diplomatic Corps),
Chossum elves sweet. They also trade for having non-shadow elf PCs discover it where elves are in demand. They will cer-
good weaponry, claiming that this is used piece by piece can lead to a tense cam- tainly target the House of Mauntea, since
to defend themselves from the maraud- paign, especially as the assassins and spies that house receives demihumans well and
ing humanoids of the Broken Lands. This turn their attentions to eliminating the is both very rich and very powerful. They
is at least in part true, and any elf would troublesome PCs from the lands of Alf- will try to sabotage trade, to appeal to the
protect a fellow elf from those scum, so heim. greedy to exploit Darokin's monopoly
again this helps the members of Clan position with respect to Alfheim (e.g., by
Chossum to indulge in weapon- placing "export duties" on Alfheim
mongering with a pacified conscience.
DauokiN
goods passing through Darokin), and by
There may also be a small number of This is easily the most important of the selective killings of elves.
shadow elf infiltrators in Clan Erendyl, "human lands," so far as the shadow elves Serpent's Eyes are not likely to be par-
but they will definitely be very carefully are concerned. Tunnels leading up and ticularly successful here, however. Daro-
disguised as elves (or humans). Within away from Losetrel emerge in the south- kin cannot afford major disputes with any
this clan, they will spread rumors about eastern spur of the Amsorak Mountains, of its neighbors and an open conflict with

Jaime Torres Fernandez (Order #10495734)


StyaOow Elves aNfc Otften LaNOs
Alfheim is almost impossible to envisage. shouldn't let PCs suspect that the Radi- tunnel shapers, and so far Rockhome
More likely, the shadow elves will be able ance in Glantri has anything to do with presents no significant threat or nuisance
to engage in trade and politics here in the soul crystals of the shadow elves, or at to the shadow elves.
such a way that they can become wealthy least not until they are high-level. How
and pass that wealth back to the shadow you handle this will be very important to Tltje BnokeN LaN&s
elf lands in the form of goods, weapons, any shadow elf campaign!
and similar largesse. With the humanoid dwellers of the Bro-
ken Lands and the main body of the
RockJiOMe shadow elves, matters are quite straight-
Some few of the lengthy tunnels far east forward: they both want to kill each
The shadow elves are a little puzzled and of Alfmyr emerge into the western moun- other. Protection from marauding hu-
uncertain here. Their infiltrations are tains of this dwarven land. Shadow elves manoid bands is the standard duty of the
very few and have been among the west- hate dwarves, and there are strongly- Second Shadow's "overt" branch and the
ern Taijits. They know of the Golden equipped and manned Watches in these Serpent's Eyes will be called in for sup-
Khan and, frankly, they couldn't care areas. They hate dwarves because dwarves port if absolutely necessary. However,
less. They regard the tribes as barbarians have a notorious greed for gems, and to there is a very deep secret within the Bro-
in the most derogatory sense. Since it is take gems is to steal souls. Dwarves are ken Lands which even the Serpent's Eyes
unlikely that fierce horsemen would want stealing our children. . . do not know.
to live underground, they do not There is also the matter of the plague, One of the factors which sustains the
threaten the lands of the shadow elves, which came into Alfmyr in CY 802, old Wanderers sent out into the world be-
and since such horsemen wouldn't like which is blamed on the dwarves. Shadow yond their homes is the rumor of a City of
forests, they would not have any designs elves have at least two excellent reasons Wanderers, far from the shadow elf
on Alfheim (which the shadow elves for hating dwarves! homelands, to which Rafiel may guide
covet) either. However, an enlightened general with them. Of course, few elves believe in this
What puzzles the shadow elf spies, responsibility for this area has been using story, but many of the old Wanderers
who are very few here, is the presence of a non-confrontational strategy with some have faith. There is such a city. It's called
Glantrian spies who are seemingly hap- success. He has learned from interrogat- Oenkmar (see GAZ 10, The Ores of
pily accommodated by Oktai Khan. The ing captured dwarves that if the shadow Thar). Many old Wanderers are driven
shadow elves are very uncertain about elves kill them, the dwarves will come from their home lands by Rafiel's injunc-
Glantri and this surprising presence back in much larger numbers. They are tion not to retrace their steps, and end up
makes them unready to forget about curious folk, very stubborn, and don't here. Rafiel has a purpose for them here:
"those barbarians" just yet. take being pushed about by anyone. to take control of the humanoids and al-
However, they are also greedy, and the ter their actions so as to stop them attack-
CJlaNtui general is exploiting this. Scout/spies ing the main lands of the shadow elves.
and elite members of the Watches seek However, when a Wanderer arrives in
Xatapechtli and the very wily Serpents he out and find dwarves tunnelling far west, Oenkmar he begins to discard allegiance
uses as spies here (few in number) are in- and they warn them off looking for gems. to the Way of Rafiel. Wanderers who have
trigued by the "flamenco elves," with If the elves have someone among them made it there before keep a constant
whom they have only just made contact. who can speak a smattering of dwarf, the watch out for new arrivals, and when one
They have realized that Glantri is an ab- dwarf is told that the gems are sacred and appears — skulking in the tunnels and
solute hotbed of political intrigue, and should not be taken (the exact truth is not caves around Oenkmar, wondering where
that almost no one in Glantri is the least revealed). The dwarf is bought off with this hellish place is — he is swiftly con-
bit truthful. Thus, shadow elf operations gold and silver in return for goods — this tacted and led to a "safe house." Wan-
here are simply opportunistic. The agents allows the dwarf to think he is getting a derers in Oenkmar are well disguised and
try to gain wealth, magic, and any infor- good deal out of a trade and not being the new shadow elf won't recognize his
mation they can about other countries paid to go away as such. contact for what he is; after they have
and peoples of interest to them. talked for some time, and the older Wan-
So far this strategy appears to have
If you have run adventures in Glantri worked and led to an avoidance of major derer reveals himself for what he is, the
you will know from GA2 3, The Princi- disputes between shadow elves and injunction seems to have less force. Many
palities of Glantri, that there is almost dwarves. The few dwarves involved Wanderers in Oenkmar come to feel that
endless scope for smuggling in shadow elf mostly keep very quiet about where their the will of Rafiel is no longer contained in
plants wherever you want them — lots of new-found wealth is coming from, so not the old shamanic rules and laws now they
people in Glantri are anything but what too many dwarves get to know. Add to are here. This is a new phase in their lives.
they appear to be. However, you this determined and frequent work by Perhaps the will of Rafiel is that they

Jaime Torres Fernandez (Order #10495734)


SfjaoOw Elves Otljen
should struggle to establish new rules and
ways of thinking for themselves?
Oenkmar contains a small community
of Wanderers — a few hundred — who
hide in the Enclave and West Bend for the
most part. They are not easily detected as
shadow elves. They are high level, with
strong magic (including illusions and the
like); they are old and wrinkled (and hu-
manoids think that everyone who is old
and wrinkled looks much the same,
"crumbly" being their derisive term for
them); they are intelligent (stupid ones
don't get this far), some have the Dis-
guise skill — in short, Wanderers may be
old but they are wily, talented, and com-
pared with the humanoids in Oenkmar,
they are unbelievably smart.
The primary action of Wanderers who
are able to act out in the open, pretend-
ing to be humanoids, is to incite hatred
against the dwarves of Rockhome.
Shadow elves hate dwarves, of course.
How successful they are in this respect,
how many Wanderers are out in the open,
and who might be a Wanderer (could that
troll princess be. . .?), is all up to you.
'Ybu can retro-fit reality shifts, changing a the Sage has actually visited these lands. have had to deal with. These are the Az-
small and selected bunch of NPCs into An insatiably curious elfin his youth, one can, fierce human warriors from the deep
disguised shadow elves, if you wish. Be expedition ended up in his being lost and lands. Twice in the last two centuries,
careful about this, but revealing the se- confused, and instead of heading up- shadow elf Watches looking after the tun-
cret of the enclave of Wanderers (in part is wards he headed down and down and nels to the deeper lands have been at-
the best way to do this) can be a real sur- down until. . . Other-worldly, eerie, a tacked by bands of Azcan warriors. It may
prise for almost any PC! land without night as the world of the well be that these attacks were opportun-
There are also the shadow elf babies shadow elves has no day; populated by istic, but they may herald a growing ex-
adopted by the humanoids. Some of strange folk, from the pacifistic to the pansionist threat from the far-away
them will come to think as humanoids, murderous, these Lands are as diverse and Azcan Empire. The White Shamans have
but most are far too intelligent. Some will strange as any below the true stars in the been told by Rafiel to make sure that
come to be contacted by the Wanderers; heavens. Watches in the area are strengthened by
some will intuitively feel elven sympa- Details of the Lands of the Red Sun are powerful warriors and by at least 5 Life
thies of their own; others will gain experi- found in the D&D® Game Supplement, and Death Shamans; Rafiel does not wish
ence and then leave the humanoid lands The Hollow World, and we're not going to the Azcans to survive any encounter (and
in disgust. \bu may want to effect reality spoil the surprises in that fine product give details of the shadow elves to Atzan-
shifts with certain powerful "human- here. If you use that product, then infor- teotl's priests). Of course, details of the
oids" actually being shadow elves. mation about those lands and the peoples Azcan race can be found in The Hollow
within them can be fed sparingly to PCs World supplement, but having the PCs
via Falanen and also in other ways. Notes, involved in the capture of such invaders
TTlje LaNO o f tli€ ReD S U N — (followed by interrogations and a mis-
diaries, old traveller's tales, half-insane
Almost none of the shadow elves know of survivors of a doomed mining expedition, sion) is an excellent way of introducing
these incredible lands. Far, far below the an artifact of weirdly alien nature and a the Hollow World to your shadow elf
surface of the world, countless miles from lore spell. . . There are many ways of campaign.
the forests and seas of the surface, is an- nudging the PCs to these amazing locales.
other world; the Lands of the Red Sun. There is also one potential aggressor
Among all his people, only old Falanen from those lands which the shadow elves

Jaime Torres Fernandez (Order #10495734)


s
- ?-i

AOv€NtuR€S IN tl7€ ShjaOowlaNbs


In this section, we'll look at campaigns ports to Xatapechtli regarding their suit- the other PCs are subversive, they're just
and adventures in the lands of the ability for a more important job. . . testing his loyalties.)
shadow elves. You have one trick to play, of course: all Military service also allows you to post
First, we'll consider what type of cam- shadow elves are liable for military service the PCs to watches and patrols where al-
paign you might wish to conduct there. (not all 10 years in one go, necessarily). most anything can happen. Curious
Of course, play in the lands of the shadow But don't be too arm-twisting about this. dwarves, blood-crazed Azcan, skulking
elves may be episodic; you and your play- Giving the PCs some warning that they spiders, a half-dead agent returning from
ers may well prefer to visit them occasion- will be due for military service at a stated Glantri — almost anything can turn up,
ally, rather than playing most D&D® future time, for example, means it will be and how will the PCs cope?
game sessions there. less of a shock when they finally have to PCs in military service will also more
\bur players may want to have shadow knuckle down to it. Allow the players readily find themselves in the company of
elf player characters, or you may want to enough time to get their basic chaotic shamans, Second Shadow scouts, and
set up the shadow elves as the "baddies" dungeon-wandering instincts out of their other specialists. This is both helpful
and the players will have PCs interact systems for their shadow elf PCs. Don't (shamanic healing) and intriguing for
with them as enemies. This latter possi- set up long-running themes in the early them, and they will learn more about
bility is clearly in the cards if you have adventures which won't get played out. other shadow elf types this way. It is also
pre-existent (and favored) PCs who are One potential variant on this theme is easier for a shadow elf shaman to partici-
Alfheim elves, for example. to have a party of fairly iconoclastic, half- pate in such a campaign.
outcast shadow elves. Such a party could Finally, shadow elves in military service
possibly include a non-elven character can always put in for leave if they find
AOveNtuueR CaivipaiQN from the Enclave, although the PCs some information which leads them to
Here, the PCs are shadow elf adventurers. would have to work very hard to get him want to go adventuring, so military serv-
Their primary desire will be to go adven- out of the City of the Stars and cover his ice shouldn't be too constricting.
turing in the shadow elf lands, travel as absence while he was away. Such a party
widely as possible, and fight monsters could easily become renegades, and then CaivipaiQN
and gain treasures. PC shamans cannot they might become amenable to co-
operation with enemies of the shadow Here, the PCs are (almost) all shamans,
realistically be full-time members of such beginning their careers as acolytes. This is
a group, although they could be occa- elves in the surface lands!
a challenging and difficult type of cam-
sional participants. paign to run, but maybe the most re-
Clearly, this is a fairly free-wheeling Militauy CaivipaiQN warding. Characters without high
approach and there are plenty of places Here, (most of) the PCs are in military Wisdom scores who are unsure about be-
scripted for such PCs to visit. There are service from the start. Their duties are ing shamans could become exceptional
also plenty of unpleasant hazards scripted those of guards, couriers, patrollers, pro- PCs, formally affiliated to temple service
for them, from the Boneless to the Crown tectors. They may be allowed a little leave and highly devout followers of Rafiel.
of Corruption (see the adventure outlines to go adventuring now and then, but this They can become the guards and "ser-
below). However, it will be more fun if will be a secondary concern. vants" of the acolytes. They can also be
the PCs can somehow get involved in the Compared with the campaign where allowed to do a little adventuring of their
more central themes of this Gazetteer. adventuring PCs might become co-opted own on the side in this set-up. The play-
The easiest way to do this is to have the for military service, PCs in this campaign ers of the shaman PCs can play NPCs you
PCs meet more powerful NPCs as they should gain more benefits. They may loan to them for use so they don't miss
themselves gain experience levels. They meet, or even become attached to more out on these side-adventures. In this way,
won't be trusted by anyone with real important NPCs earlier in their careers (as some "light relief can be mixed in with
power, but they may gain commissions adjutants, bodyguards, etc.). They might a campaign dedicated to experiencing,
(as couriers, guards, etc.) from major gain intriguing career furthering, and understanding the mys-
NPCs. Some such commissions might be- opportunities earlier. Two obvious possi- teries of the Way of Rafiel.
gin as try-outs to see if the PCs are capa- bilities are being trained as skinwing The careers of the PCs should begin
ble of meeting challenges; only then will riders, or being recruited into the Second with adventuring to earn the 2,000 XPs
the NPC hire them for the serious action. Shadow. Later in the campaign, of needed to qualify as acolytes, and then
Kanafasti might want some minor arti- course, the loyalty of a PC recruited into their initiation rituals. A Wisdom gain is
fact from a Warren of undead recently the Second Shadow can be tested by his a fair reward for the risk of the ritual, and
discovered, for example (allowing you to superiors asking him to file full reports on you may grant a 1 point improvement in
tag a shaman NPC to the PC party to help some possibly subversive shadow elves — this ability score.
deal with this novel menace). Then he re- the other PCs! (His bosses don't think The PCs will be exceptional acolytes in

Jaime Torres Fernandez (Order #10495734)


At)V€NtUR€S IN tl7€

that they will spend less time in the tem- Stuff CaivtpaiQN — observe) a shadow elf settlement too large
ple than most. They will be the ones se- to attack is one way of getting PCs to see
lected for courier duty, accompanying the This is a campaign in which PCs can be that the shadow elves are civilized peo-
Marking Shamans on their travels, offici- adventurers, or in military service, or pos- ple. Capturing the PCs and forcing them
ating at a Temple ceremony where some sibly even shamans. Their early adven- to escape from the Enclave will make
disruption leads tc pursuit and adven- tures can be of almost any type in the them see that the shadow elves are not
ture, assignment to a routine patrol duty shadow elf lands. The important thing is murderous villains. Inside the Enclave,
where something unexpected happens. that the PCs have, between them, some NPCs like Zindar will soon make plain to
Otherwise, life wouldn't be that interest- individuals with high Intelligence, Dex- them that the shadow elves are certainly
ing! And adventuring isn't something terity, and Charisma scores. not wholly bad. A dedicated shaman may
the Temple frowns upon. The PCs will be recruited by the mili- try to convert them, allowing them to see
After all, travel undertaken to gain tary authorities, Xatapechtli, Kanafasti, something of the shadow elves' beliefs. If
knowledge is in the service of Rafiel. A or whoever you else you want to present the shaman is successful, of course, the
shaman who has been fortunate enough to them. Their careers will become in- PCs might even eventually become
to find a few soul crystals now and again creasingly devoted to acting as spies and agents for the shadow elves back on the
while adventuring is clearly guided by agents in the surface lands. Their adven- surface lands where they once swore to
Rafiel, and might be actively encouraged ture goals will involve espionage, assassi- wipe them out!
to undertake further travels and adven- nations, guerrilla actions, sabotage, and
tures. Since Rafiel guides the shaman, similar acts of terrorism (or the liberation
she should be free to follow where that struggle, depending on which side you're Xlt)£ A0V€NtUR€S
guidance leads, after all. As the PCs make on). Their skill gains will be those of sub- The adventures and outlines given here
their way up the temple hierarchy, they terfuge and sneakiness. Their spell use are non-specialist: no adventure has been
should be involved in the central con- will become increasingly orientated to- given for shamans only, spies only, or for
cerns of shamans of their level and of the wards spells of mental coercion and de- any other subgroup of shadow elves.
Way of Rafiel as a whole. ception. This form of campaign can Rather, the adventures can be shaped eas-
become a very tense, exciting affair con- ily enough to the particular interests and
Earlier material in this book has given siderably more subtle than most. It also
detail on shamanic duties at different ex- goals of your PCs.
allows for non-elf PCs (e.g., human spies
perience levels which you can use to de- Skill Checks: Especially in Basic level
in Darokin) to enter play at some stage.
termine goals for the PCs. Adventuring adventuring, skill checks can add fun and
should not be ruled out; pursuit of re- tension to the game and you may well
portedly stolen soul crystals would be an EN€Mies CaMpaiQN want to make them part of game sessions.
obvious adventure hook. Shamans are al- Don't overuse them, though. If you want
Here, the shadow elves are the bad guys.
ways likely to be attached to a major mili- to have skill checks for movement in diffi-
The PCs track down and dispose of the
tary investigation because of the need for cult situations (Climbing and Ledge-
evil pointy-eared pests. Maybe the PCs
magical healing. hopping being obvious possibilities),
are Friends of Alfheim, for example. "You
There are two factors of importance then you should usually have only one
may already have played some adventures
here. The first is the gradual revealing of skill check made for the crucial part of the
of this type if you have used the outlines
the secrets of the soul crystals. This maneuver (or the penultimate part — the
from GAZ 5, The Elves of Alfheim.
doesn't come into play for quite a while, part of the climb just before the summit,
If you haven't used those adventures, for example). Don't keep making PCs
but you will need to consider carefully they offer a campaign against the shadow
how to handle this delicate subject. The make skill checks every round, because
elves you may wish to use. For this reason eventually they must fail, so it's both de-
second is the time-scale of the campaign. adventures against shadow elves are not
If PC shamans begin as lst-level types of moralizing and pointless for them. It's
provided in this Gazetteer, although also tedious rolling so many dice.
120 years, they cannot plausibly become some of the adventures (especially the
White Shamans in a few years of game Crown of Corruption) could be adapted If you have a situation in which a group
time. The campaign time scale becomes for non-elven PC parties readily enough. is attempting some action where not all
at least scores of years. This is a general have a relevant skill, improvise. For ex-
The actions and struggles of the
problem with all elven campaigns, but it ample, a whole PC group is attempting a
shadow elves can be gradually presented
is especially acute in this case. However, tough climb, but some don't have the
to the PCs in a more favorable light and
this seeming disadvantage can be turned Climbing skill. Don't say they can't do it;
the misinformation they have been fed
on its head — it suits episodic campaign- the unskilled PCs can be allowed an Abil-
about them can be increasingly seen for
ing well for this to be the case. ity Check against the relevant ability
what it is. A mission (treasure hunt, etc.)
score (in this case Dexterity) with a +2
which takes the PCs close to (and able to
penalty added to the dice roll. You can

Jaime Torres Fernandez (Order #10495734)


AOveNtimes IN tlie
use this as a standard penalty for PCs tunnels further along and the PCs are re- Spifcen HuNt!
without formal skills who can still have quired to assist. \bu can now have fun
some hope of success, adding other modi- running a short flush-out-the-bad-guys (Basic/low Expert)
fiers as you see fit. Some skills, though, combat. The humanoids should be led by
are all-or-none; either a character can one fairly sizeable brute — a strong ogre, In this adventure, the PCs should begin
write a language or he can't. for example — who can offer a PC fighter in Losetrel. They can easily travel there on
On the other hand, be aware that the chance of glory (or a quick death). courier or bodyguard duty. They will be
many gamers play D&D® games because When the Brave Heroes return, they approached by Firnafel the Spiderhunter
they like a fast, simple, fluent, easy-to- find the military dismembering their and asked to assist him with some spider
play game system which isn't overbur- cargo. The watch leader can have a small hunting. His brother Malshandir is ill,
dened with too many rules. In this case, sniffer slug, if you wish. They find bags of and Firnafel badly wants to set off at
don't use skills. Just use the occasional a pale brown powder, which the Serjeant once. He knows that a brood of large,
Ability check, only when clearly called says angrily is an addictive fungal extract productive giant shroud spiders is there
for. which has been causing problems in New for the taking in the Forest of Spiders,
Grunland lately. He understands the PCs and won't brook any delay. Firnafel offers
are responsible for the cargo, and this is of the PCs either a flat fee of lOOgp apiece
course true (as the other merchants will at for a week's work or 50% of the sale price
(Basic/low Expert) once make plain). Let the PCs protest. of the spiders (which is about the same
Then pack them off to jail in New amount).
The PCs are hired to act as guards for a Grunland. He will also coax the PCs by showing
merchant convoy taking the tunnel route Let the PCs sweat, let them grovel and off a box of ointment of antidote with 2
from the City of the Stars to New plead, and express their case with full doses left. Each dose, if rubbed on to the
Grunland (you can change the route if emotional conviction. The skeptical Ser- skin, acts as a neutralize poison spell, and
you wish). The convoy should be of mod- geant says he can imagine how they will neutralize any poison attack suffered
est size — maybe three or four merchants latched on to some poor merchant, smug- in the previous 5 rounds (even a lethal at-
with 4-6 slug-drawn coaches and sleds. gled drugs in his wagons, and killed him tack, so this is a real life- saver). If the PCs
Other NPC guards can be hired if the PC under cover of a monster raid to get an ex- include a shaman, make this into a better
party is small or the PCs are suspicious tra cash bonus from his family; the PCs hook by making this a staff of curing with
("see, other guys are only too happy to are heartless, sick, worthless brutes. The 4 charges (only a shaman can use this, ex-
get the work"). The money offered won't Masking Shaman presiding seems to plaining perfectly why Firnafel needs the
be fantastic so it's best to use Basic PCs for agree. However, the Sergeant offers a so- PCs). Firnafel also bluffs a bit by claiming
this adventure. The merchants can't af- lution; the PCs must make reparations to that most spiders aren't poisonous, or the
ford more than 50-100gp maximum per the family and serve the military for a poison is over-rated, he's still alive isn't
guard. The material being transported is while. The Shaman agrees. he?, and so on.
primarily silks from Losetrel. The North Off go the PCs and Firnafel, through
Sojourner river has been plagued by a The Sergeant says, outside, that he
didn't really believe what he was saying the Forest of Spiders in pursuit of a group
huge Water Elemental lately, hence the of four very large giant shroud spiders.
need for taking the land route. but he needs the PCs' help (the army will
look after reparations for the family). He Firnafel has two giant slugs which pull a
The PCs should get most of the way to needs the PCs to go back to the City of sled with fungus cages large enough to
New Grunland, with some obstacles and the Stars, find the merchant's contacts hold up to 6 such spiders. \bu can intro-
fairly minor monster encounters to slow there, and hang around looking for more duce wandering monster encounters as
them up and hassle them on the way. work. Who was bringing the drug in? you wish, decide how long it takes the
However, be sure to place one major The merchant was an innocent sort. The PCs to find the spiders, and then have
encounter with some tough monsters, PCs will have to watch and wait until an them (under Firnafel's guidance) formu-
and make sure the merchant who hired agent of Meflarel turns up one night, in- late a plan to capture them. Firnafel
the PCs is killed! The other merchants visible and with a haste spell, to do the wants them alive!
will tell the PCs to take over responsibility dirty deed... From here on, the PCs may There is a complicating factor, how-
for the cargo until arrival at New need pursuit skills or may just report their ever. Firnafel's cousin Ralfamere, with
Grunland, where they will get a good bo- observations to the authorities, as you see some aggressive young accomplices, is
nus for delivery to the merchant's family. fit. shadowing the PCs and Firnafel. Ralfa-
A few miles before New Grunland, the mere is embittered at having been passed
convoy is stopped by a patrol. They press- over for training by Firnafel; he simply
gang the PCs into temporary assistance; a isn't smart enough, but refuses to admit
bunch of humanoids is entrenched in the this to himself. Now he plans to exact re-

