Time of The Dragon Boxset
Time of The Dragon Boxset
T HE G UIDE B OOK
TO TALADAS
BY DAVID ZEB COOK
CREDITS:
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3
GUIDE BOOK TO TALADAS
Ansalon. There was a time when it shared salon is the center of the world and the
T HE G UIDE B OOK a common thread, a little bit of history events there are of paramount impor-
that was the same. But then the Age of tance to all of Krynn. To these story-
T O T ALADAS Dreams ended and the bonds between tellers, it is perfectly reasonable that the
Ansalon and Taladas slowly loosened. Al- kender of Kendermore, the gnomes of
... the Greygem was loosed to drift though even today they share some com- Mount Nevermind, and the elves of
away to the western lands, what we know mon features, each has taken a different Qualinesti and Silvanesti are the only
as Ansalon, where it wrought its magic path through history. kinds of kender, gnomes, and elves that
upon all the races there. Little is said of This set presents all the basic informa- are to be found.
the land of the Greygem's source in the tion about the continent of Taladas and Quite simply, these historians and
histories of men. The gnomes of Never- the lands and peoples therein. The Guide bards are wrong. While the history of An-
mind may have histories that tell much Book of Taladas describes the past history salon is important, it is not the only his-
more (if these have not been destroyed by of Taladas, its geography, climate, peo- tory of Krynn. Kender, gnomes, and
the latest of their advancements). ples, and cultures. While the DM must elves take other forms than those found
It therefore stands that the Lands of certainly be aware of all the information on Ansalon. For these other people the
the Greygem lie to the east, beyond the in the Guide Book, it is his decision to re- departure of the gods and the Cataclysm
shores of once-arrogant Istar, if such lands veal anything contained in it to his play- did not occur because of the vanity and
exist at all, for there has been no mention ers. Certainly he will find many things he arrogance of the King-Priest. As the DM,
of them even for centuries before the Cat- feels they should know, however the deci- you will discover that things in Taladas
aclysm. Mentioned only during the Age sion is left for him to make. The Book of are often not what you have come to ex-
of Light, this is likely to be no more than Adventure presents information for the pect from the world of Krynn. True, there
a story told to children at night. DM alone. Included in this are major and are kender and gnomes and minotaurs,
minor NPCs, new monsters, detailed even draconians, but they may be very
Astinus of Palanthus
rules for player character mad gnomes, different from those of Ansalon. This is
Once there was a planet called Krynn goblins, ogres, and minotaurs, encounter part of the fun of discovering and explor-
where man and elf, dwarf and gnome, tables, BATTLESYSTEM rules informa- ing Taladas. Now you have new surprises
minotaur and dragon dwelled. They tion, and new background on the gods of and unexpected twists to spring upon
lived in a land called Ansalon and knew Krynn. your players.
no other. Krynn was a vast planet and Also in this set are 24 map cards. These At the same time, not everything is to-
there were more places than just Ansalon, cards present detailed maps of sites of in- tally new; there are features the two con-
but the men of Ansalon were too busy terest, gnome inventions, and examples tinents share in common. The gods of
with their own affairs, too concerned with dress and clothing of the people of Tala- Ansalon are also the gods of Taladas.
gods and dragons, to learn of the rest of das. Brief key descriptions are found on Their names are different, as are the leg-
their world. the backs of the cards. For convenience, ends that surround them, but they have
Perhaps now, with the War of the the keys are arranged on the backs of dif- the power to overcome mere obstacles of
Lance over, those of Ansalon will gain the ferent cards, so that both the map and space and time. Their wars and struggles
desire to explore and expand. But what key are available during play. Finally, make up part of the common background
will they find? What else is there on the there are four large, four-color maps. Two and history of the world.
planet of Krynn? of these join together to form a map of It is important to remember these dif-
Time of the Dragon provides part of Taladas. The other two are a detailed map ferences when dealing with Taladas. The
that answer. Within the pages of these of a region of Taladas and a map of Kris- rules and attitudes that you and your
books is a detailed description of an en- tophan, capital of the Minotaur League. players may be familiar with do not nec-
tirely new landTaladasand its inhab- essarily apply here. As the DM, you must
itants. For those used to the people and constantly be aware of this so you can re-
attitudes of Ansalon, Taladas is a land of ANSALON AND educate your players in an exciting and
surprises. Separated by a broad extent of entertaining fashion.
TALADAS
ocean, it is very different from Ansalon.
What do these people know of the Up to now, everything that has ever
Kinslayer War, the arrogance of the been presented about the world of Krynn THE HISTORY OF
has been from the Ansalonian point of
Priest-Kings of Istar and their humbling
view. The world, its gods, its history, and
TALADAS
at the hands of the gods? Have their lands
been ravaged by dragons or their children events have all been told as they relate to The people of Taladas, all the cultures
slain by draconians? Ansalon, the continent where the War of and tribes, have never had the benefit of
Taladas is a very different world from the Lance was fought. To the tellers, An- the services of the great historian Astinus
4
G UIDE B OOK T O T ALADAS
of Palanthus. There is no grand record of hammer formed the stars, while the im- Mount Garath, drawing upon the
history such as the Iconochronos. Indeed, purities formed the world. The other magical might of Lunias (Lunitari).
such a history is nearly impossible, since gods set to fashioning the spirits of Within this gem, Udras (Sirrion) the
most of the people of Taladas have no gnomes and men. (Ansalon tradition says Alchemist blends massive magical
written language and rely instead on oral that Reorx was forging the world, not power. The gem is presented to the
traditions. The primary written histories men.) First King, the gnomoi Aldinanachru,
are found among the gnomes of Hi- The All-Saints War: Reorx finishes the as a sign of favor from Reorx to his
tehkel, the Lost Silvanesti, and the cities mortal forms. Before they can be set upon kind. In Ansalon this gem is known as
of the League. Most written histories fol- the world, the gods fall to fighting. Those the Greystone (or Greygem) of Garath.
low the dating conventions of Ansalon
of good announce that the spirits must Aldinanachru orders the Grathanich
(Pri-Cataclius and Alt-Cataclius) brought
have dominion over the world. Reorx placed in the tower of Lunias atop
over by the minotaurs of the League and
balks at this, holding that he did not cre- Mount Garath.
the Lost Silvanesti. The gnomes of Hi-
tehkel divide history into three periods: ate this world for dominion. The evil circa 3100 Grathanich Released: Hiteh
The Birthing Age, from that moment gods seize the opportunity and plunge (Hiddukel) tricks Milgas Kadwar of the
Reorx created them to the releasing of the the infant universe into the All-Saints minoi into releasing the Grathanich. It
Greygem; The Cursed Age, from the re- War, hoping in the end to corrupt the drifts off to the west, wreaking havoc
leasing of the Greygem to the Cataclysm; new forms to their service. through its magical energies. In pun-
and Reorxs Gift, the current age. End of the All-Saints War: Blindel, the ishment for their foolishness, Reorx
For convenience, the timeline below Dolphin-Lord (Habbakuk) persuades banishes the Kadwar, largest of the mi-
uses Astinuss division of history into five Graylord (Gilean) to go to Reorxs tent noi clans, to pursue the Grathanich
different ages: the Age of Dreams, the and chant part of the secret knowledge across Krynn. (When the Kadwar ar-
Age of Light, the Age of Might, the Age that only he knows, showing the path of rive in Ansalon, they abandon the mi-
of Darkness, and the Age of Dragons. Darkness. Reorx relents in his refusal to noi name to become the gnomes of
Some of these ages have significance for aid the gods of good and unites with Mount Nevermind.)
the people of Taladas; others are without them. Together, they force the gods of 2140 Kinslayer War (Ansalon)
meaning and are provided only as refer- evil to retreat. Fearing imminent destruc- 2050 to 2030 The Great March (Ansa-
ence points. Furthermore, the timeline tion of the Balance, the Highfather from lon)
also provides dates for selected events in Beyond decrees the Balance of the World. 1241 Fall of Ergoth (Ansalon)
Ansalon. These are given when interpre- The gifts are bestowed upon the races and
tation of identical events varies widely be-
Reorx allows them to enter into the forms THE AGE OF DARKNESS
tween the two lands or to serve as
he has created.
reference points for comparing the two 0 The Cataclysm Strikes: While Ansalon
Krynn is Populated: The spirits enter
histories. is pounded by a series of disastrous me-
the world according to their forms. There
is no agreement among the races as to teor strikes, Taladas is rent by a single
T HE A GE OF D REAMS who was first. The minotaurs claim the massive blow. The central plain is torn
ogres preceded all, while the elves set asunder and Hitehs Night begins.
This period of the history of Krynn is
themselves first. Men claim all populated 1 to 20 Hitehs Night: Following the
the most mystical and least documented
the world at once. Both the gnomes and Cataclysm, the sky is darkened by ash
of all. At the same time, this period has
the highest correlation between the histo- dwarves of Taladas claim to be the fast and smoke and fire. Moutains rise
ries of Taladas and Ansalon, for this is the children of Reorx. overnight from level ground. Torren-
age of the gods. tial rains create seas where deserts
once were. The black sky is lit from
The Gods Awaken: The gods emerge T HE A GE OF L IGHT
from the Beyond into the chaos of the the glow of volcanoes. Disease ap-
circa 4000 PC The Birth of the Minoi: pears. The priests of Taladas suddenly
Universe. The Highfather remains be-
Reorx foolishly attempts to teach the discover they have lost their spells and
hind, but charges his children with the
humans the arts of the forge and the are unable to cure or heal. Disease and
creation of all. To this end, the gods pro-
machine, after having taught these to death sweep the land on an unprece-
claim the Balance and slow the Chaos to
the gnomoi. They do not meet his ex- dented scale. Plagues of cholera,
make Order. In doing so, they divide into
Good, Evil, and Neutrality. pectations and so he curses them, black death, and influenza all exact a
transforming them into the minoi. (In devastating toll upon a population
The Stars are Born: According to the
Ansalon, the minoi are the only that has never developed a strong im-
gnomes, Reorx decided to begin the forg-
gnomes known.) munity to disease.
ing of men. In the initial stages of shap-
circa 3500 The Making of Grathanich: 21 Mislaxas Return: Priests of Mislaxa
ing, the sparks from the anvil and
Reorx forges the Grathanich atop (Mishakal) regain their powers on Tala-
5
GUIDE BOOK TO TALADAS
das. Mislaxa, unable to bear the torment ter of Taladas. There he works to re- heart of the fire minions lands, the
of the innocent of Taladas who suffer for lease more dragons and recruit the attempt succeeds in terrifying the en-
the sins of Ansalon, secretly returns her strange creatures that live in this fiery emy. At the same time, Erestem
power to those of her priests who have re- world. forces Hiteh to withdraw the dragons
mained faithful through Hitehs Night. 243 to 252 The Gnomoi War: The min- from the fight, fearing he will squan-
Because her actions are in defiance of the ions of Hiteh attempt to seize the Cit- der valuable resources. No formal
other gods, Mislaxa is forced to charge her adel of Aldinanachru, the for- peace is declared, but the fire minions
followers with the greatest secrecy. Her ward-most outpost of the Gnomoi curtail any major expeditions against
priests go underground, hiding their ex- Lands, as a first test of the infant the gnomes, although they continue
istence from all authorities. The Mystery Dragonarmies. This opens the Gno- to conduct raids. The fire minions be-
Cult of Mislaxa is begun. moi War between the dragons and come hostile to humans, remember-
210 Takhisis Returns: Entering through fire-beings of Hitehkel and the gno- ing their part in the attack.
the Foundation Stone in Ansalon, moi. For the most part the war is a se- 296 The Oath: The evil dragons brought
Takhisis (commonly known as the god ries of small skirmishes marked by back into the world by Erestem call a
Erestem) journeys to Taladas to free intense sieges. The Maker Ergormac- Council of the Animal Lords, sum-
the evil dragons. She finds an open- droniskar designs the first of the fire- moning the dragons to the Isle of
ing to their place of exile at the heart fleet, gnomish ships capable of Dragons. There they exact the Oath
of the Burning Sea. Released, the evil sailing across the seas of open lava. of Neutrality from the good dragons.
dragons begin to explore the changed The knowledge is spread from citadel 315 to 317 The Usurpation: Erestem,
world of Krynn, slowly appearing to citadel as the gnomes commence a having already noticed Hitehs activ-
throughout Taladas. Contact with the major construction program intended ity, decides to annex it into her plans
dragons is infrequent however, as to end the war. to dominate Krynn. Hiteh the Mer-
Takhisis does not care to have their 255 Storming the Tower of Flame: Their chant works out a deal with Erestem
presence known just yet. fleet assembled, the gnomoi recruit whereby Erestem speaks through
232 Hiteh Appears in Taladas: Follow- human mercenaries and sail them to him. In the end however, Erestem
ing the lead of Erestem (Takhisis), Hi- the Tower of Flame at the center of usurps his position, assembling her
teh (Hiddukel) appears and extends the Burning Sea. Although they fail own horde of the fire minions. Hiteh,
his influence into the lava-filled cen- to capture the Tower, which is the
6
GUIDE BOOK TO TALADAS
7
GUIDE BOOK TO TALADAS
into mountains, while the tectonic plates Arctic winds give most of the desert a layer that support the cities of the League,
of the plains tilted and sank, combining of permafrost. During the winters, sting- while to the south are the forests of
with the easterly remains of the Indanalis ing blasts of snow and ice rip across the Thenol. Temperate along their upper
Sea, while sulphur-filled rain clouds open ground. Only a few mosses and low- reaches, Thenols forests gradually be-
swept eastward on the prevailing winds, growing plants survive in this region of come subtropical near Thunderbreach
all to create the Storm Sea. Farther be- bitter cold and little water. Feeding on Strait.
yond it, the grey rains soaked the remain- these are small herds of nasif a type of car- The inner arc of Southern Hosk has
ing northern woodlands, creating the ibou tended by the nomads of the desert. risen into a massive block of jagged
Black Forests. The incipient kingdoms of Along the inner edge of Northern mountains. Towering over the Indanalis
Aurim were shattered and destroyed. Hosk are the Ring Mountains. Part an- Sea, these mountains, known as the
The Taladas that has emerged from the cient range, part detritus of the Cata- Steamwall, force back the rising steam
darkness of Hitehs Night is very different clysm, the Ring Mountains run the and gasses from the Indanalis (or Sea of
from the single land that it once was. The length of Northern Hosk. In the south, Poison) and Hitehkel, protecting the
continent has divided along several dif- the outer slopes receive the bulk of the land to the west from these noxious
ferent fault lines, forming several distinct rains off the Western Ocean, making the clouds.
regions. mountain valleys lush and temperate year Westerly winds, sweeping over the
The western part of Taladas, though es- round. Farther north, the land becomes peaks and through the Tiderun Gap,
caping the massive destruction of the drier and colder. That part of the range push the rain-laden clouds east over
east, was split by a fault running east to edging the Panak Desert is often snow- Neron and Aurim, there to drop their
west, dividing the land into two sections. bound for months. Only the warming poisonous rains. The Steamwall Moun-
These are known as Northern and South- currents from Hitehkel prevent these tains are dead and barren, their ground
ern Hosk. The southeastern section of Ta- peaks from permanent glaciation. sharp and coated in pasty acidic ash. Only
ladas, although much changed, is still On the inner side of the mountains, a few incredibly hardy plants manage to
known as Neron. The northeast, once the vales and snows give way to the Shin- grow here.
called Aurim, is now the land of the ing Lands. This is a region of glassified The Steamwall ends at Thunderbreach
Storm Sea and, farther out, the Rainward lava flows, polished by the deadly razor Strait, the southern opening to the In-
Isles. Parts of the western shore of the storms that sweep down out of the moun- danalis Sea. Here, ground faults opened
Storm Sea, where habitable, are remem- tains into the boiling cauldron of Hi- precipitously, like a massive dam break-
bered by the old name of Aurim, while tehkel. ing during the early years of Hitehs
the central eastern area is called the Black Separating Northern and Southern Night. The homes and lands that were
Forests. At the very center of the conti- Hosk is the Tiderun, the fault opened to not destroyed by the initial impact and
nent is a new land, Hitehkel, the open the Western Sea. Although most of the the subsequent eruptions were merci-
wound of Krynn. subsidence was fairly slight (except where lessly swept away by the pouring flood of
Northern Hosk is the largest land area the mountains were split), it was suffi- the Windless Ocean. The narrowest point
of the new Taladas. It encompasses most cient to drop the channel below sea-level of the strait is still the site of underwater
of the lands north and northwest of Hi- in most places. The flow of the run is gov- volcanic activity.
tehkel. Northern Hosk is divided into erned by the tides of the Western Ocean. In the waters of the strait outside the
three main regionsthe Tamire, the During the highest tides, the water Thunderbreach are a series of islands
Panak Desert, and the Ring Mountains. rushes freely into the new Indanalis Sea. known as the Fisheries. The largest of
Filling the coastal plain, the Tamire is a During periods of low tide, the run re- these islands is Syldar. The warm waters
broad expanse of open steppe, dotted cedes, its banks shrinking. At the moun- of the southern ocean combine with the
with occasional woodlands and a few low tain gap, the Tiderun withdraws shallow shelf of the strait to create an area
mountain ridges. The land is dry, as the completely, leaving a muddy flat that can rich in plankton. Corals abound, slowly
westerly winds sweep most of the rain- be crossed. building reefs and atolls around which
laden clouds quickly over the Tamire. The Below the Tiderun lies Southern Hosk, strange currents rush. Huge schools of
low mountain ranges force some rains to the second-largest land area of Taladas tropical fish make the strait a fishermans
fall, making them islands of green forests and the most populated. Along the outer paradise, provided he can navigate the
in the midst of the open ground. Most of arc of the land are important fishing treacherous waters.
the Tamire is covered in tall, dry grasses. banks of Hoor, just outside the Bay of Ar- Some of the winds that blow east out of
The roots of these form a near- mach. Armach itself is nestled at the the Indanalis Sea turn to the southeast
impenetrable mat, making the land suit- southern end of the New Mountains, a se- and mingle with the tropical storms that
able for little but grazing. ries of concentric ranges raised during Hi- come off the Windless Sea. These south-
Along its northern edge, the Tamire tehs Night. These mountains are dotted ern rains thin and dissipate the poisons
gradually gives way to the Panak Desert. with volcanoes, hot springs, and other carried from Hitehkel, lessening their
This is a stony, rock-pan desert broken by signs of geothermal activity. North of the deadly effect on Neron. The abundant
weirdly eroded badlands and dry washes. New Mountains are the rich farmlands rains, hot temperatures, and even per-
8
GUIDE BOOK TO TALADAS
haps the exotic nutrients from the ash weather (another gift from Hitehkel) are of sweltering rain. All exposed goods be-
have made the ancient jungles of Neron thought too dangerous to risk, especially come crusted with strange minerals and
even darker and thicker. Strange creatures since the water has poisoned all but the infested with mildewy rot. Metals tarnish
and wild tribes live in the hidden recesses most fearsome of sea creatures. overnight. Leather molds. Cloth becomes
of the forests, where they are rumored to Thrusting out from Aurim is a newly- stiff, then brittle. Food takes on the
be locked in perpetual wars with each formed peninsula that appeared when stench of sulphur.
other. the lands beneath the Storm Sea sank. Just beyond the Sea of Poison are the
As the Neron peninsula extends out, Here the land is far enough from Hi- Spires, cloaked in steam from the boiling
the low range of mountains that rises in tehkel to support plants and life, yet close lava that runs down their slopes and into
the center gradually tapers away, becom- enough to be twisted and warped by the the ocean. The Spires are the most active
ing first thickly forested hills and finally strange gasses that blow ashore. This has volcanoes of all Taladas, an entire range
disappearing into a lowland area of created the Black Forests, expanses of belching ash, fumes, magma, and lava
swamp known as the Reed Delta. Fed by warped woods draped with gray-green flows. Yet even here there is life, for the
the heavy rains and sunken somewhat in mosses. The woods are filled with dark gnomes have found themselves havens of
the Cataclysm, the Reed Delta is a mix- creatures, long cut off from all others by safety amid all the chaos.
ture of freshwater cane grass and saltwater the wasteland of Aurim. Occasionally in- At the very heart of Hitehkel is Hitehs
mangrove swamp. The delta has gradu- habitants roam down the coast into Realm. This is the land storytellers iden-
ally expanded over the years, slowly de- Neron and similar creatures can be found tify as Hell, the Abyss brought into the
positing the ash-laden silt washed down in the darkest parts of both areas. world. It is the open wound of Krynn.
from the mountains. To the northeast of the main continent The outer ring is a cooling crust of lava
Beyond the Reed Delta is the island of are the last remnants of Aurim, now thick here, thin there, shifting and crack-
Baltch. Split asunder from the peninsula called the Rainward Isles. Consisting of ing, treacherous to cross. It is like a moor,
during the Cataclysm, the people of one main island and a number of seaward solid in some spots, quicksand in others,
Baltch have isolated themselves from out- banks, the Rainward Isles earn their name where a misstep leads to a fiery doom.
side contact. Their island is low, barely from the near-perpetual rains and grey The air reeks with poisonous gasses and
above sea level. Dikes and levees protect skies of that land. Here the warm, sweltering heat.
the islanders from the fierce storms that moisture-laden winds from Hitehkel Worse still is the very centerthe
threaten to wash their land away. meet cooler sea breezes, resulting in fre- Great Burning Sea. Here the earth
The northern edge of Neron is sepa- quent showers over the land. Although bleeds, constantly churning forth fresh
rated from Aurim by a low range of most of the pollutants have dropped magma before the surface has a chance to
mountains. Once they formed the back- away by the time the winds reach the cool. It is an ocean of melted rock, un-
bone of the peninsula, but since the Cat- isles, black, tarry rains do fall from time crossable by all but the most extraordi-
aclysm they have pulled away to the to time. Though warm at the outset, the nary means. The atmosphere here is pure
north, creating Udras Bay. The moun- rains quickly become clammy and bone- poison and the temperature is high
tains keep most of the poisonous winds of chilling, making the Rainward Isles a enough to scorch a man in a matter of
Hitehkel north of Neron with only a por- gray, damp, and cold place. minutes. Few, save the gnomes, have ever
tion blowing through the Thunderbreach Finally, at the center of all is Hitehkel. ventured here, for it can only be com-
Strait. Once this had been the land of Aurim pared to standing in the heart of a vol-
North of the mountains is the land of and the Indanalis Sea, but the great strike cano.
Aurim. Once this was a rich and fertile of the Cataclysm changed all that. It is
plain. Now it is a dead wasteland. Shat- now a like a great festering sore in the
tered by the Cataclysm, Aurim lies di- center of Taladas.
rectly in the path of the killing gasses and Between the Steamwall Mountains and
choking ash spewed out from Hitehkel. Hitehkel proper lies the new Indanalis
The land is gray and dust-covered. Trees Sea or, as it is also known, the Sea of Poi-
are withered and petrified by the strange son. Trapped between two massive
fumes that rise from the center of the mountain ranges and kept seething and
earth. Only the hardiest, most perverse, boiling by ever-fresh flows of lava, the
and foulest creatures live among the dead Sea of Poison is rich in deadly salts and
ruins of Aurim. brines. Only the oddest and most deadly
Lapping at the shores of Aurim is creatures can survive in its foul waters.
whats left of the old Indanalis Sea. The waters here quickly crumble wood
Noted for its freakish weather and sting- and etch metal, which makes sailing this
ing, chemical-laden water, this is now sea an adventure few care to risk. The sun
known as the Storm Sea. Little traffic is blotted out by the constant clouds of
plies its waves, for its abrupt shifts in sulphurous steam and the dreary drizzles
9
NORTHERN HOSK
within the range are the Shining Lands, The northern and southern ranges are
NORTHERN HOSK expanses of smooth glassified basalt called, in the Uigan tongue, Uesi Ilquar
scoured and polished by deadly winds of (Big Ilquar) and Burya Ilquar (Little Il-
Northern Hosk razor-sharp sands. quar) respectively. Running between
them is a broad gap known as the Tamo-
The sunlight guides our paths giur (Land for Passing Through). This
To the tents of our mothers. THE TAMIRE gap has played a role as a major boundary
The grass guides our paths and parley site between different tribes of
To the tents of our fathers. The Tamire (which means Fair Land
the Tamire throughout history.
The water guides our path in the tongue of the Uigan) is a gently
Because they receive more water than
To the tents of our sisters. rolling plain dotted with low-rising
the surrounding plains, the Ilquar Moun-
The deer guides our path mountain ranges and scattered areas of
tains are thickly covered in forests of mixed
To the tents of our brothers. dense woodland thickets. The majority of
pine and hardwoods, although the hearts
Our liver guides our path the land, however, is covered by tall-grass
of the ranges rise above the tree line. These
To the tents of our cousins. prairie and thorny scrub.
forests provide the people of the Tamire
Traditional Uigan greeting Although it covers a broad area of North-
with most of their wood for carving and
ern Hosk, weather conditions are fairly uni-
cart- building. Musk deer, foxes, boars,
Northern Hosk is the largest of all the form throughout the Tamire. The seasonal
martens, bears, and sables lair in the
lands of Taladas and has the second- variations are extreme. The average sum-
wooded slopes along with packs of hunt-
largest population. It is a land of geologi- mer temperature is in the mid 80s to low
ing spiders and goblin tribes. The forests
cal wonders set in harsh surroundings. 90s while the winter average is 5 to 10°
are filled with woodland birds and small
Fabled and little known to the lands of Fahrenheit. Extremes of 100° + to -30° can
mammalsmice, shrews, squirrels, rab-
the south, it has been the homeland of occur. The farther north one travels
bits, and chipmunks, making the forest
innumerable nomadic tribes that are con- through the Tamire, the lower the average
rich for hunting. The trees also provide a
stantly melding, splitting, conquering, temperatures become. Furthermore, in the
winter haven for many of the animals of
and raiding one another. These people northern regions the temperature drops at
the steppe, particularly antelope, horses,
have learned to eke out an existence in night and rises during the day quite
and the rare steppe tiger, all seeking the
the harshest conditions from the dusty quickly, making for scorching, dry days fol-
shelter of the wooded lower slopes.
steppes of the south to the icy wastes of lowed by freezing nights. Rains are
On the steppes dwell herds of ante-
the far north. infrequentthe average rainfall is a little
lope, wild horses, and camels (to the
Northern Hosk consists of three princi- over a foot a year. During the winter the
north), all of which live off the tough-
pal areas. The largest and most settled is ground is normally covered with a thin
stemmed grasses and winter, mosses of the
the Tamire, an expanse of steppe reaching crust of snow and ferocious blizzards some-
plain. These animals are preyed upon by
from the Tiderun to the midpoint of the times roar over the open land.
ankhegs, bulettes, wild dogs, and wolves
continent. This land is known for its The Tamire rests atop a solid granite
that follow the herds as they migrate
fierce riders, both human and elven. shield that was pushed up somewhat dur-
across the steppes. Less frequently met
Along its southern coast, near the mouth ing the Cataclysm. Thus the shoreline
are the scarce steppe tigers. Once these
of the Tiderun, are several trading cities, along most of its length is cliff-like and
roamed widely over the Tamire. Now they
nominal members of the Southern jagged, with few good harbors or landing
are only found in the region of the Ilquar
League. points. The shore does taper off to the
Mountains. Around these mountains,
The other major region is the Panak south, giving way to broad, open beaches
too, are the prized falcons, sought after
Desert. Only a few tribes live in this fro- at the mouth of the Tiderun.
by chieftains and kings. These birds prey
zen waste, tending herds of nasif and The shield has been thrust up through
on the rabbits, mice, ground squirrels,
fishing in the icy waters of the the surrounding plain to create two low
and game hens that dwell in the grass-
Guurlamskas, the Northern Sea. mountain ranges down the center of the
land.
Isolating Tamire from the rest of Tala- Tamire. The northern end of these ranges
True is the old Uigan saying that states,
das are the Tiderun and the Ring Moun- marks the edge of the Tamire proper.
Only the witless bowman starves, refer-
tains. The former is only a minor Though low and rounded, both ranges
ring to the riches of their land. The
obstacle, except for those foolish enough are dotted with numerous outcroppings
Uigan have indeed fared well in a land
not to mind the ebb and flow of the tides. of granite, fissured and split with age.
many others would find too harsh, but
The latter is much more formidable and Their height above the rest of the plateau
they are not the only tribe that lives in the
harbors both riches and dangers. Within forces more rain to fall on their slopes and
Tamire. Many nomadic and semi-
its folds and ridges are goblin tribes and also serves to break the fury of the winter
nomadic bands of humans and elves have
the fabled Howling Demons. Deep storms blown in from the ocean.
long been a part of life in the Tamire.
11
NORTHERN HOSK
Among the human tribes, the Uigan is tively new, as the oldest (Rudil) was ing them from effective action against
currently the largest and most powerful founded only 123 years ago. Rudil has their neighbors. Only the elves berserk
force on the steppes. Other human tribes prospered but not grown, its size re- intensity as warriors has prevented the
include the Kazar, Pureshk, Purgi, and stricted by the treaty negotiated with the Uigan and the Kazar from encroaching
Alan-atu. There are also many smaller Uigan in the early years of its founding. deeply into their lands.
clans that are not yet accorded the status Still, it is the largest of the three cities,
of true tribes. Although these tribes bear the other two being trading outposts that THE UIGAN
many superficial similarities, each have arisen to accommodate the increas-
proudly considers itself quite different ing flow of trade between the League and The Uigan people are a short, slender
from the others. It is a grievous insult to Northern Hosk. race. Skin tones range from a pale, weath-
knowingly misname a mans tribe. Currently, the Uigan are the dominant ered brown to yellow-white. The head is
Fewer in number but perhaps more power on the steppes. Their tribe numbers somewhat narrow and long. Unlike their
tightly organized and ferocious are the Elf approximately 60,000 to 70,000 people, Kazar cousins, Uigan heads are not de-
Clans, the hoski imou merkitsa or peo- divided between 130 different family formed or shaped during childhood. Eyes
ple of the land before [the Cataclysm] . clans. However, sheer numbers alone are dark with the characteristic epicanthic
Claiming a birthright to Hosk far older would not be enough to make the Uigan fold. The nose is somewhat flattened and
than that of the humans, the elves have formidable. At other times, the total the cheekbones are usually high and
maintained their barbaric lifestyle for cen- membership in the tribe has been much prominent. The chin is sharp and strong.
turies. Although normally preferring to greater. The Uigan have been successful Most Uigans have coarse black or dark red
attack their ancestral enemies the goblins, because they have a strong leader, Yakinf hair. Light brown or blond hair is virtually
the elves are not above raiding human Boyla (Boyla being the chieftains title), unknown. (When it does occur it is nor-
tribes or even other elven clans, should the who has kept the family clans unified. mally the result of marriages outside the
opportunity present itself. The Uigan dominate the steppes be- Uigan/Kazar group.) Men have fine-
Although they consider themselves to tween the ocean and the Ilquar Moun- textured facial hair; carefully groomed
all be of one tribe, tracing their lineage tains and patrol the Tamogiur, thus beards and mustaches are not uncommon.
back to a common family, the elves are ef- effectively controlling the majority of Aside from these biological characteris-
fectively divided into tribal clans. Each trade throughout the Tamire. tics, Uigan appearance is quite distinc-
clan has a separate totem, a quoyai or Loosely allied to the Uigan are the tive. An Uigan male, upon coming of
spirit-protector, that can be called upon Purgi and Pureshk tribes, smallest of the age, has blue-black tattoos applied to his
in times of great danger to the clan. Totem remaining human tribes. The Kazar live cheekbones and forehead. The pattern of
clans include the Tiger, Bear, Fox, Horse, in the far northern end of the Tamire the tattoo varies according to family; the
Snake, and Falcon. All the elf clans are ex- along both sides of Uesi Ilquar. They mi- size and number of the tattoos give a gen-
ceptionally skilled in the handling of the grate to the southwestern end of the eral indication of the prowess and rank of
horse and bow, surpassing even the best Panak Desert during the short summer the wearer.
horsemen of the human tribes. season and then return to their tradi- Fighting men shave their heads, except
Between the humans and the elves are tional winter grounds in the northern Il- for a single lock on the left side. This lock
the Goblin Villages. Long hunted by the quars at the beginning of the fall. The is braided and bound with a silver clasp.
elves and persecuted by the humans, the Kazar are fierce warriors, skirmishing fre- Priests shave their heads completely.
goblins have formed a loose collection of quently with the Uigan, Elf Clans, and Other men (wizards and slaves) wear their
family- based villages in the Ilquar Moun- the Ice People of the Panak, but their hair long. Slaves are not allowed to bind
tains. Located on the peaks overlooking numbers are small; the entire tribe con- their hair in any manner, while wizards
the trade routes, each village is little more tains perhaps 30,000 people. commonly fix theirs into long braids.
than a mud-brick and stone fortress. The Alan-atu are a mountain people, Uigan women allow their hair to grow
Around these the goblins hunt, grow a raising herds in the green valleys of the Il- long and then draw it up on top of the
few meager crops, and raid their human quars. Their concerns are much more head, fastening it with gold and silver
and elven neighbors. Centuries of coex- with the Goblin Villages and raiding bands and covering the top with a small
istence have taught them not to molest Uigan horsemen than with seldom- cap. Before a woman is married, this cap
the caravans that move along the trade encountered elven raiders. is commonly white (which is considered
routes and sometimes they will even rally On the inland side of the Ilquar an auspicious color). After marriage the
to the defense of a favored merchant. ranges, the Tamire is dominated by the cap worn is normally red or blue, depend-
Finally, along the coast near the mouth Elf Clans. Altogether, the clans have a ing on the particular family custom! No
of the Tiderun are Rudil, Milgath, and population of about 50,000. However special provisions are made to distinguish
Baraskthe New Cities of the League of the elves are much divided by long- children of either sex.
Minotaurs. These three cities are rela- standing intra-tribal feuds, thus prevent-
12
NORTHERN HOSK
Clothing is normally made from leath- dering up and down the length of the noted as leather workers, hides being one
ers or felts of wool, horse, or camel hair. Tamire during the course of a year. They of the few natural resources they have on
Silks, bought from the League traders, do not have fixed dwellings but live in hand.
are worn for special occasions. Traditional tents (called yurts) made of thick felt and
mens colors are blue, brown, and yellow, leather. The yurt is stretched over a light Uigan Society
while women tend to blue and red. A wicker frame. The dirt floor is covered
mans costume normally consists of loose- with a thick layer of carpets and cushions. The Uigan tribe is composed of about
fitting pantaloons, a woolen tunic that During good weather cooking is done 130 different family clans. Each family
reaches to the knees, and a vest. Hard- outdoors; fires are brought indoors dur- clan, averaging about 480 members,
soled, soft leather boots with slightly up- ing periods of rain or extreme cold. comprises several distinct family groups
turned toes are worn to protect against It is said by others that the Uigan will all related by blood or marriage. Each
the cutting edges of the tall grass. In eat anything. Certainly it is known that family occupies a yurt or tent. In addition
colder weather, fur-lined robes and mit- they dine on the flesh of sheep, horses, to family members, a tent may also have a
tens are added. Finally, no Uigan rider camels, antelope, deer, dogs, and even number of bond servants or slaves associ-
would be complete without his distinc- mice in times of desperation. A favored ated with it.
tive pointed cap. This is normally made feast item is a twice-suckled lamb, con- The leadership of a tent is divided be-
of felt and lined with fur, extending sidered to be more tender and fortifying tween internal and external functions.
down into a huge neck-piece and ear- than normal meat. Their principal drink The managing of the household, in-
flaps. In winter a heavy leather and fur is mares milk and it forms a regular part cluding the maintenance of the herds and
version is worn. of their diet. They drink it straight, make responsibility for foaling, is directed by
Uigan women wear the same boots and it into yogurt, press it into curds, and the First Wife. Normally, the First Wife is
a longer, dress-like version of the mans even let it ferment into a strong drink the first one taken by the head of the
tunic. In place of the pointed cap, they called kumiss. When on the march or on household. However, he can name an-
wrap their heads in heavy wool cowls, the campaign, they eat strips of dried meat other favored wife, if he chooses. Since
tops of their hairpieces thrusting out softened under the saddle, curds of dried the oldest son of First Wife is automati-
through the back. Children wear simple mares milk, and a porridge of millet, cally considered the heir, there is often
long robes and use a softer slipper for the mares milk, and animal blood. What fierce rivalry among the wives for the af-
feet. All Uiganmale and female, few vegetables they eat are normally fections of the head of the family. The ex-
youngest to eldestcarry a knife, called gathered from the wild and they eat vir- ternal matters (negotiating with other
an arrow-knife. To give up ones arrow- tually no fruit, except for berries when tents, arranging marriages, and attend-
knife is the equivalent of surrender. these are in season. ing clan councils) are handled by the
In wartime, each warrior outfits him- Agriculture is not an Uigan forte. They head of the household, who has the high-
self as best he can. The majority are depend on the herds of horses, sheep, est standing within the tent. The head is
lightly-armored mounted bowmen. A and camels for most of their food and the oldest male of the direct branch (usu-
standard kit would include robe-like ar- clothing needs. In addition, these ani- ally the father or grandfather). If he is
mor of padded leather and quilted cloth, mals are their main item of trade with the dead, then the title falls to his brother or
two compound short bows, 400 arrows, a League merchants. Uigan horses, like all his oldest son (if of age).
hand-axe, and two light lances. those of the Tamire, are noted for their The family clan is ruled by a tegin or
Nobles and wealthy tents provide the toughness and are valued throughout the prince, drawn from the founding tent of
heavy cavalryriders fitted with splint ar- cities of the league. In exchange for live- the clan. This tent forms the noble class
mor, medium lance, compound short bow stock, leather, and felt, they receive fin- of the clan. Thus, within a family clan
and arrows, and long sword, while the ished goods, such as silk and brassware there is a nobility traced from the founder
horse has splint barding. In addition each along with millet and rice. of the clan through the eldest male son
man will normally have a number of other Like other steppe tribes, the Uigan are (or brother when there are no surviving
personal weaponsdaggers, maces, and noted as riders and bowmen. Their sharp sons) and several cadet branches (the chil-
battle axes being most common. eyesight is legendary, as is their skill in dren of daughters, brothers, and a few
There is no standard uniform, al- fieldcraft. Throughout the Tamire and sons). Over the years some clans die out
though those of a particular family may even in the lands beyond it, the Uigan are (as there are no male offspring), while
adopt some identifying piece of dress. valued as guides and trackers. Their no- others grow to the point where they di-
Furthermore, each man wears as fine madic life has given them an exceptional vide to form two related clans. It can
clothing and armor as he can afford. Sa- ability to remember places and shapes. fairly be said that all the clans of the
ble, marten, and tiger skins or horsetail They have even mastered the rudiments of Uigan are related to each other to one de-
plumes are all used for decorations. stellar navigation although few, if any, gree or another.
The Uigan are a nomadic people, wan- have any experience on the sea. They are Once every year, the tegin gather to
13
NORTHERN HOSK
elect a boyla (great prince or duke). At the ther many heads of his enemies. His The importance of tegin within the
council, the tegin of the four boyla fami- enemies are our enemies. When you visit tribe can also vary according to a number
lies (the families that claim a direct blood- my door your bow may be strung. of factors. Foremost of the tegin are those
line to the first family of the tribe) offer Upon arriving at the camp of his in- of the boyla families. Second are those te-
themselves or others as possible candi- laws, the brides father greets him saying, gin who lead the largest families, for they
dates. Although the system is ostensibly Found is my son, bought with my have the authority and wealth to make
democratic, it has none of the legal limita- blood! May you sire many daughters to their wishes known. Then come the ma-
tions of more civilized governments. Lob- bring us honor among the clans. May you jority of tegin, of moderate wealth or
bying, threats, bribery, duels, and even sire many sons to bring us the heads of poor, neither powerful or shunned. Fi-
murder are all part of the process. Of our enemies. When you sleep in my tent nally the least important, but most dan-
course, violence will result in feuds and your bow may be strung. From that day gerous, are those tegin who oppose the
the possible break-up of the tribe. As the forth the grooms father-in-law is consid- current boyla. This opposition may be
field is narrowed to a few candidates, the ered his father (and he becomes the heir due to ancestral feuds or to stubborn and
tegin show their support by placing their of his new father, fitting into the family foolish opposition to the boyla, particu-
yurts closest to the candidates they favor. heirarchy as a son in the birth position larly during the election council.
Often this also results in the tribe dividing that his wife occupied), while his natural
into feuding factions. It has even led to the mother continues to be legally considered Uigan Priests
creation of separate warring tribes. On rare his mother. Thus, he has one parent in
occasions (such as now under the rule of each camp. The priests of the Uigan occupy a
Yakinf Boyla) the tribe is unified behind a Within the tribe there are several rec- unique and troubling position. Before
single strong leader. ognized levels of society. At the lowest the advent of the Cataclysm their powers
Uigan society is a curious mix of patri- level are the bond servants and slaves. made them respected and important.
archal and matriarchal attitudes. Men Above these are the common tribesmen. With the Flight of the Gods, the priests
and women are considered to have equal The clan nobility forms the next social discovered themselves stripped of the
rights. Either can divorce the other with class, while the priests (and priestesses) open displays of their authority. Denied
very little effort, although wrongful di- are generally considered to be even more their spells and their powers, they were
vorce can bring shame to both parties in- important. At the highest levels of society unable to heal the injured, cure the sick,
volved and may even erupt into feuds. are the nobles of the boylas council and or stem the raging epidemics of new dis-
Property is considered to be under the the boyla himself. Outside of the tribe ease. Feeling betrayed by its priests, the
husbands jurisdiction while he is alive, and yet still a part of it are the wizards tribe lost much of its respect for them.
but upon death his widow is allowed to and the mysterious priests of Mislaxa. The priesthoods reacted to this disaster
reclaim her wedding gifts before the in- Bond servants, tribesmen who are in two ways. The foremost group was the
heritance is passed on. Surnames are not working off their debts or the obligations priestesses of Jijin (Chislev), the great
used by the Uigan (each person having a of their families, are of the lowest social goddess of the Tamire. Before, their
single name), but family names are taken level. Slaves are normally prisoners taken powers had helped protect the herds, aid
from the mother of the clan. Thus a in raids. Although all are forced to wear in the birthing, and ensure good hunt-
mans full name might be Mercho of the the cangue (a heavy wooden wheel- ing. When they were suddenly deprived
Taraqua Clan, Taraqua being the name of shaped yoke) except when working, the of their spells, the priestesses were flung
his fathers mother. status accorded the prisoner varies with into chaos.
There are two Uigan blessings given at his rank. Thus, common tribesmen re- Although many lost faith, those who
weddings that best describe the basic ceive no special considerations while remained continued to perform the cere-
Uigan view of this relationship. After the those of noble blood receive significantly monies as they had before Hitehs Night.
two families have secretly negotiated the better treatment. Important prisoners are Where possible, they took credit for nat-
marriage of their children, after the moved to different family tents on a regu- ural events, citing their works as success in
groom has performed the yaquadin or lar basis, both to spread out the burden of stemming the tide of evil and disaster.
ritual kidnapping of the bride, and after watching the prisoner and to keep the Every child who recovered from plague
the blood-gifts have been exchanged be- prisoner from affecting the loyalties of his was saved by Jijin. Every wound healed in
tween the two families, the new son-in- warders. secret by a Mislaxan priest was a public in-
law returns to live with his in-laws. At the The common tribesmen, who comprise tervention by Jijin. Over the decades,
leave-taking from his parents, the father the majority of the people, are theoreti- new ceremonies were created until the
solemnly stands (after drinking quanti- cally all equal in standing. In truth, a priesthood of Jijin had formulated a
ties of fermented mares milk) and says, tribesmans importance varies with his whole series of rites, offerings, ceremo-
I cast you out. You are the son of your fa- wealth, personality, and blood relation to nies, and procedures that must be fol-
ther no more. May you bring your new fa- the tegin of the clan. lowed.