Jaime Torres Fernandez (Order #10495734)


At>veNtuRGS IN the ShaOowlaN&s
venge. He has told his companions that ual Rain. For a less dramatic option, take standing alone or signifying some deeper
he wants to give Firnafel and the PCs a the underground origins of the North So- mystery (something is controlling the
good beating and leave them here, but journer river. Undead; do the PCs want to explain the
when a fight breaks out Ralfamere will \bu can vary this to maximize the ap- catacombs they so unexpectedly find
fight in earnest and strike to kill. After peal to the PCs. The explorer can have an here?). This can be designed to suit the
initial hesitation, his accomplices will do old book claiming that many gems (soul timeline. If the PCs have to put up with a
the same. crystals!) are to be found where he wants very long journey with the patsy, they
Ralfamere should be a fairly tough to go (enticing any shaman and getting may just want to go home and get their
shadow elf, one level higher than the the interest of the Temple). The area money — or they may leap at the chance
highest-level PC in the group. His accom- might be reputed to contain specimens of of a new kind of adventuring.
plices should equal the PC party in num- a rare but highly nutritious fungus which Try to expedite the going-home jour-
ber, and be, on average, one experience merchants are eager to obtain for com- ney. The fun was the original length of
level lower than the PCs. If the PCs are all mercial reasons. Very tough giant slugs the trek, going back is often an anti-
fairly low-level, make Ralfamere 4th level might be allegedly living there and if the climax. A military patrol may come after
to give Firnafel a fair run for his money in PCs can catch a few young ones (or bring the group, checking on their safety or on
combat. This group will do their best to back some eggs), the military might be a search-expedition of their own. Or the
attack with surprise, and will try to attack very happy — the era of the armored war PCs may discover some magical aid to
the PCs when they are weakened after a slug might not be so far away. mobility such as a flying carpet (this is
combat. The intrepid explorer will always pay rather generous!).
Firnafel will recognize Ralfamere, of very well, and will have proof of his One last note: there's nothing to say
course. On returning to Losetrel, he will wealth. He should also be a real drip (a the patsy (and thus the PCs) can't get lost
ask the PCs if they want to consider raid- "droopy-ears" is the standard shadow elf along the way!
ing Ralfamere's home for him (again of- equivalent of today's nerd). He should
fering money). If the PCs do this, they have buck teeth, bandy legs, and gener- RotteN I N the
will spot a spying elf (who should be able ally unattractive features. You could have
to escape), watching from the window of him fall desperately in love with some un- WaimeNS
a house opposite. This is a member of the fortunate female PC after she has saved (Expert)
Second Shadow, spying on the house to his life a few times.
try and establish links between Ralfamere Make the PCs go on a long journey, and The Warrens have always been avoided
and Meflarel. The PCs can find (on a suc- give them plenty of trouble. They should for good reasons. Unfortunately, a threat
cessful Intelligence check at a -2 penalty) be subjected to repeated monster as- is seeping from that area which has to be
that Ralfamere's house has already been saults, giving them a tough time — but dealt with. Some minor streams seep
carefully searched. Very vigilant PCs (who don't send ridiculously tough monsters from the Warrens down into Dragon
leave an invisible watcher of their own to kill them. Just wear them out. Never, Lake, and the water coming from these is
outside!) might follow or even capture never let them forget that they have as a impure and covered in froth which
the spy. If they manage this, they will be- primary objective keeping the patsy alive. seethes on the surface of Dragon Lake.
come embroiled in the operations of the Without doing this, they don't get the Strong, brave, experienced adventurers
Second Shadow. How this develops will huge fee they were promised. \bu, as are needed for the job: the PCs.
affect the whole campaign, so you will DM, must ensure that the patsy gets into When the PCs get to the entry to the
need to script it according to the needs of endless scrapes — without actually get- Warrens on the shore of Dragon Lake
that campaign. ting killed, of course. Make the patsy a (where there is a patrol), all hell is break-
real pain, catching cold and complaining ing loose. The dragon turtle is waking up!
about the damp and how he needs a hot This is just to throw the PCs off guard and
Follow the Patsy bath, writing ghastly love poems to the surprise them with a first assault later.
(Expert) PC he has fallen for, etc. The patrol screams to the PCs that they
When the PCs get to their goal you (the patrol) must go to warn the authori-
This is a basic adventure theme which can should add something unexpected: un- ties, and they urge the PCs to get on with
be used in a variety of ways. The key dead, a skeletal fire-breathing reptile, their job. The PCs enter the Warrens.
theme is that an earnest explorer wants to mindless berserk golems of clay or stone, They get attacked right away. Rising
hire guards to protect him while he sets or some astonishing natural feature. A from the befouled water are four storm gi-
off to find some hitherto unmapped loca- vein of soul crystals is an obvious possibil- ants! ! They aren't actually giants; they are
tion. For a real challenge, take the subter- ity (then the shamans will need the PCs to (Water) Elemental Drakes (Master DM's
ranean origins of the waterway which guide them back here!!). This unex- Book, p.29). They were sucked into the
runs northwards of the Cavern of Contin- pected feature can be simple or complex, Prime Material through a tiny vortex deep

Jaime Torres Fernandez (Order #10495734)


AfcveNtuues IN the
inside the Warrens. Angry and irritated by way here? What were they doing in the Darokin coins and nuggets of gold which
the polluted water they find themselves desolate stretches of the Warrens? Do can be traded), and a little magical assist-
in, they will fight the PCs eagerly. they have some kind of base hidden ance if absolutely necessary. One item
After this initial combat, the PCs there, knowing that shadow elves avoid which they must have is a magical ring
should be able to follow the stream of the place? What is to be done about the which radiates a comprehend languages
polluted water back through the Warrens vortex? There are plenty of spin-offs effect in a 20-foot radius, so that anyone
(they will need some light to see the color from this adventure! the wearer talks to in that radius will hear
of the polluted water, of course). You can what he says as being expressed in the lis-
select whatever encounters you feel ap- Death IN DauokiN tener's home tongue. No one else in the
propriate during this journey. Some very ring-wearer's party gets this benefit,
unpleasant monsters might lurk inside (High Expert) though! If the PCs do not include a sha-
the Warrens, since there are no shadow elf man, then one must accompany them as
patrols to deal with them. The PCs are approached by a senior Ser- an NPC. They will get a briefing from a
When the PCs arrive at the area of the pent of the Serpent's Eyes. They will be Serpent expert in disguise, also, who will
vortex, the nature of the problem is re- asked to undertake an important task, vi- teach them the use of cosmetics, hair
vealed. Matter from the Elemental Plane tal to the security of the shadow elves. dyes, and similar techniques so they can
of Water is being sucked in and over the They will be very well paid. Their work pass for normal elves in Darokin. They
massive, bloated corpse of a dead Bone- will help to prevent a major invasion of will also get a crash course in elocution
less! The filthy acidic residues of the car- the shadow elf homelands (this is a lie). It (notably, the art of speaking slowly and
cass pollute the water, and something involves the use of disguise and deception not in a squeaky voice). Of course, if one
must be done. in one of the surface lands. Details can or more of the PCs has already joined the
only be given if the PCs agree to the job. Second Shadow, they can watch the oth-
The PCs are faced with the problem of
shifting 2,000 pounds of waterlogged, Assuming that they do, what they are ers trying to cope with all this with some
highly acidic (touch causes Id6 damage told is this: a powerful member of one of amusement.
per round) carcass as far away from this the Great Houses of the land of Darokin What course of action the PCs take is
cavern as possible. Make the exact design is financing an assault by elves of Alfheim up to them, of course. The length of time
of the passage as difficult as possible for against the shadow elf lands. they need to become light-adapted may
moving this stuff. Magical solutions offer It is necessary to eliminate the Darokin affect planning; if one or more takes a
a fair bet. Disintegrate and flesh to stone human. This task cannot be trusted to the long time, then hiring a boat and trying
are two of the more obvious possibilities. organization "on the ground" in Daro- to sink Greenleaf Vickers' ship is not go-
Of course, the PCs aren't going to get kin for fear of infiltration. Outsiders are ing to be possible for time reasons. The
away this easily. Attack them when they needed. The PCs get the job. Total se- PCs can strike in more than one way, and
are most vulnerable here — when some of crecy is expected, of course. it's up to them to choose.
them are asleep, when they are discussing You should add basic information to You will need, of course, to draw up a
what to do, etc. The attack comes from a this. The PCs may well never have heard list of Greenleaf Vickers' entourage. He
Boneless of huge size (73hp) which has of Darokin, for example. Then they get a isn't expecting to be attacked by homici-
traced the scent of its dead relative and more detailed briefing. In about 21 days dal shadow elves, but no head of a Great
fights in a frenzy (no morale checks). time, the diplomat — Greenleaf Vickers House wanders about without some seri-
Of course, this now means that a sec- — is due to travel from Akesoli to ously useful bodyguards (including spell-
ond carcass has to be disposed of! The PCs Akorros, across Lake Amsorak, and then casters) in his retinue. For example, it is
have to implement their solution to the cross-country to Darokin. From Darokin likely that his retinue includes some sur-
problem all over again. If, in the course of he will head upriver to Favaro, and then face elves who may be especially hard to
doing this, they dismember the Boneless across land to Alfheim Town. You will fool with disguises (DM discretion).
they have just killed they will find a need to give the PCs a sketch map of
There are many role-play novelties in
partly-digested arm in its stomach. They these locations (see GAZ 11, The Repub-
such an adventure. The blinking shadow
can track the Boneless by following its lic of Darokin). The PCs can attempt to
elves will see unbelievable sights. What
acidic slime trail. If they do this, they will eliminate him at any stage along this
the heck is that green stuff all over the
find a pair of elf corpses, one partly eaten. journey, but he must not get into Alf-
floor, for a start? What is grass, exactly?
Both elves are dressed in (acid-ruined) heim. The PCs themselves can be smug-
Plant and animal life here will be surpass-
chain armor, but the elven longsword + 2 gled to the surface into a cave system in
ingly strange to them unless they have
one of them possessed — with a Clan the mountains just north of Crowlerd.
been here before. Trying to handle
Chossum clan hilt (see GAZ 5, The Elves The PCs will be given material help, of encounters with surface NPCs is going to
of Alfheim) — is still intact. course. They will get clothing of types be taxing too. Just think of the weird stuff
How did these surface elves find their worn by surface elves, money (including these people eat, for a start. Imagine a

Jaime Torres Fernandez (Order #10495734)


AbveNtuues IN tfte SIjaOowIaNOs
shadow elf inadvertently knocking back a the fact that their cover is blown. If the PCs head into the appropriate
brandy to imitate those he sees drinking The PCs, at this stage, can go to the area, they will soon be attacked by some
in a hostelry. Shadow elves talk in a Darokin authorities and change sides if of the desert zombies which the Crown of
squeaky voice usually, but that'll be they know they're being set up; they can Corruption has created from the half-
nothing compared to what happens after go home with the intention of trying to mummified corpses of humanoids (in-
a brandy. Consider planning a quick get- cause the immediate demise of their spy- cluding elves) which lie buried in the
away using horses. What the heck is a master; or they can try to assassinate Vick- Desert. Note that the Desert has some
horse? "\bu mean we're supposed to ers anyway and go to someone really dunes, petrified fungi, etc., so chances
ride those monsters?" important in the Second Shadow (like for cover, surprise and the like are nor-
However, this basic plotline can be Xatapechtli's secretary's secretary), hop- mal. The initial attack will be by a small
considerably complicated. An excellent ing for a decent reward for their merit and force, just 3-8 (d6 + 2) of these undead,
strategy is the set-up. Here, the Serpent's compensation for their having been de- which turn as Specials. ,
Eyes within Darokin are drawing up a ceived. They might even get it!
plan to have Greenleaf Vickers assassi- Desert Zombies: AC4; HD 4 + 1*; hp 24,
nated, and they learn that Darokin civil CROWN of CounuptioN 21, 12 (22, 14, 17, 18, 28); MV 60' (20');
servants know of this. They thus want to #AT 2 fists; THACO 15; D 1-8/1-8 +
have some real patsies shipped in from (Companion) special; SA F4; ML 12; AL C; XP 200
outside, but patsies who look as if they each.
are plausible enough assassins. Cue the The Desert of Lost Souls has become ex-
PCs. After the PCs have failed, there will tremely dangerous. Sightings have been re- These zombies are not as slow as most;
be a fast attack by the real assassins when ported of a hitherto unknown undead they only have a -1 penalty to initiative
Vickers is relaxed and off-guard. Note menace. They are humanoid, possibly el- rolls. They are immune to charm, hold,
that one consequence of this is that Vick- ven, but are so shrivelled and rotted that it and sleep spells, and all spells which di-
ers will be very well guarded indeed, and is not possible to be certain. Worst of all, rectly affect the mind (e.g., illusions,
you might allow the PCs an Intelligence there has been at least one report that they feeblemind spells, etc.). Each hit from a
Check to realize this at some stage (espe- wear gems! Several elves have been re- desert zombie has a 15 % chance of caus-
cially if the PCs are intelligently follow- ported killed, and a shamanic group which ing a rotting disease (treat as mummy rot)
ing Vickers' group, looking for went to investigate has returned. A power- to affect a PC, although the first symp-
weaknesses, noting habits, and otherwise ful adventuring group must now be sent; toms don't appear for 7-14 (6 + d8) days.
doing good sneaky spying stuff). this means the PCs (they are Companion
level, after all). A life Shaman should ac- The desert zombies have no treasure of
In this variant you can give the PCs the company them unless they have a strong any sort. If tracks are looked for, these
name of an Eye of the Serpent they shaman amongst their own number. The should lead towards the Bleak Hill where
should only contact in extreme urgency in sightings have been concentrated at the the Crown of Corruption lies.
Darokin (the city), from their original slow curve of the South Sojourner river, on Assuming the PCs kill these unusual
spymaster. He's also being set up here, the way to Losetrel, which is one reason why undead, they will be attacked exactly 1
since the Darokin authorities know he's this menace cannot be ignored. turn later by 3-8 wraiths (one wraith per
an Eye of the Serpent, but the PCs may desert zombie slain). This should be a gen-
just be able to find him (through inter- What has happened here? An evil eral principle running right throughout
mediaries). From him the PCs can learn magical artifact, the Crown of Corrup- this adventure: each desert zombie slain
of the wicked trick that's been played on tion, has long been buried in this awful will cause a wraith to appear and attack its
them. They can't be totally certain, but it place. Recently, it was found by a shadow slayer 1 turn later. This makes desert zom-
will seem to be fairly clear to him that elf wizard, Shallatariel, and the foolish bies very dangerous, of course. If the PCs
they must all have been set up, and he wizard thought to study and investigate use spells sensibly to avoid desert zombies
will guess why. it. He has become its helpless puppet, his (e.g., magical wall spells to keep them at
Finding this contact may be a matter mind stripped away, but his magical skills bay and run off), they should be awarded
of absolute urgency since the nature and now used by the malign intelligence of XPs as if they had destroyed the zombies.
approximate whereabouts of the PCs the Crown. If your PCs move in powerful Exactly where you place the Bleak Hill
will surely be slipped to the Darokin au- social and political shadow elf circles, within the Desert is up to you. If you
thorities in some plausible manner be- Shallatariel should be known to them as a want to let the PCs have a straight run
fore long! This will result in Darokin mage of Losetrel and his sudden disap- into it, place it not far from the River and
officials and authorities seeking them pearance should be rumored some have obvious tracks leading to it. If you
out, sending both powerful fighters and months before this adventure takes place. want to place extra encounters in the way
spellcasters out to look for them. A clash Wizards this powerful don't just vanish of the PCs, have the Bleak Hill hidden by
with such a force should alert the PCs to without anyone noticing! hallucinatory terrain, stuck right at the

Jaime Torres Fernandez (Order #10495734)


AOvcNtunes IN tl7e SljaoowlaNfcs
0 0^ , < in itself harmless but, either side of the
o .0 ^ ° o " 3<° O ° » <
entrance, lurks a Dusanu (Creature Cata-
^* o C d o o
• c. O 0 C) o log, p.65). When they hear the PCs ap-
( *
Q o
*
J VP I ° 0 O o
D
0 o ° rs
0
proaching, they will release their
r z fc o o ^ ,.
° damaging spores. The dusanu have 41
z
p o p. O ^
o
A] z Q
—v / J r\ and 47 hp, respectively.

C
J ° c 4. Secret Entrance: This is the entrance to
6 6 z o
0
0 o „y the Chamber of the Crown. It is magi-
o Q " 1 O ° o ax cally trapped; if it is touched, a magical
t ft 0 o o /* ^ Symbol of Death appears on the door and
will affect one PC looking at it (if there is
° .°°c'
/j 1
O<
o ^ *° more than one, choose randomly). Find
° oO / traps or detect magic will reveal there is a
C7 » ( ) ? o ^/
0 #2 ^ C 'o- 1 IO2O
magical trap here. Read magic kills the
spellcaster immediately (unless he has
CJ *» ° "( 0
feet"
0
° 0| f 76+ hit points). A successful dispel

v* J ° o Q
0 <? ° 0 ( o)
magic cast against 20th level spell use, or
a knock spell, or similar, will bypass this
trap.

^> o
/ Desent ZoMbie 5. Lurking Lairs: Behind each secret door
^1 zV^*^^
z StONC lurks a pair of desert zombies, ready to at-
J1z Z • Loose Pillan
Rocks tack the back of the PC party (with sur-
prise) if the PCs walk past. At the same
tile Bleak Hill , INtCRJOR QORQON Quanos time, two spectres will fly down from a
chamber above the passageway (hidden
back of the Desert (e.g., right under- When the PCs get to the Bleak Hill, a with hallucinatory terrain) and attack.
neath the relative position of the Alfheim determined resistance awaits them! The The desert zombies have 14, 11, 10, and
boundaries). Another alternative would accompanying map shows the details. 25 hp; the spectres have 22 and 30 hp.
be to place the Bleak Hill in the ruins Again, keep track of when zombies are
shown on the fold-out map. By adjusting 1. Desert Zombie Guards: Six desert slain and wraiths will later appear.
desert zombie encounters and how easy it zombies (14, 15, 19, 20, 26, 31 hp) are
is to track their footprints, you can easily clustered in a ring as shown on the map. 6. Chamber of the Crown: Here the shriv-
determine how long it takes the PCs to Note that Shallatariel can see through elled remains of Shallatariel are kept on
get to the Bleak Hill. their eyes. All Undead here will turn as their feet by the hideous Crown of Cor-
If the PCs sleep in the Desert of Lost Specials! ruption, pulsing with power and evil.
Souls, they will be subject to a mental Wraiths will appear 1 turn after the Make the description of this awful, evil
magical attack. At a randomly chosen PCs destroy these desert zombies, so you place truly graphic. This is a place where
time, a low wind appears to pick up in must make sure of keeping excellent souls die, and a tremendous challenge to
this blasted land, faint moans can be timekeeping here. the PCs. Stats are given for Shallatariel
heard, and then each PC is afflicted by il- with the benefits of the Crown here:
lusions of a nemesis creature (that which 2. Druj: The power of the Crown has at-
he most fears — a huge energy-draining tracted this terrible undead creature (see Shallatariel: AC -6; HD 9 + 18 (wizard
undead, a dragon, a beholder, etc.). Each Dungeon Master's Companion, p.37) to 18); hp 71; MV 120' (40'); #AT 1 staff;
affected character is allowed a saving the area. This druj appears in the form of THAC0 9; D 6-16 (2d6 +4); SA E10 (au-
throw vs. Spells at -2 (-4 if asleep and suf- a shrivelled hand, and has 73hp. It has all tomatic 1/2 damage from breath weap-
fering a nightmare). If the saving throw is the standard abilities of a druj. There will ons); ML 12; AL C; S 13, I 17, W 17, D
made, the PC feels a chill and loses Id4 also be treasure here; see below on place- 12, Co 13, Ch 11; XP 10,225.
hit points but will feel normal after 1 ment of treasure.
turn. A PC who fails a saving throw loses Shallatariel strikes with a staff of striking
2d6 hit points, and has -1 penalties to all 3. Rotting Horrors: This chamber has a + 3 and wields a wand of paralyzation
hit and damage rolls for the next 24 roof supported by stone pillars which are with 11 charges. For protection he wears a
hours. covered in thick, furry mold. The mold is displacer cloak. He has a scroll with three

Jaime Torres Fernandez (Order #10495734)


HH3^^

IN trje
dimension doorspells, and his own mem- that chamber he has stashed 8 potions of What do we do with this Thing?: How
orized spells are: Level I — charm per- super-healing which allow him to retreat the Crown should be destroyed is an ad-
son, magic missile (4 missiles; x3), there, gulp down lots of healing, and venture in itself — up to you to deter-
protection from evil, shield; Level II — then to return to the attack. The PCs will mine! (As a cop-out, delivering it to the
detect invisibile, ESP, invisibility, mirror not know where he is going — if they Temple of Rafiel will do.)
image, web; Level III — dispel magic, did, a spell as simple as passwall would
fire ball, fly, haste, protection from nor- get them into his retreat. It is from this Beware: once per 48 hours, the Crown
mal missiles; Level IV — dimension door, chamber that Shallatariel will use his can cast a charm monster (saving throw at
ice storm, polymorph others (x2), Level V magic jar attack. -4) at one PC and, if the saving throw is
— feeblemind, hold monster, magic jar, Play this evil spellcaster to the hilt. failed, the PC will do all he can to put the
teleport; Level VI — disintegrate, flesh to Overcoming him should be a great Crown on — with all the terrible benefits
stone, projected image; Level VII — de- achievement, and a real triumph for the and penalties this implies.
layed blast fire ball, power word stun; PCs. However, they only get his treasure
Level VIII — power word blind. if they get into chamber 6a; otherwise, Crossing Paths (optional): On their re-
their rewards are not all they could be! turn, the PCs should meet a well-
Shallatariel is not alone or unprepared. equipped NPC party of enemies (for
He has a protective cordon of six desert The Crown of Corruption: This malefic shadow elf PCs, a party of surface elves,
zombies (as shown on the map), and gold crown is set with 4 huge rubies, and vice-versa. The NPC party is here to
lurking on each side of the entrance, in which can be treated as soul crystals (two investigate the legends they have read
the alcove shown, is a Gorgon, sum- of 6th, two of 7th level, with 5dlO souls concerning the Crown of Corruption,
moned with a create magical monsters in each). No Radiance spells can be cast and they want the artifact, "rbu should
scroll. The zombies have 11, 12, 17, 19, from it, however. Rather, the wearer of design the NPC party to give the PCs a re-
21, 23 hp, the Gorgons have 33 and 52 the Crown gains the following benefits: a ally tough fight (about 80-85% of the
hp. Shallatariel also has several spells run- natural base AC of -4; complete immu- PCs strength), and the NPCs will fight
ning; these are detect invisible, fly, haste, nity to all charm, hold, sleep, paralysis, hard to gain the Crown for themselves.
invisibility, mirror image, projected im- death magic (including disintegration)
age, protection from evil, protection and gaseous attacks; and the ability to ra-
from normal missiles, shield (to attempt diate both fear and curse (reverse of bless)
to negate magic missile attacks on him). within 20' (separate saving throws
Importantly, the Shallatariel the PCs see needed). The wearer can also cast ani-
is just the projected image (unless they mate dead 3 times per day. The wearer of
have special magical assistance such as a the Crown at once becomes a Chaotic Un-
truesight spell, etc.). This should give dead, subservient to the Crown, but re-
Shallatariel a major initial advantage. Be taining all class- based abilities.
sure also to review the spellcasting powers
and immunities the Crown of Corruption
grants him (see below).
Shallatariel will begin combat with dis- Treasure: Give the PCs the treasure you
pel magic to eliminate spell effects favor- think they merit, and which is a fair re-
ing the PCs (bless, mirror image, haste, ward for them. For the druj, you can roll
etc.). This spell will not make him visible treasure type as normal, but if the PCs
since it is not a directly hostile spellcast- find the interdicted chamber of the
ing. He follows it with power word blind Crown they should find one or two unu-
to eliminate one PC, and then power sual items. If you have a shaman PC
word stun to attempt to take out another hankering after a good weapon, leave a
PC. He then follows up with attacks such mace +3 of the suitable alignment here,
as feeblemind, hold monster, polymorph which also has the special power of cast-
others and the like. If the PCs get within ing striking and cure critical wounds (on
melee range, make absolutely sure you its user only) twice per day each, for ex-
review all the powers of the Crown of Cor- ample. Put a couple of specials in here;
ruption! the PCs deserve it. Overall monetary re-
wards for the whole dungeon should be
Shallatariel has the ability to retreat
some 10,000gp per PC.
into chamber 6a by use of his dimension
door/teleport spells (and scroll). Within

Jaime Torres Fernandez (Order #10495734)


• Qhadoy* <£tf C&aractcr <£(ecord Sheet
Player's Name- Character's Name.

Character (profile Clan Physical Appearance.


Sex Military
Age Record .
Class Personality ,
Level
Alignment

QkUls y\rmor Armor.


Shield
Other Protections

qtems

Hit Points Wounds

Com6at <Htt
Target
Armor Class AC 9 AC 8 AC 7 AC 6 AC 5 AC 4 AC 3 AC2 AC1 ACO AC-1

Needed to Hit:
Melee

Needed to Hit:
Missiles

Scores
Weapons •Damage
Ability Adjustment
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Saving £Jn
Poison, Death Ray treasure
Magic Wand
Turn to Stone/Paralysis Owned Carried
Dragon Breath
qy[orma( (Equipment Carried
Spells/Magic Staff
Bonus to
Experience Points Earned XPs

Jaime Torres Fernandez (Order #10495734)


Wrae:^ 55«HH!5owS5?»O55WMWWSl»5wWH5WHJ^ra'

Plains' Quibe

piecemeal fashion, so the best way to experi- derground dominion and live among them.
iNtUODUCtlON ence this book is to let someone else "read" it Are you ready? Then let's begin . . .
READ THIS BOOKLET FIRST! It is written to you, in the course of a gaming session where
especially for players. Before starting in a cam- your characters learn—perhaps incorrectly, at
paign, make sure you, the player, are familiar first—about the shadow elves. Welcoivie to tlje Hoivie
with this book's contents. The second booklet When you are finally ready to play a shadow of tl?e Si?at>ow Elves —
is for your DM's eyes only. elf character of your own, this is where you'll
Adventurers know the Broken Lands as a rug-
This Players' Guide provides you with an return. About half of this book gives the cul-
ged, forsaken area of burning sunlight and
overview of the mysterious shadow elves, and tural perspective of the shadow elves: history
dry, dusty rocks. Merchants who have business
guidelines for creating shadow elf characters as they know it, general geographical informa-
on the other side of the Broken Lands, along
to use in their home deep beneath the Broken tion, a typical day, and some scattered details
with mercenaries hired to protect them, are
Lands. In the Dungeon Master's Booklet, you about the "Way of the Shamans."
typically the only outsiders willing (or foolish
can find a character sheet, a gamers' index, The rest of this book details the creation enough) to enter this barren place.
and a set of opinions and views on the shadow and playing a shadow elf character, with an ex-
elves. Naturally, you have permission to pho- Some adventurers also know that the Bro-
tensive list of skills and spells.
tocopy the character sheet for your own indi- ken Lands are not as deserted as they appear,
For those players who want an extra
vidual use when you're ready to play a shadow for below them are the caverns that serve as
challenge—at the cost of slower advancement
elf character. homes for many humanoid races: ores, bug-
—the last seven pages of this book tell you
bears, goblins, hobgoblins, kobolds, ogres,
how to create and play a shaman, or ritual
gnolls, and trolls. The orcish king, Thar,
spell caster, among the shadow elves. Sha-
claims the Broken Lands as his, and together
mans dedicate their entire lives to Rafiel, the
How to Use XX)\s Book Immortal, and to the shadow elves as a whole.
with his hordes threatens any on the surface
above who trespass his domain. Indeed, the
The very best way to learn about the shadow In return for their service, they gain additional
Broken Lands are quite inhabited, for the vi-
elves is not to encounter them as a reader, but spells, as well as the respect of the shadow
cious and ugly humanoids who live beneath
as a player character. In the Dungeon Master's elves for their wise leadership.
its surface are still not as deep as possible. Be-
Booklet ate adventures for "ordinary" charac- neath the ores and their allies live a race never
ters who happen to encounter shadow elves in
the course of their lives; these adventures are
Otl?GR Books of Use — meant to inhabit the bowels of the earth, but
lost to depths eons ago and now accustomed
tailor-made for this purpose. Besides the five sets of rulebooks for the D&D® to life below ground: the shadow elves.
The culture of the shadow elves is truly an game, you may be interested in perusing
Only a handful of the humanoids above the
alien one, quite different from life on the sur- GAZ5, The Elves of Alfheim, and GAZlO,
shadow elves know of their existence, and al-
face. It has many layers, and peeling off these The Ores of Thar, both of these books pertain
most no surface dwellers are aware of them.
layers, one by one, is a time-consuming proc- to the "friends and neighbors" of the shadow
Yet the shadow elves have knowledge not only
ess. Not even the shadow elves know why they elves. The perspective of these books, of course,
of the ores and their kin, and the Alfheim
do some things the way they do; so much is is different, and a few "well-known facts" in
elves and other demi-humans farther above,
shrouded in history, or in their deeply held be- them might not be entirely correct—but a char-
but also of lands and races never dreamt of by
liefs. Much enjoyment can come from learn- acter who wants to know "the whole truth"
any of these: the area known to the shadow
ing about these underground elves in a about the shadow elves must travel to their un-
elves as the Land of the Red Sun.

Jaime Torres Fernandez (Order #10495734)


^g-po^H^o-p^

Raf i€l Will QuiOe HIM


The cavern was cold and humid, a con- Blackmoor, and even as it was burnt to a on the cavern's floor. "Rafiel in the rocks
trast from the usually warm and dry cinder, this remnant found the Refuge of can guide this one's path now.
abodes that the shadow elves inhabited. Stone. Strengthen him, help him to find a clear
But this group was not at home: they had "The fathers of the Four True Clans crystal, lead him as you led us to our Ref-
traveled some distance in order to partici- dug deep beneath the surface, finding in- uge of Stone. We will watch for him, just
pate in a ritual as old as their race, a ritual credible caverns that hid them from the as you patiently watch over us."
handed down from the Immortal Rafiel, Rain of Fire. All of Blackmoor was lost, The shaman started back down the
a ritual ordained in the Refuge of Stone. but the elves were safe. cold passageway, leading the party home
No torchlight nor candleflame re- Traveling onward, always deeper, after to the City of Stars, while the crystal on
flected off the shaman's pale, mottled many years the leaders of this remnant her chest glowed brightly. The dwindling
face, for this was a ritual of darkness, as found a large cavern where they settled. sounds of the baby's whimpering
were all of the rituals of the shadow elves. Etched on its walls, touched by the hand matched his mother's silent tears.
Still, the small group huddled in this cave of Rafiel, were the sacred words of the Ref-
could see through the blackness as well as uge of Stone. It was there that our ances-
any surface dweller could see in daylight, tors built a great temple, and it was there
and their large, pointed ears could easily that the City of Stars grew up. Rafiel had
pull in the whispering of the shaman's not yet taught us the Way of the Shamans,
chanting voice as she recited the history of nor the secret of the soul crystals."
the Four True Clans. The shaman looked down at her
"Once, long ago, before the Great Rain breast, where hung a large, clear stone,
of Fire even before the shamans discovered which even in the pitch darkness of the
the secrets of the Earth Fire, we lived on passageway seemed to glow with its own
the surface, as did all of our brothers and light as she spoke. Holding tightly to the
sisters. Deep in forests green did we dwell, crystal with her left hand, she put her
a happy people in a happy land. We were a right hand on the forehead of the tiny
fertile race, living at peace with all in a fer- sacrifice she was about to offer to the Way
tile land. Our elders brought us up wisely, of the Shamans.
teaching us all those things that we needed "The Way of the Shamans was there,
to know, and we in turn brought up our in the Refuge of Stone, but our elders
children so that they could preserve the could not see it, for Rafiel did not want
best of all of us. them to see it. The secret of the soul crys-
"And so life went on for so many years, tals was there, in the Refuge of Stone, but
until humans caused the Great Rain of our elders could not see it, for Rafiel did
Fire, the day that the sun and the moon not want them to see it. But Rafiel was
moved suddenly across the sky, and our good, and Rafiel was wise, and the Ref-
fair land was lost in snow and ice." uge of Stone caused our people to grow in
The shaman paused in her recital, a number.
tear rolling slowly down her cheek. She "Life in the City of Stars was hard, with
turned to the mother and father standing little food, and many of us hungered for
there, staring intently at each. The moth- many years. Rafiel was testing us, tem-
er's eyes had already begun filling with pering his people as a smith tempers his
tears hours ago, as the shadow elves were sword. After centuries, Rafiel was con-
making their pilgrimage to this lonely vinced that this sword was true; he knew
spot. Somehow the little bundle in her its hardness and its sharpness. With this
arms knew not to cry. sword, Rafiel could smite any enemy, and
The shaman reached out her hand to so it was that Rafiel revealed to us the
pull the blanket back from the baby's Way of the Shamans, hidden within the
grotesque face, then continued her soft carvings of the Refuge of Stone.
chanting. "Light brings forth shadow, and only
"But all was not lost for our people. shadow can bring forth light. May this
Those at home in the south were mostly soul bring forth light, and return to-
destroyed, frozen by the bitter cold and gether with others to lead our people."
unable to find food anywhere. Fortu- So saying, the shaman took the baby
nately, though, our elders had visited from its mother's arms and set it gently

Jaime Torres Fernandez (Order #10495734)


Histony as ttj€ Styabow Elv€S KNOW It
The elves who had led the Blackmoor ex- way to the surface, but the bravest among Eventually, shadow elves in some cave
pedition were caught unawares by the them were sent to seek it out. On their or other came upon a party of human ad-
Great Rain of Fire. They fled into the first journey, a small party of elves found venturers. These humans scarcely recog-
Broken Lands, finding caves there that the land as inhospitable to them as it was nized the shadow elves as elves, so much
promised to protect them from the when they left it: the sun burned a fiery had their appearance changed over the
scorching flames on the surface. Deep red, and refused to set at night. The pale millennia. The shadow elves learned
within the ground, they found a vast cave skin and eyes of the shadow elves were lit- from these humans that the devastation
with unusual properties: one could stand tle match for the sun's brightness; many from the Great Rain of Fire had ended
on its ceiling as easily as on its floor. On members of this group were blinded after long ago, and even more astonishing,
that ceiling they settled, attracted by only the first day, and all of them died that an entire nation of elves had estab-
mysterious carvings, and founded the shortly after returning to the City of lished themselves on the surface—
City of Stars. Stars. Alfheim. (In fact, several nations of elves
The City of Stars was not the only city A second expedition was sent out had formed, including Wendar, Shie
of the shadow elves, but it was the largest, about a hundred years later. The shadow Lawr in Alphatia, and two principalities
and it did manage to survive—something elves emerged in the Broken Lands near in Glantri, but the shadow elves did not
difficult considering the circumstances. what is now called the Sun's Anvil, and learn of these until later.)
The catastrophe on the surface continued needless to say, the expedition leader de- The shadow elves, unskilled in the arts
in the depths of the earth and utterly de- cided that the surface was still not habit- of diplomacy (for such had never before
stroyed one city, Aengmor, when it was able. Meanwhile, the shadow elves had been needed by their kind), hastily sent a
surrounded by lava after an earthquake. occasionally encountered other denizens group to Alfheim, on the surface, but
Even so, after centuries, the elves had of the Broken Lands. These humanoids in peace was not to be readily had. The sur-
started to rebuild civilization, and centu- general found the shadow elves delicious; face elves, who had somehow survived the
ries after that, they dared to travel to the none of them was able (nor did any try) to ice age in their homeland and traveled
surface again. correct the shadow elves' misimpression here, were not interested in sharing their
The elves had by now forgotten the of conditions on the surface. bounty with their lost cousins. A series of

Jaime Torres Fernandez (Order #10495734)


Histony as ttje SljaDow Elves KNOW It
overtures and counterovertures finally home in the bride's home city, usually liv- stand on the floor of the cavern and look
ended with Celedryl, then king of Alf- ing near her parents, and sometimes shar- up at the city, miles above, so far away
heim, ordering that all shadow elves ing quarters with them. The new that its streetlights and windows appear
found within his realm be immediately husband is considered to belong to his to be stars. Somewhere, deep in the
killed. wife's clan after the marriage. shadow elves' racial memories, they recall
The shadow elves hardened their the beauty of stars under a summer sky, so
hearts at this. This was against their code Qeoqmaptyy IN QeNenal the City of Stars holds a particular emo-
as elves: Never would they treat another tional appeal. Indeed, the infravision of
of their kind so shamefully. They now un- The domain of the shadow elves covers the elves leaves little need for lights—the
derstood why Rafiel had prepared them one of the greatest regions of any country main reason they are kept is so that the
so well for the hardships of cave living, for covered in the Gazetteer series. If it were city deserves its name when viewed from
it was evidently their fate to live forever in suddenly moved to the surface, it would the floor of the vast cavern.
the City of Stars and its environs. extend from Belcadiz in Glantri, east to The City of Stars, however, does not al-
Still, some shadow elves are yet hope- the regions of the Ethengarian Yakuts ways deserve its name, for its cavern is so
ful that they may be able to return to the and the Dwarfgate Mountains, then large—and so warm—that the center of
surface some day, and certain envoys have south to the Cruth Mountains and west in the cavern often fills with clouds, and
quietly been sent to different nations to a line below the city of Darokin as far as rain falls about once a week. Because of
investigate this eventuality. Meanwhile, Lake Amsorak. the peculiar gravity of the place, this rain
the shadow elves are not friendly to any The shadow elves, spread out over their falls both directions at the same time.
visitors to their realm: the approved pol- underground expanse, number about Thunderstorms occur less often, but are
icy is to shoot these enemies first, and ask 550,000, with more than half of these con- quite dramatic and seen as a good omen
questions later. centrated in the clans' four major cities. from the Immortal Rafiel.
The principal feature of the City of
O?€ FOUR Lost ClaNS — City of Staus Stars is of course the Temple of Rafiel,
built against a face of the cavern on which
In relation to the elves of Alfheim and Population: 250,000
is carved the Refuge of Stone, the reli-
other surface lands, the shadow elves Clan: Celebryl
gious text upon which the Way of the
make up all that is left of four clans lost Shamans and all worship of Rafiel is
when Blackmoor was destroyed: the Ce- The City of Stars is the capital and largest
based. The Temple of Rafiel almost en-
lebryl, the Porador, the Felistyr, and the city of the shadow elves, and an architec-
tirely fills this niche, with stalactites hun-
Gelbalf. Elves are not a solitary people; tural marvel, for it is built on the ceiling
dreds of feet long hanging down nearly to
they enjoy the company of others of their of the largest cavern known to them. The
the steps of the temple.
kind. Thus, it is not surprising that these elves thought it a miracle that gravity
acted in the way that it did in this cavern, The temple is built as a series of con-
four clans have gathered into four cities centric rectangles, with walls sloping in
underground. and the fortunate discovery of the Refuge
of Stone on a cavern wall further guaran- toward the center. Any shadow elf is free
These four cities are connected by a to worship at the shrine on the very top of
teed its value as the site for a city.
warren of tunnels, opening out into ca- the temple, but entering inside is allowed
verns large enough to hold each of the cit- The gravity is in general uniform for
only to shamans. Only the highest-level
ies. The tunnels connecting the cities are anyone standing in a particular spot: he
shamans have access to the innermost
not of uniform size, and so most tunnels feels firmly attached to the floor below
sanctum of the temple.
are designated as allowing travel in only him, and anything he throws up into the
air falls back down to the ground as ex- The Celebryl Air Force is of course
one direction. In this manner, groups sel- based in the City of Stars; its troops prac-
dom need to pass by each other in the pected. But there are areas of sudden grav-
ity shifts along the walls, and a careful tice maneuvers daily, swooping their large
narrower passageways. The elves have a skinwings—tremendous flying reptiles,
certain amount of specialization, so trade climber will discover that he can ascend to
what he thought was the ceiling and then pictured on the cover of this book—
between cities is a common activity. Trav- through the air.
eling the wrong direction is seen as a stand upon it, looking "up" toward the
"floor" he was standing on before. It is on The City of Stars is directly underneath
breach of good manners. More about the Trollhattan, in the Broken Lands; the wa-
tunnel networks connecting the cities can this ceiling that almost a majority of
shadow elves makes their home. ter from the city's wells, in fact, is filtered
be found below. down from Troll Lake more than a thou-
While members of a clan live in the city The name of the City of Stars derives
sand feet above.
to which they belong, it is ordinary prac- from its appearance from the floor of the
tice to marry a shadow elf from a different cavern in which it is built. The unusual
city. The new couple then sets up their gravity of the cavern allows a visitor to

Jaime Torres Fernandez (Order #10495734)


Histouy as the Shadow Elves KNOW It
New CJmiNlaNt) Losetuel Darokin, and even Thyatis and Alphatia.
Naturally, the endpoints of these tun-
nels are carefully guarded by the shadow
Population: 40,000 Population: 17,500 elves, even though visitors through them
Clan: Porador Clan: Gelbalf are rare. The most common (after ordi-
nary animals and other monsters) are hu-
The city of New Grunland is located The smallest of the four main cities, Lose- manoids from the Broken Lands above,
about 100 miles north of the City of Stars, trel is known for the bravery of its tailors. but the occasional human or dwarf party
a good twelve-day journey through twist- Spider silk, gathered from the webs of gi- is not unknown.
ing tunnels that connect the two caverns. ant shroud spiders, is carefully cured to Interestingly enough, there is a tunnel
New Grunland's cavern is about half the remove its paralyzing features, and is that is purported to lead to the fabled
size of the capital's, but is considerably then woven into cloth and cut and sewn "Land of the Red Sun", and it is
warmer. into white garments of considerable guarded just as any other tunnel would
The Grunlanders take advantage of beauty. be, although none of the shadow elves
this heat by growing and processing food, The shroud spiders are not domesti- use it. Being posted here is considered a
trading it with the other three cities of the cated in any sense of the word. Their bite demotion.
shadow elves. A "Porador breakfast"— is poisonous, but it is considered unprof- The shadow elves have spent—and
only a single mouthful—can last an elf all itable to kill a spider, as they take years to continue to spend—considerable time
day long, because of the way it is com- grow to a size at which they can spin usa- working on these tunnels. If one didn't
pressed and preserved. Foodstuffs such as ble silk. This means that the webbing know better, one perhaps would suspect
these are particularly useful for traveling must be "stolen" from the spider, usu- that the shadow elves were related to
through the caves; no one wants to be ally accomplished by having one tailor dwarves, because of the enjoyment and
burdened with extra weight. lure the spider away from its lair by skill they have with mining.
feigning to be trapped while another tai-
Tunnels are widened where necessary
Alf Myu lor grabs up the silk. This is a dangerous
to provide proper passage. Where stalag-
maneuver, since anyone within 30 feet of
mites and stalactites prevent wheeled
the spider can be hit by a paralyzing
Population: 25,000 carts or pack animals from moving
strand of web.
Clan: Felestyr through, these natural features are re-
Webbing is also made into ropes that moved by work crews to provide a path.
retain their property of paralysis for sev- Some areas need special shoring up along
Alfmyr boasts the largest vein of soul crys- eral months; these are often used as lassos
tals of any of the cities of the shadow walls and ceiling to insure safety.
by skinwing troops, or by ground forces Not all the tunnels are filled only with
elves. Mining these crystals is tedious, ex- traveling through tunnels near humanoid
acting work—it can take several years to air—some are considerably more hazard-
settlements. ous while offering other benefits. Many
extract a single crystal—but is considered The techniques first developed in Lose-
rewarding by the elves because of the reli- tunnels are flooded with underground
trel have since been adopted in other cit- rivers, and several of these rivers are navi-
gious significance of the crystals. The ies and settlements of the shadow elves.
crystals, of course, are not traded with gable, allowing the shadow elves to travel
other clans, but are shared between sha- in boats from city to city. Extensive work
mans, who are considered clanless, be- IIuNNels of tl?e has been done on several of these water
tunnels, because a boat can't just duck its
longing to all of the shadow elves. Shadow Elves
Alfmyr does profit financially from its head when the ceiling is lower. The ero-
Shadow elves are as adept at mining and sion along these tunnels also requires the
mining, though, often finding precious
tunneling as the dwarves of Rockhome constant attention of shadow elven min-
metals near the pockets of soul crystals.
are, but for the most part the shadow ers. Some large caverns contain gigantic
The smoke of smithies can be smelled in
elves have not had to create their own underground lakes; some of these have
Alfmyr, as these metals are fashioned into
tunnels. Indeed, the area that they in- shadow elf cities and settlements along
fine armor and weapons.
habit is riddled with literally thousands their banks.
Geographically speaking, Alfmyr is the of caves and tunnels, with some passage-
city farthest from the rest of the shadow A few tunnels are "wind shafts", with
ways being hundreds of miles long. air blowing fiercely in one direction or the
elves, being located almost directly under
the Canolbarth Forest in the kingdom of Not only do these passages lead be- other, depending upon the pressure of
Alfheim. tween the four cities of the shadow elves, the caves that are interconnected. These
but they also lead to many of the realms insure that the shadow elves have fresh air
of the humanoids, as well as to the surface to breathe, besides allowing smoke to be
in various locations, including Glantri, carried off safely. For the most part, these

Jaime Torres Fernandez (Order #10495734)


Historcy as the ShaOow Elves KNOW It

passageways are not further excavated by also because of its piquant flavor. Lava riv- As can be expected, different types of
the shadow elves, lest they interfere with ers frequently become the homes of black- tunnels can converge more or less in one
the natural wind. smiths and other metal workers, as well as spot. Thus, for example, a wind tunnel,
Finally, a few tunnels are filled with other types of businesses that need a high lava tunnel, and underground river
molten magma, on its way to becoming heat source. Explorations of these tunnels, might create a great quantity of steam
lava once it reaches a surface and spews when possible with the assistance of that is blown off to some other cave.
forth from a volcano. Tunnels only parti- magic, show that most of them end in Finally, it must be emphasized that
ally filled afford opportunity for the great lava whirlpools, some leading to the these tunnels are quite variable in size—
shadow elves to vary their diet, for many of surface—presumably to a volcano or fu- some can barely be squeezed through by
them contain lava fish, a succulent food ture volcano—and some leading back a young shadow elf, while others can be
prized not only because of its rarity but down into the depths of the world. several miles wide.