14
NORTHERN HOSK
Central to the Jijin priesthood is the uals, and cunning, the Jijin priesthood reason for the event, but currently no an-
horse. Jijin priestesses can easily be iden- has regained much of its lost status. The swer can be given that satisfies the leaders
tified by their white robes and their caps priestesses now commonly serve as advi- of the priesthood.
adorned with black horsetail plumes. sors to all the tegin. Furthermore, their The men of the tribe also maintain a
At the beginning of spring, an offering knowledge and training has made them special priesthood devoted to Quuan the
of burned horsehair is made to Jijin. On useful as ambassadors and negotiators be- Warrior (Kiri-Jolith). The priests and the
Midsummer Night the priesthood meets tween the different clans and even to followers are all male. Priests of Quuan
at sacred sites (generally barren hilltops) other tribes. A priestess may be called on can be identified by their heavily quilted
and prepares bonfires. The colts and foals to negotiate a marriage, fix a blood-price robes, done up in imitation of war armor,
are gathered to be named. Several adepts to end a feud, or carry diplomatic mes- and metal caps. The priests do not have
blood each animal, giving it a pattern of sages to the Kazar. They are indispensa- regular rites; they meet and use their
scars on the flank that identify the partic- ble to the tegin in dealing with the powers only when the situation requires it.
ular clan. Others anoint the animal with League merchants, who have a reputation The priests of Quuan concern them-
mares milk sprinkled from a horsehair for trickery and deceit. Because of all selves with war and manhood. The most
whip. Finally, the leading priestess of the these things, the priestesses are normally important ceremony they preside over is
group gives the horse a secret name, whis- accorded an equal or even greater status the anda or rite of passage into man-
pering this in its ear. During the cere- than the average tegin. hood. Taking place at age 14, a boys
mony, no men are allowed to attend the In the last few years a new event has anda is a major event. The father invites
rite. The women of the clan assist with sent the ranks of the priesthood into tur- guests from the other men of the en-
the handling of the horses. moil. With little explanation, Jijin has re- campment and prepares a feast in his
During the foaling season, the priest- turned her powers to some of her sons honor. The number and status of
esses assist in the birthing. The priestesses priestessesthe most faithful and dedi- the guests is an important way of showing
also take the most promising children cated. This unprecedented sign of favor the familys social status, so normally no
and teach them the ancient histories and has created a schism of the priesthood effort is spared.
many of the arts that would have been into two factionsthose favored by Jijin At the ceremony, the boy is presented
lost otherwise. and those not so fortunate. There have to the priests by his father. The boy is ex-
Through persistence, education, rit- been several synods called to develop a pected to recite the lineage of his family
15
NORTHERN HOSK
to the priests as proof of his worthiness. priests have been executed by the tegin of ther memorized or marked by secret
The priests then cast brass knucklebones their camp when unable to match the abil- signs. All paraphernalia associated with
to determine the omens of the boys fu- ities of rivals in other encampments. This the worship of Mislaxa is kept highly se-
ture. These omens are told to the assem- is causing a crisis of major proportions for cret, shown only at special ceremonies
bled guests and may result in great the family clans. that only the initiated can attend.
rejoicing or despair and gloom for the The priests and priestesses of Mislaxa Charged with the need for secrecy, all
family. After this, the priests take the boy have adapted to the new world of Taladas the priests of Mislaxa are wanderers, more
and smoke his body in a sacred fire of wil- in an entirely different way. nomadic than the nomads they live
low wood and dung. They then apply his When the disaster of the Cataclysm oc- among. They normally travel alone or
facial tattoo, the mark of manhood. Once curred, those of Mislaxa who remained or with one or two other people, customarily
tattooed the boy is given a mans name. survived attempted to continue with an herbalist helper, an acolyte, or both.
Thereafter he is considered a man of the their healing ways, relying on their scanty A Mislaxan priest renounces all con-
tribe and is invited to the feast as the knowledge of herbs and medicine. In the nection to family and clan, adopting the
guest of honor. 20 years that they were abandoned by religion as his new home. Thus such
The other major function of the priests their goddess, the priests learned many of priests are strangers among every clan
is to bless warriors before going into bat- the secrets of natural healing. Even they visit. Arriving in a strange village, a
tle. This is a very simple process, but no though they had lost the greatest of their priest relies on the traditional hospitality
man feels safe without the word of the powers, their healing arts helped them of the Uigan and the customs that have
priest on the eve of a battle. Only reckless remain respected and favored. When arisen among the people about their cult.
leaders go to war without having their they regained their powers, they adjusted A stranger in brown robes is almost al-
standards dipped in mingled milk and accordingly. ways treated with great respect by the clan
blood of a mare. Just as is happening now with Jijin, not members.
Before the Cataclysm there were priests every priest of Mislaxa regained his The priests of Mislaxa do not preach to
of Quuan who were able to perform abilitiesonly those who were faithful the masses. Indeed, they strive for ano-
great wonders, but those times have long and devout. Many who failed to pass this nymity, only revealing themselves when
passed. However, unlike the priestesses of test left the calling, some bitter and some they must. Virtually nothing is done by
Jijin, the priests of Quuan suffered little relieved. Nonetheless, some remained to the priests to spread the beliefs of Mislaxa
upheaval from the loss of their powers. continue in their herbal studies and to as- through words. Instead, they rely entirely
Although they lost their powers, the sist their empowered brothers and sisters. upon deeds. They are sworn to cure the
priests continued as before, claiming At the same time, the priests were com- sick, heal the wounded, and alleviate the
credit for victories, while blaming failure pelled by Mislaxa to cloak their new- pain of the suffering. At the same time,
on some act displeasing to Quuan. found powers in secrecy and double-talk. the demands of secrecy prevent them from
The stories of priests from before the Eventually the Mislaxan priests formed a offering their services when they arrive.
Cataclysm became those of legendary war secret society and disappeared from the Typically, when a priest arrives in an
heroes. Indeed they have been exagger- regular life of Taladas. encampment, he is received with great re-
ated in the telling. Over the years she Eday, even though the true gods have spect by the tegin. If anyone in the camp
priests have developed a practice of ac- returned to Krynn, the priests of Mislaxa is sick or injured, the tegin offers the
cepting gifts for services, particularly for continue to work in secret. After over 200 priest the hospitality of his yurt, an invi-
the anda. The better the gifts given, the years, secrecy has become a part of their tation the priest refuses as too great an
greater the likelihood of a fortunate read- ritual that cannot be abandoned. Because honor. Normally the invitation is pressed
ing of the omens, the all-important part of this, Mislaxan priests and priestesses upon him until he accepts, although par-
of the anda. At the same time, the priests (for the cult makes no distinction by sex) ticularly miserly or mean tegin may take
generally take care not to abuse this wear no open symbols of their faith other him at his word. No mention is made of
power. The more positive readings they than a simple brown coat, often patched the priests abilities or the needs of the
give, the more business they will have. and threadbare. The priests also use se- encampment at this time.
Like the other gods, Quuan has re- cret hand-signs to identify themselves to After the priest has sampled the hospi-
turned his power to a select few of his each other when necessary. These signs tality of the tent, he can be approached
faithful. This threatens to create a major are generally not known to the common by those in need of his services. The
power shift among the families. Suddenly Uigan, although they are sometimes re- tribesmen come to the door of the tegins
there are war priests with real powers. The vealed to others. tent where they are allowed to entreat the
families who have these priests have man- Mislaxans have no altars, churches, or priest for his aid. Unless there are excep-
aged to increase in power and prestige, all other public symbols of power. Scattered tional reasons, the priest then attends to
at the expense of those families served by throughout the land are sites of power or the needs of the supplicants, using both
impostors. Several of the less-fortunate importance to the religion. These are ei- spells and herbs to heal and cure. During
16
NORTHERN HOSK
his stay, the priest is normally gifted with to come along. Among some families, isolating the wizards, they cannot acci-
small and useful thingsclothing, the Mislaxans are feared as kidnappers of dentally cause offense.
knives, food, perhaps even a new horse children almost as much as they are re- The wizards themselves do not find
given according to the ability of the spected as healers. this offensive, for this is the way it has al-
household. Once an acolyte priest has been ac- ways been. The treatment they receive
Thus, through his services, the priest cepted, he travels with his master, train- from the tribe recognizes and respects
receives those things he needs to continue ing as he goes. Over the course of a year, their difference. In exchange for endur-
in his journeys. There is no set time that more or less, the acolyte is taught the fun- ing the taboos, they seldom have to worry
the priest will stay; typically it is long damental mysteries of the Mislaxan faith. about their own needs. Tribal members
enough to help all those in need of aid. There is no attempt to teach the spells or are customarily expected to provide for
Whatever the length of time, the priest herbal skills. the needs of the wizard and his family by
always moves on. He may hear of suffer- Once all the rituals and lessons have providing food and goods needed. In ex-
ing among another camp or may decide been learned, the acolyte is brought for- change, the wizard gives the spells and
there is nothing more for him to do here. ward for initiation in the secret mysteries. advice the clan needs. Although travelers
One problem for the priests is fraud. A conclave of 20 or more priests gathers at find the arrangement curious, it has
Impostors sometimes dress in the brown one of the places of power. This only oc- worked for the Uigan for as long as they
robes and pass themselves off as Mislaxan curs on nights when Neugiar (Nuitari) is know. At the same time, the Uigan have
priests. Those frauds who have attempted setting and Toyaqual (Solinari) is rising. no qualms about attacking non-clan or
the trick risk a horrible death if discovered The acolyte is presented to Mislaxa, tribal wizards. Their fear of sorcerous
by the tribesmen. Since the mysteries are along with a record of his teachings and powers encourages them to view all
kept secret, they can dupe others by going deeds. During the ceremony he is ex- strange wizards as threats.
through the motions of healing and cast- posed to the Heart of Truth, a secret The wizards of the Uigan are univer-
ing spells, but those with suspicious minds never revealed by any Mislaxan and thus sally renegades, not adhering to the laws
will begin asking uncomfortable ques- the center of fearsome rumors. If the aco- of the Robed Orders (which are much
tions. Worse yet is the chance of meeting lyte passes the test, he is receives the spells weaker throughout Taladas, anyway). Al-
someone who does know something about and granted powers of a beginning Mis- though few tend to specialize, those that
the Mislaxan cult and can ask the right laxan priest. Only those who have passed do tend to be abjurers and invokers. They
questions. The punishment for impostors the test are allowed to wear the brown are not common enough to form into
is death, normally by drawing and quar- robes of a priest. large groups or play a tremendous part in
tering. Such a charlatan cannot expect battles, but many a clever tegin has made
much in the way of mercy. Uigan Wizards good use of their powers.
The second major difficulty faced by Outside all of Uigan society are the
the priests is the refusal of hospitality or Uigan Justice
wizards. Almost every encampment has a
outright assault. In their own way, the yurt whose members all practice the arts On the surface, Uigan law is very sim-
priesthood has developed the perfect de- of sorcery. Male wizards are easy to spot, ple and direct. Criminals are judged by
fense against this. Should one of their fol- since none bear the tattoos of the anda the tegin. When the case involves two
lowing meet with ill treatment at the common to every other Uigan man. The families, the two must find a third tegin
hands of a tegin or his people, other wizard family is excluded from most so- willing to act as judge. This is a delicate
priests simply cut that family off from fu- cial activities (such as a boys anda) and matter. All the families are related, there-
ture aid. This may only be for a short per- yet is treated with great deference by the fore the judge must be no closer in kin to
iod (to demonstrate their power) or can tribe. The clan does not hate the family, one side or the other.
be permanent (in the case of gross cru- but treats it as a special group outside the The judge cannot bear ancestral loyal-
elty). The tegin who has offended the normal social life. ties or grudges against either side. Nor
priesthood often finds himself forcibly There are many taboos that govern re- can there be any obligations on the judge
replaced by a more practical tegin. lations with a wizard. For example, an or any owed to him by either party. Fi-
Since they do not preach and they try Uigan will not eat or sleep in the same nally, in what may be the most difficult
to keep their practices secret, the Mis- tent with, buy a horse from, dance with, condition of all, the judge and his family
laxan priests must use extraordinary mea- wear the clothing of, or drink from the clan cannot be of lesser standing than ei-
sures to fill their ranks. They are always cup of a wizard. These taboos mostly exist ther clan in the dispute. In some in-
watchful for quick and bright young out of fear. The common herdsman is ter- stances this requires the case be heard by
minds who might be trainable as priests. rified of the powers of wizards, so he tries the boyla and no other.
They are not above persuading a youth to to avoid any possibility of offending one Once a judge is found, the case is pre-
flee from his family in the night, nor will in everyday life. The Uigan reason that by sented. If the matter is clear, there is no
they turn down a promising lad who asks
17
NORTHERN HOSK
difficulty. More often than not, the tegin done before the thief returns to his clan, females. Skin tones range from coffee-
must make a decision based on the claims there is very little claim that can be made brown to honey-tan, in part from the in-
and characters of the parties involved. against the tracker. However, if the thief evitable intermingling with Uigan in
Decisions are not necessarily based on manages to return to his clan, a claim for eons past. Their hair color ranges from
truth, but what is best for the clan. Judg- the stolen property must be made with fine honey-blond to brown, although
ments are designed to preserve clan unity his tegin. Thereafter the claim is negoti- coarse black hair is also known (again
and strengthen the ties of clan loyalty. ated as before. probably the result of ancient Uigan
For criminal acts, punishments are nor- Of course, these legal proceedings and blood).
mally severe and limited by tradition and niceties apply only within the tribe. Non- Facially, the elves have drawn chins and
social standing. For example, if a man of Uigans cannot expect merciful or neces- thin noses. Their mouths tend to be small
low standing kills a clansman of higher sarily just treatment if accused of a crime. and thin and the teeth are somewhat
standing, he and his tent can be exiled Their best recourse is the threat of fearful sharper and more pointed than those of
from the clan. If the situation were re- retaliation (a threat the Elf Clans excel at) humans. Their eyes are more slanted but
versed, the payment of a blood-price or bribery (which the League merchants do have the characteristic fold of the
would suffice. If a man of low standing must sometimes resort to). Otherwise the Tamire people. Their foreheads appear
kills a higher status man of another clan, penalty for a crime is normally enslave- higher than most due to the fact that
the criminal can be claimed as a bond ment or death. their hairlines are more receded than
slave for a set period of time. If a man of those of humans.
high standing kills a lower status man THE ELF CLANS Beards and moustaches are almost
from another clan, a blood-price to the non-existent since their facial hair is very
injured family and the injured tegin The inland side of the Tamire is domi- pale and fine. Their ears come almost to a
would both be required. nated by the hoski imou merkitsa or point and the lobes are long, as it is their
Should a settlement be refused, the in- people of the land before [the Cata- practice to pierce and stretch these with
jured party and any kin who care to ally clysm]. These are the Elf Clans of the large plugs.
with them can legally raid the camp of Tamire, infamous among travelers for The people of the Elf Clans are some-
the criminal. The extent of the raid is lim- their wild savagery. Although they are what vain about their appearance and go
ited only by the savagery of the attackers. pressured on all sides by races more fertile to great lengths to present a colorful dis-
Those raided can defend themselves but and numerous than themselves, they play. Elven males allow their hair to grow
have no rights of complaint against the have managed to keep most of their an- long and then fix it into braids. Normal
attack. They are seen as having invited cestral lands through their fierce and war- practice has one braid behind each ear
the attack upon themselves. like ways. and another down the back of the neck.
When property is stolen, particularly The elves of the Tamire are short, lean- These are normally fastened with carved
livestock, the injured party (and any who muscled people. The average height is wood or silver fastenings. The length of
wish to join him) can reclaim his property 54 . Unlike other species of elves, those these braids is a point of pride and it is
by tracking and killing the thief. If this is of the Elf Clans do not have a appreciable not uncommon to see males with hair
difference in height between males and reaching almost to their waists. The hair
is kept lustrous and supple by applica-
tions of an ointment made from animal
fat and fragrant herbs.
The males also wear earlobe-plugs dec-
orated with silver baubles, feathers, and
beads. Male dress is very similar to the
Uiganloose pants, over- tunic, belt,
and boots.
Although they prefer to be bare-
headed, in times of intense heat the males
wear a simple cloth turban. During the
winter they wear fur caps trimmed with sil-
ver decorations. They also wear heavy fur
coats, cut like dusters and fastened with
elaborately carved wooden ties.
Elven females wear similar clothing to
the males. However, the over-tunic is
longer and slit up the front and back.
18
NORTHERN HOSK
Each half can be tied at the ankle or left considered the most wild and berserk of This network of who likes or hates
free. The females are also more likely to all the clans. Few who know of their repu- whom is what governs all but most signifi-
wear silken pantaloons instead of the nor- tation can face them when they imitate cant of inter-clan activities. It dictates the
mal woolen ones worn by the males. Like the coughing roar of a steppe tiger. movements of clans to new grazing
the men, they allow their hair to grow In addition to lightly armored war- grounds, the seating arrangements at the
long. Instead of braiding, they pull their riors, each clan has a small group of heavy rare grand councils, the permissible inter-
hair up and bind it in buns on the sides or cavalry. These riders wear scale armor and clan marriages, and the rights of prisoners
fasten it with combs into a cascading fan- wield long swords and maces. The horse is taken in raids. Every elf of the tribe is very
shape in the back. Married women dye normally fitted with scale half-barding. conscious of his clans position in relation
their front bangs with henna, giving In general, however, the elves favor light to all others. Indeed, names consist of
them a red-brown color. Widows mark cavalry, preferring speed and quickness to three parts: first the clan name, then the
their cheeks with an angled scar as a sign striking power. family name, and finally the personal
of their grieving. The number of scars is name.
an indication of the number of husbands Elven Society Each clan is identified with a particular
a female has outlived. In many ways the elves of the Tamire totem, called a quoyai or spirit
The clothes worn are commonly more live a life very much like that of their hu- protectora particular animal spirit that
colorful and patterned than those of the man neighbors the Uigan. They are a no- can be called upon in times of need.
Uigan. Virtually any color is worn, al- madic people, living in yurts and Originally, before the coming of the Cat-
though reds, yellows, blues, and greens dependent upon their herds of horses for aclysm, each clan was led by a shaman
are most common. Clothing is normally who able to commune directly with the
most of their livelihood. They generally
woven or printed in broad stripes, floral share the same sense of values as the quoyai. A few of the clans are still led by
patterns, or clan totems. shamans who were alive before Hitehs
Uigana respect for family, reverence of
Leathers are seldom left in natural horses, and a strong sense of position Night. In general, however, the Flight of
colorsred, green, and black being the within the clan. They have an even the Gods caused a minor revolution in
most common dyes. Like the other tribes greater lust for battle than the Uigan and the leadership of the clans. Where before
of the Tamire, the elves use wool and felt, every male, no matter what his calling, is each clan tended to be led by the most
but they also wear more silks, linens, and expected to be a warrior. Racially differ- devout person of the clan, after Hitehs
cottons obtained in trading with the ent from all other tribes, the elves tend to Night power shifted to the most astute
League merchants. Winter clothes make be even more suspicious of strangers and politician of the clan.
greater use of fine pelts. Overcoats of rab- arrogant about their own superiority than Thus many of the clan leaders over the
bit, marten, sable, and fox are all com- do the prideful and haughty boyla fami- next 200 years, while posing as shamans,
mon and are trimmed with even more lies of the Uigan. actually have no religious pretensions at
exotic fursbobcat, tiger, bear, griffon, The most basic level of group identity all. The few shamans that have remained
and giant weasel. among the elves is the family. This in- in power have had to struggle with guilt
When raiding, the typical warrior cludes more than just immediate parents and self-doubt. Several of these shamans
wears a robe of heavily padded leather or and children, due in part to the long life have led their clans into attempting to ex-
quilted cloth with a large, upright stiff spans of the elves. Thus a single family piate some long-forgotten ancestral sin
collar to protect the neck and ears. A can include five to six generations and while others have adopted curious and
small metal cap protects the head. Nor- also encompasses uncles, aunts, and all complicated taboos to avoid behavior
mally this is adorned with the clan their children. Two to four of these ex- they believe was the cause of their aban-
totema fox tail, eagle feathers, etc. tended families are normally bound to- donment. Thus the members of the
The weapons carried are similar to gether by close ties of blood and marriage Horse Clan cannot eat the flesh or drink
those used by the Uiganan overdrawn into a single clan. the milk of a horse, as had been their an-
composite short bow, arrows, light lance, The clan is the only political unit with cient custom, while those of the Bear
and sword. The horse is normally unar- any authority among the elves. Although Clan cannot drink water on the day they
mored, but is dressed with tassels and they recognize the concept of the tribe set out on a raid.
coverings. Some clans dress in special war (all clans trace their ancestry back to a sin- Now the quoyai have returned. Only
clothestight-fitting suits made to re- gle family), it is not a functional part of in a few cases has the shaman of the clan
semble the clans totem spirit. their society. The elves do not elect a sin- remained devout enough receive the
Most fearsome of the Uigan are the gle tribal ruler. Each clan is more or less powers the quoyai bestows. In most cases
elite warriors of the Tiger clan. Dressed in independent of all others, doing as it the quoyai has revealed itself (either
yellow and black striped padded leather pleases within the web of loyalties and through event or vision) to a worthy
pants and shirt and wearing a tiger-faced feuds among the different clans. member of the clan. This lucky (or un-
cap of steel and leather, these warriors are lucky) soul has been granted the powers
19
NORTHERN HOSK
of the shaman and the quoyai expects the elves of the clan are no less respected as raised in its place. Humans raised by the
chosen one to assume leadership. This is warriors, wizardesses, and advisors. They clan are treated as if they are elven and are
not as simple as it sounds. The current are an integral part of the clan. An injury allowed to marry and create families
shamans, for the most part, dont care or insult to a half-elven family is as much within the clan (since they are considered
to relinquish control. They have accused an affront to the entire clan as if the same elves, they are exempt from the taboos
the chosen ones of heresy, blasphemy, had happened to one of the elven families. restricting half-elven marriages). This ac-
and possession by evil spirits. The clans Childbirth and children are a vital part counts for the half-elven communities
are in turmoil, of elves lives. They have always had a low that form part of every tribe.
Unlike the Uigan, elven society is birth rate (due to their slow rates of matu- Still there is a lingering prejudice
clearly patriarchal. The father rules the rity), but since the Cataclysm, when they against them, effectively preventing a elf-
family, both in the tent and outside it. lost the benefit of healing spells, success- raised human from leading a tribe. Hu-
Sons are more favored than daughters for ful births have dropped dramatically. man children among the elves quickly
their usefulness to the clan in raiding and Thus the occasion of a pregnancy and learn to be tough and thick-skinned to
war. Inheritances pass from father to childbirth is one of great importance. In the taunts of their peers. Elven children
sons, normally divided between them all. an effort to ensure success, the shamans sometimes learn it isnt wise to taunt a
Females do not have the rights of divorce have created a number of taboos and cer- human child, since the humans mature
or property that Uigan women do. In le- emonies for childbirth. The most impor- so much faster than elves!
gal cases they are considered of lower sta- tant of these is the saqul idri or The other important part of the Elf
tus than males of the same rank. birth-rage. Clan culture is death. Given their long
However, females are not totally sub- When the time for childbirth comes, life spans, natural death is a rare thing
servient. Just as with males, all females the Yasua Egom (Eldest Mother) secludes among the elves, although many more
are expected to be warriors, though sel- the mother-to-be in a specially purified meet violent ends in raids and feuds.
dom as skilled as the males. The arts of tent of white felt. The remaining females Each year for two weeks around Midsum-
magic are practiced almost exclusively by await outside, encircling the tent, and sing mers Day, the clans gather at a site near
females. Those male wizards that exist are the sacred songs to the clans quoyai. No the Turgan Oasis while their shamans per-
exceptions to the norm. They are often males are allowed to enter within the circle form the Ancestors Ceremonyfuneral
outcast and may even be treated by the of chanters. rites for all those who have died in the
rest of the tribe as if they were female. During this time, the father-to-be and past year.
Each elven wizardess proclaims one of the the other males of his family prepare for This is one of the few occasions when
moons of Krynn as her guide, choosing the saqul idri. They paint their faces in the tribe acts as one. During the days of
which according to her nature. There- special ceremonial war-masks (war paint the ceremony, the clans maintain an un-
after, the wizardess is subject to the wax- is not worn for normal raiding) and begin easy truce with each other. If an offense
ing and waning powers governed by that a ceremony of chants and drinking. Once does occur, it is judged by the entire
moon, but she is not restricted in spell se- prepared, the males go raiding. The council of shamans. The punishments for
lection. Most elven wizards of the Tamire numbers of heads and horses brought breaking the peace are traditionally
tend to specialize as enchanters or trans- back foretells the fortunes of the child, severeheavy fines or death being most
muters. Aside from wizardry, the females thus the father and his relatives fight with common. Several famous feuds have
are also highly valued for their ability to great savagery. By tradition, the targets of come about because one family contrived
bear children. such raids are non-elvengoblins, hu- to embarrass the family of another clan
Occupying a special position within the mans, and ogres are the victims. Rumor during the Ancestors Ceremony.
clan structure are the half-elves. Unlike that the elves are making a birth-rage raid During the year, the bodies of those
many other elven communities, little is enough to instill fear and panic into who have died are either carried with the
shame is attached to being a half-elf (due most of the neighboring tribes, particu- clan or are brought to the Turgan Oasis
to the practice of saqul idri, explained larly the goblins. and left there. At the Ancestors Cere-
later). Every clan has several distinct half- Worse still is the saqul idri that occurs mony, these remains are properly set to
elven families. These form a separate com- when the mother or infant dies in child- rest. Each clan has a sacred burial ground
munity within the clan; they are almost birth. Then the raiders become not just around the oasis. Bodies are placed on
equal in status to full elves. Tradition savage, but berserk with rage and an- platforms and exposed to the elements,
frowns on inter-marriage between half- guish. Oblivious to their danger, the along with appropriate offerings to the
elves and elves (so that marriages tend to raiders have only one goalto kidnap a clans totem spirit. Carved effigies are
be between half-elf families) and also pre- surrogate for the one lost. made for the dead whose bodies could
vents half-elves from holding the highest If the mother died, a human woman not be recovered (as sometimes occurs
positions within the clan (particularly that must be captured to raise the child. If the during a raid). New offerings are made
of shaman). At the same time, the half- infant died, a child must be taken to be for the ancestors of the clan.
20
NORTHERN HOSK
Throughout the ceremony, the sha- males have scrolling patterns of welts tat- a woody, thick taste and has a heady effect
mans of all the clans pray for the strength tooed around their eyes. on those unused to its power.
and safety of the tribe. Each night a dif- Goblin dress is both simple and highly The sludge from the brewing is dried
ferent clan holds a feast, inviting guests ornamented. Most clothing is leather or in sheets and then used as march rations
from all the other clans. Each guest is fur; since the goblins produce only a called issache. Issache is high in protein
given gifts to take back to his clan. The small amount of poor-quality cloth, this and quite nourishing, if it can be stom-
gifting is a complicated business. Allied material is worn infrequently. The ached. It is quite tough and unpalatable.
clans are naturally given ample gifts. Ene- amount and quality of clothing is a clear On campaign, goblin warriors typically
mies of the clan can be given lesser gifts to sign of the wealth of the goblin. Poor soften a piece for chewing by sticking it
insult them. However, they may also re- goblins tend to wear a simple loincloth, between the foot and sandal and leaving
ceive abundant gifts to improve relations long tunic, and thick-soled sandals. it there for the day. They also eat jerky,
or to embarrass the receiver. Finally, each Wealthier goblins wear leather breeches drying the meat of virtually any creature
clans gifts must be balanced against all and lightweight leather armor. This may they can catch. The Ilquar goblins are not
others given to avoid accidental insult. be adorned with padded shoulder plates noted for their fastidious cuisine.
Wise shamans are skilled in the fine art of and leggings. They too wear thick-soled Although the goblins are organized
the feast-gift. sandals. Female goblins wear heavy into villages, they are still, at heart, a
leather dresses and cowls covering them simple-minded and brutal race. The vil-
from head to toe (so as to prevent a stran- lage system has evolved over the course of
THE ILQUAR GOBLINS
ger from seeing too much). The young centuries as the best protection from their
Living in the high passes of the Ilquar are most often naked except for a pair of enemies. It is not, although they like to
Mountains are the Goblin Villages. Al- simple sandals. claim it is, evidence that the goblins are
though it is impossible to take a complete In battle, goblins tend to dress the more culturally advanced than their hu-
census, there are probably 40,000 goblins same as in everyday life. With the excep- man or elven neighbors.
living in small, fortified villages through- tion of rare and expensive metallic ar- Within each village, the goblins still
out the two ranges. Most of the villages mors, they do not distinguish between abide by the rule of force common to
have populations of about 150 creatures, everyday and war dress. All the males, ex- other goblin tribes. The male goblin best
but there are at least ten villages having cept those too sick or infirm, come out to able to terrorize or exterminate his oppo-
1,000 or more goblins. The villages are fight. Typical weapons include daggers, sition is the headman of the village.
scattered through most of the central and falchions (a type of broad sword), spears, While this is sometimes the strongest
eastern sides of the mountains. Only a and short bows. The goblins are not goblin, it is more often the most cunning
few are found on the western slopes, for horsemen, in part because of their nature and clever. Even the goblins have discov-
this is the homeland of the Alan-Atu and in part due to the ruggedness of the ered that brains are more important than
tribe. The villages are also less frequent terrain. muscle. Assisting the headman are a
along the northern end of Uesi Ilquar, a The goblins are a settled people, each number of chosen companions, bully
territory that has been claimed by the Ka- village claiming a certain amount of terri- boys as it were. These aides are normally
zar over the past few centuries. tory around it. They live mainly by hunt- brutal thugs, not very bright but obedi-
The goblins of the Ilquar are a short, ing (they are exceptional at camouflage ent and ruthless. They carry out the or-
stocky race. They are heavier-set than and stalking) and metal-forging, supple- ders of the headman and do his dirty
others of their kind and are prone to pot menting this with a few crops and occa- work.
bellies and bow-leggedness. Their skin sional raids. The males are responsible for Advising the headman is a small coun-
color ranges from yellow-brown to hunting, mining, smelting, and raiding. cil of other wise (or cunning) goblins.
brownish-green. The majority of the race The females and children tend the fields Some of these are allies that must be re-
is bald. The others have thin and wispy and see to the everyday needs of the warded while others are enemies too pow-
black hair. Infants have their heads household. erful or important to terrorize, ignore, or
shaped when born so that the back of the The goblins mainly live on meats, sim- murder. These goblins normally have their
head is flat and the forehead has a pro- ple breads, and a few paltry vegetables. own bully boys (though not as powerful or
nounced slope backward. This shaping They have learned to brew a strong drink, effective as the headmans) and present
also gives them broad flat noses, a feature issca, from a combination of mushrooms the greatest threat to the headmans rule.
that is considered quite attractive among and grain. This is flavored with the dried Indeed, in some villages, the headman is
their kind. The chin is very weak, merg- buds of certain bushes and mashed fruits, little more than a figurehead following the
ing almost completely into the folds of then allowed to ferment in earthen pots. directions of a powerful advisor.
the neck. The males of most villages have In the wintertime, the fermented mix- No matter who is in charge, the goblins
long, sharpened canines that jut out just ture is allowed to partially freeze to in- are very political. There are constant
below their upper lip. Most claimed fe- crease the strength of the drink. Issca has schemes to remove, weaken, or just em-
21
NORTHERN HOSK
22
NORTHERN HOSK
lins have had to do two things. First, they This kind of behavior does not win the
have learned to be canny traders. While the
T H E A L A N -A T U
goblins many friends among the humans
merchants do quite well in the trade, they and elves. They are constantly skirmishing Living on the western slopes of the Ul-
dont get away with robbery. Second, the with the Alan-Atu who share their moun- quar Mountains is a semi-nomadic hu-
goblins have learned through experience tain slopes. Their contact with the Uigan is man tribe known as the Alan-Atu or Goat
not to ambush or rob most merchants, par- slight, since the Alan-Atu lie between the People. Their name describes much of
ticularly known traders of the League. two. It is toward the elves that goblin ha- their existenceshepherds maintaining
While the iron trade is useful to the tred is most intense. Whereas they some- large herds of goats and sheep that graze
League, it is not as essential to them as it is times take human prisoners to serve as on the fertile, grassy slopes of the lower Il-
to the goblins. In the past villages that have slaves or to be held for ransom, the goblins quar. Here the thick forests of the upper
attacked merchants and succeeded in driv- never take elven prisoners. Whenever pos- reaches and the dry grassland of the
ing them out of the region have in turn sible, they massacre every elf they find. steppes meet to form a border of mixed
been attacked and annihilated by their irate Peace missions or negotiations between forest and grassland. It is in the fertile val-
neighbors who were displeased that trade the two groups are impossible. leys forming this belt that the Alan-Atu
had suddenly dried up. Nor are the elves any less vicious in live.
Still, trade wars do occur when one vil- their dealings with the goblins. They too In appearance, the Alan-Atu share many
lage decides to flex its might. By custom, claim no goblin prisoners and refuse to common characteristics with the other hu-
the aggressor village invites the mer- negotiate with their enemy. Elven riders man tribes of the Tamire. Their features are
chants to its walls or requests that they re- frequently make raids into goblin terri- most like those of the Uigan, although the
main away for a set amount of time. tory, hoping to catch hunting parties or men do not have shaven heads and tat-
Thereafter, the merchants trade with war bands well away from the safety of tooed faces. Even at an early age, their faces
other villages in the area at their own risk. their towns. The walled villages of the develop extreme networks of wrinkles and
Of course, those merchants who restrict goblins exist for this very reason. If the it is not uncommon for a traveler to think
their trade to the aggressor goblins are elves have any weakness in battle, it is he has accidentally stumbled upon a tribe
subject to reprisals by the surrounding their lack of skill in storming fortified of prematurely old people.
villages. Not surprisingly, most mer- places. Their teeth and mustaches tend to be
chants choose to stay out of the area until Normal procedure upon learning of stained a red-brown, colored by a herbal
the fighting has settled down. The victor approaching riders is for the goblins to root they commonly chew. The use of this
is usually the village best prepared to sur- withdraw behind their mud and stone root (which has no known properties) also
vive a long trade embargo. walls and harass the elves with bowfire. means that spitting is an accepted social
Trade is so important to the goblins Secret tunnels provide access to favored custom.
that in the last few decades they have be- ambush points outside the town, ena- They dress in white, grey, and green
gun to provide protection to the iron bling small groups of goblins to appear, robes of the Uigan style. In addition, they
merchants. Within the boundaries of attack, and disappear quickly. If the vil- wear woolen cloaks of woodland colors
each villages territory, the merchants are lage stands and the riders leave, the gob- that they use for camouflage and stalk-
under the protection of that headman. lins dog their retreat, picking off the ing. Their boots are of soft leather and
Occasionally a caravan is attacked by a unfortunate all the way to the edge of trimmed with fur. In the wintertime,
neighboring group attempting to humili- their territory. these are supplemented by thick felt cov-
ate the protectors. Of course, the villages are no sure pro- erings that serve as simple slippers. The
The goblins have also been extending tection. Sometimes the elves appear men wear a cap of lambskin with long tas-
their protection beyond the boundaries without warning, catching the goblins in selled earflaps. The women cover their
of their land. The League merchants are the fields or riding through the open heads with cowls like the Uigan. Unmar-
often accompanied by goblin raiding par- gates. Sometimes their force is enough to ried women wear veils that cover the face
ties at least as far as the foothills of the Il- carry the walls in a storming attack. The below the eye.
quar range. Sometimes these guards elves also play upon the character of the Although the Alan-Atu are not noted
venture even farther, escorting the mer- goblins. A small force may arrive outside as warriors, each man is expected to be
chant onto the steppes and then scurrying the village, then withdraw. The goblins ready to defend the herd from predators
back home afterward. Along the way they pursue the small band of retreating elves and raiders (particularly goblins). There-
may make an occasional raid, but the only to be led into a trap when more fore, although there is no particular bat-
goblins are perfectly aware they are a poor riders appear on their flanks. In the end, tle dress, shepherds in the pasture usually
match for mounted horsemen. Instead however, although they are outnumbered have a heavy leather robe on hand to use
they prefer to use their camouflage skills and outfought, the goblins have man- as armor.
to make quick ambushes that leave no aged to hold their own against the wild Unlike the other tribes of the steppe,
survivors who can report their location. elves of the Tamire. the Alan-Atu also make use of a shield. It
23
NORTHERN HOSK
is oval, made of cured leather and wicker, ranged marriages and occasional disputes tribe to very traditional ways and cus-
and is surprisingly lightweight. A mans over pasture. toms. In some ways this has helped pre-
shield is decorated with emblems of pre- Because they are very vulnerable to serve the unity and identity of the tribe;
vious killsbits of bone, hair, pelt, or goblin raids, the families have a highly in other ways, it has prevented the accept-
personal items taken from the dead. A developed sense of cooperation. Blood ance of new ideas. Whatever the case, the
very successful warriors may have several feuds are not allowed and all disputes are bards today are not about to relinquish
shields, each filled with the trophies he settled through argument and negotia- their positions.
has taken, kept in his bator or house-tent. tion. Based on the crime, fines of sheep or Perhaps because they are not warlike,
The Alan-Atu are skilled in the spear other property are agreed upon by the el- the Alan-Atu are noted for their suspi-
and sling. Each man also carries a long, ders of each family. Once these are paid, cion of strangers. Ill-equipped to defend
heavy-bladed curved knife called a the issue is considered closed. On the rare themselves from others, they are hesitant
shildor. The shildor is a mans all-purpose occasions when a fine is refused, the other to reveal themselves to traveling stran-
tool, used in hunting, battle, and butch- families are expected to sever all trade gers. They greet unfamiliar travelers war-
ering animals. It is also well-balanced for with the criminal until the fine is paid. ily and do not invite them into their
throwing and can inflict serious wounds Sometimes this results in division within camps as is the custom among other
when wielded by one skilled in its use. the tribe, which is not resolved until one tribes. Instead, they have the stranger
As said before, the Alan-Atu are a side or the other migrates to a new series camp some distance away and then go out
semi-nomadic people. They shift their of mountain valleys. to visit him so he cannot inspect their
homes twice a year. In the spring, they Women in the tribe are given equal sta- numbers. When visiting they bring food
leave their winter quarters and take the tus to the men in all instances. They may for themselves so as not to be rude, but
herds into the cooler pastures up the hold property and serve as family elders. they seldom share this with the traveler.
mountain slopes. In the fall they drive Women are also expected to watch and Only after they feel certain of the inten-
the flocks to the base of the mountains, defend the flocks, although they do not tions of the traveler do they allow him
back to their winter homes. During the take part in the infrequent raids of the into the camp.
summertime, the Alan-Atu live in tents men. However, relations between the two However, once the stranger has been
set out in the pastures with their flocks. sexes is strictly controlled, especially be- accepted, the family makes up for its
There they spend their time watching the tween young men and unmarried rudeness by lavishing the traveler with
flocks, hunting, gathering berries, curing women. To prevent intermingling, chores gifts and feasts. Gifts include items such
leather, and stripping the bark from the are divided between two separate groups. as birch-bark boxes, bone combs, and
birch trees. Thus there are flocks watched only by the woolens. Alan-Atu feasts are affairs of
In fall, they return to their bators women and flocks tended only by the legend, as they are known for their love of
round, permanent homes of wood and men. There are mens tents and womens good food. A typical feast would include
stone. The walls are made of stacked tents, mens fires and womens fires. a whole roasted kid or mutton soaked in
stones that are packed into place with a Only after a man and woman are married butter, broiled mountain trout, stewed
mortar of straw and dung. Built without a are they allowed to associate more freely quail with fruit, goats milk cheeses, yo-
roof, a leather tent-like cover is raised with the entire tribe. gurts, wild onions, nuts, flat breads, por-
when the family returns for the winter. ridges of millet, wild rice or barley
Each family has several bators grouped Alan-Atu Priests swimming in honey and butter, dried
around a single stone corral for the ani- The tribe had never developed a strong fruits, sweetened spiced tea, fermented
mals. The sheep and goats are kept tradition of priesthood or shamanism be- goats milk, and fruit ciders.
penned for most of the winter. Prior to the fore Hitehs Night. Thus when the Cata- The guest is given the best blankets in
onset of the snows and ice, the family har- clysm struck (and the true priests the house and, if the weather is cold, may
vests the tall grasses around the bator, disappeared), Alan-Atu society was not be offered a live, trussed kid to act as a
bundling and stacking them to use as fod- greatly affected. bed-warmer. If the guest looks promis-
der later in the season. These same grasses Hitehs Night marked the rise to emi- ing, he may be offered a daughter for
are spread over the floor of the house to nence of the bards with the Alan-Atu marriage, although this is usually a
provide insulation from the cold ground. tribe. Today the bards, with their knowl- daughter no one else in the tribe will have
edge of ancient tales and events, act as the for one reason or another.
Alan-Atu Society guides for the tribe in matters of great im- The Alan-Atu women are skilled weav-
ers and makers of felt, while the men are
Socially the Alan-Atu view themselves port. Their advice, often based on the
wisdom gleaned from old songs and tales, accomplished leather workers. These
as a collection of families that forms into a
is greatly respected and sought after. Un- cloths and leathers, along with their live-
single tribe. Generally each family has lit-
knowingly, the bards serve to restrict the stock, are the main items the tribe has to
tle to do with the others except for ar-
24
NORTHERN HOSK
trade. Once a year, in the fall when the Racially, Kazar and Uigan come from Uigan, hardy bactrians able to better
tribe comes down out of the mountains, the same bloodstock. Thus the Kazar withstand the combined conditions of se-
merchants from the League and riders have the same facial characteristics, aver- vere cold and desert. Kazar warriors often
from the steppe people gather at the age height, build, and skin tones as the ride camels instead of horses into battle.
mouth of the Urmusk Valley. This is the Uigan. Those differences that do appear Having to deal with the snowier regions
traditional trading site of the Alan-Atu. are purely cultural. Kazar children are of the northern Tamire, the Kazar have
Here, for a week, there is a bustling trade bound into cradle-boards fitted with a also developed more winter skills than the
camp. hard pillow of dried grain. As a result, all Uigan (although nowhere near the arctic
The merchants and Uigan buy goats, Kazar have a distinctive flattening of the abilities of the Ice People). Kazar regularly
lambs, cheeses, sheepskins, birch-bark back of the skull. use snowshoes, a novelty to the Uigan. In-
baskets, tooled leathers, and cloth, while Unlike the Uigan, Kazar men do not deed, one of their favored raiding times is
the Alan-Atu trade for metal pots, weap- shave their heads. They keep their hair during the heavy snows of winter. Racing
ons, silk, silver baubles, grain, and some- trimmed short except for a knot bound in on snowshoes, they strike at a Uigan or
times even horses. Canny merchants up at the base of the neck. They are fond elven camp, easily able to escape over the
bring along entertainers, while those gos- of long, braided mustaches, kept supple drifts before the enemy can catch them.
sips and bards among the tribes come to with rancid butter. Nor do the men tattoo They are practiced trappers, bringing in
share stories and songs. It is one of the their faces. Indeed, they consider this many valuable winter pelts of sable, er-
few times of the year when the Alan-Atu Uigan custom grotesque and revolting. mine, winter lynx, winter wolf, and
lower their traditional hostility toward In dress, there are only two significant owlbear. They fish year round, in winter
strangers, allowing themselves to mingle differences between Uigan and Kazar. standing over holes in the ice, harpoon in
freely. Living farther to the north, the Kazar hand as they have learned from the Ice
The greatest threat to the Alan-Atu (be- make greater use of furs and hides. Thus People.
sides the strange and horrible creatures it is not uncommon for a man to wear a The Kazar form an important link be-
that are sometimes found in the forests) is bear robe (with the fur on the inside) or tween the League merchants of the south
the goblins. Since they are not as fierce or heavy leather pantaloons instead of the and the Ice People of the far north. Few
numerous as the goblins, the Alan-Atu are Uigan woolens. Boots are normally fur- merchants ever penetrate the icy wastes of
a choice target of these creatures. To pro- trimmed or lined. Kazar men wear a the Panak Desert and fewer still come back
tect their homes and flocks, the tribesmen woolen turban wrapped in a ball about from there. Instead, most goods are traded
have become quite skilled in woodcraft. It their heads, similar to the elven style. The through the Kazar. Each year, the Kazar
is said that an Alan-Atu man knows when turban cloth is dyed in a pattern of buy seal skins, whalebone, walrus ivory,
a hawk has taken prey in the next valley. stripes, the colors denoting the tribal clan and dried fish from the Ice People, trading
While their skills are not this formidable, of the rider. In cold weather, the turban is them metal spearheads, pots, fishhooks,
they have become quite talented in detect- covered with a long, scarf-like cowl. This beads, cloth, wool, grains, and dried
ing disturbances and intruders into their comes to a point in the back and can be meats. Most of the goods are then sold to
lands. Thus they are very difficult to sur- tied to cover most of the face and neck. the League merchants, who in turn sell
prise and many a rash raid by the goblins They also wear snow-goggles carved from them to other tribes throughout the
has met with disaster. bone, something they have borrowed Tamire and in the cities farther south.
from the Ice People.
THE KAZAR Kazar women and children also dress THE PURESHK
similarly to their Uigan cousins, again
Living along the northern edge of the making a greater use of fur and leather. The least significant tribe of the Tamire
Tamire are the Kazar people, the second The women decorate their clothing with is the Pureshk. Closely allied to the Uigan,
largest tribe of humans on the steppe. beads and fringe. Unmarried women nor- the Pureshk have little if anything to dis-
Like their cousins, the Uigan, the Kazar mally wear a large number of silver adorn- tinguish themselves from their more pow-
are nomadic horsemen. Indeed, they are ments as a way to advertise the dowry their erful protectors. Like the other humans of
virtually identical to the Uigan in cus- fathers will pay a potential husband. the steppe, they share the same bloodstock
toms and appearance. To the unobserv- The nomadic life of the Kazar carries and are even more closely tied to the
ant, Uigan and Kazar are virtually them from the foothills of the Uesi Ilquar Uigan than are the Kazar.
indistinguishable. However, to Kazar range to the southern reaches of the As is often the case with minor tribes,
and Uigan the differences are profound. Panak Desert. Like the Uigan, they live in the Pureshk have adopted the ways of
There is a great enmity between the two yurts, though theirs are primarily made their powerful neighbors. Thus their
tribes, even though there have been sev- of leather. They mind herds of camels dress, habits, beliefs, and lifestyle are, for
eral attempts to unite them through dip- and horses, along with a few flocks of all practical purposes, identical to those
lomatic marriages. sheep. They tend more camels than the of the Uigan. Even Uigan have difficulty
25
NORTHERN HOSK
separating Pureshk from Uigan. and, in the far north, ice-covered seas nights of winter return.