Jaime Torres Fernandez (Order #10495734)


SlBW5fl-5M : 0-B-5fl55Ofl-0-B : 5 : 5lFfffffl : 555WJfl-WOT n-fr

A Day iN 1T)€ Lif€ of tl7€ Styabow Elves


1 a.m.: Swooping through the black sky, the midwife hovering nearby, and won- her tiny room toward the main chamber
Teledriel kept his eyes sharp, scanning dered if his child, whether son or daugh- of the Immortal's temple.
this way and that, hunting for his deadly ter, would be born healthy. Faengloar was
prey. Teledriel belonged to Clan Cele- only 141 years old, quite young to be hav- 6 a.m.: Mardaniel continued along his
bryl, and had earned his post as captain of ing a child. way, quietly taking step after step as he
a patrol after 19 years of service. Above had for the last three hours. To another
him, stars twinkled—the lights of the 3 a.m.: The town of Porador was quiet at shadow elf, keeping such hours would
City of Stars. His skinwing mount knew this time of day, but Dilgar liked it that seem unusual—but Mardaniel no longer
this cave as well as he did. The great beast way. He was already up, and busy tending had the right to call himself a shadow elf.
flapped its leathery wings only occasion- his charges— "my beasts want to be Mardaniel was a wanderer, forced to leave
ally, otherwise catching the warm air cur- milked reg'lar," he liked to say, and his city after a shaman determined that
rents that lifted off various rocks, hot prided himself on the fact that he had not he was too old to stay any longer. "Too
from the energy in the bowels of the missed a morning or evening in 22 years old!" he thought to himself— "as if I was
earth. on the farm. any spryer at 700 than 800."
This whole area underground was rid- The giant slugs—not the wild variety, Mardaniel chuckled to himself at this
dled with tunnels; the major ones were but a species domesticated by the shadow thought, then sucked in his breath lest
well guarded by troops on the ground, elves millennia ago—waited patiently in anyone hear him. This cavern was one he
but there were not enough elves to pro- their stalls, growling softly when Dilgar had never entered before, of course, for it
tect all of them, and some of these tun- poured the slop in their feed troughs. was ordered in the Refuge of Stone that
nels led to the Broken Lands above. It was This was Dilgar's favorite part of the job, wanderers never retrace their steps, and
a full-time job for many, protecting the when the beasts' eager natures showed Mardaniel was not one to tempt Rafiel's
habitations of the shadow elves from the through. Dilgar liked his slugs to show justice over so inconsequential a matter.
marauding humanoids. Whenever possi- some spirit.
ble, it was standard policy for the shadow 7 a.m.: Teledriel was pleased with the
elves to kill any unwanted visitors, com- 4 a.m.: Faengloar's cries had grown night—everything so far had been quiet,
pletely to the last soldier. If any hap- louder over the last hour, as her pain had and only two more hours on his shift. The
pened to escape, or if a raid was intensified, and Poponel had been ush- sturdy beast under his saddle showed no
considered not accidental—not just a ered from the room by his sister-in-law. signs of tiring, but Teledriel would be
party of trolls who were lost in the Now Poponel had only to do what every glad to land and crawl into bed.
tunnels—then the shamans needed to be father had to do at some time in his life— His stomach reminded him that it was
called in, to use their magic to reroute the to wait by himself, with his fears, while time for his meal. He whistled twice to his
tunnels, so that the ores and their kin his wife bore his child. It could be hours skinwing as a signal, then tied the reins
would not be able to find the shadow yet, he thought to himself. He hoped off to the saddle-ring while his mount
elves that way again. that he could endure the wait and wished flew steadily on. The pouch hanging
For the most part, humanoids were too that he had a treltilan to smoke while he from Teledriel's belt held his meal for the
stupid to attempt attacking the shadow paced back and forth. day, and he opened it gingerly, pouring
elves—and those with enough intelli- the brownish lump into the palm of his
gence to accomplish it were smart enough 5 a.m.: Seladir set down her towel; she hand. He offered a silent prayer up to Ra-
not to try. Tonight, Teledriel hoped that was dry enough now, and combed fiel, bit into his breakfast, and swallowed
all would be quiet. through her damp white hair with quick, the whole in two gulps. Teledriel would
eager strokes. Seladir had much to do not be hungry again until the following
2 a.m.: In the city of Losetrel, in a quiet today—she had been up for an hour morning.
little house, in a small room, an elf lay in already—for Seladir was a shaman.
painful struggle—the struggle for life. She picked up the small copper pitcher 8 a.m.: Seladir felt entirely at peace with
She and her husband had waited for this and poured a few drops of holy water on herself, as she did each morning after the
moment for 28 weeks now, the moment each hand. Barely audible, she asked that adulation of the Refuge of Stone. The
when she would give birth to their first Rafiel would guide her this day and keep worship chamber of Rafiel's temple was
child. The pains were coming more regu- her heart and body dean, so that she huge, and the back of the largest cham-
larly now, and Faengloar knew that the could better serve him. This ritual com- ber was built into the face of the cliff. No
time was close. pleted, she hurriedly dressed, finishing wall was added, for here was found the
Her husband, Poponel, was worried, as her outfit with a large white gem that Refuge of Stone, the instructions for the
worried as any husband would be at such hung from a gold chain around her neck. shadow elves, drawn by Rafiel's own fin-
an occasion. He loved his wife, but was "May Rafiel guide these to us," she sol- ger into the rock.
frightened of her frailty. He glanced at emnly intoned, and then walked from Those gathered there this morning had

Jaime Torres Fernandez (Order #10495734)


5OTC5flTOHTOBWHRHHFB^

A Day IN tlie Life of tfte Sftafcow Elves


read out the 14 verses of the Refuge of expect it to? gerous job, but necessary for navigation
Stone, following the letters carefully even From time to time he could hear his in many cases.
though each had memorized the entire wife's groans of pain from the next room, No, Reginal was mining soul crystals,
text long ago. Most of the congregation which only made him feel even more and he knew that damaging the gem in
were shamans, wearing soul crystals, and powerless. The midwife didn't really any way meant many deaths, for these
these gems shown the brighter while the help when she stepped out for a moment multi-faceted stones held within them
holy words were recited. and asked how he was—he felt embar- the past and future members of his race.
Seladir wished that she could stay in rassed for being nervous, and felt further This was Rafiel's gift to his kind, he
this place for a while longer, but knew embarrassed for feeling embarrassed. thought, the secret of the soul crystals.
that she had other duties to keep her busy Tap! Tap! His pick struck the rock wall
today in the temple. Noon: On the surface, the sun would be in two places; then Reginal stood staring
at its highest point in the sky at this time, again. This one would require a few more
9 a.m.: Teledriel was putting his great but in the City of Stars it was, of course, hours of study before he could continue
beast away, rubbing his back with a stiff still as dark as ever. his excavation.
brush where the saddle had been Seladir's noontime meditation was in-
strapped for the past 12 hours. terrupted, as she knew it would be when 2 p.m.: "Liar! I touched you before you
Suddenly, both beast and rider bristled she first heard the horns, by the arrival of found refuge, you know I did."
at the faint sound of a horn being blown injured troops from the battle across the "Did not, green elf!"
from some distance away. Every shadow gigantic cavern. One of the worst injuries "Did so, wanderer!"
elf in the City of Stars knew this sound, was a skinwing rider—probably an offi- "Did not!"
for there was only one reason that horns cer, to judge from his clothing. The mili- "Did so!"
were blown—an attack from outside! tary healers who brought him in said that Two shadow elf children were enjoying
Teledriel grabbed the saddle back from he had been ambushed by two trolls who another day of play, at games that re-
its rack as a boy came running to help. jumped out at him when he dived toward flected the concerns of their parents long
Within moments the great straps had all a regiment of ores. His skinwing had been ago. The archetype was the early wander-
been made fast, and Teledriel was wing- killed—and half eaten!—by the trolls. If ings of the shadow elves, before Rafiel re-
ing his way back across the sky. His ears their hunger had been less, they might vealed the Refuge of Stone and the race
picked out the direction of the horn, and have paid some attention to this flyer and founded the great City of Stars. "Green
he guided his mount higher and higher, he would have returned to a soul crystal; e l f was a free insult, comparing the com-
soon reaching the gravity shift point as it was, he lay on the ground uncon- panion with those surface elves that had
where he swung the skinwing over and scious while other shadow elves labori- not the courtesy nor kindness of accept-
began the rapid descent toward the oppo- ously defeated the humanoids all around ing their deep-dwelling siblings.
site floor of the cavern. him. This childhood squabble would end in
Seladir looked at this specimen of brav- a moment or two, and play would con-
10 a.m.: Dilgar had finished milking his ery now. He would live, but it would be tinue, but the disagreements the play-
slugs, and even now was pouring the last some time before his left leg regenerated, mates' parents had with the elves of
bucketful of their yellow-brown milk into and that required the care of a shaman. Alfheim was a more serious matter-
a large vat. The evening before, he had Blessed by Rafiel, she thought to herself, outside the realm of childhood frivolity.
picked a handful of lermon (a kind of this man would fly again in a few months.
fungi) and now tossed it into the vat and 3 p.m.: Seladir was finished with her pa-
stirred briskly with a large wooden pad- 1 p.m.: Reginal had stared at the wall of tient, the skinwing rider whose name she
dle. While the milk was curdling, he this cave for over two hours now, and he still did not know. The bleeding from his
rinsed off his leather apron—slugs can be felt ready to take the next exacting step. leg had stopped, thanks to her powers as a
a little messy at times—and headed off to The pick in his hand looked like a child's shaman of Rafiel. She felt glad that the
the "north 40," where his fungi needed toy, small as it was, but it was of the finest wound that amputated the leg was sharp
tending. shadow elven craftsmanship. Further, it and clean, for she hated having to cut
had been blessed by the shamans at the away dirty injuries.
11 a.m.: Poponel's mind jumped back Temple of Rafiel. No other tool would fit If the rest of the leg had been found at
and forth from a mood of hope and ease, the bill for the precise work he was doing. the scene of the battle, she could have
to one of excitement and eagerness, to Reginal was no ordinary miner. He was tried to put it back on, but evidently one
one of doubt and worry, and back again. not digging a new passageway to some ca- of the trolls had consumed it. As it was,
He tried sitting, he tried pacing, and he vern, or widening some tunnel so that she exerted the utmost of her powers to
even tried lying down. None of this was carts could pass, or even raising the ceil- cause the missing limb slowly to grow
able to settle him—but would anyone ing of some underground river—a dan- back.

Jaime Torres Fernandez (Order #10495734)


A Day IN the Life of the ShaOow Elves
4 p.m.: Poponel was no happier now but there was no change here. Rafiel's and he liked settling down to an evening
than he was 12 hours before. The mid- kindness did not extend to creating giant of peace and quiet after putting the ani-
wife had left, relieved by another mid- lights in the sky to see by. Shadow elves mals to bed.
wife who took her place at Faengloar's had other gifts from the Immortal: Their The slugs needed little tending, other
bedside. Poponel harbored a secret desire clear eyes could see in the dark for almost than their milking twice a day, but the
that some other husband, some other a hundred feet, and their oversized ears spiders were something else. These fear-
father-to-be, could come and relieve enabled them to zero in on the tiniest some giants were naturally territorial, but
him, waiting for the inevitable while sound. even so if one got too hungry it was liable
Poponel got some sleep, or took a walk, to roam, and Dilgar's neighbors wouldn't
or—anything but this! 7 p.m.: Dilgar wouldn't trade his life appreciate that at all.
with that of anyone else in Porador—or Once a week, Dilgar had to give the
5 p.m.: Mardaniel was almost 900 years even anyone in the City of Stars, even the spiders meat—fresh meat. He had only
old, but still had his faculties. He knew king himself. He liked getting up early, two spiders on his farm, and was fortu-
what the rock surrounding a vein of soul
crystals looked like, and this was it. In his
youth, this would have been a lucky find,
but now it was valueless to his race. Rafiel
knew where it was, and would reveal it in
due time, but all Mardaniel could do was
to pause here, reverently, and wonder
who might someday be born after these
gems were unearthed.
Would Rafiel look kindly on his own
soul? he wondered. When he breathed
his last breath, would he travel to a soul
crystal hanging around a shaman's neck,
or resting on an altar? Or would his travail
be to abide in an unmined vein, such as
this one, to wait—possibly for centuries,
or even millennia—until he was dug out
and could be born again?
Mardaniel's reveries were interrupted
by a sudden sound from the passageway
ahead of him. He could hear his heart
pounding in his ears as his eyes scanned
this way and that, looking for any suit-
able hiding place among the rocks. He
was a wanderer, and forbidden by the
Refuge of Stone ever to retrace his steps,
so he could not turn and run. But who
was ahead of him, coming this way? Per-
haps a band of goblins, hunting for food
. . . even worse, it could be a group of
his own kind—and Rafiel had strictly for-
bidden contact between wanderers and
city dwellers.
Mardaniel pulled himself into a niche
in the wall, crouched down, and hoped
that he wouldn't be spotted.

6 p.m.: Miles above the City of Stars, the


sun was going down in the western sky,

Jaime Torres Fernandez (Order #10495734)


3-ofl-B-n-o-G-B-o-u-M-B-fl-O-a-H-n1H H H H H W t t > J j

A Day iN ttje Life of t!?e Slia&ow Elves


nate that there had been an attack by ko- not every night that a spy brought back a the custom in such cases, and Poponel
bolds a few days ago. Kobolds always at- new report from Glantri. knew that he thought of it with sadness
tacked in large numbers, but were usually Telemon knew that his subjects de- each time he went to the temple.
incapable of being more than a nuisance. served better than these hollow spaces The sudden sound of a baby's cry
Dilgar had purchased four of the dead underground, even if this was Rafiel's brought Poponel's thoughts back to the
creatures from the troops' quartermaster will for them. Telemon knew that life on present, but the shouts of the midwife
after the battle, and he now approached the surface was sweeter than this, and did nothing to soothe him. "Faengloar!
the spider webs with the bodies loaded in that the elves of Alfheim could be forced Your son! Look at his face! He has the
a wheelbarrow. to share their bounty with the shadow marks—send someone to the temple im-
His farm was laid out in a clever fash- elves. Telemon knew that he had the mediately!" Poponel noticed, rather de-
ion. The spiders lived in a cul-de-sac; strength, cunning and will to bring these tached, that the room seemed to be
Dilgar had fitted out the passageway things to pass. getting darker, and that there was a rush-
leading into them with a slingshot made With this latest report, his plot to take ing sound in his ears—then he fainted
from the outer skin of a particular giant over Alfheim was proceeding according and collapsed to the floor.
fungus. One by one, he loaded up the to plan.
slingshot with the cold bodies of the ko- Midnight: Seladir was in bed, and had
bolds, firing these morsels into the spider 10 p.m.: Seladir enjoyed this flyer's com- pulled the blanket tight up under her
webs at the back wall of the cave. He pany. His optimism in the face of hard- chin. It had been a long day, and she cer-
liked the little chittering sound the beasts ship and suffering was contagious, tainly deserved her rest, which made her
made when he fed them. reminding her of what her father was like wonder all the more why she could now
before he became a wanderer. hear voices clamoring in the hallway out-
8 p.m.: Mardaniel should have felt tired, She learned the name of the captain— side her door. A knock convinced her that
but his excitement was still high from the for she had guessed rightly, he was an she would not soon be sleeping.
conversation he had been having with his officer—the name of Teledriel, who "Come in!" she called.
new friend. The footsteps he had heard would rest here in the temple's infirmary A servant girl stepped through the
did not belong to a humanoid raiding overnight, and then report back to his doorway and bowed her head once in re-
party, nor to city-dwelling shadow elves, camp in the morning. His leg had grown spect to the shaman. "Pardon the intru-
but to another wanderer like himself. back entirely by now; he would walk with sion, your reverence, but there is a man
This was allowed, but necessarily tem- a limp for a few weeks while it gained its here who needs you to look at his new-
porary: Rafiel's code did not allow either strength anew. born. He says that the baby has the
of them to accompany the other, for that marks—"
would require him to retrace his foot- 11 p.m.: Poponel could not believe that Seladir was already up out of the bed
steps, and such a thing a wanderer never he had fallen asleep. He woke up now and pulling on her daydothes. She fol-
could do. The two old men had just with a start, and wondered what time it lowed the girl out into the lobby to meet
talked for a while, reminiscing about mu- was. He could hear his wife's piteous cries this father.
tual acquaintances years before in the from the bedroom intermingled with the Poponel saw her coming, and thought
City of Stars. midwife's orders: "Push!" the woman how poised the shaman looked. He stud-
Mardaniel brought up the subject of cried "Push harder! Everything is well, ied the purplish marks around her eyes,
the hidden city, a tale he had heard as a Faengloar, but you must work now to see and proudly remembered those same
child, but his new acquaintance knew your new baby born!" marks on his first son's face, the marks
nothing of it. Was there really a great ca- The fact that in a few moments Pop- that forever branded him as one of Ra-
vern, inhabited by wanderers? Did Rafiel onel 's wait would be over was no relief to fiel's chosen, the marks that qualified
allow such a thing? Would Mardaniel him. He found himself pacing back and him to enter the temple's school, the
ever find this city? forth across the room, wanting to be with marks that showed every shadow elf that
The two wanderers swapped informa- his wife but knowing that he would only here was a shaman!
tion on what each would find farther be in the way. At this final moment, his
along the tunnelway, then they parted. thoughts turned to fear: The shadow
Neither would ever see the other again. elves were more prolific than their surface
cousins, but a painful price was paid for
9 p.m.: Telemon Celebryl was king of all this. Will my baby be healthy? he won-
the shadow elves, by the grace of Rafiel dered, or will it, like so many others, be
and his shamans. His palace was in the defor—he could not get his mind to fin-
City of Stars, of course. Ordinarily, a king ish the word. He had a brother whose sec-
would not be working this late, but it was ond child was returned to Rafiel, as was

JO

Jaime Torres Fernandez (Order #10495734)


HHKM^^^^H^^^o^^^

Way of
The shadow elves are a quite religious These birthmarks are known among
race, feeling as they do that the contin- Special Souls the shadow elves as the "mark of the sha-
ued existence of their people intimately In Rafiel's wisdom, he has selected out man". When such a baby is born, the
depends upon the quality of their rela- certain souls as special. When these are closest temple must immediately be noti-
tionship with the Immortal Rafiel. It was born, their uniqueness is immediately fied, and a shaman is sent out to verify
Rafiel, they believe, that led them to the apparent. the facts of the birth. The child is taken
City of Stars and revealed his scripture, Some souls are weaker than others, or away from the parents at the age of 10,
the Refuge of Stone. Nor is Rafiel any misbehaved in earlier lives, and must be and reared from that time on in the clan's
one-shot leader: He has continued his kept apart from the shadow elves or prop- Temple of Rafiel.
mystical presence throughout the history erly punished to guide them along the Temple training is quite effective in
of the shadow elves, teaching and em- path that leads to proper behavior. These bringing about a proper attitude of wor-
powering shamans, leading miners to souls are born with tragic, atrocious de- ship toward Rafiel; he in his turn rewards
new veins of soul crystals, and in every formities as a sign of their past misdeeds. the student with such blessings as are de-
way ensuring that the shadow elves do In such a case, a shaman leads the par- served: a strong body, a quick mind, an
not become extinct. ents, together with the infant, on a jour- eagerness to learn, and the will to survive
ney that might take several days or weeks. against overwhelming odds.
Rafiel guides the shaman on this circui- In the rare case that a youth with the
Not Quite tous route, that eventually ends up in mark of the shaman does not enter tem-
Life begins at birth—or so believe the sur- some little-traveled underground corri- ple training, or is not consecrated by an-
face dwellers. The shadow elves know dor. There, a short ceremony is held, and other shaman, the birthmark fades away
better, for Rafiel has taught them his se- the baby is abandoned into Rafiel's care. when the shadow elf reaches adulthood.
crets, the Way of the Shamans. In fact, The parents mourn for the expected
the soul of the individual is immortal, death of their infant, but they know that
and dwells in a physical form only Rafiel is just and that its soul will some- "Clie Powen of Souls —
temporarily—at most a thousand years. day return in another crystal, for no Full training in the Way of the Shaman
Where is the soul, then, before it is shadow elf ever truly "dies". includes many powers that can only be
born into the body of a shadow elf? And How exactly do these infants die? A hinted at here. One of these powers is the
where does the soul go after apparent few might linger for a few daysbefore ability to use soul crystals as material
death? The answers to these two ques- passing away from exposure, but this is components of a spell. The shaman, cast-
tions give the shamans incredible power. rare—after all, a tender young baby ing his magic, can intensify it by drawing
might hit the spot for some wandering upon the power of all of the souls con-
monster. Cruel? No, for as the shadow tained within the crystal. Considering
Soul Crcystals elves say, "Rafiel will guide him." that virtually all elves have some inherent
The rocks surrounding the habitat of the ability at magic, and further considering
shadow elves infrequently yield forth a that there might be as many as 100 souls
particular sort of gem—a gem found no- Mank of ttye in a crystal, it is easy to imagine the power
where else in the world. Rafiel has taught that the shaman has in this regard.
his shamans that these gems are "soul The second case of unusual birth among
crystals", the holders of the race of the shadow elves is considered much
shadow elves. more auspicious—the parents in this case
Deatl? aNt> ti?e Next
Each soul crystal, depending on its size have an opportunity to rejoice over their Life
and quality, can contain from one to 100 good fortune with considerable pride. W h e n a shadow elf dies, his soul returns
souls. These souls lie dormant as long as These babies show a purplish discolor- to a soul crystal to await a new birth some
the gem is contained in its original rock ation of skin—a birthmark—around time in the future. This temporary rest-
formation, but after it is excavated these their eyes and extending up the forehead ing spot for the soul is determined in
souls are free to be born. into the hairline. Many of these infants whole by the actions of the individual
When a shadow elf becomes pregnant, also show additional mottling on other while alive.
a soul from a nearby soul crystal enters parts of the face, or other parts of the The shadow elf who is diligent in obey-
into the woman to await its imminent body, most often the backs of the hands ing the shamans and the revealed truths
birth. Which soul? From which soul crys- or tops of the feet. These birthmarks are of the Refuge of Stone will most likely
tal? These are decisions for Rafiel himself almost always symmetrical in design, a end u p in a soul crystal currently in use,
to make, and those who revere him must definite proof that these disfigurations that is, as a shaman's amulet or kept care-
of course respect his judgments in all such have not occurred randomly. fully in a temple. Such a soul is liable to
cases.

II

SffByfiHBjBjBHflB^Hj^^BH
Jaime Torres Fernandez (Order #10495734)
Way of tlie

be born again soon thereafter, and again Still, the total number of shadow elves
live out the hard life of a shadow elf.
A shadow elf who does not live up to
MORG A b o u t is currently about triple the number of
elves in Alfheim.
the standards set by Rafiel, on the other
hand, will be sent to a soul crystal still tlie Styabow FOOD f O R tb,e Body,
deep within the rock. Here he must wait,
unconscious of his surroundings, until
the soul crystal is tediously and painstak-
Elves FOOD f O R tbe Soul
The Refuge of Stone doesn't teach any-
ingly removed by a shadow elf miner. thing like "give us this day our daily
Only after the soul crystal is excavated Finst COMGS Love, bread", but it does mention food, and the
and then blessed at the Temple of Rafiel COMGS Manuiaqe habits of the shadow elves in this regard
do its souls become eligible for birth. are different enough to bear mentioning.
Shadow elves form families much as sur-
It is widely believed by most shadow face elves do. Many marriages are ar- The Way of the Shamans teaches sev-
elves that shamans can communicate ranged by the parents, with a goal of eral different techniques for food prepa-
with those departed souls residing in soul increasing the family's wealth or influ- ration and preservation; this is seen as
crystals, but the shamans do not speak of ence. All marriages are exogenous—that Rafiel's way of protecting the nascent
this publicly. "The Way of the Shamans is is, the bride and groom must belong to shadow elves from newly-encountered
not for every ear to hear," according to the different clans. The new home is then set poisonous substances and also his way of
elves. up in the clan of the bride; the groom is allowing the elves to travel far on slim
considered from that point on to be a supplies.
XlYie Ref uqe of StONe — member of his bride's clan. The typical shadow elf eats only one
If the wife died early enough for her meal a day, and that meal usually takes
The core beliefs of the shadow elves are the form of an egg-sized, dark brown ball
enumerated in the 14 verses of the Refuge widower to remarry, he might then
choose a new bride from the clan in which of compacted foodstuffs. So proficient
of Stone, the original of which can be are the elves at this science that this trania
found at the Temple of Rafiel in the City he was originally born—for he would not
at that time belong to that clan, so the also supplies the elf with the water he
of Stars. From this basis, the organized needs for the day. Eating more than one
priesthood has developed a number of marriage would be proper.
As can be expected, this "back and ball of trania is considered not only rude
subsidiary rules and regulations, all of but also irreverent, a sin against the Way
which must be carefully followed if a forth" between clans has many cultural
and societal benefits for the shadow elves. of the Shamans.
shadow elf wants to live out his life in the
No city suffers from inbreeding—other The exception is on the elven feast
best way possible.
than the usual two types of defects en- days. On such occasions, wine flows freely
The calendar of the shadow elves is also and succulent delicacies of every variety
based upon this text, with 14 months of countered by the shadow elves. What
technological innovation there is can are prepared in abundance. A typical
24 days, each month representing the meal on a holiday will consist of 14
truth of one particular verse. Naturally, spread more easily by the intermarriages
of different clans, and the natural desire courses, representing, of course, the 14
there are special feast days and holidays in verses of the Refuge of Stone and the 14
each of these months, and the shadow to see one's relatives increases the amount
of intercity travel and trade. months of the calendar. The symbolism
elves are careful to celebrate these in a fit- of these dishes is exquisitely bound up
ting manner. with their preparation and the way they
More importantly, many days of the Baby IN
COMGS are served, making the meal a delight not
calendar are considered unlucky, typically
because of some earlier tragedy falling
the Baby Caiuiiaqe only for the shadow elf tongue but for the
shadow elf spirit as well.
upon the day in question. No official The shadow elves are more prolific than
business (and no important business if their ancient cousins, the surface elves,
one is extra careful) is transacted on these but are still nowhere as prolific as the hu- " VORklNQ f OR a LlVINQ -
"bad" days. manoid races that surround them. Fur- The typical shadow elf learns a trade from
More details of the shadow elf calendar thermore, the incidence of babies born his father, or perhaps from an uncle, and
can be found in the Dungeon Master's with disqualifying marks is high enough practices that profession for his entire
Booklet; the calendar itself is printed in- to prevent the shadow elf population life. About one out of three shadow elves
side the outer cover. from growing too rapidly. Current growth will change occupations at middle age—
rates are 1% per year, with an expected say, 500 years old—but this is often
average of four children per family, and a looked upon by neighbors as a symptom
maximum effective lifespan of 800 years. of laziness. After all, if one persists at a

12

Jaime Torres Fernandez (Order #10495734)


HWgotww^pgoofl-&gc-&g-p-&floq-o-B-n-g-&POPOOoa'

Mone About the Shadow Elves


craft, one will reap the enjoyment of it, so amount of weight in packs. At least one In a special ceremony held in his clan's
if someone takes up a new trade, this member of a traveling group stays on temple, he bids farewell, with well-
proves he was not diligent enough in the guard at all times when the group is rest- wishers all around. This is not a solemn
earlier one. ing, so that unwelcome visitors can be de- occasion, but rather is celebrated with
More on the typical occupations of the tected early. good food, strong drink, and singing and
shadow elves can be found below. A When a great quantity of goods is to be dancing well into the night—or what
player character, of course, might very transported, carts are used. Many of these would be night if the shadow elves lived
well have learned more than one trade are ordinary hand carts, pushed by one or on the surface. This festivity is always
even in his relative youth—as evidenced two individuals over the entire distance to held on a holiday, as described above.
by the number and choice of his skills. be traveled. Other carts are attached to At the conclusion of the ceremony, two
beasts of burden and pulled while the shamans escort their elder into a tunnel.
T!l?e stneNqtl? of Raf i d elves walk alongside, or even ride in Again, Rafiel guides their steps for some
larger wagons. distance. When the shamans reach their
The shadow elves do not live at peace Going by boat is another possibility, as random destination, the old shadow elf is
with their neighbors; no, far from it. The underground rivers travel between many left behind. He becomes a "wanderer",
constant raids from the Broken Lands areas. While none of the ships of the cursed to live by himself, never allowed to
would be too much for any weaker race, shadow elves can match the size of those retrace his steps, and never to come into
but the shadow elves view this interfer- found on the surface seas, some are as contact with other shadow elves.
ence as a way for Rafiel to test his people, large as a longship: 80 feet from bow to How long do these wanderers live? No
and they seem to do well at the test. stern, with a crew of 75 elves and capable shadow elf knows, for contact is forbid-
All shadow elves are expected to serve of carrying a cargo of up to 40,000 en den. Most are frail from age, and not
in the military for at least 10 years once weight. suited to a solitary "wilderness" existence.
adulthood is reached at the age of 120. Finally, if one wants only to travel from Legends speak of an entire city of wan-
Many find that they enjoy the excitement one side of a large cavern to another, one derers, hidden somewhere among the re-
and challenge of this mode of life, and can fly on a skinwing. While these are gions of the shadow elves, but how could
stay in the military as a permanent career. normally used only by skinwing patrols (a this be? No sensible shadow elf believes
This does not preclude adventuring; val- branch of the shadow elven military), a in this tall tale.
iant expeditions into unexplored tunnels few of these gigantic beasts are in private By the way, it is a matter of some specu-
are as important as standing guard near hands. A few tunnels are large enough lation among the shadow elves as to why
the City of Stars. that skinwings could fly through them— Rafiel commands that wanderers leave.
if not the entire distance, then most of it, Many shadow elves believe that this
"Cnavel aNb Trnaoe with the remainder covered on foot. teaching is a holdover from the earlier
days underground, when food was scarce
Travel and trade between the four tribal and the elderly were often too weak to
cities of the shadow elves is, in fact, rela- Bef o u e Death,—tl?e contribute their share to the community.
tively common, thanks to the network of Indeed, when life was most harsh, few
tunnels that interconnects the four cities. shadow elves reached the venerable age of
The principal and most common The shadow elves have another custom
that might seem cruel, but could not 800, so there were few wanderers. In any
method of travel is on foot. A journey case, the practice is carried out by the
might take up to several weeks, but is not be—or Rafiel would not have ordered it.
When an elf is fortunate enough to live to shadow elves with no exceptions, as any
particularly arduous. One simplification command from Rafiel would be.
is that the shadow elves can carry trania, be 800 years old, he no longer has the
their compressed food, minimizing the right to live among his people.

Jaime Torres Fernandez (Order #10495734)


reH3HW-^

aND PlayiNQ a Shadow Elf


level of Experience Points must choose Names: Names for shadow elves are
iNto Fnay whether he wants to specialize as a fighter similar to the names of surface elves. The
Playing a shadow elf character can be ex- or as a magic-user. Virtually all such names of various characters mentioned in
citing, for these underground magicians fighters belong to the shadow elf army; the book can give you a start; other exam-
have different reasons for doing what magic-users may belong to the army, may ples of names can be found in B10,
they do—these are not just wood elves be shamans, or may be free lances, work- Night's Dark Terror, CMl, Test of the
dropped into a cave! Still, as far as game ing for themselves or for whomever might Warlords; CM7, The Tree of Life; GAZl,
rules go, some similarities are found, wish their services. The Grand Duchy of Karameikos;
along with some differences. Look over As fighters, shadow elves progress past GAZ3, The Principalities of Glantri;
this material carefully if you want to play 10th level with attack ranks (described in GA25, The Elves of Alfheim; GAZ9,
a shadow elf. the D&D® Companion rules, and noted The Minrothad Guilds; M2, Vengeance
To create a normal shadow elf player on the table on the next page). As magic- of Alphaks; M5, Talons of Night; and
character, you need only follow the rules users, they may attain new spells of higher XI1, Saga of the Shadow Lord.
from the D&D® Basic Set, noting the fol- levels (See Table 1, on the next page). By the way, shadow elves do not follow
lowing differences: Table 1 combines information for both the custom of "use names" as described
Physical Description: While popular fighting and magic-using shadow elves, in GAZ5, The Elves of Alfheim.
art often depicts surface elves as having a as the experience points are the same for Clan and City: Every shadow elf char-
faint greenish cast to their skin, it would both. However, after 10th level, remem- acter has to belong to a specific clan,
be more accurate to say that they are fair- ber than a character can be progressing which usually determines the city where
skinned. The shadow elves are even paler, only in one, not the other! If your charac- the elf lives. The clan your character be-
with white hair and very clear eyes, usu- ter is progressing as a fighter, you should longs to will change if your character gets
ally a sparkling blue or grey color. The disregard the new spells listed past 10th married—and could change for other rea-
shadow elves are somewhat smaller and level; conversely, if your character is a sons as well.
thinner than their surface cousins, stand- magic-user, you should disregard attack Strongholds: When a shadow elf
ing about five feet tall and weighing ranks; your shadow elf will forever fight reaches 9th level, he may build a strong-
about 100 pounds. Their ears are larger as a plain, 10th level elf. hold in a cave near the shadow elf s do-
than those of wood elves, giving the Special Abilities: Besides their ability mains. Your DM will tell you how to do
shadow elves a sort of "walking radar" to operate as both fighters and magic- this when you reach this level. When a
underground. Shadow elves have high- users at the same time, elves have natural shadow elf does this, he starts a new
pitched voices—almost squeaky to hu- infravision with a range of 90' in the dark. settlement that would be considered to
man ears. Also, they cannot be paralyzed by ghouls belong (ultimately) to his particular clan.
Minimum Scores and Experience Bo- or other undead, although other types of Special Attacks: Shadow elves who be-
nuses: An adult shadow elf character paralysis are potent against them. long to the army continue to improve in
must have a minimum Intelligence score As far as languages go, the shadow combat ability for their entire careers. Re-
of 9. If both his Strength and Intelligence elves know their own tongue, their align- fer to the table below for details. When
are 13 or more, he gains an Experience ment language, and the languages of the character's XP total reaches 850,000,
bonus of 5%. If his Intelligence is 16 or three of their nearby underground ene- the Combat Options for Fighters (see
more, and his Strength is 13 or more, his mies: gnolls, ores, and hobgoblins. The DM's Companion rulebook) are gained.
Experience Bonus is 10%. Different min- language of the shadow elves is a dialect, For multiple attacks (if an attack hits with
imums and bonuses apply to shamans; of course, of the language of the surface a Hit Roll of 2), two attacks are possible at
these are described below. elves. Your DM has more information if 850,000 XP, and three attacks at
Hit Dice and Levels: Elf hit points are de- you want to learn the surface language, or 2,600,000 XP. Four attacks per round are
termined on one six-sided die for each otherwise want to communicate with the never gained by shadow elves. Smash,
level, with the normal additions allowed for elves of Alfheim or other regions. Parry, and Disarm options are usable, as
high Constitution. Ninth level is the last Just like their surface cousins, shadow described in the DM's Companion.
level in which an elf gains another Hit Die. elves have keen vision, so they are quite Skills: The optional use of skills, if al-
From there on, he gains 2 points per level adept at finding hidden doors and other lowed by your DM, is described in com-
with no additional Constitution bonus. objects. Whenever an elf is trying to find plete detail on the next page.
Unlike normal elves, shadow elves can something, the DM will roll Id6 and al- Magic Levels: It should be pointed out
proceed higher than 10th level in fight- low the elf to find the object (assuming here that the spell levels described in this
ing and magical ability, without having the elf is looking in the right area) on a book correspond to the system first de-
training from humans or becoming roll of 1 or 2. Note that this applies to any scribed in GAZ5, The Elves of Alfheim.
Treekeepers (cf. The Elves ofAlfheim). A shadow elf s searching for anything—not It is a different system from the "normal
shadow elf character who gains the higher just a hidden door. e l f in the rulebooks, with higher possi-

14

Jaime Torres Fernandez (Order #10495734)


CueatiNQ aNt) PlayiNQ a Sljafcow Elf
ble levels of spells, and more spells to Table 1: Shadow Elf Experience
choose from. When rolling up your Spells by Spell Level
shadow elf character, be sure to check Level Experience Attack Rank 1 2 3 4 5 6 7 8 9
with your DM that he allows this modi- 1 0 1 - - -
fied magic system for elves. 2 4,000 2 - - -
3 8,000 2 1
Skills fOR Sl?aOow 4 16,000 2 2
5 32,000 2 2 1 -
Elves 6 64,000 3 2 2
Skills are a handy and optional addition 7 120,000 3 3 2 1 - -
to the D&D® game rules. They help to 8 250,000 4 3 2 2 -
define a character and add considerably 9 400,000 4 4 3 2 -
to the role-playing possibilities available. 10 600,000(a) C 5 4 3 2 1 - - -
Ask your DM whether skills are being 11 85O,OOO(b) D 6 5 3 3 2 - - - -
used in your campaign. 12 1,100,000 E 6 5 4 3 2 1
13 1,350,000 F 7 6 4 4 3 2 .
14 l,600,000(c) G 7 6 5 4 3 2 1
iNitial Skills 1,850,000 H 8 7 5 4 2
15 5 3
All beginning (lst-level) shadow elves 16 2,100,000 I 8 7 6 5 4 3 2 1 -
start with four initial skills. All shadow 2,250,000 8 8 6 6 5 4 3 2
elves have the Orientation in Caves skill.
17 J
18 2,600,000(d) K 8 8 7 6 5 4 3 2 1
One other skill must be chosen from
i-j

19 2,850,000 8 8 7 7 6 5 4 3 2
among the craft and profession skills; this 20 3,100,000 M 8 8 8 7 6 5 4 4 3
skill represents the character's trade. A
character can also choose two additional Notes to Table 1
skills from the list below (including more
crafts, if the player wishes). (a) Same as a Fighter of levels 22-24.
Bonus Skills: Beginning characters (b) Gain the Combat Options for Fighters. Two attacks per round possible at this level.
know more skills if they are particularly (c) Automatically takes V2 damage from any breath weapon.
intelligent, exactly as characters know (d) Same as a Fighter of levels 25-27. Three attacks per round possible at this level.
more languages if they are intelligent. A
character with an Intelligence of 13-15 to or less than the ability score, the skill secutive Is. A character pulling off such a
knows one extra skill (for a total of five). has been used successfully. feat can make a good case for having been
With an Intelligence of 16-17, a character divinely inspired!
knows two extra skills (for a total of G|uit>eliN<?c fon Skill Use — The DM may decide that use of a skill
seven). when carrying out an easy task is auto-
In most circumstances, skills cannot be matic, or that the PC receives a bonus to
used against other player characters. Cer- the roll.
How Skills Ane Useb tain skills, particularly Charisma skills, The DM determines the amount of
Each skill is based on one of a character's can only be used against NPCs. A roll of time required for a successful use of a
ability scores (Strength, Intelligence, Wis- 20 always fails. The higher the successful skill. Building a cart may take several
dom, Constitution, Dexterity, or Cha- roll (so long as it is successful!), the more days, while identifying a fungus may take
risma). effectively the skill has been used. The only seconds.
more difficult the task, the more modest
During a game session, the DM may The DM determines the effects of the
the benefits of a successful check.
decide that a character's skill could help successful use of a skill. Your DM may
him in a situation. Also, the player may A roll of 1 is not an automatic success. rule that successful use of the Boating
ask the DM to consider whether his char- When a very difficult task is attempted, skill will give advance warning of rapids
acter's skill might be applicable, but it's the DM may assign penalties to the roll to in the tunnel ahead, or that it only per-
up to the DM to decide whether or not reflect the increased difficulty of the task. mits the character to deal with the rapids
this is the case. If the DM decides that the If the task is exceptionally difficult, the when they are reached, according to
use of the character's skill is appropriate DM may rule (before the dice are rolled) circumstances.
to a situation, the player is asked to roll that, although success is remotely possi-
The DM's ruling is final. If, as a player,
ld20 against the current score of the abil- ble, it is incredibly unlikely. In such a case
you think a judgment was unreasonable,
ity the skill is based on. If the roll is equal he may require the player to roll two con-
discuss it with your DM after the game,

15

Jaime Torres Fernandez (Order #10495734)


i^fl^VM-0-M-CH>M-a-M^-CH3-^

Skills f on Styabow Elves

with the hope of avoiding misunder- characters get a new skill choice every four Skills aNO tl}€
standings in the future. experience levels. Thus, they get their
first skills at 1st level, then a new skill at
iNipnoviNQ Skills 5th level, another at 9th level, another at Record your skills on your character sheet
13th level, and so on. in the following fashion. First fill in the
A character's skill score may be raised Each additional skill choice may be "Number of Skills Choices: "
above the ability score that the skill is used to acquire a new skill or improve an blank, recording on the line the number
based on. To improve a skill score, you old skill in the manner described earlier. of starting skills choices your character
must trade in one ordinary skill choice to New skills may be drawn from the general received.
increase a different skill score by 1 point. skill list or from the craft and profession Below this, write down your character's
Such an improved skill is indicated on skills. skills. Record the name of the skill, the
a character sheet by marking the number abbreviation of the ability the skill is
of additional points with a "plus" sign Table 2: Maximum Skills Known, by based on, any permanent modifier you
after the skill name (i.e., Acrobatics + 1 , Character Level have obtained for the skill by devoting
Nature Lore +2, etc.). Improving a skill extra skill choices to it, and the currect
increases the chance of a successful check Level 1: 7 skills skill roll you have with the skill.
against that skill. Level 5: Example: Fortanor, a shadow elf of the
8 skills
Other benefits conferred by that skill Level 9: 9 skills Gelbalf clan (Str 13, Int 16, Wis 9, Dex 9,
are not affected. These are permanent Level 13: 10 skills Con 11, Cha 10) is beginning his adven-
choices; you cannot shuffle skill scores af- Level 17: 11 skills turing career. His Intelligence of 16 gets
ter the character starts adventuring. Level 21: 12 skills him two extra skills, for a total of seven.
Level 25: 13 skills He desires to explore the environs of his
Moue Skills Level 29: 14 skills city by means of the waterways nearby, so
Level 33: 15 skills he chooses ship building as his craft skill,
As time goes by, your character may gain and his DM rules that this skill depends
more skills or improve existing ones. All on Fortanor's Intelligence. In order to

16

Jaime Torres Fernandez (Order #10495734)


HwKJWffff5^^^^^^^^5^W^Wflff5fl5555555WR

Skills f o u Sliafcow Elves


serve better, he opts to apply two skill ual dexterity, patience, and practice are StR€NQtl7 Skills
choices to Helmsman/Captain skill, giv- important in learning the basics of any
ing him a + 1 on his skill checks. He simi- craft. Alternatively, they may be included Brawling: This skill allows you to fight
larly chooses other skills that he thinks among Intelligence-based skills because crowds using furniture pieces, knocking
would be useful to his character, and tops training, attention to detail, and proper attackers off-balance, swinging down
off the list with Singing, just because he planning are important to the end result. chandeliers, and so on. Brawling damage
thinks this would be fun. His character DMs may decide to use both designations is not lethal, it just knocks victims uncon-
sheet looks like this: in the same campaign. The Intelligence- scious when reaching 0 HP.
based crafter may make the lovelier A successful check allows you to double
Number of Skill Choices: 7 products, while a Dexterity-based crafter damage for each + 1 in Strength bonus
Ship Building (Int): 16 makes solid, serviceable goods. your character has. Damage is spread
Helmsman/Captain (Int +1): 17 Use of these skills presumes adequate among attackers in the same group, up to
Know Terrain (Int): 16 time and access to appropriate tools and 10 attackers.
Danger Sense (Wis): 9 materials. Otherwise, penalties may be Muscle: The knowledge and experi-
Rope Use (Dex): 9 assessed, or a DM may rule that the task is ence of heavy lifting and hard labor, Your
Singing (Cha): 10 impossible. character knows how to direct groups of
laborers to make their efforts most effec-
tive. He understands the use of simple
Skill DescrciDtioNS Cnaft machinery like wedges, pulleys, and le-
Following are the skills particularly ap- The ability to make and repair items asso- vers. "Your character gains a +2 bonus to
propriate or useful in a shadow elf cam- ciated with your craft, and the ability to Strength Checks for difficult tasks like
paign, listed according to the ability score evaluate the worth of such items. bending bars or smashing through doors
they are based on. This is not a complete Craftsman skills include Armorer, Bar- and walls.
list of all possible skills. You may suggest relmaking, Blacksmithing, Brewing,
other skills to your DM, and he may have Bricklaying, Bowyer, Building, Carpentry, Skills
other skills for you to choose from. Cobbler, Draying, Engraving, Farming,
Fletching, Glassblowing, Leatherworking, Acting: The ability to pretend to be
Do not overlook the possibility of that someone else or to show false emotions.
are entertaining, but "useless" in the tra- Metalsmithing (gold or silver), Mining,
Pottery, Sculpting, Ship Building, Smelt- Successful use of this skill enables a char-
ditional adventurer's way of thinking. acter to tell lies over a period of time. This
Skills can be useful to characters for in- ing, Stonecutting, Tailor, Tanning, Tin-
kering, Weaponsmithing, and so forth. is not the same ability as the Charisma
session problem-solving, but a skill skill of stage acting.
doesn't have to be useful to be Some crafts are described in more detail
below. Alchemy: The ability to recognize and
desirable—it can just be fun. Don't hesi-
Armorer: The ability to make and re- identify common alchemical substances
tate to ask your DM for a skill that might
pair leather armor. Higher skill levels en- and potions.
not be very useful, but which perfectly
fits the personality you've imagined for able the character to make and repair Alternate Magics: Basic familiarity
your character. chain mail ( + 1 skill) and lamellar armor with those magics that are not directly re-
( + 2 skill). lated to standard spellcasting. Includes
Bowyer: The ability to make bows and knowing magical abilities of well-known
Cnaft aNt) Puof essioNal arrows. Prime Plane and extraplanar monsters,
Skills Ship Building: The ability to build and of Immortal beings.
Every shadow elf must have at least one boats and ships, and to keep them in Ancient History: Detailed knowledge
skill which can earn him a living; even a good repair. of the shadow elves' history. General
shaman must specialize in some trade, just knowledge of the history of the nations of
as any other citizen. These different skills the other races inhabiting the Broken
make use of different character abilities, Lands and the surface elves. Vague
and some can even be variable, depending These skills are usually based on Intelli- knowledge of the history of other surface
on the ruling of your DM. For example, gence, requiring "book learning" to be- peoples.
many crafts can be seen as based on either come an expert in them. Choose one Artillery: Your character understands
Intelligence or Dexterity, depending upon among the following, or invent a new and knows how to operate artillery pieces,
the degree to which the craftsmanship ap- one (not on this list) and convince your including the special gravity artillery in
proaches the level of artistry. DM to allow it: Architecture, Banking, the City of Stars. A successful check gives
and Engineering. a +2 to hit with such weapons.
The craft skills may be included among
the Dexterity-based skills because man- Boating: The ability to handle small