If there is any identifying characteristic of have caused travelers to name it so. To The Panak is a land of extremes. Dur-
the Pureshk, it is probably the matter of hy- most it is one of the most inhospitable ing the height of summer most of the
giene. Travelers, merchants, and even the places on earth, yet even here there are Panak warms to as much as 80 or 90 de-
Uigan agree that the Pureshk people are people who have chosen to live among grees Fahrenheit during the day, then
among the filthiest and least hygienic peo- the ice and snow. suddenly drops to near-freezing at night.
ple of the Tamire. No experienced traveler Seasons on the Panak Desert can be di- During the winter, arctic air blasts across
stays in the tent of a Pureshk clan unless he vided into two basic categoriescold and the land, bringing with it temperatures as
enjoys lice and bedbugs. Their meals are of- not cold. Although it has four seasons as low as -40° F. in the far north. The wind
ten questionable and their habits disgust- is normal for most of the world, spring whips the snow raggedly across the open
ing. The Uigan joke that the Pureshk can and fall on the Panak are so brief as to be ground to catch and swirl around the
never surprise an enemy because he smells non-existent. smallest obstacles. During winter large
them long before he sees them. They also Several months after spring has arrived open areas remain relatively free of deep
maintain that as warriors the Pureshk in the south, the freezing temperatures of snow, but the slightest projections cause
would be worthless if it werent for their the Panak suddenly break. There is a sud- great drifts. In the farthest north, the
odor, which can cause even the strongest den explosion of growth as the hardy ground never thaws, leaving ice and snow
enemy to break and run. grasses, scrub, and moss hastily blossom, to thicken and increase year round. The
brightening up the land with unexpected long dark nights further compound the
color. Growth begins immediately and chill, leaving the few travelers with the
THE PANAK DESERT the summer is begun. During the short impression of a bleak, dead land.
North of the Tamire lies a broad ex- summer, the plants and animals furiously The Panak is divided into two distinct
panse of icy wasteland known as the grow, multiply and gather to survive the geographical areas: the Lower Panak,
Panak Desert. Although it is not properly coming winter. which blends into the grassland of the
a desert, the eerie badlands scoured by Just as suddenly as it began, summer Tamire, and the Upper Panak, the north-
bitter winds, gravelly plains dotted with ends as the icy blasts from the north re- ernmost part of the Desert. Dividing the
scrub, bleak miles of ice-crusted bog, turn. Plants suddenly withdraw them- two is the Great Escarpment. Thrust up
selves, animals change color, and the long during the Cataclysm, this wall of weath-
26
NORTHERN HOSK
ered and broken sandstone juts 100 to The animals that live in the Panak are tail and liberally greased with whale oil.
300 feet above the lower plain. as hardy as the plants. Along the south- The type of clothing used is much
In the centuries since the Cataclysm, ern boundaries, in the lands of the Kazar, more a matter of practicality than style.
the escarpment has eroded and crum- are bactrian camels and tough ponies, Men, women, and children tend to dress
bled, spilling down onto the Lower both able to forage on the tough shrubs alike. Clothing is made almost entirely
Panak. In winter, huge banks of snow pile and withstand the winter cold. Living from pelts and hides. The basic dress is an
against its base and ice expands into the alongside them are the ubiquitous undershirt and leggings of woven nasif
cracks of the sandstone. Because of these mouse, rabbit, deer, fox, and winter wool, simple baggy pants of seal skin,
conditions, it is a treacherous wall to wolf. Moose are found in the marshy ar- and a loose-fitting tunic of seal or wolf. In
climb. Talus slopes at the bottom are eas (especially along the Ring Moun- colder weather (by their standards) this is
loose and prone to slides, while the stone tains). The steppe tiger can be found as supplemented by a knee-length hooded
of the face is crumbly and porous. The far north as the Great Escarpment. fur cassock, fur boots, nasif-wool gloves,
best method of crossing the Great Escarp- North of the escarpment, different an- and walrus-hide mittens.
ment is through the occasional gaps in imals reign. By far the most common are Since the tribes are not warlike, there is
the wall. At the innermost end, the stone the nasif, a type of reindeer, husbanded no special battle dress. The favored weap-
changes and height increases as the Great by the Ice People. Somewhat less com- ons are spears thrown using a spear-
Escarpment rises into the Ring Moun- mon are the shaggy musk oxen. Here also thrower, slings, axes, and compound
tains. one finds the mice, rabbits, and wolves short bows of whalebone.
The plain of the Lower Panak is dotted that seem to populate all the world. The Ice People are semi-nomadic.
with low hills of sandstone, weirdly Mostly farther to the north are the fear- During the short, warm summer season,
eroded to form ominous badlands. Eons some polar bears and, even more danger- they travel south to the permanent ho-tii,
of wind have flattened the tops of these ous, the remorhaz and ice bears that or peat houses, they have built on the
while carving out the sides to make cliff- dwell on the icy slopes of the Ring Moun- pastures of the Upper Panak. Each house
sided mesas and table-top buttes. Flash tains. The rarest and most fearsome of all is built from bricks of stacked peat and
floods have carved canyons and hollowed polar creatures are the white dragons. rock carefully pressed together. The roofs
small caves in the soft rock. The intermit- These normally live in the Ring Moun- are woven branches of evergreen shrubs
tent streams flood out into the plains, tains, but sometimes, when disturbed, covered with more peat. The floors are
forming cold sand bogs and broad pans of they stretch their wings and satisfy their normally dug out slightly below the level
water. appetites by hunting over the plains of of the surrounding ground. Oiled seal
Above the escarpment on the Upper the Panak. skins are used to keep water and wind
Panak, the ground gradually slopes away out. Those tribes that live near the Ring
to the ocean. The few streams run away THE ICE PEOPLE Mountains where trees are more plentiful
from the south to pool into the marshy build cabins of wood and stone. The ho-
tundra of the far north. A layer of perma- Even in the frozen lands of the Upper tii remain from year to year with improve-
frost exists, coming closer and closer to Panak there are humans. These humans ments and repairs made as needed or
the surface the farther north one goes. At consist of a number of different tribes desired.
the northernmost edge, the ground is known by the collective name of Ice Peo- In the winter, the coastal families move
solid frost year round, and the shore dis- ple. Although not organized into tribes or farther north into the cold regions. There
appears into blinding white expanses of even clans, the Ice People consider them- they hunt on the ice packs for seal, walrus,
pack ice. selves to all be one people, united against whale, and bear. They move their homes
Plant life is sparse and low-growing the hostile conditions of their world. As as needed, first setting up seal-skin tents
throughout the Panak. In the south it is such, the Ice People are not particularly and then packing the outside with snow or
dominated by tough, woody-branched warlike or hostile. They have few natural cut snow blocks. More skins are laid on the
evergreen scrub. Where there is sufficient enemies and none who are organized floor to keep the ice from chilling the oc-
water these bushes form a thick mat over enough to present a serious threat. cupants. Tribes that live farther inland
the ground. In their shelter are tender The Ice People are tall, broadly built, drive their herds of nasif into the sheltered
mosses and short grasses. Tiny flowers usually with a thick layer of fat over their valleys of the Ring Mountains to winter
brighten the landscape, tucked away in bodies. Their faces are small and flattened ho-tii that await them.
the warming beds of moss. Farther north, with tiny eyes protected in part by a thick To get about, the Ice People have devel-
the scrub gives way to arctic moss and tiny brow. The nose has a distinctive pug shape oped several unique forms of transporta-
ground-berries. Even these barely cling to and the mouth is broad. The ears are small tion. When moving their camps across
life in the harsh conditions. Finally, all with virtually no lobes. Hair and beards land or pack ice, they make use of nasif-
plant life fades away till there is nothing are coarse black. Beards are kept short drawn sledges. One or two of these power-
but ice, snow, and rock left. while hair is normally tied back in a pony- ful reindeer are hitched to a large sledge,
27
NORTHERN HOSK
which is built from a wicker frame with shamans without power, the Ice People mies. There are the occasional clashes
leather thongs and whalebone runners. were thrown into a panic. By their beliefs, with the Kazar, although these are nor-
When the snow is deep, the people use someone had committed some great mally quite brief and often bloodless af-
snowshoes to get about easily. (The Kazar wrong. The tribes went through great per- fairs. More dangerous are the thanoi or
learned the art of snowshoeing from the secution and agony trying to find the walrus men. So rarely are these creatures
Ice People. ) cause. Unable to find a reason, the people encountered that most Ice People know
Those tribes living along the coast finally decided that the evil had been com- them only through stories told at night in
build canoes from oiled seal skins. From mitted by the shamans. They saw that the the ho-tii.
these they are able to hunt seals along the people themselves had not suffered greatly The thanoi are very real, however. Ac-
ice packs, fish in the open floes, and even (except for the loss of the shamans spells) cording to legend, they come from some-
harpoon whales on the open water and that the makou (wizards) had not suf- where beyond the farthest polar ice.
although this last takes the combined ef- fered at all. To their reasoning, since the When they do appear, it is always to raid
fort of several men. They also collect and shamans were at fault, they had to be and kill. Their attacks are always savage
carve ivory for trade. killed or driven out before the entire tribe and are beaten back with the greatest of
The Ice People are skilled hunters and was blamed. Thus, in the short space of a difficulty. Many a small tribe has been to-
fishermen. Not surprisingly, they have no few years, the Ice People destroyed their tally exterminated by the walrus men.
talent for growing plants. They are expert entire priesthood. The makou then
at preparing seal skins and are relatively stepped in to fill the role.
accomplished in tanning other leathers. Thus it is that today the wizards serve THE RING MOUNTAINS
Those on the coast are skilled in the han- as the guides and advisors for the Ice Peo- Beyond the Ilquar ranges, the Tamire
dling of small boats. In all of Taladas, ple communities. They have taken on gradually rises as one goes farther inland
there are none better at surviving the bit- many of the public ceremonies the sha- until the gently rolling ground gives way
ter cold temperatures of the north. mans once performed. Much of their to broken foothills and finally the jagged
The Ice People seldom see strangers. magical ability has been cloaked in mysti- peaks of the Ring Mountains. A series of
Those they have met universally report cal mumbo-jumbo to the point where ranges, the Ring Mountains are a combi-
them to be a friendly and trusting peo- even they believe some of it is necessary. nation of old and new peaks, some
ple. They unhesitatingly welcome trav- Thus spells usually have more compo- formed over the centuries, *others thrust
elers into their homes to feast and nents and steps than are necessary and upward in the weeks after the Cataclysm.
entertain. The contents of such a feast creating magical items includes offerings The ground is alternately old and new,
vary according to season. In the summer- and prayers that other wizards would find wooded and loamy slopes mixed with the
time, it includes meats, berries, young pointless. thin, sandy soils of lava flows.
shoots, fish, and nasif milk. In winter- The makou have assumed important Warmed and watered by the winds
time, the meal is more spartanfish, roles in their tribes; sometimes as leaders, blowing off the Tamire, the lower western
seal, whale blubber, stewed mosses, and other times as trusted and vital advisors. slopes of the southern end of the Ring
dried meats. Delicacies include bear liver, To distinguish themselves from others, Mountains are temperate and lush. Thi
salmon roe, and fresh fruits. After a feast, they often wear special headdresses made spring arrives quickly and lasts long,
the Ice People stay up far into the night from animal skulls and pelts. Common to warming the ground and gradually fad-
telling stories and jokes. They are noted those along the ocean are cowls made ing into summer. Summertime is warm
for their good sense of humor and their from a walrus head, while wolf and bear but not hot, the temperatures moderated
willingness to laugh even at their own skull pieces are worn by those more in- by the cooling breezes from the snow-
misfortunes. land. capped mountain tops. Fall is rainy and
Hunting and the nasif are the two Even though the gods have since re- gray and the winter chill descends
foundations of the Ice Peoples lives, thus turned, shamans have yet to reappear quickly. The winters are marked by heavy
their most important ceremonies revolve among the Ice People. The now- snowfall and cold, though the tempera-
around these. In their beliefs, every traditional prohibition against them has ture seldom drops to extreme lows.
event, every instance of good or bad luck, just been too strong to overcome. Still, On the higher slopes, the air is thin and
is caused by some action (or failure to act) some gods have managed to inspire select chill, even on the sunniest days of sum-
among the Ice People. Thus, if disease individuals and instill in them the faith mer. The snows last well into summer in
strikes a herd, it may be due to an im- and powers of their cult. For example, the shaded nooks and crannies of forests.
proper offering made before the last there are priests of Mislaxa, but they have In the heart of the range, the peaks are
butchering or because a herdsman found it necessary to pose as makou in or- snow-capped year round with small gla-
washed his hair. Complicated taboos der to perform their healing arts. ciers waxing and waning from year to year.
abound within their society. Though not greatly threatened and not Farther to the north, the character of the
When the Flight of the Gods left their very warlike, the Ice People do have ene-
28
NORTHERN HOSK
mountains changes. Arctic air sweeps over mud-pots, hot springs, and fumaroles. pire of Aurim. With the devastation of
the Panak Desert off the Guurlamskas They are treacherous areas to cross, boil- Hitehs Night, the Empire was destroyed
Ocean and rushes over the slopes. Sum- ing pools covered by thin layers of decep- and its people scattered. Yet there re-
mers are brief, marked by furious growth. tively solid-seeming earth. Because of mains evidence of its former greatness.
The dry desert winds drop what little rain their warm and soothing waters and their Here and there throughout the Ring
they have, first snow, then turning to overall unusual terrain, these places are Mountains are ruins and traces of Aurims
slush, and finally cold gray rain through- considered sacred and special by the sur- might. Some have been long-lost; others
out the summer. Even the lower peaks are face dwellers. are revered as sacred or shunned as taboo.
capped year round by snow and glaciers fill On the inward arc of the Ring Moun- Best known of all these is the Pillar at
the valleys, slowly advancing through the tains, the sloping peaks give way to jut- Malad-Thoor, at the edge of the Dwarven
range. In the northernmost part of the ting columns of stone. Formed when Caverns.
range, the glaciers pour out onto the level large masses of basalt were slowly thrust The Pillar is a towering monument of
plain of the desert. from below by tremendous pressure, the carved white marble, almost 1,500 feet
As noted earlier, the mountains are a stone hardened into crystal columns. high. Once it stood much taller, but as
combination of old and new. The oldest Roughly hexagonal in shape, most are much as one-third to one-half of the up-
parts of the range are low and rounded, weathered and cracked across their tops, per part has cracked and broken away,
tapering almost imperceptibly into the although a few are smooth and level. scattered in gigantic stone shards over the
foothills bordering the Tamire. Deeper Some columns are small, no taller than surrounding region. Carved bands of
in, the ranges have split along concentric ten or 20 feet; others are gigantic, tower- glyphs encircle the Pillar (which is over
faults that radiate outward from Hi- ing over 1,000 feet in the air. The largest 200 feet in diameter) at vertical intervals
tehkel. The earth has tipped along these are supported all around by smaller of 50 feet. The Pillar is built in a series of
faults, thrusting up mountain ridges. columns bracing and buttressing them. steps, with the columns diameter lessen-
Quite new, these are extremely high and The columns lean and tilt at all angles, ing every 500 feet.
jagged. some quite perilously while others stand While it is known that the Pillar was
These same faults split open huge lava straight and true. Narrow canyons and built during the time of the Empire of
flows. The seething magma poured into crevasses, their floors strewn with rubble, Aurim, the exact reason for its construc-
the remains of the Indanalis Sea, boiling separate the columns. Secret trails exist tion is unknown. It is commonly believed
away the water in a tremendous explosion between each, but there are many dead to be an emperors tomb, although local
of steam. The sudden cooling glassified ends and cul-de-sacs. legend describes it as the spear of Quuan
the lavas surface, creating the bizarre, The creatures that live in the Ring the Warrior cast to earth during the All-
brilliantly smooth fields of the Shining Mountains vary according to the terrain. Saints War. Naturally, there is rumored to
Plains. Bordering on these strange lands The lower slopes of the southern moun- be a great treasure hidden in or around
are upthrust cones of basalt surrounded tains are rich with deer, fox, wolf, rabbit, the Pillar. Adventurers and grave robbers
by dunes of black sand, each grain a owl, hawk, boar, bobcat, cougar, and have scoured the area in vain.
razor-sharp splinter. This sand blows bear. There are colonies of giant ants, For all their volcanic convulsions and
across the land, polishing the already great flocks of bats, giant beetles, and horrible contortions, the Ring Mountains
smooth plain to create a vast sheet of lone ankhegs. Farther up the peaks are are inhabited, in some areas heavily pop-
glass. It also cuts and abrades, and the mountain goats, marmots, and eagles. ulated. Those dwelling in the mountains
fierce black sandstorms will flay the skin There are rumors of a race of half- are divided between the surface and un-
and strip flesh from the bone in a matter animal, half-humanoid people, the sa- derground. On the surface are the ogres,
of minutes. qualaminoi (white-furred people) of humans, and small groups of gnomoi.
When the plain was formed, the cool- dwarven legend, hidden away in the Underground, so deeply hidden that
ing lava flowed and formed tubes and coldest and most isolated ranges. Farther they are almost forgotten by the surface,
caves underneath the ground. Thus north, these rumors grow stronger, as do are the dwarves.
much of the plain is honeycombed with reports of the fearsome remorhaz and The ogres, or First People as they call
underground tunnels and caverns that cave bear. Across the outer ranges, even themselves, live mainly in the woodlands
run for miles. In places these break the stranger creatures dwell on the Shining of the western valleys. They dominate
surface, in other areas the glassified plain Plainsthe horax and skrit, great insec- this region, defending the land from the
covers them like a thin sheet of ice. The toid beasts able to survive through all but occasional attacks of the elves (who gener-
tunnels are substantial enough to form an the most fearsome of the black sand- ally find it much easier to attack the gob-
entire world beneath the surface. storms. lins in the Ilquar ranges). During
Dotted throughout the Ring Moun- Before the Cataclysm, the Ring Moun- extremely cold winters, the saqualaminoi
tains are many still-active volcanoes and tains (or what existed of them then) had may come down out to wreak havoc
geothermal areas. The latter have geysers, stood on the edge of the burgeoning Em- among the ogres.
29
NORTHERN HOSK
The frosty highlands are the strange underground, until now when they rarely, common material is buck- and doeskin.
and mysterious stronghold of the sa- if ever, venture into the sunlit world. It is Males wear simple heavy leather trousers
qualaminoi. Little is known of the white- not uncommon for a dwarf of this empire and shirts. These are trimmed with fringe
haired men, for they dwell in a land few to never leave the enclosed world of the and boneoften the prize kills of the
reach. Even should a traveler have the de- underground tunnels. ogre. Females wear long dresses of doe-
sire, he would first have to traverse the Far underground, the dwarves discov- skin, decorated with appliques of dyed
homeland of the ogres a race not noted ered something or someone else, the leather patches. During the summer,
for their hospitality. Approach from the duramkinarchsa or beasts of the stone. they go about barefoot. In winter they
other side would be no easierskirting Living even deeper than the Scorned add bearskin robes and fur-lined boots
the edge of Hitehkel, crossing the Shin- Dwarves, the stone beasts have never for extra warmth. In general, they need to
ing Plain, and finally scaling the up- been seen on the surface (at least in recent wear less for protection than others, be-
thrusts of the mountains themselves. times) and are only known through the ing far hardier than other races.
Once there, he would have to survive in a stories of the dwarves and the legends of By custom, only ogre males are allowed
frozen land where even the Ice People of miners. While such tales normally por- to carry weapons (although knives and
the Panak would find their skills put to a tray them as monsters, it is quite possible daggers are worn by all). An ogres nor-
sore test. Little wonder that no traveler they are an organized people barely be- mal complement of arms includes a
has gone to the trouble. yond the stages of savagery. Tales and leg- stone-tipped war club, a fire-hardened
Barely better known are the nomads of ends give them a horrid and fanciful spear, several smaller throwing clubs,
the Shining Lands. Even in this deadly appearance, but the common thread is throwing stones (chosen for weight, bal-
and inhospitable land, humans have that they are stooped and squat, barely ance, and looks), slings and stones, and a
fought to make a home. The nomads are able to stand erect, and that their skins metal-bladed dagger. Aside from their
a bizarre and mysterious group, with- are heavily crusted and stiff. Sometimes leather clothing, the ogres wear no armor,
drawn to themselves, with customs they are described with fangs or horns or relying on their natural toughness.
shaped by the unforgiving demands of both; other times the description is Much knowledge has been lost since
the land they dwell in. Their enemies in- mixed with that of other creaturesapes, the Cataclysm, including the secrets of
clude not just the voracious horax and oxen, even elephants. the origins of the ogres. Today, popular
skrit but also the most implacable foe tales and superstitions fill the void. The
the tearing black sand of the Plain. T HE F IRST P EOPLE elves of the Tamire believe the ogres are as
In a small way, their hardships have they have been since the beginning of
been lessened by the gnomes to the east Living in the western woodlands of the timethat they were created in these
of them. The gnomoi who dwell among Ring Mountains are the Abaqua ogres forms and shall remain so for all time.
the land of columns are their principal (Abaqua means First People in their Scholars of the League argue endlessly
trading partners. In exchange for miner- tongue). These brutes are a simple race, about the matter (as is their wont). Some
als and other goods, the gnomoi provide organized into a loose nation. Although maintain the ogres are a crossbreed of hu-
the nomads with sandsuits and useful de- hardly pacifists, their needs and wants are man and saqualaminoi; others react to
vices to make their lives both possible and relatively minor and so they stay to their this idea as sick blasphemy, suggesting
safer. These gnomoi, a branch of the own lands for the most part. that the combination is more likely be-
more numerous and powerful gnomoi of Ogres are classed by humans as part of tween the dwarves and the saqualaminoi.
Hitehkel, live among the twisted paths of the giant races. They stand eight to ten (The dwarves have never heard this idea.)
the columns. There they live like their feet tall, although they are normally The Scorned Dwarves believe the ogres
cousins, designing, testing, fabricating, stooped, which somewhat lessens the im- are the result of Reorxs rage against the
and redesigning. They make some trade pact of their full height. Both males and humans when they failed to learn his
with the nomads, other gnomoi, and females have broad shoulders and barrel- teachings. Frustrated by their stubborn
those brave merchants of the League and like chests. They stand bent-kneed, giv- minds and slow wit, he cursed them with
old Aurim who reach them, but their ing the impression they are bow-legged. forms to match. They consequently refer
most important trading partners are the Their skin color ranges from swarthy to ogres as human-kin and humans as
Scorned, the deep-dwelling dwarves un- brown to a purplish-black. Their bodies ogre- kin.
der the Ring Mountains. are covered in large knobby warts, some- The ogres themselves have the closest
The Scorned, as they call themselves, thing others might find unpleasant but answer to the riddle of their origin. Ac-
are an ancient race of dwarves. Once, be- which they consider to be a sign of cording to their tales, they (the ogres) were
fore the Cataclysm, they lived near the sur- beauty. Their hair is black and stringy, once the First People of the Earth. When
face and were commonly seen throughout normally cropped short all around to they were created, the gods give them spe-
the surface lands. Since Hitehs Night, the keep down lice and other vermin. cial gifts of virtue and fairness.
dwarves have retreated farther and farther Males and females dress simply. The most
30
NORTHERN HOSK
They were tall and fair, clever and intelli- homes but maintain regular campsites are the most common drinks.
gent. In time there rose among them a tribe where they spend parts of their year. In the At the head of the tribe is the warchief.
that grew evil and corrupt listening to the summer the Black Peak tribe can always be This ogre, the strongest and canniest who
words of men. This tribe, the Irda, waged found in a clearing on the banks of the has proven himself in battle, leads the
great war upon their brethren and finally Mashk River; in winter they camp at the warriors in battle, acts as tribal judge, and
stole all the gifts the gods had given unto caves of the Tamaf Cliffs. Other tribes fol- is responsible for the grouping of the
the First People. These they fled with, hid- low a similar pattern. Each tribe has a tradi- hunt. It is a powerful position and dan-
ing the gifts away in the secret places of the tional range that it considers its territory. gerous at the same time. While the war-
world. Ever since, the ogres have searched Although all one nation, entering the land chief gains many benefits, blame for
for the stolen gifts, hoping to restore them of another tribe is done only at great risk. failure in battle or times of starvation are
to their kind. Naturally, they bear a great The tribes take a dim view of others hunt- placed directly on him. The ogres do not
hatred for the thieving Irda and their allies, ing, camping, or sometimes even crossing forgive failure with a simple Im sorry.
the humans. their territory. Trespassers from friendly Next time Ill do better. Death is a far
The true origin of the ogres is close to tribes (bound by blood relation) are treated more common punishment.
this, except for several key differences. Yes, as special guestsand the same treatment Most activities take place outside
they were once fair and wise, but their own is expected in return. Trespassers from hos- around a central fire. It is taboo to cook
powers were corrupted by evil. It is also true tile tribes are killed or driven off. As a nec- over this fire, spit into it, or douse it with
that a great war was fought among the essary ingredient for survival, all ogres are water. Maintaining the fire is symboli-
ogres, between the Irda and the remainder well aware of tribal boundaries and the cally important to the tribe, arising from
of the nation, a war virtually unknown to landmarks that identify them. practical necessitythe fire-making abil-
men. However, the Irda, having forseen the Tribal life is very simple. Upon arriving ity of the ogres is limited, and it is far eas-
inevitable decay of their race under the at a new camp, the ogres build dome-like ier for them to keep one fire going at all
force of evil, were attempting to halt the houses of young saplings covered with times. One elder ogre, too old to fight,
slide. In the end the Irda were forced to flee sheets of bark and leaves. Depending on has the position of hoorac or fireten-
to distant lands for their own safety. Being taste, the floor is left bare or covered with der. In rank within the tribe it is second
the victors, more or less, the remaining pine boughs. Good hunters show their only to the warchief. The firetender not
ogres have conveniently rewritten history to skill by covering their floors and the area only maintains the council fire but acts as
favor themselves. outside the entrance with hides. Most the speaker of all councils at the fire. The
The ogres view themselves as a single cooking, when food is cooked, is done firetender is chosen on the basis of his
nation formed of related tribes of about outdoors well away from the huts. Cook- fame and wisdom to advise the warchief.
100 members per tribe. Each tribe has its ing fires are moved into the flammable Like the warchief, his life is forfeit if the
own name, usually chosen from a land- huts only during bad weather. They have fire goes out or his advice is exceptionally
mark or place name that is central to the few iron utensilssome simple pots bad. Of course, if he gives bad advice he
traditional lands of that tribe. Tribes in- bought or taken from merchants. Most can always try to blame it on the warchief.
culde the Black Peak People, the Deer- cups and bowls are made of wood or Although the ogres are powerful, brut-
wood People, the Grass People, the gourd. Each warrior has a drinking skull ish and violent, they are not particularly
Falling River People, and so on. Each fashioned from the bones of a particularly aggressive. For the most part they stay to
tribe is an extended family, with broth- notable enemy. For a young warrior this is themselves (just as they have since before
ers, uncles, children, etc., living within normally his first kill; older warriors may the Ogre Wars). However, their violent
the same group. Although it is accepted have one or several depending on how spirit cannot be quashed and so they ea-
that a male can have more than one wife, their foes rate. In battle, the ogre who re- gerly go to war to avenge any raids made
tradition usually limits him to one. Addi- quests to drink from his opponent is on them by outsiders. At times they ven-
tional wives are taken most often when a giving the highest compliment he knows, ture onto the plains to attack the elves, but
brother dies, leaving a widow who must ranking his foe as worthy of being his the horsemen are often too dangerous for
be cared for. Children are raised by the drinking skull. them. The saqualaminoi of the high
parents with the assistance of the rest of The ogres are not particular about the mountains are too difficult and reclusive
the tribe. Those too sickly, aged, or quality of their food or dining habits. Wise to make good targets. Their preferred vic-
wounded to travel with the tribe are travelers eat their own meals well away from tims are the Scorned living deep under-
killed. Ogre tribes do not have too many the fires of ogres. Kills are normally cached ground. The ogres know the entrances
elderly members. The tribe, as a whole, in tree branches or buried, the meat used as into this underground world and the tun-
forms a supportive group with each mem- needed. Spoilage is of no concern to the nels that lead to the edge of this dwarven
ber responsible for the health, safety, and ogres. Raw, broiled, and stewed meats, empire. Of course the dwarves are not ones
protection of all others. supplemented by a few berries and wild to be helplessly raided and retaliate in
The ogres do not build permanent herbs, are common fare. Water and blood kind with their own bloody raids.
31
NORTHERN HOSK
Although the tribes function indepen- without roots to any other spoken on Ta- THE GLASS-SAILORS
dently, there are occasions when the nation ladas. They dwell in ice caves and feed on
can be brought together to act as one. If mountain goats and sheep that dwell at Of all the humans who survived the Cat-
their lands are threatened with invasion or the base of their glaciated lands, storing aclysm, none have adapted more thor-
if a charismatic and successful warchief the frozen carcasses in their caves until oughly to the bizarre circumstances of their
arises among the tribes, they will act to- they are consumed. Curiously, they do environment than the nomadic Glass Sail-
gether. While they do not understand the not prey on humanoids by choice but are ors of the Shining Lands. Cut off from con-
full value of money (they do not use it drawn to them by curiosity. They attempt tact with their fellows and thrust into a
among themselves), they will occasionally to capture those humanoids they encoun- deadly wasteland of flesh-tearing sand-
venture beyond their own lands and work ter. However, their methods are rough storms, deceptive glass traps, blinding sun,
as guards or soldiers in distant realms. and they kill those who resist. The ogres, shimmering mirages, and deadly foes, the
in particular, resist quite vigorously, be- Glass Sailors have not only found a way to
lieving the saqualaminoi to be blood- survive but even multiply. In doing so,
THE SAQUALAMINOI
thirsty snow-demons. There are reports of however, they have adopted a harsh and
Above the lands of the Abaqua ogres, humans who have actually escaped from unforgiving outlook on life.
above the timberline of the Ring Moun- the captivity of the white-haired men, The Glass Sailors are a tall and slender
tains, is a region of jagged rock and gla- but these accounts are quite possibly ex- people, descendants of the people of an-
cier fields. Here nothing grows except aggerations or lies. cient Aurim. The average height for men
scrawny lichens and hardy mosses in the Living so isolated from all else, the is six feet; women stand slightly less than
warmest sunlit regions at the edge of tree white-haired men do not normally be- this. Their legs are long while their torsos
line. Here even that most adaptable crea- come involved with others. Their most are average in length. They have excep-
ture, man, chooses not to dwell. To him notable contact is in times of poor hunt- tionally long arms, reaching almost to
and others, it is a bleak and desolate land ing, particularly during the winter. Then, their knees. Facially, the typical Sailor has
of lifeless ice and stone. But it is the home driven by lack of food, they come down prominent cheekbones and sunken
of the saqualaminoi. out of the mountains to raid the villages cheeks. The chin tends to be long and
The saqualaminoi, or white-haired and tribes nearby, again most often the squared and the nose small but sharp.
people, are a race of ogre-like people who ogres. These raids are usually made under Once, long-ago, they were pale com-
dwell in the snowbound peaks of the in- the cover of fierce blizzards that blow plected, but generations of sun and
ner Ring range. They stand seven to nine down the mountains. The ogres call such weathering have given them a deep red-
feet tall (slightly smaller than an ogre). snows the demonstorms. In their leg- brown skin tone. Their hair is blond to
Their bodies are covered with white- to ends, the saqualaminoi are not real crea- pale-white. They grow it long and braid,
gray-colored haira soft, downy layer tures but evil spirits of the mountains bind, and tie it into patterns. Ponytails,
close to the skin and a longer oily layer sent to perform their wickedness on the braids, buns, and twisted locks are all
covering this. The down traps body heat true people of the Abaqua. common.
while the longer bristles shed water, More recently, Hiteh the Merchant, god Most startling are their eyes. The arrest-
snow, and ice. Their heads are compact of mischief, has taken an interest in the sa- ing blue of the pupil is accented by the taut
and press down between their shoulders, qualaminoi. In their primitive state, they folds of skin above and below, narrowing
leaving the impression they have no neck. stand at the threshold of good and evil. He, the eye to a simple slit. The eyelashes,
Prominent fangs, small eyes, and an al- for one, is working to tip the balance to though bleached pale, are long and partic-
most flat nose mark their faces. Their ears evil. Through his powers, he has inspired a ularly thick, while the eyebrows are almost
are hidden under their hair. Both their powerful bull of that race with ambition non-existent, plucked to a fine arc as is their
hands and feet are thickly padded, cov- cruel and brutal ambition. This bull now custom. The skin around the eyes is paler
ered with hair, and taloned to give them works to dominate and lead the others, than the rest of the face, a result of the sand
purchase on the ice. They can deliver making them more warlike and aggressive. goggles they almost constantly wear when
massive blows with their fists and cause As is the way with evil, Hiteh has taught on the surface.
horrendous gashes with their claws. The the bull, named He-of-the-Great-Ice- The dress of the Glass Sailors is divided
males (bulls) are larger and more aggres- Cleft, that taking is easier and more success- between underground and surface cos-
sive than the females, except in the de- ful than work. He-of-the-Great-Ice-Cleft tumes. The dangerous conditions found
fense of young. has led others of his people on longer and on the topside demand special garb to
Although the white-haired ones are in- more intentional raids than before. Their- protect from the razor-like sand. Even
telligent, they are extremely primitive. victories, bringing back meat and new lux- underground, special effort is taken to
They do not wear clothing or make any- uries like metal-bladed weapons, have keep the black sand away. Because of this
thing beyond the simplest of stone im- increased Hitehs influence over the whole need, clothing for men and women tends
plements. They have a language, one tribe. to follow the same pattern.
32
NORTHERN HOSK
The underground costume has three fled. The leather is often molded and amount of importance through the barter
main parts: the pantaloons, the shirt, painted into fanciful animal faces. The of sons and daughters for marriage.
and cowl. Both the pants and the shirt are entire mask laces onto the edge of the Unlike many other peoples of Taladas,
of a tightly woven cotton, grown around cowl. The sand goggles have lenses of the Glass Sailors tend to treat men and
the oases of the Shining Land. Points of glass (cut from the Shining Land) set into women equally. Unmarried women and
frequent wear knees, elbows, and the leather cups that flare to overlap the mask men are both expected to work and fight
seatare reinforced with thick leather and cowl. These may be plain or elabo- for the survival of the family, thus women
pads stitched to the outside of the cloth. rately carved to match the mask. are equal warriors to the men. Within the
The shirt and pants are loose and billowy To complete the surface outfit, each family there are a few roles that are tradi-
to reduce chafing by what sand does get traveler has a leather overcape and gaunt- tionally defined by sex. Navigation of the
inside. The shirt is double-breasted, the lets. The cape is carried but, since it is hot glass skimmers is taught to men; ancient
two sides overlapping. The inner layer is and doesnt breathe well, is only worn songs and stories are learned by women.
fastened by a set of ties. The outer layer during the black sandstorms that sweep The seemingly enlightened attitude of
has large brass toggles. When relaxing in the plain. Then the tribesmen draw the equality changes with marriage. At this
safe conditions, the toggles are normally cloak tightly about themselves and hud- point the women bear and raise children,
left unfastened, allowing the shirt to dle down behind protection as best they a role considered even more important by
drape open somewhat. The cloth at the can. The gauntlets are also of heavy the tribe, especially considering their low
wrists, neck, ankles, and waist is gathered leather and are worn as needed. numbers.
into tight cuffs. These are further sealed The Glass Sailors are not warlike in the The families live nomadic lives, shifting
by overlapping thongs and sashes, often sense that they go out and attack each with the seasonal movements of the horax
brightly colored and decorated. The third other or any neighboring tribes (the and the production of the oases. While
part of the costume is the cowl. This is gnomes are their only neighbors of signif- there are many watering points (including
part tight-fitting hood, part flowing icance). However, they are constantly flowing rivers) throughout the Shining
cape. It fits snugly over the head, sealing threatened by colonies of horax and at- Land, most do not provide the shelter
tightly around the face. From this it tacks of lone skrit and so have developed needed for long stays. These sites are used
hangs loosely down the back and shoul- their fighting skills to a fine art. Battle ar- as stopping points on the longer journeys to
ders reaching to the mid-thigh, splitting mor consists of a breastplate and half- the oases. What makes these oases special
into two tails. Ties can be used to fasten it cuisse (leg armor that protects the front of are the lava caves nearby. These caves pro-
to the sleeves and the tails can be the thigh) made from the carapace of the vide shelter for the Glass Sailors.
wrapped around the waist for. additional horax. Their favored weapons are metal- Each family group occupies a single cave
protection. When well away from tunnel bladed swords, clubs set with razor sharp and it is normal for several caves to be
entrances, the cowl is normally worn off pieces of black glass, glass darts, and found around a single oasis. Just as other
the head, only pulled up when stray slings. nomads have traditional hunting grounds,
breezes blow the sand about. Tight- Because the Shining Land has few re- the families of the Glass Sailors each have
fitting socks with thick leather soles are sources to support people, the Glass Sail- particular caves. Battles sometimes erupt
always worn, the tops reaching to the end ors are few in number and live in small when squatters attempt to occupy the cave
of the pants. Finally, small nose filters groups. There are approximately 10,000 of a particular family. The cave is important
(carried on a thong around the neck) of these nomads all told, although no as the living quarters, emergency shelter,
complete the outfit. The entire costume census has ever been taken (for obvious and storage for the family. Most activities,
is customarily black or dark grey to blend reasons). Each group tends to be about 25 such as cooking, are still conducted out-
in with the tunnels. individuals, all related by blood. Thus doors in the oasis itself.
On the surface, the underground cos- there are about 400 different families Upon claiming a cave, the family first
tume is supplemented by additional pro- sailing the Shining Land. erects the door seal which can best be
tection. When the time on the surface is Although they are truly independent imagined as a primitive airlock. Outer-
short and the conditions are not danger- of each other, the families nominally rec- most is a wicker frame of stretched leather
ous, no special protections are worn. In ognize a monarchy within the people. that covers the cave mouth. This has one
other situations, the full surface suit is This monarchy traces its descent to a royal small entrance door. Beyond this are sev-
worn. The most important features are prince of pre-Cataclysm Aurim and is eral heavy curtains of cloth, each with a
the filtermask and sand goggles. The now concentrated into a few select fami- slit for passing through set in a different
mask is made of molded leather. It fits lies. The monarchial privileges are mat- place. In this way, the windblown black
over the mouth, nose, cheeks, and chin. ters of courtesy only. They have no ability sand is blocked or trapped before it
Built into it is a filtering screen to block to influence the actions of others except reaches the living quarters of the family.
the blowing sand and a simple mega- by the prestige of their name. This pres- Beyond the seal are the general living
phone to keep the voice from being muf- tige does allow them to maintain a certain quarters of the family. Since lava tunnels
33
NORTHERN HOSK
34
NORTHERN HOSK
their duty to aid and guide the families convulsions of Hitehs Night, the Bilo time. The sergeants and captains are nor-
through the trials set by the gods. They (for short) have settled in the region that mally older, more experienced men who
advise the family and lead it in battle forms the border between the Shining have proven themselves leaders of the
against all enemies. Thus, the wizards are Land and Hitehkel. Here they practice community. Unfortunately this does not
found at the forefront of any fight, not their gnomish arts, making devices and always translate to military skill. Young
necessarily in actual melee but standing living in quiet peace. women without children form the
prominently where all can see them. The Bilo gnomes are similar in appear- auxillariescompanies of slingers and
Because all that has happened since the ance to the gnomes of Hitehkel. They bowmen with simple leather or padded
Cataclysm is a test, to turn away from the stand about three to three-and-a-half feet armor. They avoid contact with the en-
challenge is to fail. Those who fail do not tall and are hefty framed little fellows. emy if at all possible. Mothers, the aged,
reach paradise. This makes the Glass Sail- Like all of their kind they have large noses and children serve as cooks, water bear-
ors fanatically brave. They will not sur- and high, domed foreheads. Their skin ers, wound dressers, and runners, han-
render and almost never flee. They will has a ruddy, waxy complexion. Males nor- dling all the non-combat tasks that must
not shirk a task or avoid a responsibility. mally wear their hair long and scraggly be dealt with. Thus, although the
Unlike other fanatics, the Glass Sailors personal appearance is not particularly gnomes of Bilo are few in number (no
view the test as personal to their people. important, although they are not slov- more than 10,000 total), they can mobi-
There is no need to spread their view to enly. Females pride themselves on their lize themselves to present a formidable
others. The test is their test alone. Others prim and proper look. Bathing is a com- defense, especially when combined with
only exist to pose challenges. They can mon and important practice, unusual the fortifications of their towers.
never be part of the Glass Sailors test. among the peoples of Taladas. So particu- The Bilo gnomes are united into a sin-
Their belief that they are being tested lar are they about hygiene that visitors are gle nation, composed of the ten different
on the Shining Land has led the Glass usually bathed before any audience. This towns that form their land. The Ten
Sailors to believe that leaving the land is is presented as a special honor, what with Towns are ruled by the Council of Bur-
evil. On those occasions when they carry the attention lavished by the gnomish ghers, the mayor of each town having a
goods to the gnomes, all those who take servants, but outsiders tend to view the seat at the Council. From their numbers
part in the caravan must be specially puri- whole thing as a necessary ordeal, espe- the Burghers elect a Burgomeister, Grand
fied when they return. The purification cially since the gnomes apply the soap Imperator, and a Warden of the Eastern
ceremony, conducted by the family wiz- and brush with great vigor. March.
ard, is harsh and painful, involving ritual The Bilo gnomes dress simply. Men The Burgomeister is the head of the
burial up to the neck in the sharp-edged wear knee-length tunics, patterned with Council and presides over all the affairs of
black sand. By suffering through this cer- vertical stripes or divided into two colors the gnomes. The Grand Imperator is a war
emony, the traders drive the evil that has (one half blue and the other yellow, for leader. During peacetime the Imperator
entered them out of their bodies. example). Brightly colored hose, soft has no powers or duties and is often not
This same belief is used to set punish- shoes, and a leather belt finish the cos- even consulted on military matters. How-
ments for crimes. While most crimes are tume. In bad weather a hooded cloak, ever, in the event of attack, he assumes
dealt with by servitude or payment of a fine perhaps trimmed with fur, is added to complete control of the gnome militia and
(in goods), the worst crimespatricide in this basic garb. Women wear floor-length is the sole authority for the course of the
particularare punished by branding and gowns with wide sleeves and a short man- war. During this time the Burghers act as
banishment from the land. The expelled tle. Young women usually bind their hair councillors. The Warden of the Eastern
criminal has essentially lost all hope of en- in long braids and wear a golden or silver Marches, originally charged with the pro-
tering paradise. Of course, the banished circlet. Upon marriage, a wife usually tection of the easternmost towers, is respon-
still believe they are being tested and thus dresses in more somber colors as befits her sible for the security of the gnomes in times
still have a chance for the reward of the important station. of peace. It is his duty to protect the
gods. Many of the Glass Sailors encoun- The Bilo gnomes have no standing gnomes from raids, gather intelligence,
tered beyond the land view every event as a army, but everyone, male and female and quell disorder as quickly as possible.
test or challenge to their beliefs. alike, is expected to serve in the militia if Should a war occur, he becomes the second-
it is called up. The actual rank and task in-command, taking his orders from the
THE GNOMOI OF THE depends on the age and abilities of the Grand Imperator. These three terms are for
gnome. Men capable of wielding a sword life.
COLUMNS form the bulk of the militia, serving as Each mayor is elected by the citizens of
Living in the land of the basalt common soldiers. Common soldiers have his town. Citizenship is limited strictly to
columns are the Bilogastandirachgno- a chain mail hauberk, helmet, spear, and gnomes who are eligible to or have served
mius, a branch of the gnomes. Separated short sword. Each man is expected to have in the militia. The votes of those bound
from the main line of the gnomes by the his own equipment ready for use at any in service to another (an apprentice, ser-
35
NORTHERN HOSK
vant, or sharecropper, for example) are Tower, and the other is Ilmachtothtalch- The gnomes, filled from childhood with
held by the master. Thus, guildmasters der, the Tower of Ghosts. tales, lies, and half-truths about dragons,
and large landowners control a larger por- Provoerhoosktalchder is called the simply could not withstand their might.
tion of votes than normal craftsmen. The Wardens Tower because of its location. It Some fled, panicked at the mere thought
mayor retains his position until chal- was the easternmost of all the Bilo towns, of dragons. Others, remembering the
lenged; there is no set term of service. He the first line of defense against the hob- tales of lone heroes bravely besting the
can be challenged by any citizen at any goblins of Aurim. Governorship of the fearsome reptiles, foolishly marched for-
time, but such challenges are normally town was always assigned to the Warden ward on their own only to be destroyed
only made when the challenger feels he of the Eastern March, the second-in- before the eyes of the others.
has a decent shot at victory. command of the Bilo militia forces. How- The dragons ravaged the town. The
Below the mayor of a town is the town ever, 53 years ago, the hobgoblins, aided fortunate gnomes fled to other towers;
council. These vary in size from town to by the fire minions of Hitehkel, stormed the foolish fled into their tower for safety.
town. The aldermen are nominated by the the tower and claimed control of it. Al- These the dragons toyed with for sport,
mayor and approved by the citizens. An al- though the invasion was later defeated sometimes allowing them moments of
dermans term of service is dependent on (with the aid of the Scorned Dwarves), hope only to then reappear with horrible
the mayor; an alderman can be replaced the hobgoblins have managed to retain fearsomeness. T h r o u g h m a g i c t h e
provided the citizens approve a new nomi- control of the Wardens Tower. gnomes broadcast their pleas of help to
nee. Clearly the system promotes cronyism Today the situation is a standoff. the others, but no aid could reach them.
and block voting; however, the gnomes are Within the tower are about 1,500 hob- In the end none escaped.
independent minded enough to make the goblins of all ages. Ringing it outside, Since that time the tower has remained
system work fairly well. under the permanent command of the deserted and the land around it is shunned.
The Bilo gnomes dwell not just among Warden of the Eastern March, are 1,000 Occasionally the farmlands of neighboring
the basalt columns, but also within them. gnome militia. Every season each tower towns are raided, but there is little the
The ten communities are scattered must provide 100 men to this duty. The gnomes have been able to do to date. Every
throughout the land of columns, each ap- gnomes know they have insufficient few years the Warden sends a party to scout
proximately 1,000 strong. Each town is or- numbers to storm the towerafter all the tower. The fortunate return with grim
ganized around a central pillar, a huge they built it and know what its defenses news and nightmares. The dragons remain
basalt tower that rises above the surround- are like. At the same time, the hobgob- and their numbers seem to be increasing say
ing terrain. This tower is honeycombed lins lack the overwhelming superiority the scouts. Masud has raised a brood of
with tunnels, chambers, granaries, armo- necessary to encourage them to attack the hatchlings who are now entering the early
ries, council rooms, barracks, and quarters. gnomes. Both sides are given to raids and ages of maturity. Her old mate died some
As a rule, however, the gnomes do not small skirmishes, each waiting for an op- time ago. Soon she will leave the tower to
dwell here. Instead they live in small homes portunity to appear. find a new mate. Together they will return
of the town built in the shadow of the The town and wall at the base of the and she will breed again. Meanwhile her
tower. The whole thing is then surrounded tower were destroyed during the battle and children will be sent out to manage on their
by an outer wall of defense. have never been rebuilt. Indeed, in the own.
The gnomes have had many enemies in years since, the rubble and waste outside
the pastgoblins, ogres, hobgoblins, and the tower has actually increased. The Gnomish Society
elves. Although their enemies are now few, gnomes attribute this to the filthiness of the Gnomish society is divided into two
they must still contend with formidable hobgoblins. While this is true in part, most main classes. Largest among the Bilo and
threats from the creatures rising out of Hi- of the debris is the result of tunneling being most influential (because they are more
tehkel and hobgoblin raiding parties from done by the hobgoblins. Occasionally competent) are the gnomoithe True
old Aurim. Should the outer wall of de- gnome sappers detect this tunneling and Gnomes of Reorx. These gnomes are the
fense fail, the gnomes retreat to their tower, manage to dig a countermine, leading to leaders of the community, the supervi-
there to outwait the besiegers. fierce underground battles. They have sors, the captains, the engineers, and the
Of course, the gnomes have not always never been able to achieve more than a guildmasters. As True Gnomes they have
proved victorious. Several towns have standoff against the hobgoblins, however. the knowledge and ability to build and
fallen in the past, particularly to the arm- So the situation now stands. construct successfully.
ies of the fire beings of Hitehkel. Most of The second tower, the Ilmach- Working under gnomoi guidance are
these are reclaimed and resettled since tothtalchder, is not occupied by anyone. those of the second class, the minoi or
the attackers come only to pillage and de- When the evil dragons were released onto Cursed Gnomes. These fellows, although
stroy, not conquer territory. Two towns are Krynn and flew over Taladas, two of they try sincerely, cannot build and craft
notable exceptions to this. One is Pro- them, Masud the Hateful and her mate, successfully. True, they have the necessary
voerhoosktalchder, the Wardens chose this gnomish tower as their home.
36
NORTHERN HOSK
skills, but they lack the insight needed to of the surface for the comforting safety of by women eligible for marriage, make
design and construct items. It is only un- the deep caverns underneath the Ring use of sheer fabrics and soft leathers.
der the careful supervision of the gnomoi Mountains. So deeply have they delved More practical materials include heavy
that they have proven useful. They are la- that those on the surface have all but woolens of goat yarn and stiff leather.
borers, workers at the forge, assistants to forgotten of their existence. They, in Soldiering is a reputable and full-time
the master craftsmen, shepherds, and turn, now tell grim and fanciful tales of trade in the eyes of the dwarves. Each clan is
ploughmen. the surface world to their small children. required to shoulder the cost of outfitting
Although the gnomoi watch over the After more than 300 years of isolation, and maintaining a company of males (who
minoi carefully and block them from the only the oldest of their people remember are part of the War Clan). The soldiers of
powerful positions in the society (truly for what life near the surface was once like. the company are given a standardized uni-
the good of the community), the gnomoi The centuries of isolation have altered form, although the dress of two different
love their kin no less. At worst their feel- the appearance of the Nylgai. Males companies may be quite different. Each
ings toward the minoi can be described as stand about four to four-and-a-half feet man in the company may have identical
paternalistic. At best, they hope to im- tall. The women average a half a foot shirts, a cap done in the same color, or a
prove the abilities and minds of their less shorter. Once they were a rotund and leather badge fixed to their breast. These
fortunate cousins. The minoi, for the well-fleshed race. Now they are naturally marks are enough for the dwarves to iden-
most part, find no fault with the arrange- lean, although they have retained the tify each other by unit.
ment so long as they are able to occasion- large-boned frame of their people. Their Master smiths that they are, the dwarves
ally indulge their whims for construction. skin tone, once dark and ruddy, is pale have greater access to fine iron than all other
The gnomes of Bilo, unlike their Hi- brown tinged with red. Their eyes are races but the gnomes. This they fashion into
tehkel brothers, do not have easy access to large, a washed-out blue in color. Hair finely made suits of chain mail and plate ar-
rich mineral deposits. Thus they have color ranges from flame red to straw mor, swords, spear heads, and shields. Typi-
turned instead to the fabrication of small blond. Their noses are large and broad. cal arms and armor for a dwarven warrior
and intricate devices. Most of these de- Men sport beards and the same is consid- consist of a chain mail hauberk, pot helm,
vices they keep jealously to themselves, ered attractive in females. shield, leaf-head spear, and double-edged
but a few they make specifically for trade. The dress of dwarven men depends sword. Each man carries a field kit in a
Most desirable of all these are the com- greatly on the social class of the dwarf. leather backpack or bandolier. The kit usu-
pact timepieces they make in elaborately The majority are miners, sturdy workmen ally contains blankets, rations, honing stone,
designed and decorated cases. These are engaged in honest labor. These men wear polishing oil, and personal items.
capable of telling the time to within a rough coveralls and heavy smocks, As a further identifying device, each
quarter of an hour. However, not satisfied brightly embroidered with clan designs company has a particular crest and name.
with this, the gnomes also load them with around the neck and bottom hem. Boots There are the Anvil, Chisel, Bonecracker,
clockwork mechanismsparading fig- are heavy and stout with loose-fitting Rock Lizard, and Red Beard companies,
ures, chimes, telescoping rods with flags tops. No miner would be found without to name a few. Each has its crest painted
that wave, clockwork voices, and other his bandolier and tool pouch. In this he on its shield, usually in as fearsome a de-
fanciful amusements. keeps his chisels and hammers, the signs sign as can be created. When arrayed in
Other items they make for export in- of his trade. solid ranks, shield to shield, the dwarven
clude clockwork toys, elaborately trapped Craftsmen dress similarly, although companies present an awesome spectacle.
chests, and mechanical spit-turners. many wear a tighter fitting shirt (it does Although the Scorned Dwarves have
Their output is not great and their prices not do for a smelter to have his sleeve forgotten much of the surface world,
are high, limiting these things to the flapping into the molten ore). Craftsmen their long retreat has preserved much of
wealthy. These are often used as status can be identified by the heavy leather their way of life. Unlike most of the sur-
symbols in the upper class of the League apron that each wears, emblazoned with face dwellers, the Scorned did not lose
Cities, while the gnomes of Hitehkel are the crest of his trade. Upper-class dwarves their culture in the upheavals of Hitehs
galled to find that the Bilo gnomes do (clan leaders and wealthy merchants) Night. They have remained highly orga-
better work than they on such items. forgo the common dress of the working nized and civilized, especially in compar-
class, favoring heavy brocade robes deco- ison to the humans and the elves,
THE SCORNED rated in runic designs. Small caps gar- The Scorned Dwarves are organized
nished with bright leather tassels and into a single nation. Regular censuses
Living deep down at the roots of the furred tails top off their outfit. taken by their High Kings have placed
Ring Mountains are the Nylgai Hadirnoe, Dwarven women wear floor-length the population at approximately 200,000
the Dwarven Scorned. These are the dresses, bound by sashes and gaily pat- souls throughout the caverns of the Od-
dwarves who, with the coming of the Cat- terned with ribbons and embroidered ap- derRhing or Land Beneath the Moun-
aclysm, fled the horrendous destruction pliques. Fancy dresses, such as those worn tains. These folk are spread throughout
37
NORTHERN HOSK
the length of the OdderRhing, the exten- tremely wealthy and powerful. (not hereditary titles) include Imperial
sive series of caverns that undermine the The second clan of note is the Outcasts. Exchequer, Publican, Proconsul of the
mountains. Each dwarf belongs to one of This clan is shunned by all others. Con- Black Gate, Chamberlain of the High
the clans that form the core of the dwar- tact with the Outcasts is kept to a mini- King, Chamberlain of the High Queen,
ven government. mum and marriage to one is almost Steward of the Household, and Com-
The dwarven clans are organized along unthinkable. The Outcasts perform du- mander of the Faithful.
the basis of classes or trades. Once they ties that are unclean and taboo to the rest There is one post within the dwarven
were guilds to which any number of fami- of the people. They are responsible for empire that is not under the sway of any
lies might belong. Now, profession and burying the dead, cleaning wastes, cut- clan. By rights, the post is one that should
family are united under the single banner ting wood on the surface, trading with fall under the duties of the Outcasts.
of the clan. All members of the clan are surface merchants, and interpreting the However, its position is far too important
inter-related to one degree or another tongue of the disir, the deep-dwelling en- for that clan. The position of Imperial
and are expected to take up the same oc- emy of the dwarves. Although their posi- Ancestral Caretaker is a hereditary title of
cupation upon coming of age. Those clan tions give them access to unusual routes the Strompdal family. They belong to no
members unsuited to the trade, for what- to power, they are generally poor and clan. Their duties include the prepara-
ever reason, can apply for adoption in a poorly treated by the others. Centuries of tion and burial of the Chieftains Clan
more suitable clan. If accepted as a son or tradition have bound them to their roles dead and the execution of those of that
daughter, the adopted dwarf can enter with little complaint. clan who are sentenced to death. For the
his new profession. While this rigid struc- The third clan is the War Clan. This rest of the people, these duties are per-
ture ensures stability and continuity of clan is the army of the dwarves. Only formed by the Outcasts. However, the
the dwarven traditions, it can also stifle members of the War Clan can become royal family cannot be defiled by contact
and constrict the spirit of dwarven initia- soldiers and guards. To maintain the with the Outcasts, hence these duties are
tive. This, however, is a price the dwarves ranks of the military, the War Clan fre- performed by the higher status Stromp-
are willing to accept. quently enters into adoption pacts with dal family. Unattached to any clan, they
Not all the clans are equal in impor- other clans, even with the Outcasts. do not receive any stigma from their du-
tance. This varies according to the size These clans provide suitable sons and ties, nor do they bring shame to any clan.
and trade of the clan. The largest is the marriageable daughters in exchange for The clans form the basis of the govern-
Miner Clan. A respectable, though not guarantees of protection and safety. This ment. At its head is the High King. He is
particularly impressive trade, the miners is in addition to the maintenance costs the sole ruler of the nation, after a fash-
make up for this by their sheer numbers. the High King has decreed the clans must ion. Only he has the power to pass laws,
Other clans (in no particular order of size pay. In a way, the security of the nation is muster the army for war, and levy taxes.
or importance) include the Smiths, Cast- a brokered business. Appointed by him or one of his predeces-
ers, Scribes, Jewelers, Goldsmiths, Ar- The final clan of importance, indeed sors are his administratorsthose who
morers, and Weavers. Each of these plays the most important, is the Chieftains see that the laws are enacted, enforced,
an important role in the community. Clan. This is the royal house of the and upheld.
Four clans are of particular note, for their dwarves. It is from the ranks of the Chief- The High King does not have absolute
roles are special. The Guildmasters are a not tains Clan that a High King is chosen. dictatorial rule. Advising him in all matters
particularly loved clan but are crucial to the The selection is made by the votes of the and expressing the will of the people is the
economy of the nation. The Guildmasters other clans, chosen from the princes of Council of Clansmen. This is composed of
do not produce goods but act as traders, ex- the Chieftains Clan. Once chosen, that chosen leaders from each Clan. The num-
changing the production of one clan for that chieftain is High King for life. ber of advisors each Clan is allowed de-
of another. The clan is very small, but its The other princes of the clan receive ti- pends on a complicated formula that
power is immense. Everything produced by tles and offices as they are available and considers the size of the clan (at the insis-
anyone outside the local community must according to their abilities. These offices tence of the Miner Clan) and the taxes paid
pass through the hands of a Guildmaster. are normally given for life, but they can by the clan (by which the Guildmaster Clan
Iron weapons produced at one end of the be revoked for treason or other high makes sure it is well represented).
OdderRhing are traded for food grown at crimes. In addition, the members of the To determine that representation in
another. Furs trapped are traded to the Chieftains Clan have a number of hered- the council is accurate (and that the
Guildmasters in exchange for equipment itary titles that lend prestige and, in some proper taxes are being paid) the High
and money. The furs are then traded to the cases, actual authority. Hereditary titles Kings regularly conduct censuses of peo-
Tanner Clan for finished furs, the finished include Great Revoker, Treasurer of the ple and property. One is always done
furs to the Furriers, and so on. Through all Imperial Guard, Sergeant of the Black when a new High King takes office.
these transactions the Guildmasters make a Gate, Imperial Drillmaster, Keeper of the Thereafter, a new census must be done
little profit at each stage, making them ex- Holy Forge, and Lord Firemaster. Offices any time the High King attempts to levy
38
NORTHERN HOSK
greater taxes than have been customarily (who were never particularly religious any- vorings, spices, or herbs. Lacking abundant
paid. In addition, the High King can call way), but it has prevented the cult of Mis- supplies of wood, their furnishings are spar-
for a census any time he feels the clans laxa from gaining a foothold in their land. tan, carved from stone and padded with
have succeeded in hiding too much of The dwarves are a self-contained soci- wool- and moss-stuffed cushions.
their property from his inspectors. ety and thus do very little trading with Dwarves do have their passions. They
This method of raising and collecting the surface world. When they do trade, rightly claim that no one makes a better
taxes is the best method the clans have for they are most interested in novelties they ale, stout, or lager than their brew-
resisting the edicts of an unpopular High cannot find in their underground world. mastersand they are quite willing to
King. More than once a High King has Finely carved woods, cotton, silk, paper, prove it to their guests. Another passion
been forced to accommodate the clans wine, olive oil, herbs, and spices all com- is for the spoken word. The dwarves have
when they have threatened him with mand high prices. They cannot abide the a love of stories, sagas, and plays
open tax revolt. In general, those of the taste of most fruits and vegetables, which anything where the spoken word is im-
Chieftains Clan have learned not to push are too flavorful for their bland palates. portant. Dwarven bards chant the tales of
their power and authority too far. Valued dwarven goods include stone great heroes at feasts that last for days.
carvings, weapons, ingots of valuable The clans hold competitions, staging the
Dwarven Priests pure dwarven steel, and magical items, classic works of ancient and modern play-
particularly weapons and armor, which wrights. Poetry challenges, particularly of
Working with the High King and the
are almost priceless. They find the con- the demanding poem riddles and ken-
clans are the artisan-priests of the Order
structions of their cousins, the gnomes, nings, fill their evenings.
of Makers, the religious core of the
fascinating in their mechanical splendor. But the greatest passion of the dwarves is
dwarves. Unlike other religions, the
The intricacy of the work is something stone. In the centuries the dwarves have
Makers did not lose their powers with the
they can appreciate, although they can- spent deep underground, one of their ma-
Flight of the Gods for the simple reason
not understand how or why the gnomes jor goals has been to expand and beautify
that they never had priestly powers to be-
persist in creating these devices without the tunnels, halls, and caverns that form
gin with. The Makers are experts at the
the aid or use of the magical power of the their land. Thus there are work gangs min-
mystical dwarven art of smithing,
earth. Indeed, the dwarven smiths ing, chiseling, carving, and shaping
dwarves who through devotion to their
chant, as he hammers out a bar of iron on throughout the complex of tunnels. In this,
work are able to create magical items.
his anvil, goes Magic and steel most of all, they give the lie to the dour and
They are neither wizards nor priests; they
CLANG! Magic and steelCLANG! austere image others have of them.
are masters of the forge.
Forge gods give us magic and steel They love to embellish and decorate
Their lives are dedicated to the three
CLANG! their stone in baroque styles. They are in-
Earth Powers: Ferros, Auros, and
The dwarves lead simple lives. Their food capable of carving a simple pillar. It must
Orgentosthe givers of earths magical
is blandroast meats, stews, mushrooms, have capitals, fluting, plinths, even elab-
power. These three powers wax and wane
roots, milk, and butter. Except for salt and orate faces. Walls are never simple
according to complicated calendars the
metal powders, they do not have many fla- dressed stone (unless it is to highlight an
Makers have prepared. (In actuality, the
Makers are tapping the powers of the
three gods of magic, which wax and wane
according to the cycles of the three moons
of Krynn. Having never seen the moons,
however, the dwarves can only feel their
influence as it flows through the earth.
Thus they equate these magical powers
with earth gods.)
Before the Cataclysm, there were other
beliefs among the dwarves. However with
the Flight of the Gods, these priests lost
their powers and their cults all but col-
lapsed. Taking this as a sign of the suprem-
ity of their beliefs, the Makers have
managed to convince the High Kings to
proclaim the Order of Makers the state reli-
gion and ban all others. For the most part
this has gone over well with the dwarves
39
NORTHERN HOSK
even greater effect). They are covered up. Now, Outcast spies have been able to the Western Ocean. The banks are lined
with scenes, faces, and geometric de- listen in on secret conversations of the with thick stands of woods and brakes of
signs. Some are meant to educate. Others disir. This is risky work, for spies meet the salt marsh cane.
are purely artistic, carved to highlight the worst ends of all. The Tiderun gets its name from the ebb
strata of the rock. There is no one in the The war has changed little in recent and flow of its waters according to the influ-
world better at creating carved works of years. At the southern end of the Odder- ences of the moons. It has three basic
great beauty than the master carvers of Rhing the disir have seized several levels conditionsflowing, ebbing, and dry.
the Scorned. of chambers and are now almost within Flowing describes when its waters are high-
Their carving has brought them disas- reach of the ancient human mines, the est, those times when the three moons of
ter, also. As the dwarves continued their pathway to the surface. Previous attempts Krynn are not in conjunction with each
mining, they became obsessed with dig- throughout the OdderRhing to sweep the other. During these times, water flows from
ging deeper and deeper into the earth. disir from their tunnels have met with the Western Ocean into the Indanalis. The
They confidently believed they were the failure, for there always seem to be more estuary can be navigated by shallow-draft
masters of all the land under the surface, secret tunnels that are only found later and flat-keeled ships in its flowing stage;
that they had the right to claim it all. It when the disir emerge from them. merchantmen and rafters use this stage to
was during this deep delving that the Now the dwarves are trying a new strat- make the dash to and from the Western
miners breached a cavern moldering with egy with the aid of a few gnomish and hu- Ocean with their cargoes.
the thick scent of death and decay. Some- man wizards (a great concession on the The ebbing stage occurs as any two
thing slaughtered those miners and left part of the Scorned). Their latest cam- moons near conjunction with each other.
bodies as a sign. Thus the dwarves made paign, which seems to promise a chance Then the waters of the Tiderun slow and
their first contact with the disir. of victory, is to hunt out and destroy the the banks recede, leaving muddy flats of
The disir, a race of great evil and sav- breeding chambers of the disir. These cane to either side. The shallow draft
agery, has lived in the earth far deeper than raids are risky especially as time goes on boats are forced to beach and only the
any man or dwarf of known time has ever and the disir deduce the dwarven strat- rafters can ply the low water.
ventured. Here they preyed on other deni- egy. To delay this, the dwarves are contin- The rarest condition is that of dry. This
zens of the dark realms and on their own uing in their old tactics, although these occurs only when the three moons are all
kind. Until their discovery by the dwarves, are done in areas well away from the sus- in conjunction. During these times, the
the disir had never ventured closer to the pected sites of breeding chambers. Tiderun actually retreats so much that the
surface. Now that has changed. They have The war has also caused a profound estuary dries up completely in the center
discovered a rich world in the tunnels above change in the people. Before the disir at- section. All that is left are two greatly re-
them. In the decades since they first ap- tacks, the dwarves were confident and self- duced arms, one by the Western Ocean
peared, the disir and the dwarves have been assured as to the righteousness of their and another by the Indanalis Sea. During
locked in a bloody and merciless war of ex- actions. Now it seems as if the gods have these times, the trading caravans hur-
termination. struck back at them. Disir raids are so sharp riedly cross the vast, muddy expanse of
Very little is known of the disir. It is and sudden that the confidence of the peo- the Tiderun. Timing is important as the
clear the disir are fecund, for the dwarves ple in the security of their homes has been waters return rapidly. No trader wants to
have killed enormous numbers of them. undermined. Travelers are loathe to journey caught in the center when the ocean wa-
The disir also have magical or priestly from settlement to settlement alone or even ters return.
power over the dead and can even turn in small bands. Children grow up with the Since it is a major, though erratic, wa-
the dwarven dead against their living fear and hatred of the enemy. The clans terway, the Tiderun has attracted a wide
brothers. Dwarves captured by them ei- place the blame for every failure on the disir assortment of settlers and rogues. The
ther escape quickly or meet gruesome threat. The dwarves are slowly becoming minotaurs of the League have established
deaths. This choice prevents the dwarves cynical and pessimistic, perhaps even de- several trading cities on the northern
from learning much from freed captives. featist. They are suffering a crisis in confi- continentRudil being the largest.
Over the years in the colony chambers dence akin to that felt by others at the time Where the Tiderun pierces the Ring and
the dwarves have found, they have dis- of the Cataclysm. Steamwall ranges, smaller trading towns
covered and deciphered samples of the have sprung up to accommodate the mer-
disir tongue. The few prisoners they have chant caravans crossing during the dry peri-
taken have taught them the words of T HE T IDERUN ods. While the southern of these two towns
their enemy, but no prisoner has lived Separating Northern and Southern (Faroen) falls under the nominal jurisdic-
long enough to provide a very complete Hosk is the great estuary known as the Ti- tion of the League, the northern town
vocabulary. It is only by the persistent derun. This is a broad, shallow fault (Malton) is a law unto itself under the rule
work of Outcast scholars over the years opened during the Cataclysm. It connects of the self-styled Count Ricar. Both are
that a working vocabulary has been built the boiling waters of the Indanalis Sea to rough-and-tumble places, but Malton is
40
NORTHERN HOSK
particularly noted for its quick justice and Rudil and the surrounding lands come of the square, traveling merchants lay out
free-wheeling style. It is a particular sore under the control of the League, the their rugs piled with exotic treasures from
point to the League, which regularly ac- minotaur-dominated government of north and south.
cuses Ricar of harboring the river pirates Southern Hosk. As such it follows the Whisking away flies and calling out in
that ply the estuary. laws and customs of the South. The terri- a melange of droning, piercing, boom-
Aside from the nuisances of occasional tory is ruled by an appointed governor ing, and sing-song chants, the merchants
goblin raiders from the Ilquar and the liz- who lives in the keep built on the small bide their time. Soon the square fills with
ard men who sometimes attempt to bluff at the edge of the waterfront. people. The odors of roasted meats, ex-
board unwary vessels that pass their As is the case in all League towns, otic spices, heady wine, sweat, tobacco,
settlements in the canebrake, the greatest minotaur law and order is rigorously and over-ripe fruit intensify in the heat of
danger of the river is the pirates. These maintained through the swift and dis- the sun. As the days heat increases, the
buccaneers patrol the river in their keel- criminating use of force. Brawlers are crowd thins. The merchants crawl back
boats and rafts, swooping down on mer- beaten senseless first and then questions into the shade of their awnings or stretch
chant ships to make off with their are asked. Few citizens in their right out under an improvised tent to sip thick,
cargoes. The best known of these pirates minds resist arrest or make trouble when sweet coffee and rest until the late after-
is the renegade minotaur Haralt the Gray. the guard is around. Caravan guards, sail- noon. Gradually the crowds return. En-
He commands a small fleet of five keel- ors, and Uigan warriors are more likely tertainers comesingers, jugglers,
boats and over 100 men and minotaurs. troublemakers. To lessen the problem, acrobats, and puppeteersto provide en-
When not prowling the river, Haralt can the town has set aside a separate caravan- tertainment in exchange for coins. The
be found in Malton, enjoying the com- sary compound on the outskirts of town. mornings cycle of sights and sounds re-
pany of Count Ricar, whom he keeps well This area honest citizens try to avoid, peats itself. Finally dusk falls and the
supplied with stolen booty. while those who own businesses there shoppers go home; the merchants wearily
hire numerous burly peacekeepers or pack their goods, roll up their carpets,
RUDIL bouncers. and close their shutters. The guard makes
Although it is small, Rudil has a wide its rounds to collect the governors tax.
To call Rudil a city (as the inhabitants variety of services. It is a gateway to both Just behind them come the enforcers for
do) is perhaps stretching the truth. Origi- the unknown Western Ocean and the the local protection racket out to collect
nally founded as a trading post for the wilds of the Tamire. The caravansary com- their fee for another peaceful day.
Tamire trade, it has grown into a large pound is filled with inns, taverns, stables, As with all towns, Rudil has its tales. It
town, the most sizeable seaport on the and outfitters. Along the waterfront are is, after all, a gathering place for adven-
coast of Northern Hosk. (Of course it is chandlers, shipwrights, and sail makers. turous souls preparing to set out into the
about the only seaport in Northern There are horse dealers who trade with unknown. Gossip and rumors abound.
Hosk.) the Uigan, ironmongers who purchase There are tales of rich townsmen who
Rudil has a population of about 5,000. goblin steel, wholesalers, grocers, mer- make their way posing as crippled beg-
(Its sister settlements, Milgath and Barask, cers, guides, navigators, riverboatmen, gars, homes of eccentric (and absent) wiz-
have populations of about 1,000 each.) By fishermen, clamdiggers, and oyster div- ards piled high with treasures.
the terms of the agreement reached be- ers. There are wrongs to be righted and evil
tween the Uigan and other tribes of the Outside the city, farmers struggle with to be overcome. The harbormaster is said
Tamire, Rudil is allowed only a small area of the hard, rocky soil to grow the crops to by some to be in league with the river pi-
the coast. Rudil sits at the center of this feed the town. Cowherds sit watch to rates, alerting them to rich cargoes
area, surrounded by the farmland needed keep the nomads from rustling a cow here headed their way. Secret meetings of Hi-
to maintain the population. and there. Optimistic horsebreeders try tehs followers have been reported near
Currently the three towns are straining to improve the bloodstock of the Tamire, the North Wall. A dragonrider may have
at the seams. Before further growth can while camel trainers ready their animals just landed outside the walls. Secret po-
occur, the League must reach a new agree- for trips across the dry steppes. But most lice of the Great Illustrious Leader of All
ment with the nomads of Tamire or risk colorful of all is the great bazaar that fills Nations, the minotaur emperor, may be
going to war. The latter option the inhab- the central square. scouring the city looking for a certain
itants of Rudil do not relish, for they have Each morning as soon as it is light, the thief. But of course, all of these are gossip
heard tales of what the Uigan do to pris- square begins to fill with merchants. and rumors.
oners. Some of them even remember the Around the outer edge are the perma-
earlier wars with the Uigan. One re- nent stalls of established dealers. Every
minder of those days are the stone and morning the gaily colored awnings are
earth walls that still surround the outer- raised and goods are laid out on rugs and
most perimeter of the city. low tables for all to inspect. In the center
41
SOUTHERN HOSK
these valleys provide abundant pasture and even mewl and moan in hungry little
SOUTHERNHOSK and lumber for the people living there. voices. More likely these are heat-fired
At the southern end of the New Moun- delusions of fever-stricken castaways,
If a man seizes property by force and tains is the Confederation of Armach. their brains boiled by the steaming mists
the property is recovered, the plaintiff The land here falls away abruptly from of the ocean. Other things, perhaps once
and the defendant may enter the Arena the high pastures to the coastline at the animals, are said to be even more loath-
in what armor they can afford. If a man Bay of Hoor. As a result, much of the some and dangerous. Most often the
seizes property by force and it is not re- coast is rugged cliff, a sharp drop to the memories of these bring only shuddering
covered, that man may not avail himself rocks below. The weather is warm year terror to those travelers who have become
of armor. If the man maliciously disposes round and the rainfall is good, but the lost in the Steamwall.
of the property or renders it unrecovera- soil is thin and badly eroded, making Nonetheless, the Steamwall holds a
ble by intention, the combat is to the farming only fair. lure for the courageous or foolhardy. In
death. Traveling farther to the south, one de- the taverns of the League there are tales of
Regulations of Ambeortin VII, scends from the plateau formed by the this fellow or that fellowalways the
Legal Codex of the League continental shield. Now the underlying cousin of a friend or a traveler met by a
layer of granite gives way to softer be- caravanwho has discovered ancient
The second largest landmass of Taladas drock. The ranges of the New Mountains treasures hidden in the deep valleys of the
is the southern half of the old continent taper off and become lower and rounder. range. Perhaps there are treasures to be
of Hosk, now known rather unimagina- With the exception of the areas immedi- found; perhaps there was only one trea-
tively as Southern Hosk. In addition to its ately around the lower ranges (now barely sure and the tale has been repeated over
great size, it is also the most populated more than hills), the land drops almost to and over; perhaps its all a lie.
and civilized of all the lands of Taladas. It sea level. Warm, wet southwestern The region once held the burial valleys
is the home of the Imperial League of the breezes blowing off the Windless Ocean of kings and princes; once there were
Minotaur Cities (commonly called the drop large amounts of rain over this re- great monasteries and temples there. An-
Minotaur League or Merchant League or gion. The kingdom of Thenol and the cient Aurims might once extended to the
just the League), the Kingdoms of Ar- wilds around it are dotted by subtropical old mountain ranges. Here nobles spent
mach and Thenol, and the thunderous forests and swamp. the hot winters in palatial villas. Here also
mountains of the Steamwall. Moving inland from the coast, the dwarves lived in great caverns just below
Like its northern counterpart, Southern ground changes little. Along the inner- the surface. Here elves hunted and
Hosk spans a broad arc, forming the most edge of Southern Hosk, the played. Perhaps lost treasures from these
southwestern part of the continent. The Steamwall blocks the access to the In- times were not all destroyed.
northern portion of this arc is an extension danalis Sea. Except for a series of foothills Where the people of Northern Hosk
of the underlying shield that spans the in the north, the range rises with little are wild and savage for the most part, the
Tamire. This has split along a fault at the warning. Unlike the New Mountains, the people of Southern Hosk are settled and
Tiderun. This shield creates a level plain in Steamwall is high, rugged, and bleak. civilized. The most significant group on
the northwesternmost corner of the conti- The western foothills (what little there the continent is the Imperial League of
nent. As this extends to the south and are) are covered with darkly twisted rain Minotaur Cities. Dominated by the sea-
east, the ground gradually rises. This forests. Downpours occur almost daily faring minotaurs, the League carries the
forces river drainage into this plain, carry- and the lush growth is recast in darker mantle of ancient Aurim. It can trace its
ing rich silts to nourish the land. The com- forms by the polluted rains that blow history in part to the people and rule of
bination of rich land, water, and down out of the mountains. Higher up Aurim, although that great Empire never
temperate climate, moderated by the the slopes, the overgrowth gives way to had minotaurs to contend with. The
winds off the Western Ocean, makes this rock-hugging ground plants and eventu- League is the greatest power, both cultur-
the most fertile farmland of all of Taladas. ally lichens. At the very heights, just be- ally and politically, within Southern
Farther to the south, the rising lands low the snows, only the hardiest plants Hosk. Over the centuries it has been
give way to the New Mountains. Created can survive the deadly rains blown over steadily expanding and increasing in
by the abrupt uplift of several underlying from the Indanalis. power.
faults, these mountains are not particu- While the western slopes are merely Beyond the borders of the League are
larly high, but they are still growing. bleak, the eastern slopes of the Steamwall the barbarian peoplesat least according
There is mild volcanic activity, but this is are a nightmare. Hideously corrupted to the minotaurs. Some of these such as
very minor as these things go in Taladas. plants with pale, gelatinous leaves and the wildmen of the New Mountains fit
The New Mountains are divided into a se- pus-like sap suck up the foul minerals this description. Others are barbarians in
ries of small ranges separated by broad and breathe the acidic steams of the In- title only, named so for the simple fact
valleys. Higher and cooler than the plain, danalis. It is said that some crawl about that they are not citizens of the Empire.
43
SOUTHERN HOSK
The most significant of these are the na- was before the terror of the Cataclysm and starvation, new horrors, dogged their
tives of Armach and Thenol. that shattered the provinces and satrapies steps. The people became convinced they
Armach is an anomaly in the land of Ta- of Aurim. The greatest wonder of the were being led to a wonderful promised
ladas. It would have been a barbaric back- world was no more. land. As the weeks passed and utopia
water had not a great storm driven the However, the Empire of Aurim was not never appeared, they became disillu-
elves of Silvanesti (in Ansalon) into the completely cast down and forgotten. Like sioned and restless. Many dropped out to
sheltered bay of Hoor. These elves were the shards of a broken plate, parts of it form small villages in peaceful-seeming
part of the Great Armada that set sail from splintered and broke, spinning away mountain valleys and river bottoms.
Silvanesti to the lands of the Qualinesti, from the whole. Most were ground into Some of these have succeeded and now
voyaging around the entire span of the dust in the black years that followed. Un- proudly maintain their independence
continent. Forced to scatter by minotaur able to prevent the ravages of plague, the from the Children of Aurim (as they call
pirates from Mithas, this portion of the convulsions of the earth, or the assaults of Kristophuss band). Others were not so
fleet was caught up in a raging storm. foul creatures, the satraps and generals fortunate. Their meager homes have long
Running before the wind, it was all they quickly found themselves overwhelmed since been swallowed up by the wild.
could do to stay afloat. Finally the ships by the troubles of Hitehs Night. Petty Among those who continued the trek,
were driven into the rocky coast of Hoor. claimants to the title of emperor and in- there was disharmony and dispute. More
Marooned in a strange land, the elves have dependent kingdoms suddenly appeared than once Kristophus had to rely on the
worked together to build a new life. and vanished as quickly. Still the dream guardsmen loyal to him and his family.
Farther south is the Kingdom of of Great Aurim lived on. Rebels were given the choice of being left
Thenol. Though the inhabitants are hu- One of the farthest outposts of the Em- behind, which was often little more than a
mans descended from the same stock as pire was a small, rustic province, Styrllia. sentence of death, or surrendering into
those of the League, these have since It lay on the western edge of the great Kristophuss custody. Those who surren-
gone into greatly different territory, both mountains that divided Taladas, barely in dered he spared at the cost of their proper-
physically and morally. Thenol is a sinis- contact with the rest of the Empire. ties and then assigned to the care of the
ter land, its leaders evil and corrupted. When the Cataclysm struck, Styrllia remaining loyal families. His measures
Few travel there and fewer still enjoy their managed to escape the worst of the de- were draconian, but the people held to-
stay. struction, but it was evident to the people gether.
Empires and kingdoms are not the only they could not remain among the unsta- Eventually, Kristophus and his people
places where people (and other things) ble mountains. Under the leadership of reached a good land. In a narrow band
live. The Steamwall, a place many would Guidan and Kristophus, the people set along the coast, the forest gave way to
consider uninhabitable, is home to many out on a trek for safer lands. grassy meadows. Here the farming was
creatures. Living in the forests near its Scouts were sent in all directions. From good, lumber was close at hand, and the
base are the Hasmana Clan, a small col- the east and west came back grim reports sea provided fresh fish, a novelty to these
lection of dwarves with a very different of boiling seas, burning lands, and more people. Kristophus chose to settle his
view of life. Farther up in the mountains towering mountains. From the west and people here and founded the town of
are other dwarven clans that live more tra- south the scouts returned with reports of Kristophan in the land of New Styrllia.
ditional existences. Also hidden in the primitive forests and swampy jungles, The settlers were not many and the first
tucks and folds of the Steamwall are colo- both filled with dangerous creatures and decade for their settlement was hard, but
nies of goblins, ogres, and hurdu, a other, perhaps even worse terrors. eventually it grew into a network of
group of evil lizard-like men. And of Based on the reports of the scouts, towns.
course, there are dragons. The Steamwall Guidan and Kristophus decided to divide The trek had changed the society of the
is home to many of the dragons of Tala- the people into two groups. Guidan Styrllians profoundly. Before their depar-
das. The great creatures seem to like the would lead one expedition to the south ture, the majority of the people had been
foul and difficult conditions of the and west, looking for a new homeland freeholders, farmers and herders with
mountains. beyond the mountains and swamps. Kris- property of their own. A few families
tophus would lead the other to the west, made fortunes in the trading business,
searching for a path through the forests to shipping products to and from Aurim. A
THE IMPERIAL LEAGUE the sea beyond. So ordered by their lead- small group of skilled craftsmen formed a
ers, the people of Styrllia gathered their tiny middle-class, beholden to the mer-
OF MINOTAURS
goods and set out. chant families, but not bound to them.
Once the world of Taladas counted the For the people following Kristophus, By the time the group reached the sea,
Empire of Aurim the greatest wonder in the trek was far from easy. Their route car- Kristophuss measures for dealing with
all the world. No other land could rival it ried them through trackless forests inhab- the rebels had changed things dramati-
for magnificence and splendor. But that ited by hungry, evil creatures. Disease cally. The people who arrived were di-
44
SOUTHERN HOSK
vided into two classes, the Loyal Families they again crossed the ocean and found of the Empire. These are Kristophan,
and the Rebels. Few had managed to re- the settlements of Kristophus. Facing Trilloman (both in New Styrllia), Vinlans
main neutral during the march. During landward, these were easy victims to the (in Highvale), and Morgad and Thera
the rebellions on the march, the Loyal horned raiders from the sea. (both in Eragala).
Families received favored treatment by This would have been little more than Each city has its own character. Kris-
the Satrap, such that their fortunes dwin- a sad chapter in the history of New Sty- tophan remains the imperial capital and
dled less. They were exempted from gru- rllia had it not been for the far- is the center of government and culture
eling labor taxes and appropriations of sightedness and ambition of Eragas the throughout the empire. Trilloman, its sis-
equipment for the guard. The property Brutish. Like all minotaurs, he was fired ter city, is the hub of trade throughout
of the Rebels was divided among the with ambition to rule. Backed by his fel- the empire. To the south, Vinlans is
Loyal Families. During the course of the lows, Eragas seized the government of noted for its fine crops, wines and grapes
march, many weak and unimportant New Styrllia and proclaimed himself the in particular. Morgad is the greatest sea-
households actually managed to increase new Emperor. His challengers were port of the League, second in trade only
in importance and wealth. quickly dispatched in a makeshift Arena, to Trilloman. Finally, there is Thera, the
For the Rebels, the situation was re- according to minotaur fashion. A new era Pleasure City. Noted for its cool summer
versed. Once classed as a Rebel, all prop- was begun, weather and natural hot springs, Thera
erty was confiscated and given over to the In the centuries that followed, the has become renowned as the playground
Loyal Families. Each Rebel household minotaur lands have expanded and of the wealthy and powerful, minotaur
was then assigned to the service of a Loyal grown. There have been many factors and human alike.
Family. In exchange for service, passed contributing to its success. A strong tradi- However, the League is more than just
from father to son, the masters provided tion of empire, among both the humans the Five Great Cities. Each province is
for the needs and protection of the Rebel and the minotaurs, made acceptance of dotted with towns, villages, farmland,
family. By the time Kristophuss Styrl- Emperor Eragas easier. The military and industries that provide the lifeblood
lians reached the ocean, institutional might of the minotaurs left their rule un- of the empire. The population is densely
slavery was an established practice. challenged. The minotaurs had tried and packed into the areas of good land, the
The hardships of the Styrllians were tested systems of governing, copied from farmers gathering together into small
not over yet, however. A mountain peo- the Pirate Kingdoms of Ansalon, but also towns. These are connected by roads
ple settled by the sea, they were poor sail- wisely accommodated the laws and cus- maintained by the taxes of the people.
ors and fishermen. For the most part, toms of the humans into their own sys- Convict and slave gangs are constantly
they turned their backs on the ocean. tems. Finally, the land and other people engaged in building and repairing the
They became farmers, gradually clearing of the region were ripe for conquest and road network. Well-constructed bridges
more and more of the forest away for their civilization. A combination of these fac- span all but the largest rivers.
fields. Concerned with the land, they tors (and perhaps the blessing of the Other areas are covered with thick for-
built their defenses to face inland, pro- gods) has caused the initial conquests of ests. Here lumbermen and trappers rely on
tecting them from the attacks of hostile the minotaurs to become the lands of the the rivers to carry their goods to the market
neighbors and wandering creatures. They Minotaur League. towns. On the fringes of the Steamwall
lacked the skills of boat-building and range and on the slopes of the New Moun-
navigation and so never developed fleets THE LANDS OF THE LEAGUE tains, miners dig for ore, particularly the
or naval tactics. Indeed,. they had never valuable steel. Garrisons are stationed
seen a threat from the sea. Then the Currently the Minotaur League consists throughout the provinces to protect the
minotaurs arrived. of five provinces: New Styrllia, the capi- people and quell any rebellions.
For centuries, the minotaurs had been tal of the empire; Eragala, along the Ti-
master sailors, plying the oceans of Ansa- derun; Okami, the forest region;
Highvale, along the edge of the New
THE PROVINCES
lon on the other side of the world. They
had sailed all of Ansalon and crossed the Mountains; and the Conquered Lands, Of course, the cities are not the only
Western Ocean to the land of Taladas, the most recent addition, one that presses thing to be found in the Empire. Al-
though there was nothing to find. With close to the borders of Thenol. The though the cities are the most spectacular
the Cataclysm, the shackles of Istar were League also has the outpost towns of Ru- features, the provinces are equally impor-
broken and the minotaurs took to the seas dil, across the Tiderun, Faroen, at the tant to the strength of the Empire. Grain,
in earnest. Their skill as sailors quickly base of the Steamwall, and Brilmantar, fruit, lumber, ore, milk, leather, indeed
made them formidable pirates and their deep in the Steamwall range. everything needed to feed and supply the
ambitions of empire made them danger- When one speaks of the Minotaur cities comes from the rural lands. Woods-
ous raiders. As they ranged farther and League, however, one normally means men from the frontiers serve in the army
wider, it was only a matter of time before the Five Great Cities that form the heart as scouts. Dwarves trained in the arts of
45
SOUTHERN HOSK
mining build the monuments that fill the vived to return. These ruins are shunned night by handsome and beautiful stran-
cities. by the locals and not even the temptation gers, perhaps elves of the watery deep. A
Nor are the provinces lacking in won- of prize pearls will persuade them to dive night is spent and the stranger is gone. A
ders natural and man-made. Here and there. The divers tell stories of horrible woman will bear a child different from
there are the evidences of ancient Aurim sea monsters and strange fish-eyed peo- the others or a strange babe will be found
or far older kingdoms of the demihu- ple still dwelling among the ruins. in a basket washed up on the shore. Such
mans. The uplift of the Cataclysm has are the Children of the Sea.
changed ordinary landscapes into exotic Eragala The wise father treats his foundling
vistas. Often located far from civilization, Stretching from the rocky cliffs over- child well, for then his nets will be full
these places are little visited except for looking the Western Ocean to the and his boat will never founder on the
deadly creatures and intrepid explorers. swampy plain of the Tiderun, Eragala is rocks. Ill fate awaits the man who mis-
the second-most populated province of treats his child. The child, held in both
New Styrllia awe and contempt, grows mysterious and
the Empire. A practical land inhabited by
practical people, Eragala is not without wild. More than one strange story is told
Aside from Kristophan, Glory of the
its wonders. One of the more mysterious of the powers of such children and more
Empire, New Styrllia is best noted for its
can be found along the secluded bays and than one has disappeared later in life un-
wide plains of farmland. Once it was
inlets. There, far from other settlements, der mysterious circumstances.
thick with rich forests; now these have
are lonely hamlets where the villagers are Not mysterious but majestic is the
been reduced to small copses that remain
decidedly odd. More withdrawn than Luminari, the lighthouse at the mouth of
in the waste ground, land unsuitable for
even the naturally reticent peasant, they the Tiderun. Build atop the chalk cliffs of
farming. Along the sea are many small
look normalalmost. They carry them- the shore, it is a slender tower rising 400
picturesque fishing villages. The greatest
selves slightly differently and deep in feet above the land. At its pinnacle is an
wonder of all, however, is not found
their eyes is a hidden longing for the sea. ever-burning light, visible for miles, that
within the province but in the pearl beds
These villagers are the Children of the aids sailors in finding their location and
off its coast. There, among the riches of
in avoiding the dangerous shoals at the
the sea, are sunken ruins according to the Sea. Over the generations, men and
women of the village have been visited at Tideruns mouth. It is said the lighthouse
divers who have ventured there and sur-
was built by Eragas himself, with the aid
46
SOUTHERN HOSK
of black sorceries. Its perpetual light is ru- their clutches, all the time intoning the The Conquered Lands
mored to be powered by a fabulous trea- grievances they have against the living.