17

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Jaime Torres Fernandez (Order #10495734)


Skills fon Styabow Elves
boats and barges. Also includes fishing elf character cannot take this skill for any quired to find food in a different terrain
skills. Note that simple tasks are per- surface region—such knowledge must be type, including surface areas.
formed automatically with this skill; check gained in the course of adventuring! Tactics: The ability to use troops in the
only in dangerous or unusual situations. Navigation: The ability to guide a boat best possible way. A successful check
Disguise: The ability to make oneself or ship to an unfamiliar destination or in means your DM will modify the outcome
look like someone else. A successful Dis- unfavorable circumstances in the under- of a confrontation in a reasonable (and fa-
guise Check by your character is required ground waterways of the shadow elves. vorable) way.
for each character or group of characters Use of this skill presumes possession of a Tracking: Your character can follow
that the disguise must fool. map or equivalent knowledge of an area. tracks. The DM is free to increase or de-
The roll is modified according to the If any of these are not available, a penalty crease the chances of success depending on
viewer's Wisdom bonus or penalty. of —4 to —8 may be imposed. the circumstance (age of the tracks, type of
Therefore a character with a high Wis- Non-elvish Cultures: General knowl- terrain, number of fugitives, etc.).
dom score has a better chance of penetrat- edge of non-elvish races of the Broken This skill can also be used to obscure
ing a disguise. Lands. Includes incomplete knowledge of tracks made by your character and any
Helmsman/Captain: The ability to non-elvish customs, methods of warfare, companions. The difference between the
handle a larger ship and direct a compe- skills with magic, and a very basic vocabu- number actually rolled and the number
tent crew. This doesn't include handling lary. needed to make the test is used as a nega-
challenges to a captain's authority—a Orientation in Caves: Used under- tive penalty on Intelligences for Tracking
mutiny, for example—which would be ground, when moving on long distances. Checks made by anyone trying to follow
decided by a Charisma check or use of It prevents becoming lost when exploring your character.
some other appropriate skill (Leadership, caverns, tunnels, and underground riv- For example, Farneal is a wanderer,
Persuade, etc.). ers. Orientation in a maze requires a skill and fears that she is being followed by a
Know Terrain: The knowledge of the check. band of hungry ores. She tries as best she
land, water, and environment conditions Read/ Write Language: Knowledge of a can to hide her trail through the passage-
of a region, such as the underground written language, either human, demi- ways she visits. She has Tracking skill of
realm of the shadow elves. This includes human, or humanoid. An Intelligence 15 and rolls a 5, a successful check. Any
knowing the safest or fastest travel routes, Check is required each time an attempt is tracker following her trail has a - 10 pen-
pathfinding, local tunnels and water- made to read or write this language. alty to his Intelligence for Tracking
ways, and dangerous environmental con- Signaling: Enables your character to checks.
ditions. Use of this skill in the character's leave messages that can be understood
home dominion receives a + 2 bonus. only by another Signaling specialist. For WISOOM Skills
Use of this skill in an unfamiliar but simi- example, unobtrusive stacks of stones
lar setting is at a — 2 to — 4 penalty. A be- may be left to warn friendly followers of Animal Training: Choose a particular an-
ginning shadow elf character cannot take an impending danger. A skilled shadow imal. \bur character knows how to raise,
this skill for any surface region—such elf can also leave simple messages, such train, and care for this type of animal.
knowledge must be gained in the course as, "troll patrol arriving from north," The animal can be taught some very sim-
of adventuring! "safe place to camp", or "go back and ple tricks or simple orders. A check is
Mapping: "Vbur character does not nec- warn the shadow elf army". needed every time the animal is used for
essarily know how to read and write, but Communication is also possible using any significant purpose, with a penalty to
he is capable of understanding and mak- horns, flags, and light signals. All the check of - 1 per HD of difference be-
ing maps. A check is needed for compli- shadow elves are familiar with the signals tween the trainer and the animal (if the
cated three-dimensional layouts, or to sent by the army's horns. animal is tougher than the trainer).
map an area from memory. Snares: Building traps to capture ani- Bravery: This enables your character to
Nature Lore: Knowledge of common mals, monsters, or unwanted visitors. A resist the effects of any magical fear.
plant and animal life of a familiar locality, successful check means the trap functions Codes of Law and Justice: Knowledge
both domestic and wild. This includes properly. of the laws and moral codes that govern
knowing such things as edible and poison- Survival: This skill enables a shadow elf shadow elf society.
ous plants, healing fungi, or signs of un- character to find food, shelter, and water Cooking: \bur character is capable of
natural danger like absence of normal in the underground realm of the shadow preparing trania, the specially compressed
plant life, atypical animal behavior, etc. elves. and reserved food of the shadow elves. On
Use of this skill in the character's home A successful check indicates that your special feast days, this skill also gives the
dominion receives a +2 bonus. Use of this character has found sufficient food for ability of cooking up special delicacies.
skill in an unfamiliar but similar setting is himself and several companions (fungi, Danger Sense: An aptitude for sensing
at a — 2 to — 4 penalty. A beinning shadow insects, etc.). Another skill choice is re- danger or odd situations. A successful

IS

Jaime Torres Fernandez (Order #10495734)


Skills f on STiabow Elves
check means you have detected an immi- Move Silently. This is to allow similar away from dangers. Successful use per-
nent danger, magical or physical, di- types of characters to develop in shadow mits (where appropriate) a movement
rected at you. You will not know the elf society (though, obviously, not to the bonus of +10 feet per round for 10
nature or the source of the danger. The level of specialization and skill found rounds, giving the evader a chance to
DM will make this check in secret, in- among humans). hide or throw the pursuer off his trail. If
forming you of the result. For these skills, do not use ability score the situation is one of hiding, dodging,
Detect Deception: The ability to rec- checks as you normally would. To do so or outguessing a pursuer, a successful
ognize deceptive tricks or behaviors in an would mean, absurdly, that a first level check allows the character to find some
NPC. This does not reveal the truth or shadow elf with a high dexterity could be way to be overlooked.
falsity of specific statements nor the moti- better at a particular task than a full-time Find Traps: The ability to detect traps
vations of the speaker, nor does it reveal human thief—with the same dexterity— after observing a corridor or a room; see
the exact nature of the deception. Unlike who had years of experience! Instead, con- the note at beginning of this section. A
the detect lies spell, this skill only warns sider the shadow elf to have the same failed check means none of the traps are
the character to distrust the NPC who is percentage chance of success using that discovered. The extent of the success in-
trying to deceive him. The character gets skill as a thief of the same level. If a dicates how many traps could have been
no clues about which statements are true shadow elf allots an extra skill slot to the found. Another check is needed to set or
or untrue. Successful use of this skill just skill (e.g., "Find Traps +1"), treat him as disarm each trap.
indicates that the speaker is intentionally one level higher for the purpose of deter- Hear Noise: The aptitude of perceiving
trying to deceive the character. mining his percentage chance of success. faint noises, or some detail among a mul-
First Aid: The ability to perform sim- titude of different sounds, knowing their
ple medical aid. A successful check en- Alertness: Enables your character to draw source and nature (see the note at begin-
ables a character to restore Id4 hit points a weapon without losing any time, or to ning of this section). This skill improves
to any wounded character or creature. avoid the effects of surprise. A successful the Blind Shooting skill (above) by grant-
This skill may not be used on a wounded check means your character wakes up at ing a + 1 bonus on a skill check; or by
character or creature more than once per the slightest odd noise—not necessarily a granting a +1 on THACO for a character
injury. If the character is subsequently re- useful ability for spellcasters. shooting in the dark who does not have
stored to full hit points, and is then Blind Shooting: The ability to shoot at Blind Shooting.
wounded again, first aid may once again a target without seeing it (infravision has Hide in Shadows: As the Thief s ability
be applied. If a 20 is rolled when using a limited range, after all!) Your character (see the note at beginning of this section).
this skill, Id4 points of damage are in- must be able to hear the target so its posi- Horsemanship: Knowledge of basic
flicted on the patient. tion can be evaluated. A Hit Roll is care and feeding of horses, and the ability
Natural Healing: Your character is needed to hit the target but without the to control a horse under difficult circum-
knowledgeable in the use of herbal and normal penalties due to darkness. stances. A character can easily recognize a
fungal cures. If you roll a successful Heal- Among shadow elves, this skill trained nag, but buying a suitable mount for a
ing Check, any character who has been for and is best used with a light crossbow. reasonable price requires a minimal skill
poisoned is allowed a second Saving Other weapons (bows, daggers, hand axes, check, as will attempting to perform vari-
Throw with a — 2 penalty. On a successful artillery, stones, etc.) require a Skill Check ous activities from the saddle. For exam-
check you may also allow characters to (some with varying penalties, at the DM's ple, most folk can stay in a saddle while a
naturally heal damage at the rate of 2 hit discretion); if it is failed, the character suf- horse is walking, but staying there during
points per day of total rest. fers the usual penalties for darkness. Blind a gallop or a combat is a whole different
Teaching: The ability to teach a skill Shooting can be used in conjunction with story. To use a weapon, spell, or skill
most efficiently. A successful check means the Hear Noise skill (see below). while on horseback, a character must suc-
the apprentice learns the skill with a per- Climbing: Can be used to climb un- ceed in a horsemanship check, with pen-
manent +1 modifier, as long as his final derground terrain with appropriate gear. alties as the difficulty increases.
skill score remains at best equal to his A check is needed to climb more danger- Note: No beginning shadow elf char-
teacher's. ous surfaces, with penalties varying with acter can have this skill—it can be
the degree of difficulty (see DM's book). gained only on the surface, in the course
Dextenity Skills Dancing: Just like their surface cous- of adventuring!
ins, the shadow elves are superlative Juggling: A shadow elf with this skill
Note on Thicfly Skills: Among the dex- dancers. This skill confers the ability to can juggle three objects of similar shape
terity skills listed below are several based move rhythmically and gracefully to ac- and size. A skill check is required to jug-
on the abilities of the human thief class: companying music. gle more objects, with a - 1 penalty for
Escape Artist (similar to Pick Locks), Find Evade: The ability to elude a pursuer. every object more than four, or objects of
Traps, Hear Noise, Hide in Shadows, and This skill reflects experience in running varying weights.

Jaime Torres Fernandez (Order #10495734)


Skills f OR Sftafcow Elves
Jump: The successful use of this skill CoNStitutiON Skills not stand up to the application of a detect
enables a character to leap over obstacles lie spell.
and leap distances of up to 10 feet, in- Drinking: A talent for absorbing alco- Gain Trust: The ability to gain the trust
creased by 10 feet with a running start. holic beverages without being affected. of an NPC through a combination of
Ledge Hopping: Common in under- The first failure means your character is courtesy, respect for traditions, knowl-
ground settings, this skill lets your char- drunk; he passes out on the second failed edge of human and demi-human nature,
acter safely hop from one rocky ledge to check. and honorable behavior. Successful use of
another within six feet, and with reason- Slow Respiration: A successful check this skill causes an NPC to accept the
able encumbrance. The skill also enables means your character survives in a re- character as a trustworthy person until
your character to find the safest, most sta- duced space after a cavern exit collapses. given solid evidence to the contrary.
ble ledge on your path. Circumstances A check is needed for each day of impris- In routine situations, a successful use of
may require a check. onment, with a cumulative penalty of this skill is sufficient. This covers situations
Martial Arts: Choose one style. — 1 for each day the character has been like an overnight visit to a roadside inn,
Offensive: Allows a PC to add Strength trapped. The same could be applied to seeking food and shelter at a farmstead,
bonuses to open hand or natural attacks. water, with a penalty of — 1 for each min- etc. In dangerous or threatening circum-
A successful check doubles damage (bo- ute of immersion. A failed roll means the stances, or if the NPC listener is hostile or
nus not included). character suffocates and dies. already has reason to distrust the speaker,
Defensive: Permanently improves AC Stamina: The ability to continue ardu- the DM may assess penalties to the check.
by one, and allows a check to dodge non- ous physical activity for long periods, and The DM must examine the situation, and
magical projectiles. to endure physical hardship. Character may require opposed Charisma checks be-
Move Silently: As the Thief s ability (see can run twice as long—40 rounds, 10 tween the PC and the NPC, or require op-
the note at beginning of this section). minutes—without becoming exhausted posed checks between the Gain Trust skill
Quick Draw: The ability to notch and (see "Movement", D&D Basic Player and the NPC's Wisdom.
fire an arrow with a + 2 bonus to Initiative. Manual, p. 56). He moves as though en- Leadership: Successful use of this skill
cumbered at one class lower than his ac- adds a +1 bonus to the morale of any
Rapid Fire: A successful check enables
tual encumbrance (see Encumbered NPCs under the character's control. It
a character to fire a bow twice instead of
Movement Rates Table, D&D Basic may also be used to convince other NPCs
once. Each shot is made with a penalty of
Player Manual, p. 30), and receives a +2 to follow the character's commands.
— 3 to hit. The first arrow is fired accord-
bonus on any Constitution-based checks
ing to which side wins initiative, the sec- Music: Choose one group of related in-
concerning resistance to effects of adverse
ond arrow is always fired at the end of the struments; groups include stringed in-
weather or resistance to fatigue from ex-
round. struments, brass, percussion, etc. Like
tended periods of exertion.
Rope Use: The aptitude for making their surface cousins, the shadow elves are
knots and nets. A check is required to skilled musicians.
throw a net, a lasso, or a grapple to get a Oianisivta Skills Persuade: The ability to prove your sin-
solid hold on an object or creature. Bargain: A successful check enables a cerity to NPC listeners. This skill cannot
Skinwing Flying: A shadow elf with character to get the best deal available for be used to deceive a listener; the speaker
this skill is able to control and ride a goods, services or information. If two must always believe the truth is what he
skinwing. Skill checks are required to characters with this skill bargain against says. If the NPC is hostile, or has a reason
control the monster in dangerous situa- each other, and both made successful skill to distrust the speaker, the DM may assess
tions or if it gets hit in combat. Failure re- checks, whoever made the lowest roll penalties of - 1 to - 8 to the skill check.
sults in the skinwing spinning out of wins. The DM may give bonuses or penal- Singing: The shadow elves have a rich
control until a successful Skill Check is ties to either character to reflect the diffi- oral history, with many of their legends
made (check each round). culties in the bargain to be made. and sagas committed to music. The abil-
Sound Imitation: Your character can Deceive: The ability to persuade a lis- ity to sing well is highly valued among the
emulate animal or monster noises to de- tener of the sincerity of what is said, de- elves, and is a useful skill to make friends
ceive someone. This skill can be used to spite the fact that the speaker is lying of strangers in public settings. Related to
communicate at short range without be- through his teeth, being insincere, or the Storyteller skill, below.
ing noticed when used with Signaling. both. Successful use of this skill causes an Storyteller: The ability to captivate an
Weapon Mastery: This enables a charac- NPC to believe an untrue statement or to audience when telling stories. It is also an
ter to become skilled with a weapon, as de- accept a misleading statement as honest ability of shamans versed in the history of
scribed in the D&D® Game Master Players and sincere. Failure indicates that the the shadow elves.
Book under Weapon Mastery (pp. 16-17). character stumbles over words or other-
A skill choice must be traded in for each wise sounds unconvincing. This skill will
subsequent Weapon Mastery level.

2O

Jaime Torres Fernandez (Order #10495734)


5-B-D-O-M-O-M-O-O-O^fl-M-n-H-n'Mflflfl-WOfra-O^

Magic AMONQ tlje Styabow Elves


Millennia ago, the surface elves devel- here. Where these spells have under- Fouutl7-Level Sl?aOow Elf
oped their first civilization upon their ground restrictions, the restriction is Maqic-UseR Spells
skills with magic and combat. Elves mentioned in parentheses as part of the
learned magic easily and all elves knew at spell name. An asterisk indicates a revers- Charm Monster
least some magic. It is said, even among ible spell. Confusion
the shadow elves, that humans first Dimension Door
learned the disciplines of magic from Finst-Level StyaOow Elf Enchanted Weapon
elves, though this may be simply self- Fear
serving legend-making.
Maqic-UseR Spells Growth of Underground Animal
Over the years the shadow elves have Analyze Hallucinatory (Underground) Terrain
expanded upon the relatively simple Charm Person Massmorph Polymorph Others Poly-
spells that they knew when they first trav- Detect Magic morph
eled underground. Because of the subter- Faerie Fire Self Remove Curse*
ranean environment in which they were Fairie Lights Summon Underground Animals
developed, these spells often have differ- Fellowship Wizard Eye
ences from their surface counterparts. Locate
There is no limit to the progress in Longstride Fiftlj-Level Sl?at>ow Elf
Magic Missile
magic that a shadow elf can make, if he
Precipitation
Maqic-Usen Spells
elects to be a magic-user rather than
fighter—a shadow elf can exceed the 10th Protection from Evil Conjure Elemental
level of experience, and accordingly gain Read Languages Contact Outer Plane
in power. For more information, see Hit Read Magic Dissolve*
Dice and Levels on p. 14 of this booklet. Ventriloquism Feeblemind
Watcher Magic Jar
Pass-Wall
SecoNfc-Level SftaOow Elf Rock Door
The shadow elves have their own higher Telekinesis
magical system which is similar to that of
Maqic-UseR Spells Teleport
human wizards, but reflects their habitat Detect Invisible Transmute Rock to Mud
of living underground—some spells are Entangle Wall of Stone
useless in the environment of the shadow ESP*
elves, and so were never discovered. Invisibility Sixtl7-Level Shadow Elf
The use of numbered levels can be con- Levitate Maqic-Useu Spells
fusing here. A 20th-level shadow elf has Locate Object
three 9th-level spells, while human Mirror Image Anti-Underground Animal Shell
magic-users do not gain 9th-level spells Phantasmal Force Ami-Magic Shell
until they reach 21st level. However, an Produce Fire Geas*
examination of the Experience Points in- Web Lower Water
volved shows that a shadow elf of the 10th Move Earth
level has to have earned almost as many O7iRt>-Level srja&ow Elf Pass Rock
XP as a human wizard of the 28th level— Projected Image
Maqic-UseR Spells Stone to Flesh*
a level which has four 9th-level spells and
many more lesser level spells. Clairvoyance Transmute Rock to Lava
Spells in italics have detailed descrip- Dispel Magic Weather Control (in City of Stars only)
tions below; others are identical to the Fly
magic-user spell of the same level and can Haste* SeveNtl7-Level Elf
Hold Underground Animal*
be found in the various D&D® rulebooks.
Hold Person*
Maqic-UseR Spells
The shadow elves live in an under-
Invisibility 10' Radius Create Normal Creatures
ground environment, and their available
Protection From Evil 10' Radius Lore
spells reflect that fact. Detailed spell de-
Protection From Normal Missiles Lower Lava
scriptions explain many of the restrictions
Speak with Underground Animals Magic Door*
imposed by the underground environ-
Water Breathing Mass Invisibility*
ment, but many spells are so like surface
Reverse Gravity
spells that they are not fully described

21

Jaime Torres Fernandez (Order #10495734)


MHHHHMHHHH HJ-B-CrW-O-B-frMfl-B-frrHJfl-MWHHJW

Maqic AMONQ trje Shadow Elves


Rock Pluses on weapons can be characterized as charisma in the eyes of the target, or a loss
Teleport Object many or few, charges can be estimated of 1-4 points if the target makes a Saving
Transport Through Rock within 25% of the actual number, etc. Throw versus Magic. All those failing the
Turn Rock Saving Throw are very impressed by the
Faerie Fire caster and desire greatly to be his friend
EiQl7tl7-Level StyaOow Elf and assist him in any way they can. Those
Range: 60'
who do not fail the Saving Throw are un-
^ q i c - U s e n . Spells Duration: 1 round per level of caster
easy in the caster's presence and tend to
Dance Effect: Illuminates creatures or objects find him or her irritating. This spell has
Force Field no effect on creatures of animal intelli-
Mass Charm* With this spell, the shadow elf can out- gence or lower. It also has no effect on
Metal to Rock line one or more creatures or objects with Charisma-based skills.
Mind Barrier* a pale, flickering, greenish fire. The fire
Permanence does not inflict any damage. The objects
or creatures need only be detected in Locate
Polymorph Any Object
Symbol some way (such as by detect magic) to be Range: 0 (shadow elf only)
Travel the object of this spell. All attacks against Duration: 6 turns (1 hour)
the outlined creature or object gain a + 2 Effect: Detects one animal or plant
bonus to Hit Rolls, as it is more easily within 120'
NiNtl7-Level Elf seen. The elf can outline one man-sized
Maqic-Usen Spells creature (about 12 feet of fire) for each 5 This spell allows the shadow elf to sense
Contingency levels of experience. Thus, at 20th level, the direction of one known normal ani-
Gate* 48' offirecan be produced (outlining one mal or plant. The elf can locate (similar to
Heal dragon-sized creature, two horse-sized, the locate object spell) any normal or
Immunity or four man-sized creatures). giant-sized animal, but not fantastic
Maze creatures, plant monsters, nor any intelli-
Shapechange Fairie Lights gent creature or plant. He must name the
Sword exact type of animal or plant, but does
Range: 40' plus 10' per level not need to see the specific one he wishes
Timestop Duration: 2 rounds per level
Wish to locate. The animal or plant gets no
Effect: Illuminates an area Saving Throw. (This spell is most often
used to find special plants.)
Sliabow Elf Spell This spell creates from one to four lights
which resemble either torches or lanterns
and cast up to the same amount of light. Longstride
inst-Level Spell The actual intensity of the light can be Range: 0 (touch)
varied by the caster at any time he spends Duration: 5-8 hours
)escuiptioNS a round concentrating. The caster must Effect: Doubles normal movement speed
Analyze create the lights where he can see them;
Range: 0 (Touch only) he can then move the lights anywhere The longstride spell enables the shadow
Duration: 1 round within his range, even if they pass out of elf or other recipient of the spell to move
Effect: Analyzes magic on one item his vision (such as around a corner). He at twice normal ground speed (walking)
cannot move them through solid objects. for ld4+4 hours without tiring, or run
A shadow elf using this spell can handle This spell is frequently used by shadow normally for the same amount of time
one item and learn the enchantment on elves to mislead parties of ores who come without tiring. However, after this the re-
it. Helms must be put on, swords held in too close in a cavern or passageway. cipient must spend the same amount of
hand, bracelets put on wrists, etc. Any time resting, as well as drinking plenty of
consequences of this action fall upon the Fellowship liquids and eating heartily. If he does not
elf, as usual, though he or she gets the rest, he loses 2-8 Constitution points.
Range: 0 (shadow elf only) These are recovered by rest at the rate of
usual saving throws. The elf has a chance Duration: 1 round per level
of 15% plus 5% per magic-user level of Id4 days per point, and only after he has
Effect: Increases charisma spent time resting and drinking and eat-
determining one characteristic of the
item, or of whether the item has no magic ing, as noted above. Only bipedal hu-
This spell causes the shadow elf to gain ei- mans and demi-humans are affected by
at all. The determination is not exact. ther a temporary increase of 2-8 points in this spell.