Carved from the wilderness and the
sure. No man tends the light nor will any
territories of savage barbarians, the Con-
local climb its stairs, even though the Highvale
quered Lands are wild and untamed. It is
door at its base stands enticingly open. Forming the border with Armach, a province for the hardiest pioneers, those
Tales are spun of master thieves who have Highvale province has seen more than its who shun the corrupting comforts of civi-
entered and never returned. Just what share of battles. Scattered along its bor- lization. Each town, each village is a for-
horrors, if any, are inside no one knows. ders, at the mouths of passes and along the tress ready to defend against marauding
coast, are fortifications of all types. Now beasts and raiders from Thenol. Vast sec-
Okami
more concerned about Thenol, Armach tions of the province, especially away
Covered in thick forests blanketing and the League have entered into a truce from the rivers, have yet to be mapped.
rugged ground, Okami is a vague mem- and most of the forts and castles are aban- Only a few roads have been built into the
ory of evil to those who are descended doned. Although funds are allotted to wilderness so far.
from the original settlers of New Styrllia. maintain those deemed most strategic, The wonders of the Conquered Lands
It was through these dark forests that the these monies are siphoned away by corrupt have yet to be cataloged. On its border is
wanderers suffered the greatest hardships administrators long before they reach the the current homeland of the hulderfolk,
and terrors. Foul creatures stalked their Highvale frontier. Because of this, most of beyond that are the dark lands of Thenol.
route, while dissension split the ranks. the buildings are falling into min. Within it still are undefeated villages of
Many small settlements were left in the Furthermore, most of the garrisons goblins and tribes of ogres. Great caves
wake of the march. Most of these were have been pulled from the Armach bor- that lead to the realms of powerful wiz-
never heard from again. der to strengthen the forces along the ards are supposed to be found in the hills.
The dark forests of Okami were the Thenol frontier. The creatures of the New Dragons and their mysterious riders are
original home of the hulderfolk, people Mountains have taken advantage of this said to live in the forests. There are even
who have long since moved to the outer and have returned to their old haunts. tales of a forest in which the trees speak
fringes of the Empire. However traces of Although the peasants have complained and grow tall enough to reach the moons!
their lives still remain. Hidden among about suffering the attacks of great mon- But, as with all frontier tales, there are ex-
the trees are pleasant-seeming glades sters, the current emperor has done noth- aggerations and half-truths. Practical
where the hulderfolk once gathered. ing to ease their hardship. men are certain that when all is said and
These still have lingering traces of hulder- One fortification was not built by the done, half the wonders described have
folk magic. A man may nap in such a Empire. Surrounding the base of Mount never existed and the other half are less
glade dreaming of a night in the com- Bluetop, at the very edge of the frontier, than what the storytellers claim.
pany of the hulder, only to awaken and is a wall. Built of crudely cut, unmortared
find a decade has passed. Another pro- stone, it stands almost 15 feet high all SOCIETY AND SOCIAL CLASS
fanes the powers of these people and their around. At regular intervals are small
sacred grounds, only to lose the memory watchtowers and the wall is pierced by The Minotaur League is a very class-
of his own life. A third may foolishly en- many gates. Curiously enough, it appears oriented society. Every citizen
ter the glade during the full moon, only that the wall is made to protect against minotaur, man, elf, gnome, or
to lose his wits, forever touched by the something on the inside, something dwarfhas a position that affects his lot
power of the hulder. dwelling on the mountain. The towers in life and even extends to minor details
A greater evil than that in the glades look inward and the gate bars are on the of his daily life. While the law gives pro-
lurks in the forests. Those who stayed be- outside. tection to all classes, even slaves, its appli-
hind on Kristophuss march did not vanish Many a curious wizard has hired adven- cation varies from class to class.
entirely. Their fields and villages were re- turous souls to investigate the region, but Socially, there is no one more impor-
claimed by the forest, but the people did none have met with any success. Outside tant than the Emperor and the Royal
not disappear. Now the people remain as the wall, there are no signs of who built it Family. This includes not just the Queens
bergasts, undead lurking among the rot- or why. Inside, the bold have scoured the and Royal Children, but also the uncles,
ting remains of moss-covered huts, contin- mountain, searching for a clue as to what aunts, nieces, and nephews of the Impe-
uing on in a grotesque parody of their was kept there. Many a skeleton of man or rial Line. In recognition of their status,
sunlit lives. Sheltered by the unnaturally demihuman has been found, but there members of the Imperial Family are nor-
thick canopy, they hunt, chop wood, draw are no clues as to what the builders so mally assigned government posts. For the
water, and work at phantom fields, all most part these posts provide a good liv-
without purpose or result. Driven by hate- ing for little work. No one (especially not
ful energies, they slay any who fall into the Emperor) wants members of the Im-
47
SOUTHERN HOSK
perial Household to have too much rights, taxation, magical patenting, and unfranchised peoplethose who are not
power, Thus the positions received are a Arena settlements. slaves but have not earned the rights of
method of buying them off. For example, General Rilkin Conners- citizenship. These include sharecroppers,
Still, the Imperial Family is not above baugh has earned the minotaur status by free servants, apprentices, and others
the law, although they are immune to virtue of his victories against the Thenol. who work for a master but are not owned
large sections of it. With the exception of In a great ceremony, he was given the full by him. Their legal rights are among the
the Emperor, the family is subject to law- title Commander of the Imperial Left least, both by law and circumstance. Im-
suits and trials just as anyone else. How- Rilkin Connersbaughiskis, although in perial decrees limit their ability to com-
ever, their wealth and position make normal communications he is still re- plain against their landlords and masters.
these impractical matters at best. The Im- ferred to as Connersbaugh, the -iskis Lack of money prevents them from press-
perial family has much power among the saved for formal proclamations. ing those cases they can. Many a strap-
judiciary (Praetors) and bureaucrats. Of the normal humans, the Loyal Fam- ping man of the unfranchised has chosen
Only flagrant crimes or those that present ilies are the highest in status. Although to risk his life for the fortune and fame of
a threat to the Emperor (or a more power- they originally fought and resisted the the Arena.
ful member of the household) ever seem minotaur invasion, their families and At the lowest level of society are the
to come to trial. power provided the structure on which slaves. Many are descendants of the Rebel
At the same time, the Imperial Family the empire was built. Ever adaptable, families given into the custody of the
is limited by the Emperor and the Em- most of the families learned to accommo- Loyal Families. A few can trace their lin-
peror relies on the support of his people. date and profit from their new masters eage more recently to one of the families
It behooves him to prevent his family and thus retained their positions. Those that defended Kristophus against the
from gross excesses and flagrant viola- families that remained truly loyal to the minotaur invasion, the true Loyal Fami-
tions of the law. Those emperors who Kristophus family (and so actually de- lies. Others are captives taken in the wars
have allowed themselves and their fami- served the title of Loyal Families) were ex- of expansion the minotaurs have waged
lies to become decadent find themselves terminated along with Kristophus or on their neighbors. Not a few are peas-
brought into the Arena to stand trial for were broken and scattered, their lands ants who failed in their attempts to rebel
their crimes. Weakened by their ways, and holdings claimed by the minotaurs against their horned overlords.
they have more often than not been and their allies. Because of their actions Even slaves have certain legal protec-
proven guilty. against Kristophus, to this day the name tions. While few of these concern them-
After the Imperial Family, the next in Loyal Family has a bitter and hateful con- selves with a masters treatment of his
status are the Horned Houses, the mino- notation to the common people. property, there are many that set the legal
taurs of the League. Much lip service is The bulk of the empire is composed of responsibilities of a master for his slave.
given to the credo that any minotaur, no common citizens. These include journey- There are strict conditions regarding sale,
matter what his station, has precedence men craftsmen, freehold farmers, fron- responsibility for crimes committed, con-
over members of other races. In actual tiersmen, small merchants, and ditions by which a slave can stand in the
practice, this standard is observed more tradesmen. Citizenship is allowed to Arena, and set terms whereby a slave can
in the breach than in the observance. property holders and the creators of man- purchase or receive his freedom. Still, even
While the wealthy and strong minotaurs ufactured goodsvintners, craftsmen, with all these conditions and protections, a
have clear dominance over all others, smiths, etc. These are the people the Em- slaves life remains vile and undesirable.
those bulls and cows of lower status often peror must protect and please. Although Within this carefully outlined social
find themselves indebted to the human their rights are much less under the law structure of legal rights and obligations,
and dwarven merchants of the League. As than the highest of the high, they are a foreigners fall through the cracks of the
a result, many of the creditors raise them- significant force. They are numerous system. As a solution, no foreigner is al-
selves to a status approaching that of the where the rulers are few. Though the Em- lowed to represent himself in any legal
minotaurs. peror may have better men and weapons, action. Instead, he must have a sponsor to
This has led to the rise of a special so- these cannot be everywhere. present his claim. The social level of the
cial class, technically lower than mino- In the past the people have stormed sponsor, who must be a citizen of the em-
taurs but higher than the pure human governors palaces, rioted in the streets of pire, determines the social level of the
families. These people, through their Kristophan, and burned the harbor of foreigner in the subsequent inquiry into
wealth or service, are allowed to place the Morgad. In each of these cases, retribu- the case. Foreigners (especially those
formal -iskis at the end of their name, tion was swift and brutal, but the damage from the Tamire) find this fascination
a appellation reserved for minotaur clans. caused and the threat of more forced the with the legal process stupefying if at
In addition, they are accorded the status Emperor in command to revise his poli- least not mystifying. However, given the
of minotaur in the eyes of the law. This is cies or tread more lightly. government and legal system of the
particularly important for property Beneath the common citizens are the League, these distinctions are important.
48
SOUTHERN HOSK
these proxies divides the minotaurs into Although the Emperor and the Senate
THE GOVERNMENT rule the empire, the day-to-day issues are
different factions.
With all its bizarre collection of races, Each Loyal Family is allowed one Sena- dealt with by the appointed officials. The
temperaments, a n d a t t i t u d e s , i t i s tor. Again, the costs are prohibitive for greatest of these are the governors of the
amazing that the government of the many of them and the selling of proxies is provinces. Under them are the com-
League functions at all, let alone that it is a common practice. manders of the garrisons, the revenue
able to function as efficiently as it does. It Finally the common citizens elect agents, and the myriad of bureaucrats
is not a perfect system and evil emperors Publicans. Each of the Five Great Cities is needed to make a large government
and incompetent governors often appear allowed one Publican. Since the costs of work. For the most part these officials do
under it. Still it is resilient enough to these Publicans are borne by the state, their business with little interference or
withstand these abuses and continue to they are not allowed to vote by proxy. To guidance from the capital. The Emperor
hold the empire together. further ensure their honesty to the com- issues edicts and determines the general
At the head of the empire is naturally mon people, once a year each Publican course of policy. The governors imple-
the emperor. Each emperor is able to must appear among the common people ment these policies and keep order in
trace his bloodline directly to the founder of his city without the protection of the their lands. Although the governors du-
of the empire, Eragas. Of course, the em- law. This event is known as Publicans ties are defined and limited by the volu-
peror is always a minotaur. The current Day. minous legal codes of the Empire, the
emperor is Ambeoutin XI. The emperor On this day, the Publican is required to actual working of the system is left to the
is the greatest power in the realm. All walk the streets of his city from sunrise to individual leaders.
laws and edicts are made in his name and sunset. The event can be likened to a small In keeping with the minotaur tradition
theoretically with his consent and ap- war. The Publican parades through the of justice, appointees to office must ap-
proval. Of course, few emperors have streets, protected by as many troops as he pear in the Arena against their predeces-
time to see every law passed and so gener- can afford. Meanwhile the people op- sors. The winner of the combat has
ally confine themselves to sweeping pro- posed to him attempt to amass their forces earned the right to the office. Unlike
nouncements that are then interpreted to overwhelm the guard and seize the many arena combats, these challenges are
and implemented by under-secretaries Publican. Of course, factions loyal to him seldom to the death and are often purely
and minor functionaries. The emperors may try to stop the mob and before long ceremonial. In the latter case, the depart-
word is absolute law, within the limits open street warfare begins. Sometimes the ing official simply submits to the incom-
presented by army mutinies, provincial enthusiasm of the rioters spills over into ing official as soon as the bell of the
rebellions, and armed mobs in the street. the night and next day. By tradition, the Arena is sounded.
Surrounding the emperor is his house- army is loosed on any remaining mobs and Although the assignment and removal
hold. In addition to wives and family, this no mercy or quarter is given. Still Publi- of appointed officials is normally an or-
includes chancellors, secretaries, scribes, cans Day is the traditional spark that has derly business, the death of an emperor
stewards, and treasurers. Most of these started open revolt in the cities. Attempts results in a mad and bloody scramble for
positions are filled by Imperial princes, to outlaw it have been futile, for the peo- position. New emperors frequently sweep
dukes, and other family members. Wise ple are far too fond of it. out the old administration and post their
emperors allot these positions with great The Senates power is more limited than own appointees. The current office-
care, reserving the most powerful posts that of the Emperor. First and foremost, holders may not care to give up their posi-
for non-family members. A chamberlain the Senate hears high court cases. For tions and then the challenges in the
can have great influence on who can and those they can set the terms on (by mutual Arena become quite real. Although it
cannot see the emperora powerful tool agreement), they settle and send to the provides great entertainment for the
in the hands of an ambitious relative. Arena. Any cases that remain are deemed masses, one unfortunate effect is the loss
Even the Emperor is not all-powerful, to be the jurisdiction of the Emperor. of talented but physically weak adminis-
for he must work with the approval of the Thus, the Senate screens the Emperor trators.
Senate. Each minotaur family is allowed a from a number of unnecessary cases. The
Senator. Since supporting a Senator at Senate can also propose new Edicts for the MINOTAUR JUSTICE
the Imperial Capital is a costly proposi- Emperor to consider. He is not required to
tion, most of the smaller families offer follow their suggestions, although given For the minotaurs and all those ruled
their proxies to the wealthier households. their ability to make his life miserable by them, there is one overriding principle
Some of these proxies are bought out- (through their control of the caseload), it o f l a w Might makes right. The
right; others are traded for some special is often wise to heed their words. Finally, strongest is also the one with the legal
considerationa law providing tax relief the Senate can vote to censure any Edict of right. This, known as the rule of might,
specifically to that family or a title to be the Emperor although this is best done in forms the core of all law. The minotaurs
conferred on the family. The amassing of only the most extreme cases. have followed this principle for centuries
49
SOUTHERN HOSK
and have over time managed to refine The laws of due process carefully sepa- they are not trying to prove guilt or inno-
this system into a large body of law. rate violence done in the name of the law cence (that is left for the Arena), they are
To others, this system would seem im- from ail other types of violence. This is trying to show that laws have been broken
possible and unworkable with bullying important, for it prevents anarchy and and that the case is worthy of going to
brutes slaughtering any who oppose mob rule in the streets. trial.
them. It is a credit to the ingenuity of the To enforce the distinction between After hearing their arguments, the
minotaurs that they have actually created proper and improper use of might, the Praetor rules on the fitness of the case. He
a system that works. To make it work, minotaurs have always made use of the must first decide if any laws have been
they have established two absolute Arena. This is the formal courtroom, the broken or if any party has sustained any
preceptsthe laws of due process and the place where all cases are tried. Of course, injury (physical, property, or of reputa-
Arena. trial in the minotaur sense is vastly differ- tion). If he does find the law has been
The first rule, the laws of due process, ent from that held in other countries. For broken, he then sees if settlement can be
is that no action can be taken without le- the minotaurs, guilt and innocence are reached. No one wants every case to go to
gal sanction (unless it can be shown that it fixed by who wins in the arena. Judges trial since the caseload would quickly be-
was violence taken in desperation). If a and juries do not debate and decide guilt come unworkable. If at all possible, the
man kills another in the street during an or innocence. This is decided by skill at Praetor and the citizens (or their lawyers)
argument, it is a case of murder. The arms, strength, and valor. Within the reach a settlement. This may involve pay-
murderer cannot claim that by success- Arena, the plaintiff and defendant are ment of a fine, replacing damaged goods,
fully killing his opponent he has rightly exempted from the consequences of their or a public statement of defeat (an apol-
exercised the rule of might. The killing actions. No legal action can be taken ogy in a sense). If necessary, the Praetor
was done without proper regard for the against anyone for the results of an Arena can impose a settlement on the two par-
legal procedure. If a swindled man beats fight, even if the result is accidental, un- ties, without their agreement. This hap-
the swindler until his money is returned, less the Praetor rules there is Contempt of pens most often when one or both are
he cannot claim the rule of-might, again the Conditions. being stubborn and unreasonable about
for the same reason. The swindler can file The Conditions of Trial are what keep a minor matter.
a claim of battery. (Of course, the other the empire from depopulating itself in If no settlement can be reached, the
can file a claim of fraud.) bloody lawsuits. Not all battles need be court begins a new process, the fixing of
fought to the death and setting the con- the Conditions of Combat. This is where
ditions of the combat is part of the legal lawyers truly earn their pay. The Condi-
process. Battles can be fought to the tions of Combat establish the rules that
death, first blood, first blow landed, un- will be followed in the Arena. They are
til unconscious, or even until one party is reached by a mixture of established law
pinned. Indeed, the majority of cases and negotiation. A smart lawyer can tilt
brought to trial are not fought to the the advantage of the combat toward his
death; this penalty is reserved for the client or at least prevent the other fellow
most serious capital crimes. from getting much of an edge.
Of course, not just anyone can walk There are four conditions that must be
into the Arena and claim the right to set before any combat can occur: Victory,
fight a case. There are procedures that Weapons, Armor, and Champions. After
must be followed before entering the these are decided and fixed in writing, a
Arena. Only after these have been fol- date is set for the appearance in the
lowed (part of the body of law that de- Arena.
fines due process) can the actual trial The first condition, victory, determines
occur. what must be done to prove guilt or inno-
The first step is for the case to be filed cence. In civil cases, combats are rarely
before a judge, the Praetor. This is known fought to the death. Typical victories in-
as the Inquiry. Filing can be done by any clude first blood, wounding an arm or
citizen, but since it involves filing the leg, cutting the horn (if the opponent is a
proper papers, knowing who to bribe, minotaur), unconsciousness, or surren-
and how to behave before the Praetor, der. This last allows the contestants to
most citizens (or at least those who can af- fight to whatever extreme they wish; it is
ford it) hire a lawyer. Lawyers present ar- often used as a way to withdraw from a
guments pro and con for the validity of caseone person quickly surrenders to
the case presented to the Praetor. While the other before any harm can be done.
50
SOUTHERN HOSK
The law does establish the range of victo- he has a contract dispute with a home- of his league. In these types of situations,
ries allowed for different types of cases. owner. Instead both parties will go out the lawyer would turn to one of the
For example, slander is limited to first and hire champions. Of course, for some Champions Guilds found throughout
blood, while theft can only be fought to crimesmurder, treason, and any of- the Empire.
cripple, at worst. Patricide can only be a fense against the statechampions for The Champions Guilds provide the
fight to the death. the defendant are not allowed. If a man services of legal champions for anyone
Arms and armor allowed are used to commits murder, he must personally ap- who is willing to pay. Although the actual
balance out the inequities of the two pear in the Arena. functioning of the Guilds varies from
combatants, reduce the chance of death, Of all the champions, there is none place to place, they tend to operate along
and reflect the cruel or unwarranted na- greater than the Emperors Champion. the same principles. For a fee, the guild
ture of the case. A human is usually al- This minotaur or man is more than just a offers a selection of warriors. The cus-
lowed some armor if his opponent is a warrior. He is the figurehead of the Em- tomer gives a price range he is interested
minotaur and the case is deemed equal. perors right to rule. As the Emperors in and the guild provides a listing of reg-
A person who murders an official, how- Champion, he enjoys the special protec- istered champions that come within that
ever, must fight without weapons or ar- tion of his master and few willingly cross range. They maintain records of wins and
mor, while his opponent is equipped him. Underneath him are the Imperial losses, specialties and weaknesses. Using
appropriate to the station of the official Champions. These are warriors of all races this information the customer can make
slain. At the most extreme, a person who specialized in different weapons and his choice.
assassinates an emperor must fight un- styles of combat. There are experts with In accepting the fee, the guild prom-
armed and unprotected against a foe the bow, bulky wrestlers, sword masters, ises to ensure the champion appears in
wearing magical armor and wielding and spearmen. Each receives a yearly sal- the Arena on the appointed time, sober
magical weapons. ary in exchange for being ready to enter and ready for combat. Of course, the
Finally there is the issue of champions the Arena at any time. Like the Emperors guild must provide an alternate cham-
and this is what makes the minotaur jus- Champion, these warriors enjoy special pion should the first become incapaci-
tice system truly work. In most cases, it is protection, They are a rough and danger- tated or be in less than optimum fighting
not necessary for the actual defendant or ous lot, paid to risk their lives in one-on- condition.
plaintiff to risk their own safety. Instead, one combat. Normal citizens give them To become a champion in a guild, a
they can hire someone to represent them wide berth. warrior need only register with the guild
in the Arena. This prevents the strongest There are more champions however and demonstrate fitness for battle. Citi-
and most powerful from dominating all than the official ones maintained by the zenship is not required. Indeed, having
others. government. Governors and other high Outlanders fighting in the Arena is tac-
The concept of championing comes officials find it wise to keep a Personal itly encouraged as a good way to keep
from the official champions of the gov- Champion to defend or prosecute for them under control and occupied. The
ernment. Certain cases are tried by the them in purely civil cases. A wealthy mer- warrior may be asked to list any special-
government, murder in particular. Since chant will keep one or more champions to ties, strengths, and weaknesses he has.
the government is a thing and not a per- represent himself and his business in the He is then placed on probation until he
son, it is necessary to have people spe- Arena. Successful lawyers maintain sta- has proven himself. During probation he
cially designated to represent the bles of champions to represent their cli- acts as champion in minor cases, simple
government in the Arena. These are the ents in the Arena. When a person hires a and not deadly combats. The guild keeps
Imperial Champions. Over the years, this lawyer he can also choose to pay an addi- all his fee at this time. If he does not lose
idea of champions has spread to the rest tional fee for the services of that lawyers any of these (or if his loss can be attrib-
of the people. Powerful nobles did not champion. Clients often shop around to uted to some other circumstance), he ad-
relish the idea of dying in the Arena over find the lawyer with the champion who vances in the ranks of the guild. The more
some petty dispute and so applied for the has the best record or who has the skills dangerous the cases he successfully cham-
right to use champions. In time, the that best suit the case. pions, the more in demand he becomes.
wealthy merchants bought the right from Not all lawyers can afford to maintain a Of course the guild always collects and
the Emperor. This set the precedent for selection of highly skilled champions, keeps a portion of his fee, although the
extending it to all who could afford it. however. A typical lawyer has perhaps amount becomes less with his growing
Champions are allowed for any type of one champion, a general-purpose type of fame. It is not uncommon for highly suc-
civil case. It is not necessary for a mer- fellow, on his staff. This champion is cessful champions to leave the guild and
chant to enter the Arena when he is ac- good for the everyday type of cases the found their own stables.
cused of selling shoddy goods or lawyer may handle, but for a serious Of course, guilds do more than just
overcharging his customers. A carpenter crime or against high-power talent, the connect warriors with clients. The draw-
does not have to fight personally because champion would quickly find himself out ing power of a guild is the skill of its
51
SOUTHERN HOSK
champions, therefore the guilds do all ise a relatively minor fight. If a defendant to bet seriously affects the odds given for
they can to train and improve their men. or plaintiff voluntarily chooses to appear each champion. Experienced champions
Guilds provide sword masters, armorers, in the Arena instead of using a cham- can tell from the crowds reaction just
healers, masseurs, and burial services for pion, public speculation increases (espe- how the betting is going and whether
free to their champions. Of course, the cially if he is facing a hired champion). their clients have any faith in them.
champion is expected to win. Lose too of- However, by far the biggest draw is a fight The Praetors (who prepare the docket)
ten and the warrior finds himself on the to the death between two professional are not blind or aloof to the drama of the
street. He certainly wont be able find a champions. Professional death fights are Arena. Like good showmen, they care-
position with another guild as reputable. uncommon and rarer still are matchups fully arrange the docket to build the ex-
Around the system of champions sev- between highly rated champions. citement throughout the day. The initial
eral other enterprises have sprung up. As A good Arena Day takes on all the trials are minor court cases. Depending
the number of champions increased, the trappings of market fair. Masters release on the size of the docket, several may be
best choice of champion for the money servants for the day. Peddlers line the fought at the same time, each battle oc-
became unclear. Professional handicap- streets to the Arena, hawking their curring in a different part of the Arena.
pers track the records of each champion goods, and food vendors congregate at As the day goes on, the importance and
and calculate the best combination of the entrances to sell fruits, roasted meats, deadliness of the cases increases and the
champion, weapon, and armor against a pies, breads, and drinks chilled with ice number of cases fought at a time is re-
given opponent. Lawyers often use their brought from the mountains. Itinerant duced. There may be a number of major
services to negotiate the best possible trial wizards put on shows for the public, hop- contests fought early on, to hold the in-
for their clients. ing to collect a bounty of coins for a few terest of the crowd, but the most exciting
As ghoulish as the handicappers may hours of simple work. There are jugglers, case is held till the end of the day. This is
seem, even more unsavory types lurk acrobats, bards, dancers, pick-pockets, not always the most important case from
around the arena. Like a sporting event, and bawdsail the things that make a a legal standpoint, but it is the one that
Arena combats are not above fixing. festival colorful. has the best crowd appealthe best
There are those who make a living fixing The Arena is built to accommodate champions and the deadliest or the most
(or claiming to fix) the fights. It is a haz- these crowds with tiers of seats for the exotic conditions.
ardous business, since a suspected fixer common people and elaborate boxes for Once ail the contests are finished, the
must prove his innocence by a personal the wealthy and titled. As a method of results of the cases are announced and the
appearance in the Arena against one of raising revenue, the governor of the prov- victorious party is presented with a writ
the Imperial Champions (who are re- ince is entitled in the name of the Em- proclaiming his legal rights in the matter
puted to be incorruptible). He also risks peror to charge a tax for each seat. The at trial. Standing at the side of each man
the wrath of those who lost because of his price of the seat varies with the quality, is his champion (if he had one). The los-
fixed fights. Even more bizarre are those the most expensive being those closest to ing party is given his terms of punish-
who wait around the Arena to collect the the Emperors or Governors box and the ment before the crowd and is forced to
dead. Those unclaimed by the guilds or cheapest being the standing-room-only parade around the Arena bearing a sign
next of kin are spirited away by these ma- upper tiers. explaining those terms. In some rare in-
cabre phantoms for unknown purposes. To reduce the occasional riots in the stances, the losing party is executed on
It is rumored the bodies are used by wiz- stands, men and minotaurs are carefully the spot, if that is the penalty (although
ards for dark purposes. segregated from each other. Were they in most such cases, the party would be re-
To show the people that justice is being seated together, there would certainly be quired to appear in the Arena person-
properly served, Arena combats are open outbreaks during the man vs. minotaur ally). The justice given out is very severe
to the public. Thus they also serve the matches. The tensions flare more than and is intended to discourage frivolous
purpose of providing entertainment for enough with the crowd frequently di- suits.
the masses. In the cities, the Arena is nor- vided into factions supporting different
mally opened once per month although champions. THE ARMY OF THE LEAGUE
this may be more frequent if the caseload The action is intense with heavy wager-
is heavy. Once the docket is set, the cases, ing on the outcome of each trial. For the One of the cornerstones of the Empire
the champions, and the Conditions of spectators, the betting is more important is its finely trained and highly efficient
Combat are posted throughout the city. than the nature of the trial itself. The military forces. These have provided the
Public turnout then depends on the same handicappers who advise lawyers might needed by the Emperor to occa-
excitement level of the cases. Fights to the now make odds and take bets. Even this sionally enforce his will, to protect the
death are always good for a crowd, as is betting has formal traditions. The first empire, and to expand its borders. With-
any appearance by a major champion bets down are made by the plaintiff and out the support of the Legions of Eragas
even if the Conditions of Combat prom- defendant and the amount each is willing (as the army is known), the Emperor
52
SOUTHERN HOSK
53
SOUTHERN HOSK
they will never want. They are kept care- other garrisons of the Empire as an object
RELIGIONS
fully isolated from the politics of the Em- lesson.
pire, so as not to pollute their minds. Religion has never played an impor-
The end result is a highly-trained le- tant part in the lives of the minotaurs of
THE MERCHANTS OF THE
gion of soldiers, fanatically loyal to the Taladas and is even less so now that the
Emperor. They will do anything he com- LEAGUE power of the gods is no longer apparent to
mands of them. So long as the Emperor is Third in importance to the Emperor them. For the most part they believe in
threatened they will not surrender or and the Legions of Eragas is the League of the power and might of the individual.
fleeor at least that is what they would Merchants. Growing out of the pre- Nor, by their culture, will they willingly
have people believe. invasion Loyal Families, the Merchant submit or admit inferiority to another
Every legion is commanded by a du- League is a strong guild of traders that including the gods of Krynn. Thus they
ces , a general appointed by the Em- regulates and monitors most business have little use for organized religions and
peror. This general is never of a social trade of the Empire. The Merchant the trappings that go with them.
rank lower than the Loyal Families and is League does not control the production Over the years, the humans too have
more often a minotaur or -iskis. When of goods, but it is responsible for the lost much of their faith. With the Great
several legions are grouped under one shipping and distribution throughout Trek, many came to believe the gods had
command, the supreme commander is the Empire and beyond. Its near total forsaken or cursed them. If this were so,
known by the title Imperator. Again the monopoly gives it great power within the then they had no use for such cruel and
Imperator is appointed by the Emperor, Empire. Although the guild has no offi- capricious gods. Denied the powers
drawn from the ranks of the dux. He cial position, its merchants are able to in- granted by the gods, they denied the
holds the position only for as long as he is fluence most official policies to its gods entirely.
needed, after which he returns to the advantage. In the centuries that have passed, little
command of his legion. The merchant guild also supplies unof- has changed to alter this view. Indeed,
To reduce the risk of an attempted ficial ambassadors and spies for the Em- the atheism of the minotaurs has rein-
coup by his generals or his governors, the pire. Their trading carries them far forced the views of the humans. Because
Emperors have carefully regulated the beyond the borders of the Imperial of this there are no large temples or state
army. The dux and their legions come un- League of the Minotaurs. They travel the religions in the Empire.
der the direct command of the Emperor. length of the Tamire, to the land of the Of course, faith is not entirely absent
The governor of a province has no power goblins, into the Ring Mountains, to Ar- from the Empire. A practical-minded
of command over the military in his area math and Thenol, even to the dark jun- people, the citizens preserve their dead
unless the Emperor issues a specific proc- gles of Neron. They carry the seeds of the on the chance that the gods will return
lamation empowering him with com- Minotaur Empire with them, making it and restore the dead. There are no cults
mand. At the same time, the legions are easier for the Legions of Eragas to annex native to the Empire, but the beliefs of
garrisoned in smaller units throughout new territories in the name of the Em- Outlanders have entered into the society.
each province. Only a few legions are gar- peror. Thus there are small followings for such
risoned altogether. These are com- The merchant guild jealously protects gods as the Uigan Mislaxa, Quuan, and
manded by the most loyal dux the its position from all interlopers. Although Jijin. The beliefs of Thenol and Armach
Emperor can find. it is not an officially recognized monopoly, have recently started to appear among the
Even with all these precautions, there it does not brook any competition. Enter- common people. And of course, Hiteh
have been mutinies. Unlike the elaborate prising merchants who try to set up their has not ignored the opportunity for mis-
process of the Arena, mutineers are own operations are squashed if they are lit- chief. Particularly in such places as the
judged guilty by their act. The standard tle, driven out of business by the price- Old City of Kristophan, he has prompted
practice is to send other army units to cutting practices of the guild. If the the creation of cults to follow him. These
crush them. Care is taken to send rivals newcomer shows a particular talent for the have remained secret, as Hiteh does not
within the army, if at all possible, to do business (i.e., he survives the attempts to care to bring attention to his followers
the job. The risk always exists that the drive him out of business), an invitation is and their evil activities just yet.
mutiny will spread to other units. There- extended to him to join the guild. If he
fore, the most draconian punishments refuses this, driving him out of business
are handed out to mutineers. Normal gets serious. Threats, beatings, arson, even
men are beheaded and their bodies killing will be used if necessary. Given this
staked along the highways as warnings to type of attitude, the League of Merchants
others. The leaders are tortured and then has few competitors.
publicly drawn and quartered. The parts
of their bodies are then sent around to the
54
SOUTHERN HOSK
THE CITIES OF THE LEAGUE ease is a close second, for the narrow, well enough alone. The back streets of
twisting streets are muddy with sewage the Old City have always been a good
By far the crowning glory of the Empire and the buildings are infested with rats. place to hire desperate men for a desper-
is the Five Great Cities. In the minds of Once the heart of Kristophan, the Old ate task.
many citizens, the Five Great Cities are City is now a gloomy and dangerous Given the rough and dangerous nature
the Empire. The farmland and the Outer ghetto. The majority of those who live of the Old City, it is not surprising that
Provinces are only small backwaters of the here are humans, elves, and dwarves. Few the city watch, the saiones, tend to leave
cities. But which city is the greatest of the minotaurs dwell in the Old City, prefer- that part of town to its own devices. They
five is open to endless argument. A mino- ring the company of their own kind in the tend not to be concerned about the
taur of Kristophan will refuse to believe New City. The majority of inhabitants are crimes committed within the Old City,
any other place is greater. A man of Thera also poor and unskilled, making their unless they are of exceptional infamy.
will extol the wonders of the pleasure gar- meager livings at hard labor. At dawn The greatest reason for them to enter is
dens of his home. In truth each has its they leave their homes to work elsewhere, when a crime is committed outside the
own character, different from the others. returning at dusk to their bleak and boundaries of the Old City, particularly if
dreary homes. Although their entertain- the crime was committed in the Imperial
Kristophan ments are not grand, they go at them City. At such times, the saiones enter the
As the seat of the Empire, Kristophans withgreat gusto. There are numerous district in force.
claim to greatness is clear and obvious. cheap taverns, tea shops, coffee stalls, Their methods are not subtle and they
Here is where the Emperor rules, the Sen- houses of ill-repute, gambling halls, and are unloved by most of the inhabitants
ate meets, and the Imperial Arena smoking dens. therein. In times of extreme emergency,
stands. Kristophan is the center of all These are the meeting places of high- such as the frequent summer riots or a
government throughout the Empire. lawyers (bandits), versers (card cheats), rare imperial assassination, the Legions of
Every soul seeking political appointment nips (cutpurses), foins (pickpockets), ruf- Eragas join the saiones in their peace-
is drawn here. Every minotaur household flers (muggers), charms (lockpickers), keeping duties. The army is even more
of consequence and every Loyal Family jackmen (forgers), and anglers (burglars). brutal than the saiones and the rumor of
lives here close to the Emperor. These gather into informal fraternities their deployment can trigger bloody riots
In terms of raw power, no other city of led by an upright man, a thief and co- of protest.
the Empire can rival Kristophan. It zener of such skill and authority that the Of course, the Old City is not all bleak-
rightly boasts the finest champions, the others defer to him out of respect and ness and decay. There are many things
most skillful lawyers, the most spectacu- fear. that make it lively and exciting, an attrac-
lar buildings, and the largest population. The company will take orders from tive adventure for the wealthy to visit
It is gaudy, ostentatious, and domineer- their upright man, milling the gentry by day. There are the colorful open-air
ing in its displays of power. coves ken (robbing the wealthy houses) markets. Plays, bear- baiting, cockfights,
It is not, however, a beautiful city. and spying out the conies (marks) for the puppet theaters, dog fights, and staged
Built around the old human settlement, crooked games. Although they speak the duels all provide popular entertainment.
the capital is divided into three districts: tongue of the Empire, these men fill it But with the coming of dusk, the markets
the Old City, the New City, and the Im- with words of new meaning, hiding their close down and the wise go back to their
perial City. trades, tools, and targets behind these ex- homes.
The Old City district centers around pressions. Each gang has its own laws, Another feature of the Old City is the
the original human town of Kristophan customs, and territories, which are nor- small enclaves of wealth. Hidden away
and the neighborhoods immediately mally respected and honored by others of down back alleys, carefully concealed
around it. The buildings here are older their kind. However this is not always the from notice, may be the private apart-
than anywhere else in the city. Most of the case and sometimes bloody feuds break ments of a powerful wizard or the rooms
buildings are of two storeys and built of out between different gangs. maintained by a powerful noble for his il-
wood, except for the Old Armory and the When this happens, the upright men licit mistress. Of course, few openly dis-
Forest Gate that, though no taller than turn to others for help, particularly the play their wealth in a community filled
the rest, are all that is left of the stone for- disreputable and fallen champions that with thieves.
tifications that defended the town from fill the taverns. These men are always Only the most successful and powerful
land- based attacks. Most of the walls have willing to risk death for money and so of the upright men can freely show their
long since been torn down, and the stone provide a ready source of muscle for any wealth. These men, the dons of the crimi-
carted off to build the Imperial City. Fire, job at hand. The taverns they frequent nal community, disdain from showing
especially during dry summers, is the are rough places, for although a cham- fear of robbery and with good reason.
greatest danger to the inhabitants. Dis- pion may only want a quiet drink, his Most Old City inhabitants know that to
combative nature seldom lets him leave rob such a man is to invite sure death.
55
SOUTHERN HOSK
56
SOUTHERN HOSK
given positions as household servants, citizens of the Old and New City must At the edge of the palaces, forming a
serving their sentences in quarries, leave before the gates are closed or be ar- border between the nobles villas and the
mines, farms, and on board galleys. rested for breaking the curfew. Only palaces, are the Ministries, the bureaucra-
The citizens of the New City are per- those bearing a pass, issued by the Office cies that make the Empire go. The Impe-
fectly aware of what tempting targets of the Chamberlain of the Imperial City, rial Senate is part of this ring of
they make to the thieves of the Old City, can legally remain within the walls after ministries, flanking the Emperors March
and they take appropriate precautions. dark. to the left. To the right stands the Impe-
Villas and homes are built with no out- Of course, there are those willing to rial Treasury. Beneath it are the secretly
side windows, all views looking into the take the risk of discovery. The Imperial tunnelled vaults holding the riches of the
courtyard or gardens. Gates are barred at City is the richest picking ground for Empire. Short of the Emperors Palace,
night. Everyone who can afford it has a thievesand also the most dangerous. no building is more heavily guarded than
gatekeeper, a warrior, to keep watch at Here the saiones is particularly active, pa- this.
night. Guard dogs are loosed into court- trolling the streets and guarding public Also among the ministries are the bar-
yards or, more exotically, cheetahs are re- buildings day and night. In addition, the racks of the rest of the Legion Imperius,
leased into the gardens. The rich hire Duxs Wall is manned by the Black the most trusted and best equipped of all
bodyguards to stand watch, although Cloaks of the Legion Imperius, the Em- the Emperors troops. Their placement
they do not approach the scale of the pri- perors elite bodyguard. These soldiers at- here is intentional, as a protection from
vate armies the noblemen maintain. tack to kill anything or anyone who the ambitions of the nobles. Of course,
Finally, there is the expedient of buy- attempts to cross the wall. The first great there is no guarantee that the Legion Im-
ing off the thieves. It is a common prac- task for any thief is just to get into the Im- perius will remain loyal, so the Emperor
tice for powerful upright men to collect perial City unnoticed. carefully monitors it at all times.
protection money from the homeowners Once inside, things do not become any Outside the city are two other areas of
of the New City. These upright men then easier. The noble villas, larger and more importance. About two leagues away is
place their mark at the doors of the vil- lavish versions of those found in the New the vast necropolis of Kristophan. Here
las to show that they are protected and City, are also better and more danger- the dead are entombed to await the re-
who protects them. While the marks are ously protected. Instead of a mere gate turn of the gods. Early minotaur custom
supposedly secret, anyone willing to go to guard or handful of watchmen, nobles was to cremate their dead. After conquer-
a little effort could learn them. Some mi- keep up to 200 guards patrolling their ing the Styrllians, however, they adopted
sers have attempted to use counterfeit grounds, led by their personal champi- the practice of entombment. Those who
marks only to have their homes ransacked ons. Like the Black Cloaks, most of these can afford it pay for sturdy mausoleums
at the orders of the indignant upright guards attack without question, seeking to house their dead, in the belief that
man. As a result, counterfeiting marks is to kill any intruder. Most nobles maintain when the gods return those who have
a seldom- tried practice. one or more wizards on their staff and been worthy shall be restored to life.
The most isolated and secure section of part of their duties are to use their spells (This belief is unique to the lands of Sty-
Kristophan is the Imperial City. Nestled to prepare magical traps. A few have even rllia and its conquests; it is preached, in
in the center of the New City, this is sepa- employed master thieves to act as advisors one form or another, by all the temples of
rated from all else by the Duxs or Gen- for preparing precautions, although this the city.)
erals Wall. This wall not only keeps the is risky, given the chance the master thief Some of the tombs are quite old, dat-
common people out of the Imperial will decide to use his knowledge against ing from the time of the human settle-
grounds, it also serves as the final line of his master. ment. For centuries the necropolis was a
defense for the city. It is not a ceremonial Within the Imperial City are more popular site for a day trip, enlivened by
or decorative wall but a solid and well- than just the villas of the nobles. Con- the old tales of the undead things that
manned fortification. tained within the walls are most of the might be lurking below. In the absence of
Entrance into the Imperial City is functions of the Empire. At the far end of priestly powers, these were little more
through one of only four gates: The Em- the Emperors March is the Imperial Pal- than stories. Recently, however, unwhole-
perors Gate, through which passes the ace, home of the Emperor (although he some things have been stirring there.
Emperors March; The Oceangate, the spends most of his time at Thera). Ad- Cultists of Hiteh are rumored to hold cer-
one closest to the sea; The Wood Gate, joining this is the Queens Palace, where emonies among the tombs in the dead of
which faces inland; and The Bloody his wives live when he is present. Ad- night. Fewer and fewer picnickers choose
Gate, where the bodies of traitors are dis- joined to these two palaces are the bar- the shaded glens and lonely retreats once
played after death in the Arena. racks of the Black Cloaks, the Emperors so popular with lovers.
During the daytime, citizens are al- bodyguard. Radiating out from this are The second place outside the city is the
lowed to pass through the gates, but at the palaces of the other great households Encampment. Located five miles from
night they are closed to all. Furthermore, of the Imperial Family. the outer city wall, this is a permanent
57
SOUTHERN HOSK
barracks for the Bearkiller Legion and the With the coming of spring this all To the left of the Basilica, forming the
Marines. These legions, the greater part changes. As the snow- blocked roads clear, final side of the Forum, is the Palaestra,
of the Emperors elite troops, are sta- the advance guard of the summer season the public gymnasium. Here the citizens
tioned here as the strategic reserve of the begins to filter in. First to arrive are the of Thera indulge in their second great
army. It just so happens that they are close heralds and trusted servants. Their task is passion sports. Daily, youths come to
by to deal with difficulties in Kristophan to inspect the villas, begin the prepara- wrestle or challenge each other in the jav-
itself. The two legions together maintain tions for the summer, and (to the terror of elin. Less bloody-minded than the
about 8,000 soldiers in readiness for com- those who have stayed all year) send back Arena, the gymnasium is popular with
bat. Portions of these legions are fre- reports on the activities of the winter care- summer visitors seeking a little diversion
quently sent to deal with disturbances takers. from the bubbling springs and grand vis-
elsewhere, so it is rare for all 8,000 to be After them come the household ser- tas. As is their habit in Thera, spectators
available at once. vants accompanying the baggage of their bet vigorously on these contests, just as
masters and mistresses. Then comes the they bet heavily at the Arena. Scouts
Thera rush of courtiers and supplicants, scurry- from the Champions Guilds watch the
Where Kristophan radiates power and ing and jockeying for suitable rooms from exercises, always on the lookout for a
might, Thera gives the feeling of sophis- the innkeepers of the city. At last comes likely recruit.
tication and relaxation. Nestled in the the final wave, the summer residents. In the streets surrounding the square
hills of Eragalla, Thera is the playground Each year on the third moon of spring, the are wine shops, street-side cafes, smoky
of the wealthy. Not on any major trade Emperor and his householdwives, chil- taverns, bakeries, cheese shops, fruit and
route and far from the centers of power, dren, secretaries, undersecretaries, valets, nut sellers, and oil vendors. Farther away
Thera has gained its fame as the summer and ladies-in-waitingarrive, surrounded from the center are the homes of the
resort of the nobility. It is blessed with by the Black Cloaks and a throng of hope- craftsmencabinet-makers, marble-
numerous medicinal hot springs. How- ful hangers-on. The minotaur nobles, the workers, tilers, dyers, mosaicists, gem-
ever, hot springs alone would not have iskis, and the Loyal Families arrive imme- cutters, weavers, cleaners, tinkers, and
been enough to distinguish it. Thera is diately after and in no time at all the city is more. Outside the gates are hawkers ped-
also blessed with rich, cool forests provid- filled to beyond bulging. dling melons, rib bon, sulphur matches,
ing both scenery and comfort. This com- Thera naturally divides into two sec- grapes, charms, sandals, wild animals,
bination of hot baths, cool weather, and tions, the city and the villas. This division caps, fish, and smoked meats. Wander-
scenery has made Thera the place to go was not intentional but was an outgrowth ing through the streets, going from door-
during the hot season. of the increasing number of summer visi- to-door, are bards, acrobats,
Where most cities grow in size from tors. The city, built first, clusters around a fortune- tellers, jugglers, and bear-
year to year, Theras population fluctu- group of hot springs near the floor of the tamers. Thieves often disguise themselves
ates wildly depending on the season. valley where Thera is nestled. These as these wanderers, perhaps even making
During the winter it is a small, sleepy city. springs were the easiest to reach when the a modest living at some honest art, so
Deep, gently-falling snows close it down, first settlers arrived. they can case potential victims for return
cut off from the outside world. Those The city now sprawls across the narrow visits later in the night.
who remain are the citizens who make valley floor, the oldest parts around the Running from the Forum toward the
their homes there year round, the crafts- hot springs with newer buildings farther hills is the main street of the city. Unlike
men needed to build and maintain the and farther away. A public bath house has the streets of many other cities, this runs
villas, the innkeepers who provide rooms been built over the old hot springs. It straight and true. It passes through the
for the lesser entourage that follows the opens onto the Forum or main square, low city wall and then winds its way
nobles wherever they go, the provision- the heart of Thera. Facing the baths from through the villas on the slopes until it
ers, the grocers, and the laborers. Of the across the Forum is the Basilica, the seat reaches the outermost gate of the Impe-
summer people, the only ones who re- of the city government. Here the Praetors rial Villas. Although the villas were once
main are the caretakers and guards for the and lawyers gather to deal with the cases outside the walls of the city, today they
great villas. This is still no small number, of the day. are extensions of the city wall. Each villa
for the places, such as the Imperial sum- To the right of this, between the Basil- has its own walls and many of these join
mer villa, cannot be left casually un- ica and the baths, stands the Arena. at various points to each other and even-
guarded. During the cold months there is Compared to the majesty of the Imperial tually to the city walls. Thus the defensive
still a complete garrison, servants, crafts- Arena of Kristophan, this seems a modest walls of the city are a jumble of separate
men, painters, gardeners, cooks, and affairbut Thera has always been more walls and gates.
scribes, all under the command of cham- attuned to the relaxation and leisure of Once, when Thera was much younger,
berlains and stewards. the baths, not the blood and anger of the there was a need for strong defenses to
Arena. protect the inhabitants from the savage
58
SOUTHERN HOSK
creatures and peoples of the wooded raiders. Fortunately, most of these are (Just because the Empire is cultured
hills. Now the area is civilized and peace- easily contained. Sometimes though, be- doesnt mean it is safe.)
ful. The tribes that lived in the area have fore things can be brought under control, Aside from violence, another problem
been conquered or have moved away. The the skirmish spreads throughout several of Thera is the infrequent earthquakes.
dangerous animals, hunted for sport, villas as others throw their support to one Aware of this danger, architects seldom
avoid men and minotaurs whenever pos- side or the other. build higher than one storey. Stone and
sible. With the passing of these threats, Each villa is more than just a summer brick, which are the common building
the city walls have become more symbolic home. It is like a private community. materials throughout the rest of the Em-
than functional, marking the boundary Within the grounds are a main house, of- pire, have proven too inflexible for use
between the citizens of Thera and the ten with wings for the wives and cour- here. Wood is the favored material both
summer people. Villa walls, however, are tiers. In addition there may be separate in the city and among the villas. How-
strong and well-maintained. Their own- guest houses, gardens, viewing ponds, ever, it is seldom left plain, for simplicity
ers value their privacy and security. While fisheries, orchards, servants cottages, has never been to the taste of the mino-
riots of the citizens or the poor are rare in barracks, granaries, stables, temples, and taurs. Buildings are lavished with carv-
Thera, political plotting and assassina- slaves quarters. There is almost always a ings and statuary. Beams are carved and
tion is not. More than once a scheming or hot spring and bathhouse on the property painted in polychromatic colors. Wooden
enraged noble has sent his private guards (this being the main attraction of Thera). panels are painted according to the whim
on a raid to storm the villa of a rival. Some villas, such as the Imperial Villas, of the ownerhunting scenes, land-
Of course, the Emperor cannot allow are built with more than just leisure in scapes, tales of heroes, and amorous
such behavior to go unchallenged. Just mind. These places are small fortresses, scenes of the boudoir are all scenes of
within the gates of the Imperial Villas are ready to provide a haven should life else- choice.
barracks for the Legion Imperius and the where become too dangerous. These vil- Wood, in turn, leads to the danger of
Black Cloaks. Should report come of las, sited not just for their hot springs and fire. More than once disastrous fires have
armed men on the march, troops are in- vistas, are hard to reach and are built swept through the closely packed streets
stantly dispatched to the scene. Normally strong enough to withstand sieges, Incor- of Thera, all but eradicating the city. Each
it can be figured that once or twice a sea- porated into their design may be watch- time, the Therans have stubbornly re-
son the guard will be called to deal with towers, secret gates, moats, and keeps. built their homes and started over.
59
SOUTHERN HOSK
Because their science is not up to it, the the wind and waves to find some safe har- culture of the Silvanaes. The humans, un-
Therans do not realize the scope of the bor. Several ships were crushed against able to overcome the better-trained elves,
danger earthquakes present. The hills the rocky cliffs as they worked their way eventually turned on each other. Those as-
and hot springs that have made the area up and down the coast, until finally, with tute leaders who shared borders with the
so attractive are also signs of a major fault the aid of an adrift fisherman they had elves turned to the Silvanaes. Alliances
that runs almost directly under the city. rescued from the sea, they sailed the se- were made and the culture of the elves
To date, even the most destructive trem- cret ways through the treacherous shoals gradually spread. Although the leaders
ors that have shaken the town are small of the Outer Banks to reach landfall in were only interested in the elvish arts of
compared to the major quake that is the Bay of Hoor. Here they came ashore. war, it was not long before other aspects of
building. Each year pressure increases on Asking the blessing of the landspirits, the elvish culture became sought after.
the fault and minor shocks ripple Silvanaes called the land Armach, Dry- As a result of this process, the Confed-
through the city. These do little to relieve land. eration of Armach was created and solidi-
the immense strain underground. Some- What they found in their new land of fied to the state it has reached today. As
time soon there will come an earthquake Armach was a disorganized collection of befits its foreign origins, it is different
that will irrevocably shatter the city. petty tribes. The Silvanaes were amazed from any other nation of Taladas.
However, the danger has not gone to- at what they considered the primitive
tally unheeded. As noted, the science of state of the locals. They were accustomed THE PEOPLE AND SOCIETY
earthquakes and faults is not up to under- to the grand cities of Ansalon and the glo-
standing the exact dangers building. rious history of their own people and the Armach is divided between two dis-
However, those accustomed to the earth, human empires. Here they found people tinct groups the elves and the humans.
particularly dwarves, have noted the fre- living at a level of barbarism almost be- There is occasionally cross-breeding, but
quency of quakes and their severity. yond their imagining. In Ansalon, the half-elves are rare and not well-received.
These and other telltalesthe hot only creatures who lived such lives were The Silvanaes of Armach are the survi-
springs, for onemake them concerned. dark and evil. Humans, elves, even ken- vors and direct descendants of the Grand
To their minds, Thera is not sited wisely. der had advanced past this barbaric state. Armada. In the few years that they have
Most, recognizing the futility of chang- Thus, the Silvanaes at first saw the na- been here (by their standards) they have
ing things, merely note their reservations tives as evil and dangerous and set about changed little. Like the Silvanesti of An-
and move away. Some feel compelled to carving their own homeland. Fighting salon, they are slender with finely shaped
give quiet warning and then move away. quickly broke out between the natives features. Their average height is slightly
A few zealously take up the cry of dan- and the elves, based on these misunder- shorter than that of a humans
ger, warning anyone who will listen. Al- standings and confusions. However, the Men commonly dress in long robes,
though they try earnestly, they are superior equipment and training of the embroidered and decorated in bright
universally regarded as fanatics and crack- Silvanaes quickly carried the day in such woodland colors, when in city or town. In
pots. Denied legitimacy by the magical, battles. Within a little time, the elves had the woodlands, typical clothing is a jerkin
religious, and scientific community, the established themselves as masters of the and trousers of muted browns and
doomsayers haunt the Forum, gates, and Hoor Bay basin. greens. Belts and scabbards are made of
taverns of Thera. Here they do what they In setting up their new homeland, the finely tooled leathers, often dyed and
can, preaching the truth. The laughter elves did not seek to conquer and rule the varnished in elaborate patterns. While
and mockery endured has pushed more natives. Instead they drove the humans finely-wrought pieces of gold and silver
than one beyond fanaticism and into away, attempting to set up an empire of jewelry are the preferred ornaments,
madness. elves only, just as they had in Silvanesti. most of these are heirlooms since the
At first they were easily successful, attack- Silvanaes no longer have the contacts to
ing the humans and seizing their proper- the dwarven smiths they once had in An-
ARMACH ties. As their own land expanded, the salon.
Resting in the broad valleys south and task became more and more difficult. New decorative piecespins, buttons,
west of the New Mountains is the small The elven warriors were few in number toggles, combs, and necklacesare more
country of Armach, ruled by the and quickly reached the limit of what often than not made of wood. Such
Silvanaes-Quarti, the Lost Silvanesti of they could defend. The tribes became pieces may be intricately carveda jacket
Ansalon. Blown off course from the larger and stronger, as the refugees from toggle consisting of a ball of heartwood
Great Armada that set sail around Ansa- the elf lands joined with the natives on trapped within an unbroken pierced fili-
lon, the Silvanaes-Quarti (or Silvanaes, as the borders. Eventually growth of the el- gree cage carved from the same piece; a
they call themselves) were driven to Tala- ven lands came to a halt. mans snuff box with elaborate moving
das. Storm-shattered, they beat against Here the situation would have re- pieces that must be slid, pressed, and
mained had it not been for the superior twisted before the box will open; a comb
60
SOUTHERN HOSK
with flame-cut teeth made from the iron- the superior elves, they have begun to ble), their advisors (which every tribe
wood tree; or a mirror-locket made by wear belted robes. However, traditional has), and their advantage in trade. They
polishing the purest beech until it shows decorations and colors are still used for use their skills to maintain dominance
a reflection, then hung by a slender chain these robes and the tooled leather belt over the other members of the confedera-
of carved wood. has been replaced by the bright tribal tion, but, with the exception of the First
The humans of the Hoor region all sash. Elvish style moccasins and boots Edicts, they have avoided abusing their
come from the same bloodstock, thus have also come more into favor. However, power.
there are no strong distinguishing charac- the elven taste for decorative items has The Silvanaes are themselves divided
teristics from one tribe to another. All not been popular. The humans of Ar- into two factions. These are divided by
have black to brown skin tones with black math consider displays of wealth (such as their occupations and outlooks on life,
hair. Their eyes are dark and the pupils jewelry) to be offensive to the gods, but not by their social standing.
tend to be large. Both men and women whom they think still observe their lives. The first group is the Nestiroml, the
have prominent cheekbones. Men tend In battle, the elvish dress and weap- People Workers, made up of the sailors,
to have broad foreheads and decidedly onry is favored. The typical warrior, one mates, captains, craftsmen, and their
square jaws, while the women have faces of no great means, is a light infantryman. familiesthe actual laborers of the fleet.
that are much more pointed. Women also He wears a tunic of thickly quilted leather They are held in high esteem for the cou-
tend to be heavier-boned than the men but no helmet. He carries a small shield, rageous service they performed in bring-
although the men are more muscular. long sword or spear, and a bow either ing the fleet safely to shore. Now their
The Hoor people are taller than average, short or long, according to his taste. He members in council are noted for their
standing about 5 10 tall or more. may also have a variety of small pragmatic view of matters. They are con-
When first encountered by the elves, weaponsa dagger or hand axe are most cerned with knowing how, organizing
the people of Hoor wore simple tribal cos- commonthat are useful while on cam- the effort, and seeing projects through.
tumes. Each tribe could be identified by paign. Each man carries his own kit on his From their ranks come many of the ad-
the colors and patterns of clothing worn, back or in a bundle slung around his ministrators, captains, and generals of
although the basic dress was the same shoulder. This is of course left in camp the Confederation; those who have a will
throughout the area. When the weather during a battle. The army is entirely in- to get things accomplished.
was warm (most of the year), the mans fantry, cavalry being unknown to these The second faction is the Neskijir, the
costume was a simple vest and baggy people. Robed People. Formed from the passen-
pants, tied at the waist with a colored Socially, the people of the confedera- gers of the fleetthe scholars, artists,
sash. When hunting, men wore only a tion are also divided by race. The elves heralds, squires, knights, and princes
loincloth or went naked, painting their form the ruling class, although their di- these people are honored as the keepers
bodies with colored muds and dyes to rect power is limited to the Armach-nesti, and protectors of the Silvanesti tradition.
blend into the terrain. Women wore large the Land of the People. Their influence This is no small task. The elves have al-
sashes, one tied about the bodice and over the other tribes is limited to their ways jealously protected their way of life
others tied to form a skirt. An unmarried diplomatic skills (which are considera- and the Silvanaes, alone in a strange
woman covered her head and shoulders
with a heavy shawl, hiding her face be-
hind a veil. Again a brightly-colored sash
completed the outfit. Commoners were
normally barefoot, while town-dwellers
and the upper class people wore hard
leather sandals or soft slippers. In cold
weather, sheepskin coats were worn for
warmth.
Although elven dress has not replaced
the traditional garb, it is often imitated.
Workers in the field and those who do
hard labor still favor traditional clothing
(which is better-suited to working). Al-
though many hunters still go naked,
more and more are favoring soft leather
trousers in the elven fashion. The greatest
changes have occurred among the well-
bred and townspeople. In imitation of
61
SOUTHERN HOSK
world, are fanatical in this regard. The lands but worked the property of others the Confederation is that it is not sup-
task of preserving their old way of life is a in exchange for a portion of the crop. posed to interfere in the internal affairs of
solemn duty, a role the Neskijir take seri- They were not slaves (slavery being un- any ally. Thus, although the elves disap-
ously. known to these people) but they were not prove of slavery, they cannot ban it
From their ranks come the leaders, free to do as they pleased either. throughout the Confederation. They
councillors, judges, and speakers. Under Since the founding of the confedera- cannot insist that taxes be applied equally
their guidance laws are written, ambassa- tion, the elves have attempted to change to all inhabitants of the Confederation. If
dors are sent out, and the Confederation this structure. Recognizing that talent is one kingdom chooses to exempt certain
is governed. The Neskijir like to see not confined to. a particular class, the peoples from taxation (hoping to lure
themselves as wise and benevolent, and elves have instituted a system of examina- merchants into its borders), it can do so,
to most observers they are exactly that. tion and review to fill the posts in the ad- although this may bring protests from the
Faced by barbarians, they have stressed ministrative bureaucracy of the other lands that it is unfairly hurting
the nobler and more ideal codes of con- Confederation. These examinations are them.
duct. However, they are not as perfect as open to anyone who has the necessary The Confederation cannot raise a sepa-
they seem, especially considering that training in the basic skills of reading and rate army, and is limited instead to issu-
they were the authors of the First Edicts. writing, which effectively reduces the po- ing a call to arms. Each kingdom is then
For the rest of the Confederation, the tential applicants to a workable number. supposed to provide a company or more
type of society varies according to the Each year, just before the High Sum- of men. The number and type of soldiers
kingdom or tribe. In general most follow mer Day, the exams are given and the ap- provided is supposedly set by treaty.
the basic pattern of a hereditary ruling plicants are placed according to their The Confederation does have impor-
class and then various divisions of social performance. Currently the idea is still tant duties. It is responsible for keeping
classes underneath this. Some of the new to the people of the Confederation peace between members. Disputes are
kingdoms practice benevolent and so a dual system exists, one where sta- brought before the Magisterial Council, a
slaveryconvicts, debtors, and heredi- tus is determined by birth and another select group of jurists, for hearing and
tary slaveswhile others traditionally where it is fixed by skill. Those claiming judgment. Only the Confederation can
forbid it within their realms. In addition, birthright have a longer tradition than approve armed action by one member
there is a sub-culture that has arisen the examined and so frequently look state against another (most often to sup-
around the Confederacy itself, centered down on their peers who have attained press an attempt to secede). The Confed-
at the Council Town, Bok. their posts through placement. eration approves the extradition of
Here the society that centers around fugitives from one land to another. It al-
the elves is much more class-oriented. Al- THE CONFEDERATION locates the tax burden among the king-
though each tribe originally had minor doms, the money used for public works
differences, they all tended to divide into The Confederation of Armach is tech- (roads and bridges), and the mainte-
classes based on birth. At the top were nically formed by treaties of alliance be- nance of a merchant fleet, which no sin-
those born into the nobility or ruling tween the Silvanaes and 16 tribes that are gle kingdom could otherwise afford.
class. This class was closed to all others. A found on their borders. Thirteen of these It alone is allowed to negotiate with
brilliant peasant could never hope to be- tribes are human-based. One is a group foreign powersparticularly the League
come one of the rulers of a tribe. of dissident Marak kender, one is gnom- and Thenol. Any separate kingdom that
Under them were those born into ish, and the sixteenth is a tribe-herd of enters into negotiations is guilty of high
wealth, but not of the ruling class. These centaurs. Altogether, these people make treason to the Confederation if discov-
included powerful landowners, mer- up the Confederation. ered. Finally, the Confederation approves
chants, and moneylenders. After this As indicated by its name, the Confed- the claim of any successor to a throne.
came the families of craftsmen. A son eration is not a nation of a single people While this is mostly a formality, it must
born of a carpenter learned the trade of (as the Uigan), a country united under a sometimes to used to prevent civil war
carpentry. These families jealously pro- single ruler (as in Thenol), or even a bu- over a disputed throne. Stability and con-
tected their dominance of the crafts, but reaucratic government with appointed tinuity are more important than absolute
a peasant could hope to become an arti- leaders carrying out the wishes of a gov- justice (in this particular case).
san if he were adopted by such a family. erning body. It is collection of indepen- The Confederation meets in full coun-
The small landowners came next. dent governments (petty kingdoms, cil twice per year, although it can be
Here, however, was a class a lowly peasant principalities, dukedoms, and manors) called for an emergency session at any
could someday hope to attain should he that meet to settle disputes and to act on time. The day-to-day business of the
ever have the opportunity to start a issues that threaten them all. Thus, the Confederation is handled by the Cabinet
homestead of his own. Finally there was Confederations power is strictly limited. when the council is not in session. The
the peasantry, laborers who owned no The greatest limitation on the power of
62
SOUTHERN HOSK
Cabinet has five members: the Chancel- is not part of any kingdom, its neutrality property or goods of any outsider.)
lor of Nations (the head of the council), established by the Charter of Confedera- No heerikil shall be allowed as master
Steward of the Treasury (the controller of tion. It maintains its own guard (primar- of a greatwater vessel, nor shall any heerikil
the Confederations funds), Grand ily elvish) and defenses to discourage a claim title to captaincy of a command that
Knight of the Realm (commander-in- coup attempt by a member. However, may be of more than his own kind. (No
chief of all military expeditions), First Bok is not allowed any representation on outsider can be captain of a ship that sails
Justicar (head of the Magisterial Coun- the council as this would compromise its beyond the Outer Shoals. No outsider can
cil), and the Prince of Armach-nesti (the absolute neutrality. Even when the full command a force of troops from two differ-
leader of the elves). council is not in session, each kingdom ent nations. Only the Silvanaes can lead an
Of these five, the first four are ap- maintains a representative, an Ambassa- army with forces from all of Armach. )
pointed by the full Council. Their terms dor to the Cabinet, in Bok. Diplomats These laws were created with two pur-
of service are indefinitethey hold their and agents of Thenol and the League also poses in mind. First, the laws create a sep-
offices until they die or the Council votes make their homes here. With so many arate land for the elves, just as they had in
to remove them. The Princes presence is people from so many different king- Silvanesti. Second, the laws keep the
automatic, an insurance that there will al- doms, Bok is the largest and most cosmo- non-elves (humans in particular) from
ways be at least one elven representative politan city in all of Armach. becoming too powerful, limiting them to
in the Cabinet, although there are usu- positions unlikely to threaten the elven
ally more. THE FIRST EDICTS powerbase. With these laws in the Char-
To carry out the decisions of the Cabi- ter of Confederation, the non-elves have
net, each member has a staff of aides, sec- Not all of the history of the Silvanaes found it difficult, if not impossible at
retaries, scribes, inspectors, and couriers. has been bright with the glow of enlight- times, to challenge the elves in council.
In short, each commands a bureaucratic ened rule, and nothing shows this better When the laws were first written, the
arm of the government. This gives them than the First Edicts. These are a set of elves felt these harsh measures were nec-
even more power, for not only do they four laws, enacted by the Silvanaes prior essary. Death to their minds was the only
make many of the decisions of Armach, to the founding of the Confederation. penalty suitable for the barbarians
but they are also responsible for seeing These laws, written into the Charter of around them. Since that time, both the
that all decisions are carried out. Confederation by the elves, establish elves and their neighbors have changed,
In the weeks prior to council, there is a strict limits on the rights of non-elves. but the laws have not.
great deal of behind-the-scenes politick- The laws of the First Edicts are: Furthermore, these laws have been in-
ing. In every session at least one nation The land of the Armach-nesti is the terpreted and expanded on over the
will have some complaint with another. sole possession of the People of Silvanos, years. What constitutes property that can
Zendas is excessively taxing the caravans theirs to use and dwell alone. Unto this be legally taken? Does mental telepathy
of Hoorbay that pass through on their land may the Sons and Daughters of constitute trespass into the Armach-
way to the Centaurs. In retaliation, Hoor- Silvanos come alone and no other. Death nesti? What is the status of a half-elf? An-
bay is exiling its criminals to Zendas, giv- is the punishment for all who trespass swering these questions has strengthened
ing the Zendarians a new headache. upon these lands. (No one other than a the inherent injustice of the First Edicts.
Tallmark has granted asylum to Arnhold, Silvanaes elf is allowed to enter the land Now, even though many of the Silvanaes
the False Prince of Vesterlund, a man who of Armach-nesti.) feel the Edicts unjust, they have become
attempted to overthrow the current King No heerikil shall know a daughter of ingrained into the society.
of Vesterlund. Silvanos, nor shall a man of our people
There are also emissaries from foreign have relations with a heerikil. If it be
shown a Child of Silvanos entered into
T H E A R M A C H -N E S T I
lands, Thenol and the League particu-
larly, who must be heard, debated about, this pact foreknowing, the punishment is The heart of the Armach Confedera-
and replies drafted for. There are reports exile from Armach-nesti. For a heerikil tion is the Armach-Nesti, the Dry Land of
from ambassadors and scouts to be con- who breaks this law through deceit or vio- the People. Nestled between the New
sidered. In some of the fiercest debates, lence, the punishment is death. (Inter- Mountains and the Bay of Hoor, this is
there are taxes to be assessed and quotas marriage between the Silvanaes and the private preserve of the Silvanaes, a
of soldiers for service to be assigned. outsiders [heerikil] is forbidden.) homeland they jealously guard. No one is
These debates, negotiations, and votes No heerikil shall bring suit against a allowed to enter and disturb the life of
last several weeks each session. During Child of Silvanos for ruination of prop- the elves. Those who have tried in the
that time, the council site is the most im- erty should that accused hold a letter of past have been executed and their bodies
portant place in all of Armach. warrant for the deed from the Prince of thrown into the sea.
Council is always held in the city of Bok the People. (If an elf has secured the per- Clearly, the Armach-Nesti did not exist
on the borders of the Armach-nesti. Bok mission of his Prince, he can seize any before the elves arrived. Originally the
63
SOUTHERN HOSK
territory belonged to several of the petty arts for illusion and charm, they have mercy. Bound with elven rope, they are
kingdoms that filled the valley of Hoor. fashioned concealed homes among the brought to the chambers of. the Prince.
When they first arrived, the elves settled woods. One is built into the spreading Here they are presented to the Knight-
quietly in a corner of this area while they branches. Another disappears into a Protector, the guardian of Armach-nesti.
regrouped and struggled to survive. hollowed-out trunk. An open glade con- He hears the details of capture and passes
During this time they were attacked ceals a small mansion of grasses and the judgment. Intentional entry is pun-
several times by the king on whose land flowers. There are no concentrations of ished by death and failure to know the
they had settled. The raids and wars houses; no villages, towns or cities. The borders is no defense. The only possible
stretched out over many years, hardening entire Armach-nesti is home of the elves. hope a trespasser has is to prove involun-
the hearts of the elves. Fearful for their At every point there is a hidden dwelling, tary trespassthat he was forced to cross
way of life, the concept of the Armach- in a tree, a low mound, behind the water- the border by another. This exception to
nesti was born. No longer content with fall of a rilling brook. Each is sited to take the hard and fast laws of First Edict be-
the idea of simple survival, the elves set advantage of the natural beauty. Each came necessary when the elves discovered
out to conquer their neighbors, thereby home is unspoiled by development and their neighbors using the borders as a
ensuring their own security. With their construction. method of committing murder. A man,
superior organization and administra- There are still blighted areas within the wishing to eliminate an enemy, would
tion, their victories were swift and sure. Armach-nesti. The fields, once tended by force him to enter the Armach-nesti (ei-
The natives of the conquered lands were human farmers, are allowed to grow rank ther through force or spells) and then let
driven from their homes by fire and with weeds. Human villages, little more the elves perform the actual deed. Not
sword and the Armach-nesti was de- than ashes and stone foundations, are caring to be pawns of the evil desires of
clared. slowly succumbing to the advance of the the humans, the elves began taking more
At first, the elves attempted to recreate forest. The elves shun these places, for care in their punishments. Still, this leni-
the land of Silvanesti, now referred to as they are reminders of evil days, the atroci- ency is rarely exercised.
The Land Not to Be Forgotten. At the ties they perpetrated on others.
heart of the land is New Silvanost, a jum- They have a better reason than just RELIGION
ble of towers and palaces, half-empty and memories, however. Within these old vil-
forlorn looking. Here they futilely at- lages lurk unavenged spirits. They are One would have expected the Flight of
tempted to recapture the glory of their normally confined within the barren the Gods to have created upheaval and
ancient capital in Silvanesti. However, grounds of their destroyed homes, but on change in the culture of the elves. This
they had not the years nor all the master gloomy nights when the moon is dark, was not the case. The elves have lived a
craftsmen needed to raise the great towers they roam farther abroad seeking out long time and seen much. The chaos of
and palaces of their homeland. Nonethe- their persecutors. On these nights the the Cataclysm, brought on by the hu-
less, they persisted in trying, deluding Armach-nesti is lit with a thousand mans, was just another event in their long
themselves, rationalizing their accom- points of light, bonfires and torches lit by history. The actual destruction of the Cat-
plishments and efforts as necessary to in- the Silvanaes to keep the spirits at bay. aclysm was more traumatic than the loss
still the proper virtues into their children These are nights of quiet terror for the of clerical abilities. Although they had
and their children to come. elves. clerics, the elves were never particularly
However, the whole effort has failed. By the tradition established by the First religious. It is their nature to be self-
New Silvanost is a town of ghosts, inhab- Edicts, the border of Armach-nesti is reliant, not looking to the gods for aid.
ited by those unable to accept the fate of fiercely guarded. There are no roads into The flight of the gods only reinforced this
the People here in the land of Taladas. the land. Wagon-borne goods bound for attitude.
The building has stopped and little effort this region are brought to the border and However, just because their powers
is made to maintain those palaces that unloaded, kept in warehouses until elven (and their most faithful priests) disap-
have been completed. Vines have begun bearers come to carry them away. Trade by peared does not mean that religious life
to wrap around window sills. Doors are sea is brought to small island just offshore has disappeared completely. The prac-
blocked by trees. Flowers crack through and unloaded. From here it is carried into tices, tales, titles, and all the other trap-
the floors. Instead most elves choose to the Armach-nesti by elvish sailors. Just pings have been preserved as an
live in the deep woods that make up most within the borders are a maze of paths. important part of the elven culture. The
of Armach-nesti. Some lead safely to the interior. Others ceremonies are performed without partic-
In the copses and glades, among the are trapped with magical enchantments ular feeling, often for the edification of
towering trees and flower-filled mead- to lure and imprison the unwary. Patrols the children and the amusement of the
ows, the elves have found a new home, of elven guards regularly sweep the bor- community. The attitude reinforces the
not a pale copy of Silvanesti. Using their ders, checking for intruders. human prejudice that the elves are flighty
love of natural things and their cunning Those that are captured can expect no and irresponsible.
64
SOUTHERN HOSK
In spite of this attitude, two particular him that a new child can be born. At this call the Earthspirit. The faithful of those
cults have flourished among the elves. point, supposedly, the Sea Lord sends a who sought her she granted with powers of
The first cult, that of the Sea Lord, has soul to inhabit the silvaama and the ship healing and wisdom and sent them back
much to do with the circumstances of is born. Babys food is offered to the new- to their people. There they have sought to
their arrival. The Great Storm that blew born vessel. aid all people, not just the elves, and
them off course, the search for a safe Based on the omens observed during spread the teachings of Ildamar.
landfall, the sailor who guided them the birth, the ship is then named and its Priestesses of Ildamar (for the majority
through the Outer Shoals, and the sur- fortunes predicted. Although it seems of the followers are female) are an intense
vival they owed to the wealth of the sea in that the priests can always find good in group. They are strict vegetarians and
the first years have all served to the worst omens, there have been times even then cannot eat without first asking
strengthen a belief in the Sea Lord. Previ- when an ill fortune was predicted. Such forgiveness of the Earthspirit. They wear
ously the elves had never had much in- ships are viewed as cursed, even evil; it is nothing made from the fruits of the soil
volvement with the sea, so the Sea Lord not unknown for the master to break the or the hides of dead animals, restricting
held a minor position in their beliefs. silvaama to release the evil spirit. Of them to scratchy woolens, chafing
Now that their lives rely, in part, on the course, a new silvaama must be found hairshirts, and silken soft spider threads.
bounties of the sea, the few priests of the and the feast held again before it is ready They cannot use metallic items, for
Sea Lord have gained in importance. to go to sea. All at the feast then salute metals are dug from the ground. Most of-
These priests (and priestesses, for the the child and the celebration begins. ten they have staves or clubs made from
Sea Lord has appeared as both a male and The priests of the Sea Lord have many fallen tree branches. Because of these re-
female) wear the traditional light blue other, lesser tasks. Each day one goes to strictions, they are most often barefoot
and green robes of their sect, the colors the beach, before the fishing fleet sets and threadbare. Their clothes are not cool
supposedly of the ancient dress of elven sail, to pray for the generosity of the Sea and during the hot summer months, they
seamen. Males crop their hair short, while Lord in the days fishing. They preside at wear as little as possible. By some they are
females wear theirs in a severe and unflat- the funerals of sailing men. They bless considered mad, although few can deny
tering style. About their necks they wear fleets going to war and are often found in the existence of their powers.
a rosary of chain and shells. Each carries a the foremost ranks of warships. They call Ildamarian priestesses have two main
fishing spear, a ceremonial weapon that upon the Sea Lord to soothe raging tenets they attempt to follow. First, they
denotes their office. storms so that wives may see husbands attempt to ease the suffering and pain of
Since the Sea Lord had such a small role again or to rouse the waters to a fury so all living creatures, using their spells to
in the beliefs of the elves before the voy- that an enemy armada might be driven do so. Second, they act as protectors of
age, the priests have found it necessary to on the rocks. Lacking powers, they have the Earthspirit. This can make them diffi-
create rites and ceremonies to perform. no certainty their requests are heard or cult to deal with, for they are opposed to
This has not been too difficult, since the acted upon by their god, so anytime their such activities as mining, lumbering,
importance of the sea has increased since prayers are fulfilled they see it as a mirac- hunting, trapping, and the like. Al-
the landfall in Taladas. ulous intervention. though most members realize the neces-
Priests are integral to the building of The second religious cult never existed sity of such activities and allow them so
any boat, invoking the Sea Lord when the before the Silvanaes arrived in Hoor. This long as they are conducted with care and
keel is laid and guiding the shipwright to is the cult of Ildamar the Earthspirit. Upon respect for the Earthspirit, radical ele-
the silvaama (heart-wood), a special their safe arrival, the elves asked the bless- ments of the cult view all such actions as
timber cut from an equally special tree. ing of the earthspirit of this new land. wrong and evil.
This beam will contain the soul of the Earthspirits, like those of wood and water, Prevented from using force against the
ship when all is done. The priest paints are common beliefs of the elves, who see transgressors, these priestesses will act in-
the eyes that adorn the bow of every ship many things animated or touched with the directly against the offenders. They steal
and through his visions selects the design glory of the gods. For most, this request tools, tear up trap lines, drive animals
that is dyed onto the sail. was sufficient; no more thought was given away, and even use their spells to mislead
When the ship is finished and ready to to the matter. However, a few sought out and confuse their opponents. Such radi-
be launched, the master invites the priest the earthspirit to protect the people and cals are none too popular with the locals
to the feast of welcome. For this meal, learn her mysteries. and most are shunned by more moderate
part ceremony and part celebration, the What they found was not an earthspirit members of their faith. They take to liv-
master provides a banquet for the ship- (for there was no earthspirit proper), but ing alone or in small groups in the woods.
wright and all his workers. The food is Mislaxa seeking to ease the pain of those At times when tensions are running high,
laid out before the bow of the vessel, un- suffering. Still charged with the need for they have even been hunted and killed by
der its eyes. Before the feast begins, the secrecy, she appeared to these seekers in those they torment.
priest calls upon the Sea Lord, notifying the guise of Ildamar, whom they came to Because of the influence of the elven
65
SOUTHERN HOSK
culture, the humans of the region have ders of Armach. Those followers of Usa Initially a small knot of lands, Thenol
adopted one or both of these religions who are discovered are given the opportu- has grown by conquest to its present size.
into their own societies. The centaurs fa- nity to forswear their ways and curse their To the south it has expanded as far as
vor the cult of Ildamar, the humans on god or die.- The choice has proven effec- where the marshy Trillium River flows
the coast that of the Sea Lord. In the proc- tive even among a group noted for its into Blackwater Glade. Beyond this are
ess they have all added in rituals and in- treachery, for Hiteh is unforgiving of the lands of the dragonmen, who dwell in
terpretations unique to their own those who betray him in word or deed. the reedy jungles deep in the Glade.
cultures, perhaps incorporating the cere- None can hope to falsely repent and later Once dragonmen raided Thenol out of
monies observed for another earlier sea return to the fold. Indeed those who ac- the glade, now they are recruited for
god (and rationalizing the whole thing cept conversion often die by the hands of Thenols army.
away as a new incarnation of the god). their ex-fellows. To the east, the borders of Thenol have
Local myth and legend become inter- There is a difference between banning been pushed up to the Steamwall Moun-
twined with that of the elves, so there are and defeating, however. Usas followers tains. Here further expansion has proven
many regional variations of the same be- have only gone underground and now impossible. The mountains are inhospi-
lief. -Although this has led to some dis- their role in things is harder to detect and table, home to hobgoblins and other
pute between the different temples, most expose. There is a tendency to blame creatures. Some of these too have been re-
are content to see their version as correct every evil event on them whether justi- cruited into the legions of Thenol.
and all others as well-intentioned but fied or not. Furthermore, their goals have To the west is the sea. Unlike the mino-
slightly errant. become more mysterious. Those in the taurs and the Silvanaes of Armach, the
Beyond these adopted gods, the hu- Confederation concerned with the threat Thenolites have never developed the
man kingdoms of the Confederation spend much time double-guessing the skills of shipbuilding and sailing. All
have theirown, older beliefs. Like all oth- actions of the Council, trying to decide their ships stay close to the coast, mostly
ers, they suffered the effects of the Flight which decisions (if any) may have been small fishermen trying to earn a living.
of the Gods and in many ways had the Usa-inspired. Indeed, combatting the For Thenol, there is no future on the sea.
same reactionsastonishment, loss of cult has become a paranoids dream and North is the only direction left for
faith, and rationalization. For the most nightmare. Thenol to expand its borders. However,
part, these cults are small, limited to a Because the cult is so secretive, the going in this direction has not been easy.
single kingdom or group of people. How- leaders of the Confederation are con- Near the Steamwall are thick forests that
ever, onethe forbidden cult of Usa the stantly looking for new sources of infor- resist the incursions of the Thenolites. In
Mightyhas developed a large following mation about the Usans. What little they these woods, shadowy forms, the hulder-
throughout the Confederation. do know suggests some type of alliance folk, slip through the ranks to strike sud-
Usa the Mighty is actually another between the Usans and the Thenolian denly and secretly. All attempts to claim
name for Hiteh the Merchant. His role (as king. This worries them and they want to these dark forests have failed, and now
portrayed by his followers) is that of uni- know more. Just because they are leaders the Lords of Thenol argue that the forests
fier of kingdoms, the god who shall bind does not mean they are above using spies are worthless anyway.
all to his following. As befits Hiteh, this or making midnight raids on suspected Bypassing the lands of the hulderfolk,
is primarily accomplished through cun- lairs. Indeed, in recent years there has Thenols armies have come up against the
ning diplomacy, although force of arms is been a growing secret war between the legions of the League. For the first time,
always another possibility. His followers two factions. the Thenolite army has encountered seri-
are fanatically dedicated to the goal of ous opposition. Compared to the exact-
uniting all of Armach (especially those ing discipline of the Imperial Legions,
troublesome elves) and then neighboring THENOL the Thenolites are nothing but an armed
Thenol and the League under one ruler Filling most of the lower arc of South- rabble. However, they have the advan-
the Grand Holy Knight of the cult. To ern Hosk is the bleak kingdom of Thenol. tage of mass. Their undead warriors are
this end, his priests attempt to influence Although it is the largest nation in land slow and lack initiative, but they are re-
kings, bring -about certain events, and area, it is not as mighty as the Imperial lentlessly single-minded in the execution
even eliminate opposition to their goals. League nor as fiercely defensive as the of their orders. In the battles fought on
All this is done according to Hitehs di- Confederation of Armach. While the the borders of Thenol and the Conquered
vine direction. ruler of Thenol, Bishop Trandamere, Lands, neither side has yet scored a deci-
The Usa cult is not popular with the el- lacks subtlety, he has more than his share sive blow. Each nation is mustering more
ven rulers, for it threatens their security of ruthlessness. Under his leadership, troops to the border and sending more
and the security of all Armach, especially Thenol has become a kingdom of fearful spies into the enemy camp in preparation
the Armach-nesti. They have used their citizens, slaves, and unholy armies. for the next major campaign.
power to have it banned within the bor- Along the coast, Thenol has also met the
66
SOUTHERN HOSK
67
SOUTHERN HOSK
baron, or other titled man. These nobles tightrope are potentially as powerful as
HISTORY made up the Senate of Lords, which was the Great Lords, One who has mastered
Thenol was the second land created by headed by the king. Even the Senate had this game is Bishop Trandamere.
exiles from Styrllia. Led by Guidan, the little power, since no lord would consent
Styrllians endured great hardships in to pay its taxes or raise troops to its com- Bishop Trandamere
their march to the coast. Like those on the mand. In the end, Thenol was a kingdom The danger that Thenol presents today
other expedition, these Styrllians were a in name only. would not exist were it not for the domi-
difficult and rebellious lot but, unlike Thus the lands of Thenol continued for neering spirit of Bishop Trandamere.
Kristophus, Guidan did not resort to several centuries. Fifteen kings, all of the With little more than a simple title, he
harsh measures. He viewed the malcon- blood of Guidan, have ruled since the has ruled Thenol for 40 years. In that
tents and rebellious with kindness. Al- founding of New Aurim. There have time he has transformed the people and
though he occasionally had to act to crush been changes in their fortunes, some the land. Supremely confident and su-
an uprising, he often tried to hear their more influential than others, but no king premely evil, Bishop Trandamere is the
complaints justly and act upon them. has managed to wrest power from the chosen vessel of Hitehs plans to gain
While this was noble and commend- Lords. The kings have been suffered out power over all the people of Taladas.
able, it fatally undermined Guidans of respect for tradition and the moral When he first came to power as the
power, especially when he tried to ap- value they add to those who control head of the Temple of Hith (Hiteh), it was
pease the powerful by granting them ti- them. The king has palaces, servants, nothing more than a small cult, one of
tles and rights. By the time they reached bodyguards, titles, consorts, and a many, that preached among the baronies,
the future land of Thenol, Guidan was in queen, but all his duties are ceremonial. principalities, and duchies that composed
command of his people in title only. The He brings the Senate to order, signs proc- Thenol. Trandamere, though, was marked
trekkers were split between different fac- lamations, and appears at holidays to give by Hiteh as his agent, even before the
tions, each with its own prince, duke, or his blessing to whatever is asked. Bishop was aware of his own role. Sud-
baron. These nobles were the true rulers, True power, such as it is among this denly, he received the blessing of his god,
deferring to Guidan only for the sake of quarrelsome group, is held by the Lords, empowered with abilities like the great
appearances. the Great Lords in particular. The Great priests of legend. With such clear sign of
Indeed, even the decision to found the Lords are largest landholders of Thenol. favor, Hiths temple flourished. Under
city of New Aurim (the future capital of They alone have the power to make or Trandameres guidance, the cult quickly
Thenol) was not Guidans; the choice was break kings and are not hesitant to exer- spread throughout the lands of Thenol.
forced upon him by his nobles. Tired of cise it. What keeps them from total con- The people were amazedthe Temple
endless journeying, they said enough was trol is their intense dislike of each other. of Hith had actual priests, just as in the
enough and demanded an end to the Acting together they have the power to old stories. This was something no other
trek. Although Guidan argued that a bull through any proclamation they wish, religion had. The priests of Hith could
better and safer home would be found if but no one trusts any other enough to co- perform miracles. With this power, the
the people pressed on just a little further, operate. Most often, the Great Lords split Temple of Hith easily attracted followers.
the nobles would have nothing to do with and the remaining Lords swing the bal- Soon Bishop Trandamere could approach
it. Many now wish the nobles had lis- ance one way or the other. Of course there the lesser Lords with something of value.
tened to those words, for New Aurim is are times when the Great Lords do act to- In exchange for support in the Senate,
an ill-famed and grim place. gether. They are wise enough to band to- Trandamere provided the Lord with sol-
With the settlement of New Aurim, gether in the face of a threat to them all diers, taken from the ranks of his fol-
the nobles seized the lands around the and sometimes they act as a group to lowers; soldiers used to annex
town. In no time at all they fell upon each show unity (even when not all agree). neighboring lands. He quickly became a
other, struggling for control of territory. The remaining Lords form the bulk of force to reckoned with in the Senate.