22

Jaime Torres Fernandez (Order #10495734)


Magic AMONQ the SliaOow Elves
Precipitation SecoNO-Level Spell This spell will affect any normal or giant-
Range: Special DescniptioNS sized underground animal, but will not
Duration: 1 round per level affect any fantastic creature, nor one of
Entangle greater than animal intelligence. Each
Effect: Creates light rain in 30' + 10' per
Range: 30' victim must make a Saving Throw vs.
level diameter area
Duration: 1 round per level Spells or be paralyzed for 6 turns. The
Effect: Controls ropes shadow elf can affect 1 Hit Die of animals
This spell takes all the water vapor in the
for each level of experience, ignoring
area of effect and turns it into a light rain.
This spell allows the shadow elf to use any "pluses" to Hit Dice. For example, a
Note that a low-level shadow elf would be
rope-like object of living or once-living 20th-level elf could cast the spell at 10 gi-
caught within the effect of his own spell
material (roots, vines, leather ropes, ant toads (2+2 Hit Dice each). Note that
because of the short range.
plant-fibre ropes, etc.) to behave as he or- the spell can affect summoned, conjured,
Except when used by high-level elves, or controlled animals.
the principal effect of this spell is to ders. About 50' of normal 1h" diameter
dampen clothing, film solid rock floors vine plus 5' per level of caster can be af- The reverse of the spell, free under-
with water (making footing uncertain), fected. The commands to be given under ground animal, removes the paralysis of
water plants, and snuff out fires. The rain an entangle spell include: coil (form a up to 4 victims of the normal form of the
turns into obscuring fog of double its nor- neat stack), coil and knot, loop, loop and spell (including one cast by a cleric). It
mal area when it hits fire magic (such as a knot, tie and knot, and the reverses of all has no other effect.
wall of fire). If the weather is below freez- the above. The vine or rope must be
ing, the rain turns into sleet (between 31 within 1 foot of any object it is to coil Speak with Underground Animals
and 33 degrees F) or snow (30 degrees F around or tie up, so it must often be Range: 0 (shadow elf only)
and below). thrown at the target. The affected vine Duration: 6 turns
Magical cold (such as an ice storm) ap- can be handled by the target as it would Effect: Allows conversation within 30'
plied to the result of the precipitation any other entangling object.
turns it into ice. When this spell is cast, the shadow elf
Within the domains of the shadow Produce Fire must name one type of underground ani-
elves, this spell can be cast only in the ca- Range: 0 (shadow elf only) mal (such as normal bats, lizards, etc.)
vern which contains the City of Stars; this Duration: 2 turns per level For the duration of the spell, the elf may
spell cannot be used on the surface. Effect: Creates fire in hand speak with all animals of that type if they
are within 30'; the effect moves with the
Watcher This spell causes a small flame to appear caster. Any normal or giant forms of ani-
in the shadow elfs hand. It does not mals (including underground mammals,
Range: 10'
harm the caster in any way, and sheds insects, birds, etc.) may be spoken to, but
Duration: 2-8 turns plus 1 turn per level intelligent animals and fantastic creatures
Effect: Plants or animals give warning light as if a normal torch. Theflamecan
be used to ignite combustible materials are not affected. When there exist both
touched (lantern, torch, oil, etc.) without normal and giant forms, only one type
When the watcher spell is cast, the (either normal or giant) may be named.
shadow elf causes a specific plant or local harming the magical flame. While hold-
ing the flame, the caster can cause it to The creatures' reactions are usually favor-
animal to react to the presence of any liv- able (+ 2 bonus to reaction roll), and they
ing creature bigger than a rat, i.e., any- disappear and reappear by concentration
once per round, until the duration ends. may be talked into doing a favor for the
thing larger than about one-half cubic shadow elf if the reaction is high enough.
foot in volume or than about 3 pounds in Other items may be held and used in the
hand while the fire is out. If desired, the The favor requested must be understood
weight. As soon as any living creature by the animal, and must be possible for
steps past the plant or animal, touches it, fire may be dropped or thrown to 30'
range, but disappears 1 round after leav- the creature to perform.
or otherwise disturbs it, the plant or ani-
mal emits a loud keening sound which ing the elfs hand.
can be clearly heard within a 60' radius Fouuth-Level Spell
(subtract 10' for interposing doors, 20' XThiuO-Level Spell
for thick walls). The sound lasts for one DescniotioNS
round, then subsides. Undead do not Enchanted Weapon
cause the spell to function, but invisible Hold Underground Animal* Range: Touch
creatures do. Flying and levitating crea- Range: 180' Duration: 5 rounds per level
tures attempting to pass over the watcher Duration: 1 turn per level of caster Effect: Makes a weapon temporarily mag-
within the radius are also discovered. Effect: Paralyzes several animals ical

Jaime Torres Fernandez (Order #10495734)


Maqic AMONQ tYje Sl?at>ow Elves
A weapon of any kind that this spell is the animals responding will equal the Sixtli-Level Spell
cast on becomes magical for the duration level of the caster. Treat normal small DescRiptioNS
of the spell. It has no bonuses to hit or for creatures (frogs, mice, squirrels, small
damage, but it can be used against lycan- birds, etc.) as Vio Hit Die each. Animals Anti-Underground Animal Shell
thropes, various undead, gargoyles, some affected will come at their fastest move- Range: 0 (shadow elf only)
non-corporeal creatures, and other crea- ment rate, and will understand the elfs Duration: 1 turn per level of caster
tures who are invulnerable to normal speech while the spell is in effect. They Effect: Personal barrier which blocks ani-
weapons. will be friends of and will help the caster, mals
This is a very popular spell among to the limit of their abilities. If harmed in
fighting shadow elves. any way, a summoned animal will nor- This spell creates an invisible barrier
mally flee, the spell broken for that ani- around the shadow elfs body (less than
Fear mal. However, if the shadow elf is being an inch away). The barrier stops all at-
attacked when a summoned animal ar- tacks by underground animals, both nor-
Range: 0 (Touch) rives, the animal will immediately attack
Duration: Instantaneous mal and giant-sized, as well as insects and
the opponent, fleeing only if a Morale all other non-fantastic creatures of animal
Effect: Causes targets to run away in fear Check is failed. intelligence or less. The caster cannot at-
The victim must make a Saving Throw vs. This spell may be used to calm hostile tack animals while protected except by
Magic or run away from the caster (at 3 animals encountered while adventuring. use of magical spells; the animals are pro-
times the normal rate) for 30 rounds. Shadow elves seldom use this while tected from the elfs physical attacks, just
hunting normal food animals. as the elf is protected from theirs.
Growth of Underground Animal
Spell Pass Rock
Range: 120'
Duration: 12 turns DescniptioNS Range: 0 (shadow elf only)
Effect: Doubles the size of one animal Rock Door Duration: Instantaneous
Effect: Short-range teleportation
Range: 0 (shadow elf only)
This spell doubles the size of one normal Duration: 1 turn per level of caster
or giant underground animal. The ani- With this spell, the elf can enter one large
Effect: Opens a path through rocks
mal then has twice its normal strength stone or stalagmite, teleport, and imme-
and inflicts double normal damage. It diately step out of another stone of the
For the duration of this spell, no rocks can same type. The stones must be large
may also carry twice its normal encum- prevent the shadow elfs passage, no mat-
brance. This spell does not change an ani- enough to enclose the elf; the wall of a ca-
ter how dense. Even stalagmites will bend vern will not work for this use. The range
mal's behavior, Armor Class, or hit or magically open to allow the druid to
points, and does not affect intelligent an- an elf can teleport varies by the type of
pass. AH equipment carried can also be stone, as follows: stalagmite or stalactite:
imal races or fantastic creatures. moved through such barriers, but no 600 yards metamorphic rock: 360 yards
other creature can use the passage. igneous rock: 240 yards sedimentary and
Summon Underground Animals
other rock: 300 yards
Range: 360' Transmute Rock to Mud
Duration: 3 turns Range: 160' Transmute Rock to Lava
Effect: Calls and befriends normal ani- Duration: Permanent
mals Range: 160'
Effect: Turns hard rock to soft mud
Duration: Permanent
With this spell, the shadow elf can sum- Effect: Turns hard rock to hot lava
This spell turns natural rock of any kind
mon any or all normal underground ani- into an equal volume of mud. The most
mals within range. Only normal, This spell turns natural rock of any kind
that can be transmuted is a cube of 20' on into an equal volume of lava. The most
non-magical creatures of animal intelli- a side per level. The depth of the mud
gence are affected, excluding insects, ar- that can be transmuted is a cube of 20' on
can never exceed one-half its length and a side per level. The depth of the lava can
thropods, humans, and demi-humans breadth.
but including mammals, reptiles, am- never exceed one-half its length and
Once the spell is cast, the resulting mud breadth.
phibians, etc. The shadow elf may choose acts like normal mud in all situations.
one or more known animals, may call for Once the spell is cast, the resulting lava
specific types, or may summon every- acts like normal lava in all respects.
thing within range. The total Hit Dice of

24

Jaime Torres Fernandez (Order #10495734)


i
&uiiu'0u"0ii&iCHjO"ft-Cro'O'&iH"UT!r"0Tj"Q"0'u"afl^jt5''CT'0iiniiio'0"o™0iiC^

Magic AMONg tlje SljaOow Elves

SeveNtlj-Level Spell This spell may be used once per day at Spell
DescniptioNS most. The shadow elf must be near a rock DescuiptiONS
of any size—not a cavern wall—and must
Lower Lava choose either a general location or a spe- Metal to Rock
Range: 240' cific known rock elsewhere. After casting Range: 120'
Duration: 10 turns the spell, the elf magically enters the Duration: Permanent
Effect: Cuts depth to lh normal nearby rock and steps out of a rock at the Effect: Changes metal into rock
destination (the exact rock determined
This spell will affect an area up to 10,000 randomly if not specified). There is no This spell can be used to change any
square feet. At the end of the duration, limit to the range, but the rocks must be metal item or items into rock. The
the lava moves back into the area, some- on the same Plane of Existence. The caster amount that can be transmuted is 50 en
times causing "lava waves" that other- immediately appears at the new location. per level of the caster. Any magical item is
wise would not naturally occur. The caster can transport two addi- 90% resistant to the magic. The effect is
tional, willing creatures. permanent, and cannot be changed back
Rock with a dispel magic spell. Any armor
Turn Rock changed to rock falls off the wearer and
Range: 0 (shadow elf only) any weapons affected turn to non-
Duration: 2 turns per level of caster Range: 30'
Duration: 1 turn per level of caster magical stone clubs.
Effect: Allows caster to turn to stone
Effect: Pushes all stone items away
Polymorph Any Object
This spell allows the shadow elf to change
into a rock, along with all non-living This spell creates an invisible wave of Range: 240'
equipment carried, up to once per round force, 120 feet long and 60 feet tall. Its Duration: See below
(to or from rock form) for the duration of midpoint can be created anywhere within Effect: Changes form of one object or
the spell. The caster can concentrate on 30 feet of the caster. This wave of force creature
other spells while in rock form. Although then immediately moves in one horizon-
this spell does not give immunity to Turn tal direction, as specified by the caster, at This spell is similar to the 4th-level poly-
to Stone effects (from the attack of a gor- the rate of 10 feet per round. If desired, morph other spell, except that any object
gon, for example), the caster may simply the force wall can be stopped at any time, can be affected. If the object is part of a
turn back to normal form one round after but cannot thereafter be moved. greater whole (such as a section of wall),
becoming petrified. All stone objects contacting or con- up to a 10' x 10' x 10' volume can be poly-
While in rock form, the elf is Armor tacted by the wave of force become stuck morphed. A creature may avoid the ef-
Class - 4 , but cannot move. The rock to it and move with it. The wave of force fects if a Saving Throw vs. Spells is made,
cannot be damaged by cold or fire continues moving until the maximum but with a —4 penalty to the roll.
(whether normal or magical), or by nor- range (360 feet) is reached, and stops There are three basic "kingdoms' of all
mal weapons. The rock need not breathe, there for the remainder of the spell dura- things—animal, vegetable, and mineral.
and is thus immune to all gas attacks, tion. The items caught are not harmed by If an object is polymorphed to one of a
drowning, etc. Magical weapons and the effect, but cannot be used while "nearby" kingdom (animal-vegetable,
other spells (such as lightning bolt) can trapped in it. vegetable-mineral), the duration is 1
inflict normal damage. If a fire or cold Once created, the wave of force does hour per level of the caster. If the change
spell is cast at the elf while in normal not required concentration. However, the is from animal to mineral (or the reverse),
form, the character need only win the ini- caster may cause it to vanish before the it lasts for 1 turn per level of the caster. If
tiative (through the standard roll) to turn duration ends by concentrating for one no change in kingdom occurs (for exam-
into a rock before the attacking spell round. ple, if a creature is polymorphed into
strikes. The caster receives + 2 to initia- This spell has many useful applications some other creature), the change is per-
tive if planning to change form that in cleaning up a cave area. However it will manent until removed by a dispel magic
round. not move permanent constructions (such spell at normal chances for success.
as buildings) or other secured objects Note that creatures created by means
Transport Through Rock (such as stalagmites or stalactites). of this spell are not automatically
friendly. A polymorph cannot affect a
Range: Infinite
creature's age or his points. (See the 4th-
Duration: Instantaneous
level polymorph self and polymorph
Effect: Long-range teleport
other spells for other guidelines.)

Jaime Torres Fernandez (Order #10495734)


HHHHWfl-M-O-BWHHHHJ
-^

Maqic AMONQ ttye StyaOow Elves


NiNtl7-L€vel Spell will provide you—perhaps with other (Other special abilities will be gained as
DescuiptioNS players—with a quest adventure to real- the shaman advances in level, and she is
ize this goal. Over a career, a shaman allowed into lower levels of the Temple of
Sword might acquire many of these holy gems— Rafiel. These will be revealed to you by
Range: 30' if the character is true to the Way of the your DM as the time comes.)
Duration: 6 rounds + 1 per level of caster Shaman, and if Rafiel guides her! Clan and City: Distinctly unlike other
Effect: Creates sword of force shadow elves, a shaman is said to be
Details clanless—she serves all shadow elves. In
This spell allows the shadow elf to create a practice a shaman of course makes her
To create a shaman shadow elf player home in a certain city, and typically that is
shimmering sword-like blade of force. character, follow the rules for creating an
The elf is able to wield this weapon as if the city of the clan of her parents. Sha-
elf given above, noting the following dif- mans do not often marry, not because
he or she were holding it. An elf cannot ferences for shamans:
both fight with this sword and fight with there is any prohibition against it, but
Physical Description: As already just because their many responsibilities
other weapons, but it will just hang in noted, all shadow elf shamans have the
space if the elf must neglect it for a few would get in the way of a settled, normal
"mark of Rafiel"—a purplish birthmark family life. In fact, because a shaman is
rounds to handle something else. It has that extends over the forehead and eyes,
no bonuses, but can hit any sort of oppo- "clanless" from birth, she may even
and sometimes other parts of the face, in marry someone from her parents' clan.
nent, even those normally struck only by a symmetrical design. Examples of these
+ 3 weapons. It hits any Armor Class on a If a male shaman does marry, he does
marks can be found on the cover of this not necessarily move to the city of his
roll of 19 or 20. It inflicts 4-24 points of book.
damage and lasts until the spell duration bride. Usually it is dictated by the needs
An unusually high percentage of of the shadow elf people (i.e., where he is
expires, a successful dispel magic is cast
shadow elf shamans are female—about needed for a temple, etc.).
on it, or the caster no longer wants it.
70%—so you might consider playing a Temples: When a shaman reaches 9th
This sword can be used for any special female character, too, if you are inter-
maneuvers, just as a normal sword can. level, she may build a Temple of Rafiel in
ested in playing a shaman. a cave near the shadow elf s domain. \bur
Minimum Scores and Experience Bo- DM will tell you how to do this when you
CueatiNcj aNb PlayiNQ a nuses: Besides the normal minimum In- reach this level. When a shaman does
telligence score of 9, a shaman must also this, she starts a new settlement that
have a Wisdom score of at least 9- If both would be considered to belong (ulti-
Shamans among the shadow elves hold her Wisdom and Intelligence are 13 or mately) to her particular clan.
an elevated status, being the worldly rep- more, the shaman gains an Experience Special Attacks: Shaman characters are
resentatives of the Immortal Rafiel. Be- bonus of 5%. If her Wisdom is 16 or not allowed to improve in combat ability
ing a shaman is no small task, so Rafiel more, and her Intelligence is 13 or more, past the 10th level of experience, nor are
chooses those souls he wishes to be his her Experience Bonus is 10%. they eligible to use the Combat Options
shamans, and marks them in his own spe- Special Abilities: The main special for Fighters or multiple attacks.
cial way. There is no other way to "be- ability of the shadow elf shaman (besides
come" a shaman—if the mark is there, Level Advancement: The Experience
those abilities that all shadow elves have) Points gained by a shaman character must
the character is eligible for training, but if is the powerful spells that Rafiel grants.
the mark is missing, the shadow elf is out be split between her normal advance-
These make the shaman a powerful force ment and the additional XP needed to
of luck. If you wish your PC to be a sha- against those outsiders who would inter-
man, then she has a mark like this. advance as a shaman. The player can di-
fere with the happiness of the shadow vide these points as she wishes, but the
Shamans are elves, so they have the elves. No spell can be granted, or subse- level of shaman can never exceed the reg-
normal abilities of fighting and spellcast- quently cast, unless the character is in ular level. Also, notice that to become a
ing as other elves, but in addition they re- possession of a soul crystal of the appro- lst-level shaman requires 2,000 XP. The
ceive shaman spells much as human priate size and quality. For example, character must adventure for a while as a
clerics do. Naturally, level advancement some soul crystals are "first-level" crys- lst-level shadow elf to earn these points;
level takes longer for a shaman because of tals; a shaman having one of these could only after she has achieved them is she in-
her extra responsibilities and powers. meditate and receive first-level spells, vested as a shaman of Rafiel.
Besides the special birthmark signify- and cast these, but could not receive any
higher spells. The first soul crystal your Spells: Shaman spells are gained the
ing the character's status, each shaman,
shaman finds will most likely be one of way clerics gain their spells: The character
before she is qualified to receive spells,
these. When you are ready to cast higher- meditates and Rafiel grants the spells that
must acquire a soul crystal. When your
level spells—time for another quest! Rafiel thinks the character has earned.
character is ready for this step, your DM

26

Jaime Torres Fernandez (Order #10495734)


^

Magic AMONQ tfte Sliabow Elves


Table 3: Shadow Elf Shaman Experience and Spells Sixtlj-Level StjaOow Elf SljaMaN
Additional Shaman spells byispell level Spells
Level XP 1 2 3 4 5 6 7 1. Control Destiny
1 2,000 1 - - - - - - 2. Cure Critical Wounds
2 3,000 2 - - - - - - 3. Dispel Evil
3 4,000 2 1 - - - - - 4. Raise Dead
4 8,000 2 2 - - - - - 5. Stone to Flesh*
5 16,000 2 2 1 - - - -
6. Truesight
6 32,000 3 2 1 - - - -
7 60,000 3 3 1 - • - - SeveNty-Level SijaOow Elf
8 125,000 3 3 2 - - - - Spells
9 200,000 3 3 2 1 - - -
10 300,000 4 3 2 1 - - 1. Creeping Doom
11 425,000 4 4 2 1 - - - 2. Delayed Blast Fire Ball
12 550,000 5 4 3 2 - - - 3. Discharge Soul Power
13 675,000 5 4 3 2 1 - - 4. Earthquake
14 800,000 5 4 4 3 1 - 5. Raise Dead Fully
15 925,000 6 5 4 3 2 - -
16 1,050,000 6 5 4 3 2 1 - New SijaOow Elf SljaiviaN
17 1,175,000 7 5 4 4 3 2 - Spell DescniptioNS
18 1,300,000 7 6 4 4 3 2 -
1,425,000 7 6 5 4 3 2 1 Finst-Level Spell DescniptioNS
19
20 1,550,000 8 6 5 5 4 2 1 Ceremony
21 1,675,000 8 7 5 5 4 3 2
22 1,800,000 8 7 6 5 4 3 2 Range: Touch
Duration: Permanent
Notes to Table 3 Effect: Consecration of one creature,
item or area.
125,000 experience points per level past 22.
Maximum shaman spell ability is gained at level 22. This is an all-purpose spell that a shadow
elf must perform as part of a process to
guide another elf through some part of
Spell Lists toy Ztjinb-Level SijaOow her life. These ceremonies include:
Spells Adopt: A ceremony which transfers a
Level
1. Fire Ball shadow elf (and, on rare occasions, a hu-
2. Heat Metal man or other demi-human) from one
Finst-Level SijaOow Elf SlyaiuaN clan to another. The shaman performing
Spells 3. Obscure
4. Protection from Poison the ceremony must be of level at least
1. Ceremony equal to the adoptee's. This ceremony is
2. Command Word Founttj-Level SijaOow Elf part of any marriage, moving the groom
3. Purify Food and Water Spelt? to the clan of the bride.
4. Resist Cold Anathematize: A ceremony that is per-
1. Control Temperature 10' Radius formed when an elf has has reached the
SecoNO-Level Sljaoow Elf 2. Cure Disease age of 800 years, and must now be ban-
Spells 3. Lava Breathing ished as a wanderer.
4. Wall of Fire Consecrate: This ceremony has two dif-
1. Cure Light Wounds ferent uses among the shadow elves. The
2. Detect Danger Fifttj-Level StjaOow first allows the shaman to dedicate an
3. Know Alignment* Spells area of ground to the building of a Tem-
4. Predict Weather ple of Rafiel, and dedicates certain imple-
5. Resist Fire 1. Call Upon Souls
2. Cure Serious Wounds ments for that building.
6. Silence 15' Radius
3. Insect Plague
4. Neutralize Poison

27

Jaime Torres Fernandez (Order #10495734)