Each man sought to create his own coun- the kingdom. They hold small manors, Still, at this point, he was less powerful
try and control the office of the king. Per- fiefs, and territories. Many aspire to the than the Great Lords. He was a significant
haps those who were wiser moved away ranks of the Great Lords and work to ex- force and the Great Lords even made use
from the center to find their own lands, pand their claims by expanding the bor- of him in their own power struggles, but
although such decisions may have been ders of Thenol. There are Lords who have he was no threat to their position. Most
motivated by fear. fixed their fortunes to one of the houses found him boorish and grasping, not a
Whatever the reason, the end result of the Great Lords. There are also inde- peer of their level. Although they used
was the same. Tenuously united under pendent Lords, playing a chancy game of him, they snubbed him and constantly
the rule of a king, Thenol was founded, a balancing one power off against another. reminded him of his place.
quarrelsome collection of manors and Many who try are swallowed up by their However, Bishop Trandamere had an
counties, each under the rule of a duke, own schemes, but those who can walk this
68
SOUTHERN HOSK
entirely different idea from the Great the naive, gullible, or uninformed, it ap- is always the risk that some commander or
Lords of just what his place was. Others pears that Trandamere has no say in gov- priest will decide he can run things better
saw his selling of followers as a crude (al- ernment matters beyond that of a than Trandamere. Thus, Trandamere
though effective) bid for power and dis- friendly councillor. As in the past, all of- controls all appointments of officers. In-
missed it at this. However, Trandameres ficial functions are handled by the king deed, being an officer in the Thenolite
plan was even more sinister. In selling the and the Senate. army can be a dangerous business. Be-
services of his followers, Trandamere The king is as much a puppet as he ever come even suspected of treason and exe-
spread his priests throughout the land, was, a ruler without power or influence. cution is the reward. With his army,
gaining access to more and more courts. The only real differences are that he is Trandamere is able to keep Thenol easily
At the same time, select followers gained now under the control of the Bishop and under his command.
experience in the arts of war, learning the that he appears at a few less ceremonies However, Thenol is not the end of
lessons of battle. Their observations re- than before the coup. Indeed, the only Trandamere and Hitehs plans. Indeed, it
sulted in changes; a cavalry force was ceremonies he appears at are non- is only the start. Since stabilizing his rule
trained, siege trains were assembled, and religious or those favoring the Temple of in Thenol, Bishop Trandamere has sent
others were taught the intricacies of the Hith. The many other religious functions his armies against his neighbors, particu-
quartermasters corps. These things were the king once attended are banned from larly Armach and the League. At the
obvious to the Lords, but still did not re- the state by Royal Proclamation. same time he has sent his priests to poten-
veal Trandameres true intentions. Through the king, Trandamere has made tial allies throughout Southern Hosk.
Finally, on the Dragons Night, a sol- Hith the one and only god of Thenol. Agents of Thenol can be found in the var-
emn festival in the dead of winter, the The Senate is in the process of being re- ious courts of the Confederation, among
forces of Hith acted. The priests of Hith duced to puppet status. Certainly the the Marak Kender, and in the camps of
were skilled in the arts of necromancy, a Bishop controls enough of the Senate to the hobgoblins of the Steamwall. These
little something they kept secret from the have his way. The majority of the Lords agents are attempting to build a coalition
uninitiated. On Dragons Night, they have openly sided with him, attracted by of evil to gain control of Southern Hosk
went to the cemeteries and graveyards promises of wealth and domination over and eventually all of Taladas.
and secret places where they had stock- others. A few have been forced to join,
piled the dead and there worked their like it or not, since their lands are infested THE ARMY
dark arts. Coffins broke and the grave with followers of Hith. More than one
earth was pushed aside as the dead an- Lord has been butchered in the night, his The Army of Thenol is Bishop Tranda-
swered the call. Suddenly, Bishop Tran- family massacred, and his titles dispersed meres instrument of diplomacy and ter-
dameres army was immense, its ranks to loyal followers of Bishop Trandamere. ror. It is second only to the Temple of
swelled with unquestioning undead. Un- It is through tactics like these that the Hith as a prop for his power. Without its
der the command of his experienced Bishop has seized control. support, it is doubtful Trandamere could
men, this mongrel army assaulted the However, he is not without opposition. keep his grip on the Senate of Thenol.
manors and castles of key Lords. By the Two of the Great Lords, Baron Markeides The army of Thenol has three distinct
dawn of Dragons Night, Thenol be- and Prince Raimos, have resisted Bishop groups of warriors. Each supplies a differ-
longed to Bishop Trandamere. For 40 Trandamere throughout the years. Al- ent aspect to the overall structure of the
years he has kept it under his control. though they do not oppose the Bishop in army. First, there are the undead. These
the Senate, for this would be suicide, warriors are under the absolute control of
they labor behind the scenes to reduce his the Temple. Second are the fanatics.
THE GOVERNMENT OF
power and increase their own strength. While willing to sacrifice themselves for
THENOL There are times when the Bishop must the cause, they can turn on the Temple
In forty years, Bishop Trandamere has still deal by compromise and negotiation. leaders if they feel their faith has been of-
changed the face of Thenol, although the As much as he would like to, Trandamere fended. Finally, there are the Companies
land is still far from what he desires. He cannot crush these two outright lest he of the Lords, the only part of the army not
has succeeded in altering the balance of lose the support he already has in the Sen- under the Bishops direct control.
power and reducing his opposition, but ate. Thus, Markeides and Raimos repre- Trandamere is perfectly aware of the
he has not yet broken it. At the same sent one threat to the Bishops power. importance of his legions and has taken
time, new challenges to his power have What gives the Bishop power in the steps to see that it always follows his bid-
come from unexpected sources. Senate is his armythe hordes of undead ding and that of no others. Although he
Although Bishop Trandamere is essen- that unquestioningly do the bidding of claims no rank, he is the supreme com-
tially the leader of Thenol, he holds no their clerical commanders and fanatically mander of the army. He does not need a
office and works behind the scenes. To loyal followers of Hith. However the rank. Through the Senate, he controls
army also needs careful watching. There the appointment of the few officers. He
69
SOUTHERN HOSK
sets the quotas of troops that must be These leaders, self-proclaimed seers, are a kill all living things before you, al-
supplied by each Lord. He allocates funds great danger to the Bishop. He must take though there have been occasions where
from the treasury to support the army and care to see that none of them become too even this simple order has transformed it-
determines where they will quarter when popular or preach ideas contrary to his self into disaster. On the defense, they are
not on campaign. Finally he determines own. Sometimes such men are brought all but useless. The only effective order
were the army will go and what it will do. into the Temple hierarchy only to be they can be given is Kill all who attempt
Such power tends to be self- shuffled aside, out of sight. Some men to pass. This transforms them into little
perpetuating. Since he has control of the are cleverly discredited. A few conven- more than a wall. True, they form an im-
army, he can use it to squash any attempts iently die, martyrs to the cause of Hith. pediment to the enemy, but he can easily
to seize control away from him. For the Another problem is that the fanatics confound them.
challengers, it is a no-win situation. are fanatics. They fight because they be- The priests are another weakness. Only
Although Trandamere rigidly controls lieve in certain things, the righteousness they can command the undead (or so they
the foremost command post, the army, of their cause in particular. The Bishop claim) and each priest can only practically
especially the Companies, is actually has to be careful not to offend the beliefs command a few. After a few encounters
rather lax about chains of command. This of the fanatics. At the same time, he can- with the undead, clever enemies order
is due, in great part, to the tradition of not allow himself to become captive to their men to hunt out the priests and kill
pride and stubbornness held by the them. Sometimes this is a very careful them whenever possible. This tactic has
Lords. Unlike the League, there is no offi- balancing act. proven effective at both crippling com-
cial organization like a legion. Troops are Lastly with the fanatics, there is the is- mand and slowing the speed at which the
collected, rearranged, and disbanded sue of failure. Fanatics are a fickle lot, fol- undead ranks are refreshed.
freely, without any regard for a perma- lowing this person and that person, On campaign, the other troops keep as
nent arrangement. Commanders and hearing the voice of a god here or there. far as possible from the undead. Aside
rank are determined by seniority and Each failure increases the risk that the fa- from their evil reputations and repulsive
agreement. Prestigious and powerful natics will decide the blessing of Hith has habits, the undead, especially the
Lords command large companies, while departed Trandameres expeditions. ghouls, are difficult to control. Some-
junior Lords seldom have the chance to Once convinced of this, there is no re- times they grow hungry and take what
lead more than a file or squadron. Some- gaining their support. they wantother soldiers. Even their
times overall command is wielded by ma- The Bishop must pick battles for his fa- own priests have fallen prey to them.
jority, especially when there are many natics wisely. He dares not use them Nighttime is the most dangerous, for that
powerful Lords present at the battle. At where the outcome is uncertain, but he is when they are most active.
all times, the Lords can be depended to also cannot afford to waste them on cer- The second group are the Fanatics of
obey orders only when it suits them. tain victories. He tries to send them on Hith. While the fanatics have no uni-
As insurance against the whims and campaigns where their presence can make form, each has taken an oath of poverty
treacheries of the Lords, Bishop Tranda- the difference between victory and de- (turning over all wealth to the Temple of
mere enforces a rigid discipline on the feat. For example, the fanatics were with- Hith). Thus the common soldier wears
rest of the army. His strongest control is drawn from the Armach long before the nothing but simple ragged clothes and a
over the masses of undead. These warriors situation began to reverse itself. brimless cap, both dyed yellow as a sign
can exist and fight only because of the There is no standardized dress, armor, of his devotion. Most use a sword or spear.
Temple of Hith. The commanders of the or weapons for any group of the army. Yet None carry bows, crossbows, or slings,
undead are all priests of the Temple, each has certain common features that since they do not have the training or
placed by the Bishop. Only they can give characterize the troops of that faction. temperament to stand off and fire at an
orders to their host and only they can ani- Some of these are grossly physical, such as enemy; they are best suited to mass
mate newly fallen men to serve as replace- the rotten stench of the zombie encamp- charges. Leaders of the fanatics, usually
ments. The Bishops only risk is that one ments, while others are subtle differences warrior-priests, give the oath of poverty
or more of these men will attempt to seize of personality. lip service by avoiding ostentatious dis-
his power. These men would be ambi- The undead forces are the most distinc- plays of wealth, but they are not about to
tious with or without the army and Tran- tive. Their ranks are composed of zom- forgo armor and high-quality weapons.
damere watches everything they do. bies, skeletons, and a few ghouls. No Tactically, the fanatics are best on the
The fanatics are more difficult to con- concern is paid to their outfittingthe offense. They are good at following sim-
trol. The problem here is that they are commander-priests will let them fight ple orders, since they are untrained in the
loyal to the ideas of the Temple of Hith barehanded if necessary. Tactically, they lessons of war. When properly enthused
and not to the temple or the Bishop. Most are only good on the attack, when the by their leaders, they fight with berserk
of their leaders rise from their own ranks, commands are simple. They do well- fury with little regard for their own losses.
charismatic men who inspire the others. enough when ordered to Advance and In these ways they are like the undead.
70
SOUTHERN HOSK
They are also headstrong and impatient, manders, although the larger files might mor and carry body shields. They carry
very much unlike the undead. It is diffi- have a number of lieutenants. long swords and spears. In battle they
cult to restrain them from the field, espe- While the Companies are far superior fight in tight formations, shields overlap-
cially if things look like they are going in training and ability to the undead and ping and advancing at a slow march.
badly. They cannot be held in reserve the fanatics, they still vary widely in qual- The cavalry is organized around the
since their fever pitch cannot be main- ity. Those whose masters are too poor to knights of the Lords. These knights form
tained. outfit and train them properly or are just the heavy cavalry. They ride chain- barded
They share one final weakness with the incompetently led are average at best. horses and wear scale or banded armor. In
undeadtheir leaders. The fanatics fol- Most are veterans, seasoned in campaigns the charge, they use the heavy lance, flail,
low the most persuasive of their number, against the dragonmen and hobgoblins. and sword. The rest of the cavalry is made
not necessarily the wisest, best-trained, or Quite a few have been used to suppress up of their squires and attendants. These
even the sanest. Their leaders are not pro- rebellions in the lands of other Lords. men ride unarmored horses and wear
fessional soldiers but professional rabble- Some of these are crack troops, kept on lighter armor, typically leather or chain
rousers. Some are rare combinations of permanent duty. Some attain even mail. They carry any variety of weapons:
talent and charisma, wise enough to work higher, elite status. Indeed, poorly served javelins, swords, maces, flails, lances, etc.
with the professionals and well aware of is the Lord who cannot point to an elite The cavalry is supposed to perform two
the limitations of their own followers. bodyguard, whether it be a whole com- roles. First, the light cavalry is the eyes of
Most are headstrong, domineering, and pany or just a few brave heroes. In the the army. But since the squires do not
self-righteous. After all, the power of land of Thenol, bodyguards are more consider this task worthy of them, it is
Hith is on their side. than just showpieces. difficult to get them to make effective re-
The third part of the army is the Com- In combat, the Companies provide the ports. They are also used to deliver the
panies of the Lords. This is the home of backbone of the Thenol army. They get important final charge to break the en-
the trained soldiers, men who view the fa- the pick of the tough missions, basically emy line. This the knights do with great
natics with professional scorn. Most re- anything more complicated that the un- gusto, so much that it is nearly impossible
gard the undead with disgust, at best as dead or fanatics can handle. The Com- to restrain them. Recalling them from the
tactical tools and nothing more. These panies are most often held in reserve charge is the greatest difficulty of com-
men chafe under the leadership of Bishop when the army is attacking, except for mand.
Trandamere and bristle at each other over tricky assaults. This rankles them, know- Command of the Companies is an-
old feuds between the different houses. ing they are missing their opportunity to other major problem. It is by right and
By law, each Lord provides a group of loot the enemy camp. At the same time custom in the hands of the Lords and it is
men, a file or a squadron depending on they take the forefront of any defense, a not something they intend to relinquish
the type of troop. A single Lord provides difficult job for which there is no reward to the clerics. Command is a matter of
200 to 1,000 or more men. The exact size or recognition. honor. Thus no Lord relishes being given
depends on a quota set by the Senate, Since each Lord outfits his own men, orders and all desire to give orders. Su-
which in turn supposedly considers the there is little conformity of dress among preme command of a Company often in-
Lords ability to support his troops. (The the Companies. In general the infantry volves compromise and diplomacy more
levying of a sizeable troop quota is one of divides into three groups. The poor Lords than the issuing of commands. It is alto-
the Bishops tools to break an opposing supply light infantry, men dressed in long gether too common for the commander
Lord.), leather coats studded with brass bosses of a file, squadron, or Company to simply
Each Lord is assigned a certain number carrying large shields. Swords, nine-foot- decide to do what he feels is best, regard-
and type of men to provide, as set by the long spears, battle axes, and maces are less of his orders.
Senate. Wealthy Lords must provide cav- the commonly carried weapons. Helmets Command and control problems are
alry and infantry. Lesser Lords raise troops of all types are worn. the greatest weakness of the Thenolite
of infantry. The men are then organized The second group consists of archers army. Their successes have come about
into larger companies under a single com- and crossbowmen. They are most often through their great numbers and their
mander. Within a company of infantry dressed in heavy quilted cotton tunics. ability to absorb grievous losses. While
will be files belonging to various houses, Aside from the bow or crossbow, each these assets have not been enough to
each file with its own commander, often a man carries a sword or other hand-to- overcome the superior professionalism of
noble of that House. Thus a company of hand weapon. They are not particularly the Imperial Legions of the League, their
1,000 men might have one file of 500 skilled at close-in fighting and more of- deficiencies have not been so serious as to
from Lord Vernol, a second file of 300 ten than not they break and run if guarantee their defeat.
from Lord Arghon, and a file of 200 from charged. The last group is the heavy in-
Lord Hepzibah. The company would fantry, raised by the wealthy Lords. These
have one commander and three subcom- men wear chain mail or brass-banded ar-
71
SOUTHERN HOSK
forbidding, and dying. This last is more thought it best. Main streets turn into
NEW AURIM dead ends, narrow lanes suddenly widen
accurate than most.
Once, a long time ago, New Aurim was Once New Aurim was not such a into circles, open sewage ditches flow to
the hope and dream of the people of haunted city, before the dominance of the the river; all these things can be found
Thenol. Here was their new home, their Temple of Hith. Now the people live in within.
chance to rebuild the shattered Empire of fear of the Temple Inquisitors, the secret The wall that surrounds the city is ap-
Aurim better and greater than it ever was police of Bishop Trandamere. Almost proximately 20 feet high. Once it was
before. weekly there are public executions of crim- kept in good repair. Now the battlements
The reality is that New Aurim is a de- inals. On unusual occasions these are real have crumbled and sections have started
pressing and secretive city. Some cities criminals, ones who cannot be induced to to collapse. Zombies and skeletons patrol
have colors; New Aurims is dead gray. It join the ranks of the Inquisitors or the fa- the walks. From the guard turrets they
seems to rain constantly in gray sheets of natics. More likely they are political pris- stare with empty eye sockets out over the
cold rain. The narrow cobbled streets glis- oners, unfortunates who have foolishly plain. The houses near the wall have been
ten dully with the gray of worn slate. The angered someone within the Temple hier- abandoned by the honest folk of the city.
buildings are gray with wormy wood and archy. The bodies are hung over the main Squatters and creatures of the night have
rotting stones. The mud is gray with filth gates and in the public square, left there moved into these buildings. Here among
and slime. The peoplehunched, shuf- until all the flesh is stripped from the the deserted buildings and dark alleys can
fling, and suspiciousare gray with their bone. Vultures have taken to roosting on be found bodies, the victims of foul
lost dreams. Their clothes are gray, the the eaves of the old temples around the deeds, preyed on by their own kind.
color drained away. square. Once a bustling market, it is now Farther from the wall there are more
Travelers to New Aurim cannot fail to shunned by the locals. homes, the strongholds of honest people.
note its character. The bleak desolation is Built on the banks of the Evole River, These are the folk who live in terror,
inescapable. Some travelers have noted New Aurim is a sprawling mass of un- afraid of the things that prowl at night,
the suspicious nature of the citizens; oth- planned streets and neighborhoods, all afraid of the Inquisitors, afraid of their
ers have been struck by the atrocious enclosed within a crumbling wall. The neighbors. At night all the doors are
weather. Words used to describe Aurim streets follow no pattern, twisting and heavily barred and the windows sealed
include ill-featured, cold, unfriendly, turning where some ancestral builder with thick shutters. Screams in the night
72
SOUTHERN HOSK
are not investigated and the windows re- and great serpents. The air is stale and
main closed even on the hottest and most
HAWKBLUFF
mildewed, even on the brightest of days.
humid nights of the year. Each dawn Within this moldering mausoleum of a Fifty miles away from New Aurim, in
brings relief and thanks for surviving an- home lives the King. the rugged hills at the lower end of the
other day. For the King, the Palace is a prison. He New Mountains, is Hawkbluff, site of the
At the heart of the city are the public is surrounded by guards and servants, all Temple of Hith. This is the home of
buildings, or what remains of them. carefully chosen by Bishop Trandamere. Bishop Trandamere and is the true power
Once there were temples to a multitude He cannot leave the Palace without spe- center of Thenol. It is also a desolate and
of gods at the heart of New Aurim. If cial consultation with his chamberlain lonely place far from any city or town.
nothing else, the people enjoyed their re- Montiendo, the man who rules the Royal Hawkbluff is a jutting tor that stands at
ligions. Now these are abandoned, their Household. Montiendo schedules audi- the edge of a jagged valley. In and on this
doors closed by the edicts of the King un- ences with the Lords (a power he has used pillar of rock, the priests of Hith have
der the Bishops guidance. The Senate to increase his own wealth). Even the carved the First Temple of their faith. The
building is little used now, most of the kings visits to his queen and children are rock has been honeycombed with pas-
Senators meeting at Hawkbluff, site of carefully staged and monitored. So accus- sages and chambers. At the very top is the
the First Temple to Hith and Bishop Tran- tomed is he to this treatment that he no main audience chamber of the faith. Just
dameres home. longer protests or complains about the re- below this is the chamber where the Sen-
The only major buildings still in use strictions. The walls of the Palace now ate meets, when Trandamere desires to
are the citys Temple of Hith and the mark the boundaries of his life. call it. Around this are the private recep-
Kings Palace. The Temple is a stately yet But all is not without hope in New tion halls and special altars used for pub-
sinister building. Its scale is massive, the Aurim. True, the people are oppressed lic and governmental affairs. Descending
building upstaging the people inside it. and fearful, but there are a few willing to farther into the rock are libraries, study
It is meant to inspire awe, but instead it is risk their lives to oppose Tyrant Tranda- chambers, and private apartments. There
cold and heartless, inspiring fear in many. mere, as he is sometimes called. These are treasury halls where relics and won-
The second largest temple to Hith in the rebels hide throughout the city, avoiding ders are kept. There are chapels and pen-
land, it contains many secrets, though the eyes of the Inquisitors. In small bands ance rooms. Going even deeper are the
maybe not those it is rumored to hold. they kill guards, rob tax collectors, and practical chambers: kitchens, wells, lava-
Bishop Trandamere has perhaps foolishly free accused criminals. Some of their sup- tories, storerooms, pantries, and armo-
boasted that the Temple at Aurim holds port and aid comes secretly from the rebel- ries. Below these are a small set of cells for
more secrets than there are rumors about lious Lords. The rest comes from what they detaining heretics awaiting judgment.
the place. It is known that the temple was can take. But they are small, disorganized Around the base of the tor have sprung
built over an extensive series of old cata- groups. They oppose the Bishop, but have up outbuildings necessary for the
combs. There may be entrances deep no plan for bringing him down. At best priests stables, granaries, workshops,
within the temple to dark places under- they try to build resentment and hatred to and sleeping quarters. Farther out are the
ground. his policies and his followers, a task that is residences of the Lords, small simple
The other major building is the Kings far from easy. The Temple of Hith has the buildings. Their construction regulated
Palace, actually a prison and not a home. power to heal or slay, appealing and terri- by law, these buildings are unfortified
Construction first began with the found- fying choices to the common man. and built of wood. Their size and adorn-
ing of the city and has continued ever Recently, the rebels have made contact ment is carefully limited to prevent any
since. The Palace is a sprawling jumble of by way of Armach with priests and priest- house from eclipsing the majesty of the
different architectural styles squeezed to- esses of Mislaxa. These men and women First Temple. They are far from luxurious
gether with little sense or reason. In its are a revelation for them. Like the fol- and so are not popular with many of the
heyday, the Palace had a staff of several lowers of Hith, the priests of Mislaxa are Lords who must come for the Senate.
hundred caretakers and gardeners. Now able to heal the injured and cure the sick, Within the heart of Hawkbluff are the
there are only a few. but without the odious demands of the apartments of Bishop Trandamere. He
The Palace has suffered greatly from Temple. These priests are treasured and makes no secret of where he livesclose
lack of attention. Weeds push up the pav- revered by the rebels as a reason and cause to the Senate hall and the main
ing, breaking the mosaic tiles floors. for hope. Many of the rebels have con- chambersyet his rooms have secrets.
Roofs leak and water runs down the walls, verted to the word of Mislaxa, while still Unknown to all but the highest initiates,
rotting beams and floors. Entire wings retaining their militant passions. They Trandamere has installed secret dungeons
have been abandoned, left to the rats and see themselves as warriors of Mislaxa who and catacombs deep beneath his quar-
other vile creatures. The extensive cellars will fight the evil of Hith to spread the ters. Secret viewing chambers and listen-
are all but forgotten, and secret dungeons word of their goddess. ing posts, connected by these passages,
have become the lairs of carrion crawlers enable the Bishop to know all that tran-
73
SOUTHERN HOSK
spires within Hawkbluff. Hidden en- folk of ancient tales were all blamed. Pre- the Steamwall to feed the Blackwater.
trances throughout the complex give him cautions were taken but the children kept This water, warmed by thermal springs,
quick access to virtually any point. The vanishing. Soon the people began mutter drowsily eddies along reed-choked chan-
dungeons hold many enemies who have about dark goings-on at the Temple, nels into lakes covered with algae.
just disappeared from the face of the speculating to themselves. In return, the Shallow-rooted giant cypress trees hung
earth. The catacombs hold the bones of Inquisitors began to roam the streets, ar- with moss cling to the clumps of high
many who have crossed the Bishop and resting heretics and blasphemers. ground, barely above water level. Large
lost. Undead patrol these hallways, aided Most villagers moved away in a virtual areas contain thick brambles of berries
by living guards of even more hideous flood of humanity. Soon only the old and growing in marsh water. Along the coast,
and sinister natures. childless remained. Some died naturally, sea water mingles with the fresh in a belt
The land around Hawkbluff is de- but many others fell prey to the beasts of saltwater marsh. Here mangroves
serted. Once there were a few villages in that were slowly reclaiming the valley un- slowly march out into the sea, extending
the valley, but all have been abandoned til finally, the last family loaded its packs the Blackwater delta.
for many years. Some existed here from and trudged out of this valley of decay Blackwater Glade is a sweltering, bug-
before the building of the First Temple, and death. Now all that remains is the infested place. Alligators and water
others were founded by the men who did Temple of Hith, untouched and uncaring snakes are the simplest of dangers a trav-
the work. After the Temple was com- of the horrors around it. eler faces here. Some dragons make their
pleted, livestock began to disappear. homes along its unexplored channels, less
Strange clouds and sickly lights were seen than pleased should their peace be dis-
day and night over the top of the tor. BLACKWATER GLADE turbed. Huge insects buzz between the
Crops grew poorly. Many families left in Filling the lower tip of Southern Hosk boughs only to be trapped by giant spi-
search of better fortune elsewhere. is a broad drainage basin. This part of the ders that spin thick webs in the tall trees,
Then the children began to disappear. continent has sunk with the Cataclysm to cunningly disguised to look like the
Mass searches were made at first, the vil- create an immense swamp watered by riv- moss, or struck by the sticky tongues of
lagers believing some terrible accident ers, such as the Trillium flowing out of enormous frogs and toads. Strange crea-
had occurred. Nothing was ever found. Thenol. More water comes down from tures hoot and howl at night, leaping
Wild animals, gypsies, and the hulder- from branch to branch, their eyes glow-
74
SOUTHERN HOSK
ing dully in the moonlight. The Swampers only touch the edges of nized along family lines like most human
Men do not live in Blackwater Glade, Blackwater Glade. Even they are leery of tribes, for the bakali do not have a con-
nor are they ever likely too. The very air probing too far into its weed-choked cept of family. Females lay eggs in the
reeks of disease. Many an explorer has paths. Many a man has gone into the nesting grounds at the center of the vil-
been wracked by fevers, chills, and pain- deep country and never returned. The lage and when the young are born they
ful spasms for years after a foray into the few who have braved it, once or even sev- are expected to fend for themselves.
swamp. The few settlements that have eral times, come back with tales of dark The young keep to themselves, playing
been attempted have disappeared, swal- terror. These men are brave, but even and imitating their elders, and for the
lowed by the verdant undergrowth. they only venture in-country for extraor- most part the elders ignore them. Food is
Still, a few hardy souls make their liv- dinary reasons. One of these reasons is to thrown into the nesting ground for the
ings off Blackwater Glade. These are a make treaties with the dragonmen. young to eat and the young scramble for
close-knit group, the Swampers, as they The dragonmen are the true rulers of whatever they can get. By this process the
call themselves. They live at the edge of the swamp. Called dragonmen by the hu- weakest starve and the strongest survive.
the great glade, close to their livelihood. mans, they are the Bakali in their own As the fry get larger, they begin their
In their canoes and flat-bottomed boats, sibilant tongue. The bakali are powerful, lessons. At first they observe their elders
they paddle along the lazy channels. humanoid lizards. The average male is and imitate them making weapons,
Other men would quickly be lost in the seven to eight feet tall from the top of the cleaning kills, and battling for domi-
twisting byways and flows, but the head to the tip of the toe. They seldom nance. This imitation reaches the stage
Swampers have not spent their lives on stand fully erect, however, walking where they are making their own weap-
the swamp for nothing. They know the hunched over or on all fours. Their hands ons. Once a fry has fashioned his own use-
best routes and the finest hunting areas and feet have long, finger-like talons able spear, he is allowed to go on the
for the alligators, giant toads and swamp with webbing in between. Their faces hunt. Here his training continues, as he
cats that are their quarry. These are secrets have powerful lizard-like snouts. They learns where game is found, the methods
they keep to themselves. have no noses, only breathing nostrils set of stalking, and how to make the kill. He
Each Swamper has his own territory above their large, lidless eyes. Their is still not considered one of the elders. To
and he knows the territories of his neigh- bodies are covered in thick alligator-like gain acceptance by the tribe, he must kill
bors. The honest man stays out of his leather, ridged and spiny down the back, a bull alligator without assistance. Only
neighbors waters and he expects them to soft and supple on the underside. Their after he has done this does he become one
stay out of his. An evil man pays no mind skin is various shades of greens, browns, of the elders. This method of growing up
to his neighbors and may even try to drive and yellows, giving them a natural cam- is hard and dangerous and many die in
them off. The swamp is a frontier and its ouflage in the reedy waterways of the the process. Bakali females lay a lot of
justice is that of frontiersmen. swamp. eggs.
This can create problems, for the The bakali are an ancient race; those Tribal size among the bakali is deter-
Swampers are Thenolites and come under alive are only degenerate reminders of mined by dominance and submission.
the rule of the Lords and the Bishop. How- what they once were. Once they were Each tribe has a chief, a powerful male
ever, they are not ones to pay such things powerful and terrifying as they raided all who rules over all others. His position is
any mind and so the government has only along the waterways of Taladas. But that gained by force and he holds it only so
slight control over them, if any at all. was long ago and their decline began long long as he defeats all challengers. The
Dealing with the Swampers is always a case before the Cataclysm occurred. Indeed chief has the largest harem, the choicest
of bargaining. For example, the Swampers the rupture of Taladas during Hitehs parts of the kill, and first claim to any
keep an eye on the dragonmen of Black- Night actually aided them. For centuries prize found. The males under him have a
water Glade, watching the border for the the great swamps that had been their strict pecking order, established in the
Lords. In exchange, they pay no taxes. homelands were diminishing, drying out same wayby who can terrorize whom.
They will serve as woodsmen and and being drained. The Cataclysm Rank determines all the privileges availa-
scouts for the Companies, but refuse to abruptly reversed this process with the ble to the bakali males, from females to
be levied for service in the Companies creation of the Blackwater. Nonetheless, part of the kill. Males must either accept
themselves. They are fiercely indepen- by the time this occurred, the greatness of their rank or leave the tribe. Invariably
dent loners who have little use for others, the bakali had been lost. when the tribe becomes too large, males
except perhaps those of their own kind. In the present age, the bakali are a leave. Those that survive on their own
Still, those of good heart cannot turn primitive race, barely above the level of seek to found their own tribes and often
their backs completely on others. The mindless savages. They are intelligent raid their birth tribe or other neighbors
same cannot be said for those blackguards but are culturally undeveloped, even for females. This continual struggle
who have fled to the frontier to escape backward. They live in small villages of strengthens the bakali people, making
their past. 20 or 30 individuals. These are not orga- them powerful warriors.
75
SOUTHERN HOSK
The villages of the bakali are simple af- known, the greatest treasures of all. caused them to abandon their towns and
fairs. Although the bakali are amphib- Other weapons include nets, clubs, and lose their skills is forgotten; even the ba-
ians, they build their homes on dry land, bone daggers. Spears are favored above kali have only a dim idea of what they
usually a low hummock or steep river- all else, for they work best in the watery once were.
bank. When sited on a hummock, the environment of the bakali. Not everyone is afraid of the saraki.
village is a collection of simple reed huts, The bakali are ferocious warriors, able Several of the ruins are now the abodes of
only about four feet tall. Inside, the floor to fight with their weapons and their dragons, Othlorx who seek solitude to
is dug out into a two-stage pit. The deep- claws. Their hides are tough, giving them raise their broods, perhaps in hopes of
est part extends below the water level natural protection. Their greatest weak- someday sweeping back over the world.
(only a few feet). Here in the mud and nesses are that they are sluggish at night, Giant spiders and frogs skitter and hop
slime is where the bakali sleep. Next to slow to react, and that they cannot ven- about the ruins. Sometimes restless bones
this is a higher level where possessions are ture too long from their life-giving water. move, bones dead for more than a thou-
kept dry and food is stored. The huts are These faults notwithstanding, the bakali sand years.
built in a rough circle around the nesting are zealously recruited by the Thenolite Although shunned by the bakali, the
area, which is usually marked by a fetish- army. They are assigned to commands ad- humans who have reached the interior
covered post. vancing along river lines or are posted to have been fascinated by these ruins. A
When the village is on a riverbank, the guard duties at places where abundant few attempts have been made to explore
homes are dug into the side of the bank. water can be assured. It is rumored that and study these, although such efforts are
The entrances are broad but low and the Bishop Trandamere keeps a special body- fraught with danger. In particular, the
bakali crawl in on all fours. The tunnels guard of bakali at Hawkbluff. wizard Amrocar spent the better part of
slope downward almost to the water line. Thenolite commanders have found the his life tracking down clues to the riddles
Here several chambers are dug out for bakali to be clever and eager to learn. the ruins posed.
storage. The sleeping chamber is again While they have difficulty controlling This information, along with his maps,
half below the water line, creating the de- their savage natures, particularly in bat- sketches, deductions, and speculations he
sired mud pit. Dried reeds are pushed tle, their amphibian abilities give the noted in writing. Upon his death, the
through to the surface to create air pas- Thenolite commanders a surprising book passed into the Imperial Libraries at
sages. The nesting ground is on the top of weapon when crossing rivers or breaching Kristophan where it has remained to this
the bank over the tunnels. The fetish post watery defenses. day. Amrocar was able to name the build-
that marks the nest area is set close to the There are things in the Blackwater ers of the ruins and his maps are
water, with the fetishes looking out over Glade even deeper and more remote than accurateas of 100 years ago.
the stream. the bakali. While some Swampers have His deductions concerning the size of
Whether hummock or riverbank, all dealings with the bakali and visit their the Bakali Empire suggest that it must
bakali villages are enclosed by a palisade. primitive villages from time to time, per- have once been very powerful and rich, a
Just what kind of wall the lizard men haps no more than one or two humans sure lure to treasure seekers. Most inter-
build depends on the materials they have have penetrated deeper into the glade. esting are his speculations. He surmises
at hand. Bakali build walls of woven There, in the thickest portions of the the Bakali were exceptionally talented
reeds, thorn bushes, branches, or even swamp are low hills, cluttered with tum- wizards, fabricators of magical potions,
skeletons. They never use boards or logs, bled ruins that march out into the water, pills, and powders from natural materi-
lacking the tools to fell the trees and slowly submerging from sight. These ru- als. Most audacious (and least supported)
shape them. The palisades are flimsy and ins and the lakes around them are taboo of his beliefs is that the bakali of his age
can be pulled down easily. But then the to the bakali. They know that evil spirits, are not the same people as those of long
walls arent meant to keep determined saraki, wait to snatch up anyone foolish ago. Instead, he maintains the dragon-
attackers out. They do discourage attacks enough to violate the waters. At the same men were the creations of the original ba-
by wild animals and at least form a hin- time the lure of the ruins is irresistible. kali, creations that survived and
derance to raiders. Brave (and lucky) bakali that have en- prospered when the empire crumbled.
The bakali lead very basic lives. Most of tered the ruins and survived sometimes However, his findings and his specula-
their time is spent lounging in the sun find great treasuresmetal weapons and tions have been long forgotten. His lifes
(they are cold-blooded after all) or hunt- armor that fits their bulky frames. work sits in a musty niche of a dark corri-
ing. Their weapons are wooden spears, There is a good reason the armor fits, dor, among hundreds of thousands of
fitted with sharpened bone or fire- for the ruins in the swamp are bakali- other books, waiting for someone to find
hardened to a point. Stone outcroppings built, dating from that time millennia it and take an interest.
are all but unknown in Blackwater Glade, ago when the bakali were powerful and
so stone-tipped weapons are a valuable great. Then the bakali had the skills to
rarity. Metal weapons are all but un- build towns and rule lands. Just what
76
SOUTHERN HOSK
result, their homelands have been stead- come with them. The invitation may be
T HE H ULDERFOLK ily shrinking and their efforts to drive out to join the others in games, share a meal,
the humans have become more and more or spend the night out of the storm. The
The hulderfolk are elves, but not like violent. Where they once were content to guests always tell of the fine hospitality
any elves who have lived for more than mislead and lure away, now they use their they receive. They are plied with marvel-
3,000 years. Found only in the small for- spells to injure or terrify. ous food and drink and no one says ill of
ests of Okami and the great woodland be- The second part of not being seen is the them. Usually they are overcome by sleep
tween the League and Thenol, the masterful camouflage ability of the well before the others, exhausted by the
hulderfolk are secretive people. They do hulderfolk. Living only in the deep entertainments of their hosts.
not freely reveal themselves to humans. woods, they are almost impossible to spot They awake to find themselves where
They do not join armies. They do not or hear. Indeed, bards describe their the stranger first greeted them. Some-
build villages (that anyone has found). world as separate from the real world, times they have aged greatly. Their hair is
They do not go exploring to distant crossable only at unknown invisible bor- long, their clothing faded and the rest of
lands. They are the most mysterious of ders. While in truth it is not like this, the their gear worm-eaten and rusty. Other
the elves. elves do seem to vanish before ones eyes, times they awake and nothing seems dif-
The hulderfolk are elves who live by using their camouflage and their elven ferent. However, in all cases more time
the old ways, ways so old that even the cloaks. The hulderfolk are skillful has passed than a single night. Through
stiff-necked and tradition-bound Silva- enough to walk around the farms of men some secret magic of the hulderfolk, the
naes abandoned these practices long be- without alarming the farmer or his ani- flow of time has been altered for that hu-
fore they left Silvanesti. Only the mals. Only dogs seem to be sensitive to man. Fortunate ones find they have been
hulderfolk continue these practices, their presence. gone only a week; more often the victim
refusing to change even though the times While shunning forbids dealings with comes back to discover he has been gone a
have changed greatly. humans, it does not exclude tricking year or ten years. There is a story told of
The hulderfolk gain their name from them. In fact such tricks are encouraged. one man who entered the woods a cen-
the first and foremost of their This is another strong tradition of the tury before the Cataclysm and came out
traditionsshunning. Hulderfolk means hulderfolk. They take a great delight in 200 years after it occurred!
hidden people in the tongue of an- luring hunters deep into the woods and Tricks of deception are much more sub-
cient Taladas and that best describes leaving them there, inviting lost travelers tle. The victims of these tricks are usually
shunning. Long ago the elves took slight to dinner or games, or posing as an absent young men and women, particularly those
to some act of the humans. Who did it or husband or wife. With the dawn the handsome or attractive. The hulderfolk
what they did has been long forgotten. hunter may find he has a stags horns. visits when the person is alone, usually
What came of it was that the elven nation The lost traveler spends the night and is coming in the evening. The elf may pose
(for they were a united people back then) courteously guided back to his path the as a suitor come to court or a wife come to
choose to forever forgo contact with the next morning, only to discover a decade visit her husband minding the cattle in the
world of men. For a long time the elves has passed in the world of men. The hus- high pastures. The trickster uses his natu-
disappeared from sight of man, not ap- band may learn he has sired a hulderfolk ral grace to charm the victim, lulling any
pearing in his records. child. suspicions. Young women may be per-
Yet mans inexorable expansion even- The exact reasons for these tricks are suaded to run away and marry the hand-
tually doomed this policy, as more and unknown, but the effects are widely some suitor or maybe just spend the night
more contact was forced between the two talked about, for they are bizarre and un- together. A wife may bear a child not at all
groups. The explicit code of shunning usual. Most humans assume these tricks resembling her true husband, while a hus-
was forgotten, though the elves still kept are some type of capricious and malicious band may discover years later that the
the contact to a minimum, continuing humor. While other elves admit a certain hulderfolk claim him as kin.
the tradition without even realizing it irony in the whole thing, particularly the Sometimes the victim is tricked into
all except the hulderfolk. ones involving time, they deny the hu- swearing an oath. Once sworn, the
At the heart of the hulderfolk shun- mor is somehow racial. hulderfolk consider the word binding
ning is the practice of not being seen. The tricks of the hulderfolk can be and they expect it to be fulfilled. Such an
First, the elves do not mingle with hu- grouped into those of time, those of de- oath may be as simple as moving a barn or
mans. If humans settle in a hulder wood, ception, and those of gifting. The tricks swearing not to cut a certain tree, or it
the elves first attempt to drive them off, of time all follow the same pattern. The may be more complicated such as leaving
harassing them by stealing tools, loosing human enters a quiet clearing or ventures the region or turning over the first-born
animals, and luring children into the deep into the woods. There he meets a child. Humans often foolishly enter into
woods. If these efforts fail or the hulder- strange man or woman, one of the these oaths, believing them easily bro-
folk fear discovery, they move away. As a hulderfolk, who invites the human to ken, only to discover that the hulderfolk
77
SOUTHERN HOSK
have magical methods of enforcement. matter of the elf should not break his They also visit the elfchild left behind,
Tricks of gifting are the rarest of all, for word. For the hulderfolk it is inconceiv- leaving special elven gifts for the child.
they seldom start with that intention. In- able not to honor an oath. It simply is not Nor do they forget the human families
stead of whatever it intended, the elf done. Only some of the rules (and there- whose child has been taken. If the hu-
winds up giving the human a valuable fore methods of protecting oneself) are mans raise the strange changeling with
gift. On some occasions, the gift is given known to humans. If touched by cold care and love, the hulderfolk see to their
spontaneously by the elf. Sometimes the steel (which is more than ordinary metal), success by secretly giving them aid when-
trickster is struck by the nobility, honesty, the elf must abandon any disguise and ever possible. The hulderfolk have a debt
and spirit (the elves care little for human flee. It cannot enter a place of worship. If to repay. However, if the humans treat
virtue) of the victim. He may be struck by its name is spoken, it must flee and never the elf-child badly, their luck is as bad as
her grace and beauty, dazzling even to return. Other laws of shunning may ap- the elves can arrange.
the eyes of an elf, or smitten by his pas- ply but they are known only to the The elves can also be compelled to take
sion and romantic spirit. hulderfolk, who do not go about telling the changeling child back, although this
Gifts that are granted freely tend to be these to others. is rare and there is no certain method.
particularly bittersweet, however, for Shunning is not the only custom the Sometimes humans abandon the child in
some price seems unavoidable. A man hulderfolk keep alive. Another, more sin- the woods, whereupon the elves may re-
may be shown a treasure but denied ever ister one, is the practice of changelings. turn the human child. Sometimes the
seeing his elf-love again. A bard may gain For mothers living on the edges of the humans can make a bargain with the
a wonderful voice, but go blind in the hulderfolk lands, there is nothing more elves for the return of the child. There is
process. A farmer may succeed at all his terrifying. The elves sneak to the cradle of no certain method of regaining a change-
efforts, but only after he has lost a son to a newborn and take the child, leaving a ling child, however.
the hulderfolk. For the fortunate the sickly elven babe in its place. It is a sight The elves keep to the old ways in dress
price is not as steep as this, perhaps only a no mother wishes to ever see. as well. Their clothing is reminiscent of
lost year or the effort of performing some Like shunning, the practice of change- the time when the elves were truly Chil-
deed for the hulderfolk. lings has customs the hulderfolk must dren of the Forest. The men wear cloaks
Sometimes the elf is trapped, caught follow. Only newborn children can be of green leaves and wondrously supple
by an intended victim cleverer than it. taken and only sickly elven children can cloth of bark. The elven women wear di-
There are tales of maidens who saw be left behind, which is the whole reason aphanous gowns of spun spider silk and
through their suitors disguises and then the switch is made in the first place. En- flowers, loosely draped in flowing forms
set a trap in return. There are mighty he- chantments are cast to disguise the child, around their slender bodies. Caps of
roes (to the humans at least) who have but no amount of magic can perfectly leaves and garlands of flowers are the only
gotten the better of the proud hulder- hide the change from the mother or ornaments they wear.
folk, but such heroes are very rare. In nurse. The stolen child is raised with love They do not mine metal and forge it
these cases the elf is forced to bargain for and care by the hulderfolk, although it is only seldom; most of their implements
its freedom. Just as they consider the never accepted fully as one of their kind. are obtained in trade from the dwarves.
word of others binding, elves do not
break their own oaths. Once forced to
swear, they will abide by their own condi-
tions.
The hulderfolk respect their oaths be-
cause shunning has its own rules and laws
only vaguely understood by humans.
These rules all make shunning more diffi-
cult for the elves. Perhaps when the tradi-
tion was begun the elves felt the need to
give the poor humans a sporting chance.
Perhaps shunning is only a game, little
more than an exciting test of wits, of
which they have so much more than the
humans. Whatever the reasons, the
hulderfolk follow strict rules concerning
shunning.