Magic AMONQ tfje Styaoow Elves
The second use of this spell allows the Resist Cold This spell will detect poisons, while other
shaman to dedicate an area of a cave for spells may not.
Range: 0'
the mining of soul crystals, and dedicates The spell duration is a full hour when
Duration: 6 turns
certain implements for that mining. used underground in the areas inhabited
Effect: All creatures within 30'
Invest: A ceremony that is performed (or claimed by) the shadow elves; else-
when a shadow elf becomes a shaman. where, the duration is half normal (i.e.,
When this spell is cast, all creatures
three turns).
within 30' of the shaman can withstand
Command Word freezing temperatures without harm. In
Range: 10' addition, those affected gain a bonus of Know Alignment*
Duration: 1 round + 2 to all Saving Throws against cold at- Range: 10'
Effect: One creature tacks. Furthermore, any damage from Duration: 1 turn
cold is reduced by — 1 per die of damage Effect: Tells alignment of target
This spell allows the shadow elf to utter a (but with a minimum of 1 point of dam-
command of one word. The word must age per die). The effect will move with This spell enables the shaman to exactly
be in a language that the recipient is able the shaman. read the alignment aura of a person—
to understand. The recipient obeys to the human, demi-human, or non-human.
best of her ability as long as the command SecoNO-Level Spell DescniptiONS Up to 10 persons can be examined with
is clear and unequivocal. A command to this spell.
"Die!" would make the recipient faint Cure Light Wounds* The reverse of this spell makes an-
for a round, but there would be no other other's know alignment spell react as if
harmful effect (unless, of course, she was Range: Touch
the target is the same alignment as the ex-
walking a high wire at the time). Typical Duration: Permanent aminer; this effect lasts for one turn.
command words include halt, back, run, Effect: Any one living creature
go, surrender, etc. Predict Weather
This spell will either heal damage or re-
Undead are not affected by a com- Range: 0 (shaman only)
move paralysis. If used to heal, it will cure
mand word.
2-7(1 d6 + l) points of damage. It will not Duration: 12 hours
Creatures with an Intelligence of 13 or
heal any damage if used to cure paralysis. Effect: Gives knowledge of coming
more and creatures with 6 or more hit
The shaman may cast it on himself (or weather
dice or experience levels are entitled to a
herself) if desired. This spell will never in-
Saving Throw vs. Spells. Creatures who
crease a creature's total hit points above This spell enables the shaman to learn the
meet both qualifications do not get two
the original amount. accurate weather to come for the next 12
saving throws.
hours. It affects an area 1 mile in diameter
Detect Danger per level of the shaman; for example, a
Purify Food and Water 20th-level shaman would learn the
Range: 5' per level of caster weather within a 10 mile radius. The spell
Range: 10'
Duration: One hour does not give any control over the weather,
Duration: Permanent
Effect: Reveals hazards merely predicting what is to come.
Effect: Makes food and water safe to con-
sume
This spell combines some effects of detect
Resist Fire
evil and find traps. While it is function-
This spell will make spoiled or poisoned
ing, the shaman can concentrate on Range: 30'
food and water safe and usable. It will pu-
places, objects, or creatures within range. Duration: 2 turns
rify one ration of food (either Iron or
A full round of concentration is needed Effect: One living creature
Standard rations), or six waterskins of wa-
to examine one square foot of area, one
ter, or enough normal food to feed a
creature, or one small object (a chest, For the duration of this spell, the recipient
dozen people. If cast at mud, the spell
weapon, or smaller item). Larger objects cannot be harmed by normal fire and
will cause the dirt to settle, leaving a pool
require more time. After examining the heat. The recipient also gains a + 2 bonus
of pure, clear water. The spell will not af-
thing, the shaman will know whether it is on all Saving Throws against magical fire
fect any living creature.
immediately dangerous, potentially dan- (dragon's breath, fire ball, etc.). Further-
This spell is seldom used among the gerous, or benign (all strictly from a sha- more, damage from such fire is reduced by
shadow elves, who have come to depend man's point of view). The precise nature 1 point per die of damage (though each
upon trania, their specially compressed of the danger is not revealed. Note that die will inflict at least 1 point of damage,
and preserved food preparation. most creatures are potentially dangerous. regardless of adjustments). Red dragon

28

Jaime Torres Fernandez (Order #10495734)


WHHHHHHHHHHWWMWWfl MWHMWm

Maqic AMONQ ttye StyaOow Elves


breath damage is reduced by 1 point per Zt)inO-Level Spell DescniptiONS Heat Metal
hit die of the creature (again to a mini- Range: 30'
mum of 1 point of damage per hit die). Fire Ball Duration: 1 turn per level of caster
Effect: Warms one metal object
Silence 15' Radius Range: 240'
Duration: Instantaneous
Range: 180' Effect: Explosion in a sphere 40' diameter This spell causes one object to slowly heat
Duration: 12 turns and then cool. It will affect one metal
Effect: Sphere of silence 30' across item weighing up to 5 en per level of the
This spell creates a missile of fire that
caster. A 12th-level shaman, for example,
bursts into a ball of fire of 20' radius
This spell makes the area of effect totally can heat a normal sword, but a 20th-level
when it strikes a target. The fire ball will
silent. Conversation and spells in this shaman can heat a two-handed sword,
cause 1-6 points of fire damage per level
area are impossible for the duration of the and a 36th-level shaman, a lance. The
of the caster to every creature in the area.
spell. This spell does not prevent a person heat causes no damage to magical items.
Each victim may make a Saving Throw vs.
within the area from hearing noises made Normal weapons or other items may be
Spells; if successful, the spell will only do
outside the area. If cast on a creature, the severely damaged, especially if made of
half damage. For example, a fire ball cast
victim must make a Saving Throw vs. wood and metal (as a normal lance), as
by a 6th level shaman will burst for 6-36
Spells; if successful, the spell remains in the wood will burn away. If the object is
points of damage, or one half the total to
the area in which it was cast, and the vic- held, the heat causes damage to the
those making the Saving Throw.
tim may move out of that area. holder: one point during the first round,

Jaime Torres Fernandez (Order #10495734)


Magic AMONQ tl?e SfjaDow Elves
2 in the second, 4 in the third, 8 in the For the duration of this spell, the recipi- Wall of Fire
fourth, and then decreasing at the same ent is completely immune to the effects Range: 60'
rate (for a total of 22 points of heat dam- of poisons of all types, including gas traps
Duration: Concentration
age over seven rounds.) No Saving Throw and cloudkill spells. This protection ex-
Effect: Creates 1,200 square feet of fire
is allowed, but fire resistance negates all tends to items carried (thus protecting
damage. The item may be dropped at any against a spirit's poisonous presence, for
time, of course, and creatures of low in- This spell creates a thin vertical wall of
example). Furthermore, the recipient
telligence are 80% likely to do so (check fire of any dimensions and shape, deter-
gains a +4 bonus on Saving Throws vs.
each round). In the fourth round, the mined by the shaman, totalling 1,200
Poisonous Breath weapons (such as green
searing heat will cause leather, wood, pa- square feet (for example, 10' x 120', 20' x
dragon breath) but not petrification
per, and other flammable objects in con- 60', 30' x 40', etc.). The wall is opaque
breath (such as a gorgon's).
tact with the metal to catch fire. and will block sight. Creatures of less
than 4 Hit Dice cannot break through the
Once the spell has been cast, no concen- Fovntlj-Level Spell DescniptioNS
wall. Creatures of 4 HD or more can
tration is needed; the heating and cooling Control Temperature 10' Radius break through, but take 1-6 points of
proceed automatically, a dispel magic can damage in the process. Undead and cold-
stop the effect, but normal means (immer- Range: 0 (shaman only) using creatures (white dragons, frost gi-
sion in water, etc.) will not. Duration: 1 turn per level of caster ants, etc.) each take double damage
If used on an item imbedded in an op- Effect: Cools or warms air within 10' while breaking through. The wall cannot
ponent (such as an arrow or dagger), the be cast in a space occupied by another ob-
creature may remove the item but loses This spell allows the shaman to alter the ject. It lasts as long as the caster concen-
initiative for that round (and takes the temperature within an area 20' across. The trates on it, without moving.
appropriate heat damage as well). Note maximum change is 50 degrees (Fahren-
that heat damage disrupts concentration; heit), either warmer or cooler. The change
Fiftlj-Level Spell DescniptioNS
the victim cannot cast spells during any occurs immediately, and the effect moves
round in which damage is inflicted by with the shaman. The temperature may be Call Upon Souls
this spell. changed by mere concentration for 1
round, as long as the spell lasts. Range: 30' radius from soul crystal
Duration: 1 round per level
Obscure The spell is useful for resisting cold or Effect:Increases spell effects
heat so the caster may survive any temper-
Range: 0 (shaman only) ature extremes.
Duration: 1 level per turn of caster This spell enables the caster to increase
Effect: Creates huge misty cloud her spell effects for one round per level.
Cure Disease This requires the use of a soul crystal of
This spell causes a misty vapor to arise Range: 0 (touch) the appropriate quality. The increase in
from the ground around the shaman, Duration: Permanent level depends upon the soul crystal, and
forming a huge cloud. The cloud is 1' Effect: One living creature varies between one and seven levels of in-
high per level of the shaman, and is 10' crease. If the level of spell casting does
across for each level. For example, a 20th- This spell will cure any living creature of not substantially change the effect, the
level shaman could cast an obscure 20' one disease, such as those caused by a caster may instead choose to increase one
tall and 100' radius. The cloud has no ill mummy or green slime. If cast by a sha- of the following factors:
effects except to block vision. The caster, man of 1 lth level or greater, this spell will Range (except for permanent or instan-
and all creatures able to see invisible cure lycanthropy. taneous effect spells)
things, will be able to dimly see through Duration (except for permanent or in-
the cloud. All other creatures within the Lava Breathing stantaneous effect spells)
cloud will be delayed and confused by the Area of Effect (except for spells affect-
Range: 30'
effect. ing only one person or target) The factor
Duration: 1 day
increases 10% (or one level) for each 10
Effect: One air-breathing creature souls within the soul crystal, to a maxi-
Protection from Poison
mum of 7 levels or 70%.
Range: Touch This spell allows the recipient to breathe
Example: A 36th-level shaman with
Duration: One turn per level of caster while under lava. It does not affect move-
the maximum soul crystal (i.e., 70% im-
Effect: Gives one creature immunity to ment in any way, nor does it interfere
provement) could cast a fire ball 408'
all poison with the breathing of air. Note also that
away instead of 240', or cover a 68' blast
this spell does not afford protection from
area instead of 40' (damage does not in-
the intense heat of the lava.

Jaime Torres Fernandez (Order #10495734)


Magic AMONQ tl7G StjaOow Elves
crease since spells never cause more than Sixty-Level Spell Descriptions bodies that have been dead for up to 17
20d6 of damage, as per Companion Control Destiny days. The recipient becomes alive with 1
rules). hit point, and cannot fight, cast spells,
Drawing upon the power of souls This spell is described in the DM's Book- use abilities, carry heavy loads, or move
within a crystal weakens them, of course. let. more than half speed. These penalties
The souls regain their strength only will disappear after two full weeks of
slowly, as they have no material bodies. Cure Critical Wounds complete bed rest, but the healing can-
Each soul drawn upon is unusable for one Range: Touch not be speeded by magic.
week. Other souls within the crystal are Duration: Permanent
still available, however. Stone to Flesh*
Effect: Any one living creature
Range: 120'
Cure Serious Wounds This spell is similar to a cure light wounds Duration: Permanent
Range: Touch spell, but will cure one living creature of Effect: One creature or object
Duration: Permanent 6-21 (3d6-3) points of damage.
Effect: Any one living creature This spell turns any one statue (or quantity
Dispel Evil of stone up to 10' x 10' x 10') to flesh. It is
This spell is similar to a cure light wounds Range: 30' usually used to restore a character turned
spell, but will cure one creature of 4-14 Duration: 1 turn to stone (by gorgon breath, for example).
points of damage (2d6 + 2). Effect: Enchanted or undead monsters or The reverse of this spell, flesh to stone,
one curse or charm will turn one living creature, including all
Insect Plague equipment carried, to stone. The victim
may make a Saving Throw vs. Turn to
Range: 480' This spell may affect all undead and en-
Stone to avoid the effect.
Duration: 1 day chanted (summoned, controlled, and an-
Effect: Creates a swarm of 30' radius imated) monsters within range. It will
destroy the monster unless each victim Truesight
This spell summons a vast swarm of in- makes a Saving Throw vs. Spells. If cast at Range: 0 (shaman only)
sects. The swarm obscures vision and only one creature, a —2 penalty applies Duration: 1 turn + 1 round per level of
drives off creatures of less than 3 Hit Dice to the Saving Throw. Any creature from caster
(no Saving Throw). The swarm moves at another plane is banished (forced to re- Effect: Reveals all things
up to 20' per round as directed by the turn to its home plane) if the Saving
shaman while it is within range. The Throw is failed. Even if the Saving Throw When this spell is cast, the shaman is able
caster must concentrate, without moving, is successful, the victims must flee the to clearly see all things within 120'. The
to control the swarm. If the caster is dis- area, and will stay away as long as the spell is quite powerful; the shaman can
turbed, the insects scatter and the spell caster concentrates (without moving). see all hidden, invisible, and ethereal ob-
ends. This spell will also remove the curse jects and creatures, as with the magic user
from any one cursed item, or may be used detect invisible spell (including secret
Neutralize Poison to remove any magical charm. doors). In addition, any things or crea-
tures not in their true form—whether po-
Range: Touch lymorphed, disguised, or otherwise—are
Raise Dead
Duration: Permanent seen as they truly are, with no possibility
Effect: A creature,container, or object Range: 120'
of deception. Alignment is also "seen",
Duration: Permanent
as is experience and power (level or Hit
This spell will make poison harmless ei- Effect: Raises body of one elf
Dice).
ther in a creature, a container (such as a
bottle), or on one object (such as a chest). By means of this spell, the shaman can
It will even revive a victim slain by poison raise any elf from the dead. The body Seventy-Level Spell
if cast within 10 rounds of the poisoning! must be present, and if part is missing, DescniptioNS
The spell will affect any and all poisons the raised character may be disabled in Creeping Doom
present at the time it is cast, but does not some way. A 19th-level shaman can raise
cure any damage (and will thus not revive a body that has been dead for up to eight Range: 120'
a poisoned victim who has died of days. For each level of the shaman above Duration: 1 round per level of caster
wounds). 19th, three days are added to this time. Effect: Creates a 20' by 20' insect horde
Thus, a 22nd-level shaman can raise

Jaime Torres Fernandez (Order #10495734)


OfflWKHSCBflS? •0"u&uiiO"0"0''Q''u"U"&0i'Q"fl''D"u'OiviCHjC"o"oiiwiflii&0^ij"&i&u'&^iDii&&&"n"^j"0^

Magic AMONQ tl7€ Sliafcow Elves


This spell magically creates a huge swarm spell is cast. A small rock, very similar in square; 19th-level, 85' square; and so
of 1,000 creeping insects, appearing any- appearance to a valuable gem, then forth.
where within 120' of the shaman (as cho- shoots out toward the desired location, Within the area of effect, all small
sen by the caster). They fill an area 10' x and remains until the stated delay dwellings are reduced to rubble, and
20' at least, and can be ordered to fill any elapses. The "gem" may be picked up, larger constructions are cracked open.
area up to 60' x 60' (at most). carried, and so forth. When the stated Earthen formations (hills, cliffsides, etc.)
The creeping doom can move at up to duration ends, an effect identical to a form rockslides. Cracks in the earth may
607turn (20'/round) if the caster re- normal fire ball is produced—a sudden open and engulf 1 creature in 6 (deter-
mains within 120' of any part of the instantaneous explosion inflicting 1-6 mined randomly), crushing them.
swarm. They vanish after the duration points of damage per level of the caster to
ends, or whenever the shaman is more all within the area of effect (a sphere of Raise Dead Fully
than 120' from them. 20' radius). Each victim may make a Sav-
ing Throw vs. Spells to take lh damage. Range: 60'
The insects always attack everyone and Duration: Permanent
everything in their path, inflicting 1 Once the spell has been cast, the explo-
sion cannot be hurried nor further de- Effect: Raises any living creature
point of damage per 10 insects—a total of
100 points per round per creature—to all layed, except with a wish. The "gem"
created is pure magic, not an actual ob- This spell is similar to the 8th-level raise
within it (no Saving Throw). Normal at-
ject, and cannot be moved magically (by dead spell, except that it can raise any liv-
tacks (such as fire) can damage the horde
telekinesis, teleport, etc.), though it can ing creature. Any human or demi-human
slightly, but even a fireball spell will only
be dispelled. recipient awakens immediately, with no
slay 100 of them (reducing the damage
wounds (full hit points), and is able to
the horde can do accordingly). The creep-
fight, use abilities, spells known, etc.,
ing doom can be destroyed by a dispel Discharge Soul Power without any penalties—except those ex-
magic spell (at normal chances for suc-
This spell is described in the DM's Book- isting at the time of death. For example, a
cess), but it can penetrate a protection
let. victim cursed or diseased at death would
from evil effect, and can move over most
still suffer the affliction when raised fully.
obstacles at the normal movement rate.
Earthquake If any other living creature (other than a
human or demi-human) is the recipient,
Delayed Blast Fire Ball Range: 120 yards the guidelines given in the raise dead
Duration: 1 turn spell apply (including time limitations,
Range: 240' Effect: Causes earth tremors
Duration: 0 to 60 rounds rest needed, etc.). A 22nd-level shaman
Effect: Delayed blast fireball, sphere of can use this spell on a human or demi-
This powerful spell causes a section of human body that has been dead up to 4
20' radius earth to shake, and opens large cracks in months; for each level of experience
the ground. A l4th-level caster can affect above 22nd, 4 months are added to this
As the name implies, this is a fire ball an area up to 60' square, adding 5' to
spell whose blast can be delayed. The sha- time. Thus, a 24th-level shaman could
each dimension with each level of experi- cast raise dead fully on a body that has
man must state the exact number of ence thereafter. For example, an 18th-
rounds delay (from 0 to 60) when the been dead up to 12 months.
level shadow elf affects an area up to 80'

Jaime Torres Fernandez (Order #10495734)


Map WeNboieN Village

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Jaime Torres Fernandez (Order #10495734)


1. XleMple of Raf iel
2. TleMple SQuane
3. KiNQ's Palace
4. Way of tlje FouNtaiNS
5. Way of tlie Statues
6. Way of tl?e "CRees
7. SkiNwiNQS Stables
8. MilitaRy HeaDQuaRteRS
9. QRavity ARtilleRy
i o. DiloRiel's ARMOR Q WeapoNS
11. Lefanel's Appanel
12. Off tlie Stalk
13. Sinistel's Supples
14. Sl?oes ApleNty
15. MaflaRel's EMPORIUM
I 6. FelestyR WaReljouse
17. BoNbet) WaRel7Ouses
18. Mapsl?op
19. CaNOle WORID
20. DReWMONb'S LOCkSMitt7S
21. Panaf al's Qlasswane
22. XIobaccoNist
23. Pots Q Pots
24. KilN Q URN
25. t l i e House of Hopes § Wishes
wall FuNQal FoRest 26. t l i e Hall of FouRteeN Voices
27. WbjspeRiNQ WateRS
28. StONe Caps
"CoweR/Qate '•':'••'.{•/•:.
Rocky 29. Public Batl7s
30. Boat HiR€
31. HalfaleN's Haulage Co.

i MaiN RoaD Cliff


32. Pilots Q Quizes
33. SaRaNteyR's SkiNwiNQ RiDes
34. HaNDs of Raf iel "CaveRN
35. XiYfe Cap Q Stalk Hostemy
Stneet FaRMS 36. "C17C "CRavelleR's CoMfORt INN
37. HostelRy of tl?e StONetuRNeR
38. RisaRbiel House of Mystic
39. Oie ORCS WljiskeRS
Moss Fields 40. College of wizaRDRy
41. QuaNaf el "CljauMatuRgy

Scale: ONe 1NCI7 eQuals ONe l7alf Mile

Jaime Torres Fernandez (Order #10495734)


OFFICIAL QAME ACCESSORIES

Che Che Dwareves


PniNCipalitics Of ROCkhOMC
of Available Now
Available Now
the
QOlbCN Kat?N
of EtheNGan Che NORthCRN
Reaches
Available
Now Available Now
Che ORCS
of ChaR
Available
Now

Available Now

O?e Elves
of i
Available Now

Republic
Of DaROkiN
Available DawN of ty
Now EMPCRORS
Available Now

The
of Duc^y of
Available Now KaRaMeikos
Available Now

Che
The MiNRothao
Five SljiRes QuilOs
Available Now
Available Now

you ARC Ready!


Pnepaue t o eNteu tl?e ceNteu of tJ7e K N O W N W O R I D . . .
. . . Hollow Would BoxeO Set—SUMMER J 990!
A WORlfr Of Dif f GR€NC€

Jaime Torres Fernandez (Order #10495734)


OFFICIAL QAME ACCESSORy

)Q Sliabow Elves
by Caul SanqeNt aND Qany ttyoivias

Dauk is the UNdenwonld. Danken ane the laNds of the Shadow Elves.
Fan UNOenNeath the nuGGed BnokeN LaNds, eveN Deepen thaN the deepest cavenNS of
the tnolls, live these pale-faced wannions. Hhein law is that of thein iMMontal Rafiel,
aNd thein Mystical stneNGth that of thein Soul Cnystals. 'Coqethen, they will guide the
people of the shadows to the laNds UNden the SUN.

"Che Shadow Elves is the thinteeNth iN the best-selliNG Qazetteen colIectiON. It pnovides
aN iN-depth look at the cultune, histony, aNd goals of the Shadow Elves IN the
DUNGEONS Q DRAQONS® qaMe wonld, iNCludiNQ:

a 32-paqe Playen's Quide, pnovidiNQ iNStnuctioNS ON the cneatioN aNd


nole-play of Shadow Elf playen chanactens, thein cultunal backqnouNd
aNd skills.
a 64-paqe DM's Quide with a coMpIete atlas of the Shadow Elves' laNds,
New nules f on shaMaNS aNd thein dank Mystical powens, aNd a
coMplete set of adveNtunes.
a lanqe colon Map-sheet depictiNG this qneat New wonld, aNd the
fabulous City of the Stans.
Alneady Published iN this Senies:
CJAZ i ; Zlje QnaNO Ductjy of KanaMeikos QAZ7; Ztje NontJjenN Reacljes
QAZ2; Zf)e EMmates of yjanuaM QA28; Zlje Five Slyines
QAZ3; me PniNcipalities of (JlaNtni QAZ9; Zfje MiNnotljad Guilds
QAZ4; "Clye KINQOOM of leneNOi CJAZ10; ztje Ones of Ztjan
C5AZ5; Ztje Elves of AlfljeiM CJAZ11; Zlje Republic Of DanokiN
CJAZ6; Ztje Dwanves Of Rockt)OMe QAZ12; Ztje (JolOeN KljaN Of EttjeNQan

3
1990 CSR, INC. All RiQfyts ReseRveft. PuiNteO IN tJje U.S.A.

ISBN O-88OJ8-846-?

CSR, INC t S K , LtO


POB 756 12O Ctyimcl) ENO,
Clienny HiNtON
Wl 53147 CaiMbniOqe CBi jLB
USA

9287XXXI4OI
Jaime Torres Fernandez (Order #10495734)
Jaime Torres Fernandez (Order #10495734)

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