A hulderfolk cannot break his word
when given to the shunned. This is not a
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SOUTHERN HOSK
Since the Cataclysm this trade has all but have no use for intruders. Since contact and simplicity that was destroyed centu-
ceased and now their swords and jewelry between the two has been infrequent, ries before the wrath of the gods de-
are of ancient design. This suits them just conflicts have seldom occurred. However, stroyed the rest of their world.
as well, for they have no desire to change. when the two races do meet, it is seldom
Those dwarves who know the hulderfolk uneventful. Aside from the tricks the
dream of seeing the elven armory (which hulderfolk attempt, the humans, who THE STEAMWALL
they are sure exists), for it surely contains consider the elves to be evil and danger- Blocking Southern Hosk from all of the
brilliant of examples of dwarven work- ous, treat them accordingly. east are the great volcanic mountain
manship done in the great styles of an- Ordinary peasants react in fear, not ranges collectively known as the
cient times. wishing to risk the ire of the hulderfolk. Steamwall. For man and elf, this is a hos-
Elven warriors dress for war as they do Braver or more foolhardy souls often at- tile, uninhabitable land. Clouds of corro-
for daily life. The only concession to dan- tempt to capture or kill any hulderfolk sive steam roil up from the Indanalis
ger that a hulderfolk might make is to they find. This in turn leads to retaliation topping the jagged rock peaks of the
don a shirt of light elven chain. Instead of by the elves, although they confine this mountains. Here the steam mixes with
thick protection, they prefer to rely on solely to the offender and his family. It ash and gas from the volcanoes of the
their invisibility and their speed. They also confirms elvish opinion about hu- Steamwall to form a hellish brew. Chilled
are masters with the short bow and fine mans. This behavior has been going on at these heights, the steam and gas form
fencers, favoring lightweight blades to for decades, effectively preventing any rain clouds.
the heavy, slow swords of humans. Spears understanding between humans and the Most of the clouds are blown to the east
are also carried, being useful in all man- hulderfolk. to mingle with the poisonous fumes of
ner of situations. The shunning attitudes of the hulder- Hitehkel, but some amount of rain falls
Although the hulderfolk have a king folk apply almost exclusively to humans. on the mountain slopes, eroding away
and queen, they have no obvious govern- Many other creatures share or enter the the lifeless rock. These rivulets turn to
ment. There are no appointments, no woods of the hulderfolk and have little streams, black and poisonous, rushing
elected officials, no titles, and few of- trouble finding the inhabitants. They down gullies past steaming vents, fuma-
fices. Those positions they do have dont make no attempt (beyond practical cau- roles, and bubbling mud pots. Eventu-
even seem to relate to governmental du- tion) to hide from gnomes, goblins, hob- ally the waters form small rivers. These
ties. There are, for example, offices for goblins, even dwarves, nor do they view tumble down the mountains, spilling
the Tale-Spinners, those elves called to these races as necessarily enemies, al- over waterfalls that reek of a sulphurous
sing at the banquets or on other, more though they are not blind to the evil na- stench. The banks of these rivers are dead
melancholy days. The king and queen are tures of some. Creatures such as except for small clumps of red and gold
served by a court, but none of the cour- hobgoblins are tolerated so long as they mosses.
tiers bear titles of any sort. In general the cause no harm. Gradually these rivers run through the
hulderfolk seem to rule themselves with- Elves who enter their forest are greeted strange and twisted forests that cover the
out the need for bureaucrats, ministers, warmly as long-lost kindred and are al- lower slopes. Here flowers, trees, and
police, or an army. Their disputes, more ways invited to stay. The gulf between the even animals have been twisted and
along the lines of personal spats, are set- old ways of the hulderfolk and the mod- warped by the noxious air and water of
tled by custom or by the king himself. ern ways of other elves is too great to the land. Oaks, mighty trees elsewhere,
The hulderfolk make no villages or cross, however. Neither can understand are gnarled and tortured. Brambles grow
settlements. Their homes are carefully the other or accept what they have be- to immense size. Animalsbears, rab-
concealed by magic and are little more come. Thus, modern elves almost never bits, squirrels, deersport strange de-
than sleeping quarters. They consider the come to live among the hulderfolk and formities and ulcerous patches on their
entire wood their home, the sky their ceil- the hulderfolk fear their sons and daugh- skin. Temperaments change. The meek
ing, and the grass their carpet. As such, ters will be lured away by the good life become aggressive, the aggressive vicious.
the home of a hulderfolk may be noth- of their cousins. Marriages between the The rules of nature are turned upside
ing more than a hollowed tree trunk or an two groups often end sadly, adding more down.
abandoned burrow. They do not live like songs to the repertoire of the bards. The rivers continue on through the
animals, however. These nests are care- It may be that the hulderfolk have land, carrying their poisons. Gradually
fully built and even decorated. They sim- clung too long to a way of life that no the air and rain become cleaner, less nox-
ply view the necessities of life differently longer makes sense. Things have changed ious. Still the flowing waters cut swathes
from humans. around them and they have refused to of death and distortion through the hills.
Because of their customs, the hulder- follow suit. On the other hand, it may be Gradually the small rivers gather into
folk are not overly loved by human set- that the rest of Taladas has lost something large flows, forming the great deadly riv-
tlers. The feeling is mutual, as the elves the hulderfolk still havean innocence
79
SOUTHERN HOSK
ers characteristic of the foothills of the shot. The males wear little the Marak kender and the dwarves of the
Steamwall. As these flow toward the sea, clothingnothing more than a loin- area, both of whom have a fierce hatred
the deadly water is gradually diluted as cloth. Females dress only slightly more for the hobgoblins. Toward strangers such
the poisons leach into the soil and fresh modestly. Both sexes are fond of orna- as merchants or explorers, the hobgoblins
waters join the flow. Eventually these riv- ments. These are usually of bone employ a slightly more tolerant ap-
ers, though brackish and sour-tasting, are fingers, hands, teeth, and toes from their proach. Although most expect them to
no longer lethal. victims. Other decorations include feath- attack on sight (having heard tales of
Although hostile to men, the ers, bright bits of cloth, pieces of gold, their bloodthirstiness), the hobgoblins
Steamwall and its foothills are not unin- and beads. Most of their weapons are instead observe and greet strangers and
habited. Many creatures, animals and in- spears and knives of chipped stone, al- even show them gracious hospitality. So
telligent beings live hidden on its slopes. though they also have some metal weap- long as the guests take care not to offend
Monsters of all types have chosen it as ons taken from their victims. When their hosts they will be treated as well as is
their homeland. Already fearsome, these prepared for battle, they wear bits and possible for the hobgoblins.
beasts have been made even more dan- pieces of stolen armor or breastplates In this way, the hobgoblins have man-
gerous by the harsh conditions of the made of bones. aged to set up some trade with the out-
mountains. The hobgoblins once lived in the caves side world. Known merchants (who have
Monsters are not the only creatures of the mountains, but the earthquakes dared to befriend the hobgoblins) ven-
found in the area. Intelligent beings have and volcanic activity of the mountains ture into the edges of the mountains.
also struggled to make a home here. They have made this impossible. Now they There they trade their useful goods for
are not pleasant beings. The most numer- build simple long-houses, thatched and the rare products of the mountains gath-
ous are the hobgoblins that seem to thrive set on stilts to keep out dangerous ver- ered by the hobgoblins, mostly exotic
under the terrible conditions of the min. The long-houses are cold and drafty, hides and plumes, although there are al-
Mountains. Second numerous are the barely adequate shelter. Though cool in ways strange ingredients needed by wiz-
Marak kender, an off-shoot branch of the summer, the houses, with their ards. Sometimes the merchants come
that pestiferous race found in Ansalon. poorly-made roofs, offer little protection with specific requests to be filleda
Life in the Steamwall has hardened them from the frequent rains. In winter, icy stone from a certain place or sap of a
so they are much different from their kin. winds cut through the flimsy walls and twisted tree. The hobgoblins haggle the
Finally, there are the Traldor Dwarves, be- strands of ice hang from the rafters. More prices for their services and then venture
leaguered and struggling in the dark than one house has burned to the ground out to fulfill their tasks.
shadows of the peaks. They most of all during a freeze as the hobgoblins care- The hobgoblins have never had any
have been changed by the upheavals of lessly built fires inside to warm them- strong belief in a pantheon of gods, ex-
the Steamwall. selves. cept for the spirits of their ancestors, They
The hobgoblins place great importance have a simple belief in an afterworld (it is
on their ancestors. After a hobgoblin a land just like the real world only with-
THE HOBGOBLINS out the enemies of their people and of a
dies, his skull is picked clean (large nests
The most successful of the Steamwall of ants are kept to do this). Then it is
inhabitants are the hobgoblins. Under placed in a special niche at the front of
the most adverse of conditions they have the long-house. Old houses have entire
thrived and prospered, growing stronger front walls covered with the skulls of an-
and more dangerous in the process. For- cestors.
tunately for other races of the region, Taking heads is a sign of valor and wor-
their lackluster intelligences keep them thiness. In battle, the hobgoblins nor-
from exploiting the great advantage of mally try to bring back the heads of their
their numbers. Even though they are enemies as trophies. These are also
generally stupid and disorganized, they cleaned and then stacked in pyramids be-
are still a significant threat to travelers fore the door of the long-house facing the
and small communities of the moun- ancestors. The more ferocious the family,
tains. the greater the pyramid of heads. Truly
Hobgoblins stand about six feet tall. valiant and long-lived families may have
Though normally burly and muscular, several stacks of heads outside their long-
the hobgoblins of the Steamwall are houses.
scrawny fellows, the skin hanging loosely Given this practice, the hobgoblins
on their frame. Their skin is a deep red- frequently go raiding. Their favored tar-
brown. Their eyes are large and blood- gets (mainly because they are close) are
80
SOUTHERN HOSK
judge who decides the fate of all spirits. ouflage. When they do gird for war, their selves, believing their innocent trust had
Once this was Hiteh (Usk-Do in the hob- armors are amazing collections of stolen, somehow become wrongful pride. Not
goblin tongue), but since the gods began cast-off, and captured piecesa helmet surprisingly, this view did not last as the
to return to Taladas the position has been from a League legionnaire, the breast- kender came to blame the gods and not
claimed by Erestem (Mwarg). The hob- plate of a Thenolite, a full suit of pre- themselves.
goblins dont find this change confusing Cataclysm dwarven armor (liberally Today, their friendly cheerfulness has
at all, for it is obvious to them that Mwarg stuffed with pillows to fit the slimmer vanished, replaced by grim suspicion. Al-
overthrew Usk-Do in the after-world and kender), or a Hitehkel gnomes breathing though they remain incurably curious, it
thus became their new god. helmet and a bone breastplate taken is the curiosity of fear and paranoia. They
from a hobgoblin. They present a tre- are curious not because they just want to
mendously interesting and amusing spec- know but because they want to know
THE MARAK KENDER
tacle when arrayed for battle. whether it will hurt or help them. If they
Living in isolated Marak valleys of the However, what truly makes these ken- meet a stranger, they want to know every-
Steamwall, well down on the lower der different from all others is their phi- thing about himwho he is and what he
slopes, are a cluster of small kender com- losophies. Once the Marak kender were a has on him-to see if he presents a threat
munities. These kender (a race that is carefree and happy-go-lucky race just like or danger. To this end they constantly
somewhat rare in Taladas) are unique in the rest of their kind. Their curiosity, hu- peek, poke, and pilfer.
Taladas and perhaps throughout all of mor, and cheerfulness were quite remark- Their understanding of morals, espe-
Krynn. They, perhaps more than any oth- able and infuriating. It seems they had cially regarding property, have not
ers throughout Taladas, have undergone retained the sense of innocence and changed. Anything not nailed down is
a distinct change in their way of life. childishness from the day that Reorx theirs if they want it. The rationalization
Known as the Marak kender for the re- touched them to bestow his blessing, as has changed. Now they take things to
gion of their birth, these kender are phys- the Marak say. Others, particularly the check them out. Caught with his hand
ically like the rest of their race, though dwarves, agree that Reorx touched them in the pouch of a wizard, the Marak ken-
perhaps a bit longer in the face. In dress all right, touched their wits and made der says, Im only making sure nothing
they favor grays and blacks, colors that them addled. in there is dangerous. Of course I kept
fade into the gloomy stone walls of the The Marak kender lived in a series of this wand I found in there. After all, you
canyons that make up their homeland. isolated and sheltered valleys. To the might decide to use it against me some-
The typical costume is a shirt, heavy trou- north were the humans of the Aurim Em- time. The Marak naturally assume that
sers, and hard-soled moccasins. A pire. To the east were the elves. Neither everyone and everything is a potential
hooded half-cape, permeated with wax or threatened the kender nor came too close threat against them.
fat, is frequently worn since the weather to their safe lands. The hobgoblins pre- Nor has their sense of humor totally
is often foul and rainy. Although they sented only a minor threat. The kender abandoned them. It has, however, be-
grow their hair long, they bind it in tight, believed they lived under the best of all come a very black humor. They still de-
spiraling buns or head-hugging braids. protections in the best of all times. The light in fun, defined as harsh practical
Their weapons, too, are very tradi- good gods loved them like children and jokes and mischief. The preferred targets
tional for their people, although modi- protected them from all evil. Then came of these jokes are outsiders, particularly
fied to their particular conditions. Living the Cataclysm. non-kender. Failing that, the jokes are
in the rocky mountains, they are experts The Cataclysm unleashed on the cheer- used as a method of revenge and comeup-
at flinging stones. Lacking the stands of ful, smiling kender horrors beyond any in pance among the kender. They have de-
straight-limbed wood needed to make their memory. Worse still, they were hor- veloped an elaborate system of face based
the sling-like hoopak, the Marak kender rors wrought by the gods themselves. No on who has last had the better of whom.
instead use the springier twisted wood of man could rend all their homes or crash Kender society is built around strongly
the Steamwalls forests to make bows for down the walls of their valleys onto entire knit families and relations. Generally all
hoopaui or stone-bows. These weapons, villages. No elf could cause rains of ash for those within a valley are related, tracing
similar to a crossbow, fire pellets carefully weeks, poisoning their water. No hobgob- back to a common group of ancestors.
chosen for their size and shape. lin could light the sky with the glow of vol- The Cataclysm has strengthened the fam-
In addition to the hoopaui, they also canic fires, heralding the scouring flows of ily bond of the kender to the point of fa-
use short swords, spears, daggers, and lava. Only the gods could do such things. naticism. Insults to the family are not
axes. Perhaps because of their larcenous Suddenly the gods the kender always tolerated and have been the cause of
natures they seem to carry a great number knew as protectors had turned their backs more than one murder. Long-standing
of magical weapons, Most of the time and betrayed the faithful kender. They feuds have been started by the slighting
they wear no armor in particular, relying never imagined their punishment was ac- comments of one kender against the fam-
on their natural ability to hide and cam- cidental. For a time they blamed them- ily of another. Meetings between the ken-
81
SOUTHERN HOSK
82
SOUTHERN HOSK
expanding these as they dug the mines in from happy with life on the surface. They the floor, tidbits for the household pets
search of valuable iron ore. Aside from do not like the bright sunlight, the open usually ferrets or tamed weasels. Clothes
occasional battles with the hobgoblins or expanse of sky, the cold rains, or even the are washed by beating them in the
creatures stirred from the bowels of the blooming flowers of summer. They have streams. The chemicals in the water only
earth, the lives of the Fianawar were little talent for farming, although they serve to make the cloth stiff, scratchy, and
peaceful and calm. must to survive. They still manage to sulphurous-smelling.
When the Cataclysm struck, it drove practice the arts of smelting and smith- Fortunately, most of their clothes are
the Fianawar out from their underground ing, digging open-pit mines to reach sur- leather, sparing travelers the reek of their
world. The mountain plates tilted and face deposits of ore, but this is little garb. A male dwarf who spends most of
heaved. Fiery lava surged through the comfort to them. his day at the forge wears heavy leather
mine shafts scouring them clean. The The Fianawar live in small villages pants, thick boots, linen shirt, and a stiff
roofs of great caverns buckled, crushing built close to the cliff walls that mark leather apron. For men, the apron is more
entire communities. Vents spilt sulphu- their old homelands. Their houses are than a piece of work clothing. It is also a
rous fumes to roil through underground squat structures, solidly built from blocks sign of position and duty; as such, the
corridors, asphyxiating all caught within of stone in imitation of the caverns that apron is worn on almost all occasions.
them. The dwarves had no choice but to were once their homes. The roofs are Dwarven women wear long dresses of
flee to the surface. made of sod and the walls have few if any white linen, stained yellow-brown by the
At first the dwarves lived in rude camps windows. waters, embroidered with mythical
near the entrances to their old caverns. Each village is a cluster of houses, scenes. These are often smudged and
Certainly, they felt, things would settle workshops, granaries, and stables. Smelt- soiled, but the good wife or prospective
down soon and they would be able to re- ers belch thick smoke as the dwarves stoke bride goes to great effort to keep her
turn home. After a few weeks of volcanic the fires to work the ore. Streams are re- clothing spotlessly clean.
displays, patrols ventured back in. They routed to flow through the villages. The For battle, the dwarves have one great
were never heard from again. The Fiana- flowing water turns the wheels that drive advantage over their neighborsan
war were forced to wait even longer. the triphammers beating out the metal. abundance of skillfully made metal ar-
Over the next century, the dwarves at- Farther down it carries away the effluents mor and weapons. Each village assembles
tempted to return to the land under- and garbage of the villagers. Outside the and maintains its own armory, providing
ground several times. A few of these towns are mounds of cinders and slag, the complete equipment for every able-
attempts met with immediate disaster tailings from the smelters. Beyond these bodied male of the village. A typical ar-
the passages explored were still danger- are the scraggly fields of the farmers. mory has a mixture of field plate and
ously volcanic. Floors collapsed into pits Beets, turnips, rutabagas and other good, chain mail armors, along with leaf-
of boiling lava. Scalding, poisonous gases solid root vegetables fill the rows of the headed boar spears and hefty swords.
suddenly spewed from burst fissures. At fields. Rank generally determines who wears
other times the new settlements met with The Fianawar themselves are a dour what, although valor in battle is also rec-
slow and evil disaster. A child would wan- band. To non-dwarves they look like any ognized. The heavy (noble) infantry
der off, never seen again. Fire demons other of their kind, short-legged stocky dresses in elaborate plate mail, while the
leapt out of flaming pools to seize vic- fellows with long beards and unsmiling lowest soldier has no less than a suit of
tims. Attempting to reopen old mine faces. To other dwarves they are quite dis- chain mail. All use shields, the size de-
shafts, miners died in streams of lava acci- tinctive. They stand slightly taller and pending on the arms carried. Lighter in-
dentally released. It was more than the leaner than others of their kind, though fantry (those wearing chain mail) carry
Fianawar could take. Each time the survi- their muscles are gnarled and hard. They spears and small shields that can be
vors returned to the surface with new tales have fairer complexions than most, if strapped to the arm without interfering
of horrors underground. their skin can be seen under the layers of with the spear. The heavy. infantry wield
As a result, the Fianawar have been dirt and coal smoke. swords and large shields.
forced to make a life above-ground. The Fianawar are not the cleanest peo-
Worse still, the failed attempts and the ple in the world. With the waters that
gruesome descriptions brought back by flow down from the Steamwall being
survivors have made instilled a mass ter- what they are, the Fianawar seldom
ror in the people. After several centuries bathe. Soap is almost unknown. Nor are
of failure, they have become afraid of the their table manners particularly good.
underground and no longer make major Knives and bowls are the only tableware.
attempts to settle it. The Fianawar are re- Most meals are eaten with the fingers
signed to life on the surface. from a common pot. Beards and aprons
At the same time, the Fianawar are far are used as napkins. Scraps are thrown on
83
FISHERIES AND NERON HOSK
livelihood for the humans and human- into the Great Reed Delta, an uninhab-
THE FISHERIES oids who live among the islands, for the ited and unexplored swamp with which
Fisheries are not completely deserted. no man is familiar. This coastline is con-
AND NERON Scattered throughout the islands are tinually battered by huge tropical storms
In the age before the Cataclysm, Neron small villages of fishermen. Most are hu- and hurricanes.
was famed as a great untracked wilder- man settlements, men and women who And yet beyond this coast, resisting the
ness. It was a place where men did not trace their ancestry back centuries before onslaught of the waves, are the fiercely
live. No man explored it, indeed no man the Cataclysm. In those ages they were independent people of Baltch. Split off
even knew what might be found there. Its hunters and nomads, roaming the great from the rest of Neron in the Cataclysm,
coasts were only partially charted and no plain of Neron. Since the creation of the the Baltchians survived the nightmare of
maps at all existed of its interior. It was Fisheries, they have adapted to a sea- Hitehs Night on their own skills and re-
known there were jungles and strange going life, learning the arts of canoe sources. They have stubbornly refused to
beasts, but beyond that there might be building and fishing. Their skill has surrender and have turned their island
anything. reached the point where they are daring into a fortress against the forces of nature.
Like all else of Taladas, Neron was shat- to venture beyond the sheltered channels Baltch is a low-lying island, barely above
tered by the explosion of the Cataclysm. of the Fisheries and into the broader ways sea level; great storms have more than
Like all the other lands it suffered the of the Windless Ocean itself. once threatened to sweep it away. It is
drastic changes of new mountains, volca- Not all the fishermen of the Fisheries only through a series of massive engineer-
noes, and sunken lands. Of all these are human, however. Other inhabitants ing projectsgreat dikes, breakwaters,
changes, the creation of the Fisheries of the Neron plain were also forced to and canalsthat the people of Baltch
were the greatest. When the southern adapt to the ways of the water. Thus, have managed to survive.
channel to the Indanalis was ripped among the channels are small popula- Inland, in the steaming forests of
open, the flooding waters from the tions of hobgoblins, goblins, and elves. Neron, live the Wild Elves, dangerous
Windless Sea swept through the widen- Of these, the hobgoblins have been the but noble savages. Little is known of this
ing fissures that split the swampy plain most successful. Like their human neigh- people. Few travelers choose to venture
dividing Southern Hosk from Neron. bors, the hobgoblins have become skilled into the heart of the Neron jungles, nor
The massive tidal waves gouged out the builders of canoes and catamarans and are the few who dare welcomed openly by
channels, driving great walls of mud be- use their skills to fish and raid. The gob- the naturally shy and suspicious Wild
fore them. The mud and debris snagged lins have been more hapless and timid in Elves. Thus contact with them is infre-
up on anything that would hold it. Grad- their sailing, making their efforts on the quent and dangerous. The culture of
ually thick dams were created and the water almost comical. While the elves of Aurim never reached into this vastness
Fisheries, a cluster of low islands, once the Fisheries have the talents to be master and those peoples about to step out of
part of Neron, were born. boat builders, they lack the ambition. their infancy and become kingdoms were
The Fisheries are now a group of sub- Most of the few elf villages look inland, cast down in the darkness of Hitehs
tropical islands, barely above sea level. the capricious elves fascinated by the riot- Night. Neron has reverted to barbarism.
The shorelines are thick mangrove ous and exotic abundance of nature. In addition, travelers must contend
swamps amid which rise silty mounds of Neron, to the east, is all verdant jungle with giant poisonous spiders, huge liz-
dry land. Sea water flows and mingles and wild beasts. Of the empty lands of ards, snakes, hobgoblins, ogres, and the
with the streams of fresh water from in- eastern Taladas, it is the most populous; sinister yaggol. The yaggol are only myths
land. Most of the islands are like this most of the inhabitants live deep in the and bogeymen to outsiders, used to scare
throughout their area, treacherous mix- jungles of the western side. Rising children. Yet, the Wild Elves stoutly
tures of dry land and bog, the boundary quickly from the low coast along the Fish- maintain these evil creatures are quite
between each vague and changing with eries, the heart of Neron becomes a rug- real and both fear and hate them with
the monsoon rains. Tropical orchids, lil- ged highland jungle. Though the land equal passion.
ies, and other brilliant flowers fill the never reaches to great heights (except
swamps and the trees, concealing deadly along the backbone), the hills are steep THE PAYAN MAKO
serpents and brilliantly colored birds. and razor-edged, covered with thick for-
The lush jungle growth of these islands ests of mahogany and teak. The largest island of the Fisheries is
provides more than just a haven for exotic Fast-flowing rivulets rush down the Syldar, home of the Payan Mako, the
birds and animals. The shallow channels slope, tumbling into the rivers that fill most populous of the human villages in
that run through the Fisheries are fertile the narrow valley floors. These rivers in the Fisheries. Although there are other
spawning grounds for millions of fish. It turn roar through the narrow gorges, settlements, both human and nonhu-
is these fish that provide the food and flowing to the lowlands of the east. Here man, on Syldar, the Payan Mako are con-
the collection of waters slows and eddies sidered to be the de facto rulers of the
85
FISHERIES AND NERON HOSK
island, although there is no government chief usually sends a canoe to meet the and only know of them through stories
as such. They control the selection of the boat and ascertain its business. Once this and legends. The only threat to the Payan
fishing waters, new settlements, and even is done, the ship is welcomed into the chiefs, as it is a threat to all the people of
the territories of the charcoal burners in harbor. Of course, this is only the way it is the Fisheries, are the shark men.
the forests. supposed to work. More than one captain
The Payan Mako are a short people, av- has met his end when the villagers didnt THE SHARK MEN
eraging about five feet in height. Al- care for his friendly overtures and came
though not large-boned, their bodies out to visit his small boat in force. A recent arrival in the Fisheries, ap-
have a generous layer of fat. Their skins The villages of the Payan are typical of pearing only in the last three decades or
are a deep bronze and are almost entirely all the villages of the Fisheries. The so, is the secret cult of the shark men.
hairless. Men shave their heads as a mat- houses are clustered on a low rise of land, This evil group has managed to spread
ter of custom and hygiene. Women wear close to the beach. Each house is set on like a cancer throughout the islands of the
theirs closely cropped. legs five to six feet tall. The posts are Fisheries, attracting followers to its dark
Since the Fisheries are a tropical land, studded with sharp pieces of shell and cause. Led by priests empowered by Eres-
clothing is kept to a minimum. Men most serve as protection from both high water tern, the shark men seek to crush and sub-
often wear a simple loincloth of pounded and the giant rats that come out at night. jugate all the tribes of the islands.
bark and fish skin. Women wear a larger The houses are built of various woods and Unknown, even to themselves, they are
sarong of bark cloth, stamped with inked thatched on the sides and roof with palm. another branch of Evils efforts to rule
designs and patterns. Young children are The floor is covered with thick mats and a and dominate Taladas.
most often naked. Shoes or sandals are fire pit is built into the center. This fire is As a secret society, the shark men do
not commonly worn. In battle the men not used for cooking, which is done out- not advertise their presence in a village
carry rectangular shields of woven palm side, but provides light and thick smoke until they are in complete control. The
fiber. Since most fighting is a result of sea to drive away insects. Sometimes it also members of the cult come from all walks
raids, few wear any other armor. How- provides warmth on the infrequent cold of life, but are most often blackguards
ever, those wishing to show off their nights. A simple pole ladder is used to and neer-do-wells to start with. While it
wealth and prestige may have a breast- enter. This is pulled up at night to keep is impossible to identify a shark man in
plate made of bone and shell or even a out rats, snakes, and enemies. Among everyday life, they are easily identified
suit of metal armor taken or traded from the sleeping houses are also granaries, when dressed in the trappings of their
an explorer or traveler. Spears and short built in the same fashion. These store cult. Each man makes a mask-headdress-
bows, both of which use shark teeth or dried fish and fruits, as very little else is war helmet in the shape of a killer shark,
sharpened shells for heads, are employed harvested on the islands. his own face looking out through the
as everyday weapons, but each warrior The Payan are fishermen, seldom ven- fearsome jaws of the monster. Over his
also has a set of prized metal-edged weap- turing very far inland. Indeed, their main shoulders he wears a cape of sharkskin
ons used for formal battles and special oc- reason for going inland is cut a large tree and instead of weapons he wears gaunt-
casions. for a canoe. These canoes, some up to 40 lets set with razor-sharp shark teeth in the
The Payan Mako live simply. They have feet long, are dugouts fitted with an out- hand. Victims of the shark men are nor-
few ambitions to conquer their neighbors rigger or sometimes two. All are capable mally found washed up on the shores of
or explore beyond their known bounda- of raising a simple sail of palm thatch. In the lagoon, savagely ripped and shredded
ries. This means, however, that they are these canoes the men sail out long dis- by the claws.
fiercely protective of those boundaries, as tances into the channels of the Fisheries, In their goal to dominate the villages of
everything within them is their territory. sometimes gone for a week or more. the Fisheries, the shark men follow a basic
Neighboring villagers (who are equally as Upon their return they bring back fish to pattern. As the cult spreads into a new
defensive about their lands) know the be eaten fresh or dried and smoked for area, agents of the cult, usually men from
limits and prudently avoid entering the later use. a nearby village, begin recruiting new
territories of the Payan Mako. Aside from the occasional disputes members. At first those recruited are the
Strangers who enter the villages of the with their neighbors, the Payan have no dissatisfied and the scoundrels of the vil-
Payan must be careful not to antagonize rivals to contend with. Although they call lage. Lured by promises of power and im-
the villagers, lest they prompt an attack. the hobgoblins demon-men (and the portance, such men are easily recruited.
Entering a village without warning, com- goblins steal their children), they are not Once this is done, tales of the power, im-
ing in large numbers, or carrying weap- particularly afraid or hostile toward this portance, and wisdom of the shark men
ons are all likely to anger or upset the race. In turn, the hobgoblins are content are spread. A priest-leader arrives and
villagers. Experienced traders anchor to raid other, more vulnerable villages holds secret meetings, using his spells to
their ships just offshore and enter the la- and leave the Payan in peace. The elves of demonstrate the miraculous power of the
goon of the village in a small boat. The the Fisheries they have no contact with cult and draw in new recruits.
86
F ISHERIES AND N ERON H OSK
Once the cult becomes established, it These methods have enabled the shark ferent. They are a small race, averaging
turns to deal with dissenters through a men to spread quite effectively through- about 49 in height. Rare is the individ-
campaign of terror. Chosen critics are rit- out the southern parts of the Fisheries. ual who reaches five feet. Their bodies are
ually murdered, both to terrify the others They have managed to get a strong toe- slender and well-proportioned for their
and bind the local members closer to the hold onto Syldar, challenging the author- height. Their hair is dark brown to a dark
cult. The mutilated bodies are left for ity of the Payan Mako. However, here green-black and their eyes are deep forest
others to find with a shark tooth as a sym- they have met strong resistance. The green. Most notable is their skin, which
bolic threat. chiefs, wizards, and shamans of the seems to reflect the colors of the jungle
After a few deaths, less vocal oppo- Payan, being all one people, have orga- from deep wood brown to shades of
nents receive ominous warnings, usually nized to fight back. No longer are the green.
a bloody shark tooth hung from the door- shark men preying on isolated, unsup- A savage people living in the warm
post of the lodge house. Villagers are told ported villages. For the first time they are jungles, the chaasii wear little in the way
to hang shark teeth or jaws from their attempting to overcome a network as or- of clothing and what little they wear is
roof-poles as a sign of allegiance or suffer ganized as they are. The secret struggle similar to their kin the hulderfolk. Males
harm. Those who refuse are slaughtered between the Payan and the shark men go most often naked or with a simple
or their properties are destroyed. This will certainly last for many years to come. loincloth of woven leaves, while females
binds most of the people to the shark wear a barely modest covering of leaves.
men. Finally, when the majority of the T HE W ILD E LVES OF N ERON During the rainy season, they weave sim-
population is cowed, the shark men ple rain capes from grasses and palm
openly enter the village and challenge the Certainly the most secluded people in fronds. Under the hot sun it is typical to
authority of the elders. Some chiefs and Taladas and perhaps the most barbaric are improvise a quick, simple hat from a
elders readily submit, while others accept the Wild Elves of Neron. Although they palm frond.
the challenge. This usually results in share the same designation as the Ka- In addition to their clothing, the
death for the elders, but in some cases the gonesti of Ansalon, the Wild Elves of chaasii love bright decorations. Both
villagers (finally given a tangible target) Neron (known as the chaasii) make the sexes make and wear necklaces of exotic
throw off their fear and drive the cultists Kagonesti seem like gentrified squires. feathers, earrings of shells, and hair orna-
out. Chaasii appearance is startlingly dif- ments of carved bone. Along with steel
87
FISHERIES AND NERON HOSK
88
F ISHERIES AND N ERON H OSK
bring forth what was in it. Certain items Given the apparent simplicity of the created this responsibility themselves in a
may have relatively consistent properties, chaasii, it is usually assumed that they complex web of taboos and awe. It might
but effects could also be widely different have always been a primitive and barbaric also be as they claim, that the last dwell-
between two similar items. people. Some, upon finding the strange ers in those halls charged the chaasii with
Part of a wizards training is to learn ruins that crop up in the jungle, assume the responsibility of protecting the halls
the different categories of things and that the chaasii were once the masters of until they returned. Whatever the rea-
what magic each is likely to contain. He these ruins and have culturally regressed. son, it is a duty they accept with great so-
must learn to recognize the different The chaasii singers have another answer lemnity and reverence.
types of plants, the small signs that dif- in their secret songs. (Through these the Many travelers have fallen prey to the
ferentiate between stones, and so on. It is singers tap the power of nature to cast lure of treasure the mysterious halls offer,
said throughout the League and else- spells and thus the songs are kept secret to but all have run afoul of the chaasii.
where that great wizards are born with prevent dilution and weakening of the Some have survived this encounter, most
the magic in their eyes; in the jungles of great magic they contain.) These songs have not, but those who have sometimes
Neron it is said a great wizard is born able suggest the chaasii did not regress but bring back strange magical items that
to see the magic through his eyes. advanced, reaching the stage where they made the risk worthwhileswords with
The chaasii live in small groups in the chose to abandon the trappings of civili- great powers, magical cloaks in spotless
deep jungle. Since they live by hunting, zation to return to harmony with nature. condition after 2,000 years in mildew-
the groups are widely scattered through It is certainly true that the chaasii are festering heat, or cups and bowls that
the jungle valleys. Nonetheless, the more a part of the jungle than just vil- when filled offer terrifying yet realistic
groups all share a close feeling of kinship. lagers trying to live in spite of or off of the glimpses of other worlds.
In their tales there are no accounts of one jungle. Because of this duty and because of the
family ever attacking another. Those in Sometimes the traders ask about the threat of the yaggol, the chaasii are a
the village are members of the same fam- strange ruins found in the region, mas- hostile people. Strangers are not welcome
ily or sometimes several families. Males sive halls of stone-like wood. Vines wrap among them and winning their trust re-
and females are considered equal. Tasks around fallen pillars, insects swarm over quires extraordinary patience and toler-
are divided between both and, with the eroded carvings, saplings crack through ance for a human. Living the long lives of
exception of child-bearing, there is little the floors, steaming rays of sun shine elves, the chaasii seldom hurry in any-
difference between the two sexes. Fe- through the fallen roofs. It is clear the thing. A new trader attempt to contact
males are welcomed as warriors and chaasii never built these places. To an- them may have to wait for years, during
hunters and are often fiercer than their swer the questions, the chaasii shake which time they watch him without ever
male counterparts. their heads and say they do not know, but once approaching. Only after they are
From life the chaasii seem to ask little. their eyes belie their words. satisfied will they approach.
Their homes are simple grass huts built In truth the chaasii know much more Fortunately most of the traders are car-
on the ground or in the broad spreading about the ruins in the jungle, for these rying on work started by their fathers,
branches of trees that grow along the have an important place in their secret simplifying things somewhat. Few new
streams and rivers. The huts are arranged songs. These songs tell of a time when the traders can manage to do business with
around the central fire pit where the ruins were home to the ancient ancestors the chaasii. Even after being accepted,
cooking and feasting is done. Some time of the chaasii. At one time the ruins were strangers are always treated with extreme
each day is spent in hunting or tending part of a great empire, more enlightened formality. A trusted human visit to a
the small gardens nearby, but most of the and far older than the Empire of Aurim. camp means there will be dancing and a
day is spent lazing in the heat. During It was an empire of the elves from the very feast, but there will not be familiarity.
this time they work on wood carvings and beginning of time. It ruled in a time be- Those who attempt to force their pres-
repair their equipment. fore men began writing histories. Indeed ence on the chaasii, in numbers large or
Their carvings are works of art, combi- it is so ancient that even the wizards of small, are be greeted by death. The
nations of intricate detail and natural the League, noted for their long memo- chaasii simply do not like strangers. Of
grains and curves. These carvings, along ries and curiosity about things long- course, there are exceptions. Should an
with the exotica of the forests, are desired forgotten, do not know its name or outsider save the life of one of the
by those few traders who have found and location. All that remains are the halls, chaasii, he may be accepted by that fam-
befriended the chaasii. In exchange the built of a wood so strange that it has out- ily. More importantly, any who fight
elves receive trade goods such as jewelry, lasted stone and withstood the darkness against the yaggol earn the respect of the
knives, cloth, pots, and magical spells. of the Cataclysm. chaasii.
This last item commands great prices, but The songs also tell of the chaasii and The yaggol are the sworn enemies of
many traders have received interesting re- their duties as the protectors and care- the chaasii and the two races have been
wards for the spells they provide. takers of the wood halls. It could be they warring in their own way for centuries.
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FISHERIES AND NERON HOSK
The yaggol are a race of mind flayers, a field, men and women prefer floor- night. Thus the people have formed
isolated group that has slid into decadent length flowing robes of cotton. Headgear corps to repair and extend the works of
barbarism more savage than their already is most often a scarf or headband, al- the Seawall. Each corps is responsible for
depraved natures. They lurk in under- though brightly decorated hats of straw a certain area or a certain task and is held
ground colonies and in the thickest areas are also worn. The upper class wear sev- accountable for the success or failure of
of the forest where sunlight never reaches eral layers of loose cotton robes, dyed and the Seawall. To be the commander of
the forest floor. printed in clashing patterns. A sash such a corps is both a great honor and a
Dressed in nothing but loincloths draped over the shoulders identifies offi- great responsibility.
made from the hides of their victims, cials of the bureaucracy according to their But such things as Seawalls and engi-
they use only their formidable mental rank and office. neering corps do not spring into existence
powers and their taloned hands to feed During the Cataclysm, Baltch was split by themselves. There has been a price,
their loathsome appetites. Driven by from the mainland of Taladas. At the perhaps more grievous to some than oth-
their desires to dominate and their con- same time, the continental plate that ers. The people of Baltch have had to sub-
tempt for all other life, the yaggol do not supported both the Reed Delta and mit to the absolute rule of the Master
just prey on the Wild Elves; they also ter- Baltch subsided a considerable distance. Engineer, the leader of the nation. Under
rorize and taunt them. Bodies are gro- What had once been upland plain sud- his guidance, life in Baltch is more con-
tesquely staked to trees or floated denly became swampy lowlands, barely trolled and regimented than anywhere
downstream past their home village. Vic- above sea level. Now Baltch and its peo- else in Taladas. Each inhabitant of the is-
tims are horribly tortured for days, their ple live in continual danger of being land is a citizen and the birth and death
screams floating over the jungle for fami- washed away in one of the ferocious hur- of every citizen is recorded in the Great
lies and relatives to hear night after night. ricanes that sweep out of the southeast. Registry. Here wizards use their spells to
The cruelty of the yaggol and the pleasure Fortunately, the Baltchians are not to- locate and record all the information
they derive from it is beyond description. tally defenseless in this war. Even before needed to fuel the great bureaucracy of
the Cataclysm they were known for their Baltch.
engineering skills. They supplied many Under the Master Engineer, the citi-
BALTCH
of the master builders who erected the zens of Baltch have submitted themselves
Separated from the mainland since the monuments of Aurim, the great bridges to a thorough accounting of their lives. In
Cataclysm, the people of Baltch have and roads that linked the distant corners
been forced into a battle for survival of the empire. Their hands guided the
unique among all the lands of Taladas, building of the old capital, Amoushek
even Krynn. Their foe is not dragons, not the Golden, with all its towers and pal-
the fiery hordes of Hitehkel, nor even the aces. When disaster struck and the land
volcanic forces from the earths interior. sank, it was not long before they realized
Their enemy is persistent, uncaring, and the need for protection from the sea.
unconquerable. The people of Baltch are Their solution has been to create the
locked in a never-ending battle against Seawall, a system of dikes, canals, break-
the sea. waters, and levees. Beginning on the sea-
The people of Baltch are an ordinary- ward side, the Seawall has gradually come
looking lot. Men and women are neither to enclose all but a tiny portion of the is-
tall nor short and tend to be a little on the land. This small gap remains as both a
plump side. Their faces are tanned and drainage flow and their largest port,
weatherbeaten by the constant assaults of opening into the strait between Baltch
sun and salt air. Men grow full beards and and the Reed Delta. The Seawall cannot
mustaches and women wear their straight stop the storms, but through careful
hair long and loose. planning it blunts their force. The tower-
Clothing is made from cotton grown ing waves tear across the breakwaters,
on the island and brightly dyed in pat- slowly losing force while the canals drain
terns of yellows, reds, oranges, and blues. the water away from the settled lands.
A peasants dress in the field would be Dikes in series protect the farmlands that
short pantaloons, easily pulled up above lie below sea level.
the knee, and a loose, short-sleeved All of this requires constant mainte-
jacket. Women wear a similar pair of nance. A lapse of vigilance can be fatal. If
pants when working, but wear a tight- a weakened dike is ignored, hundreds of
fitting, high-collared blouse. Out of the homes could be destroyed in a single
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F ISHERIES AND N ERON H OSK
addition to births and deaths, each citi- ards attend special universities to learn this is a long and dangerous journey.
zen must register in the town where he their arts. Here they are taught to under- There have even been small sea skir-
lives, list his occupation, and the size of stand the effects of the moon gods on mishes between the ships of the mino-
his household. A citizen can move or their powers and to select their specializa- taurs and the Baltchians, though never
change jobs only by obtaining the appro- tions in much the same way others select serious enough to cause bad blood be-
priate permit. Land ownership is natu- masters degrees. tween the two.
rally recorded and new land, cleared Although many of the Engineers are Regular trade routes include voyages to
forests or drained swamp, must be sur- trained soldiers, there is no standing the Fisheries and the tribes of the
veyed and approved by the Engineers army. On an island far from other civiliza- Rainward Isles. Occasionally ships ven-
from the capital. Every citizen is assigned tions, they have had little need to defend ture to the southern coasts of Thenol, an
to a work gang and required to work on from invasion. On those rare occasions unpopular voyage as the Thenolites are a
the canals for a set number of days each when an army is needed, the Engineers dour and sinister lot. A few risk the dan-
year. raise the work gangs and arm them as mi- gers of the Storm Sea to reach the shores
The organization of the government litia. While the peasants are poorly of old Aurim. The risks here of the Storm
reflects this obsession with the Seawall. trained as soldiers, the experience gained Sea and trading with the temperamental
Some of the more powerful offices in- in mobilizing for storm repairs is equally hobgoblins outweighs the reward for
clude the Grand Surveyor, the Ministry of applicable to the muster of the gangs for most captains, so that most of these voy-
Excavations, the Ministry of Prediction troops. The Engineers may have poorly ages are done out of curiosity or the sense
(for weather), the Commander of the trained armies, but they can raise huge of adventure.
Quarrymen, and the Commander of the numbers and amass them in one spot in When trading, the fleets of Baltch fill
Outer Dikes. There are also more normal record time. This has been enough to de- their holds with bales of cotton and bags
posts including the Admiral of the Fleet, ter or defeat any foe. of rice grown in Baltch, rare woods and
the Lord Assessor, the Lord of the Trea- On the other hand, as an island nation, spices taken from the forests of Neron,
sury, and the Steward of the Masters the people of Baltch have had need of a copper and iron taken from the moun-
Household. strong navy. Here they lack the powerful tains of the Rainward Isles, silks from
The ruling class of the island is made resources of the League to assemble a Thenol, and exotic artifacts plundered
up of the Engineers. These men are huge fleet and so have had to rely on the from the ruins of Old Aurim. These they
trained at the university in various engi- quality of their ships and crews instead. carry from land to land, some to their
neering sciences. Beyond the arts of ge- The Engineers have applied themselves own shores and some to other places.
ometry, mathematics, reading, writing, to the task of ship design with the same Thus the sailors of Baltch form the links
and architecture, their training also in- vigor that they have given to the design of between the two peoples of Taladas, those
cludes more unusual topics, such as strat- the Seawall, resulting in stronger and of east and west separated by the flaming
egy, assessment, law, and rhetoric. faster ships for their fleet. Since so many hell of Hitehkel.
Engineers are expected to be more than of the islands inhabitants make their liv-
just builders. They also serve as com- ing from the sea, there is no lack of able
manders of the armies, clerks, judges, seamen to man these ships.
heralds, tax collectors, and ambassadors. Materials to build the fleet are another
The Engineers fill all the important gov- matter. Baltch has little in the way of for-
ernment posts. ests needed to build the fleet. Instead,
The Engineers are assisted in their du- workmen sail to Neron, sometimes up-
ties by the Recorders, wizardly assistants. river into the Reed Delta and sometimes
These men use their arts to handle most around the southern coast, to cut the
of the paperwork created by the bureauc- wood needed. Normally the ship is built
racy and serve as advisors to the Engineer there on the spot, with a temporary camp
lords. The advisors tend to specialize in built for the workmen. Some of these
greater divination; the wizards in the temporary camps have been revisited so
field are more often specialists in altera- often they are almost permanent. If
tion, an art useful in manipulating the things continue in this course, it will not
stone for the builders. be long before these camps become per-
The wizards have such titles as Grand manent villages, outposts of a fledgling
Registrar, Master of Storms, Assistant Baltch empire.
Commander of the Outer Dikes, and With their fleet, the Engineers have
Finder of the Hidden (a master tax- traveled far and wide. A few have sailed
collector). Like the Engineers, the wiz- as far as the great cities of the League, but
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O LD A URIM AND THE R AINWARD I SLES
and moved on. With time they chose to Like the stories of lost dwarven gold
OLD AURIM AND stay and expand their homelands. mines and wonderful gnomish machines
But the hobgoblins are not alone, for frozen into glaciers, there is more talk
THE RAINWARD ISLES Erestem has left behind a little something than truth to most of these tales.
Thanks to the seething cauldron of Hi- for the people of Taladas. An integral The Rainward Isles, at the northern
tehkel, Taladas is a land divided into two part of her schemes to conquer the world fringes of Taladas, are covered with
halves. To the west are the towering of Ansalon were the hordes of draconians gloomy pine forests and craggy outcrop-
mountains and vast plains of Hosk. Al- she created to serve as her armies, but pings of rock. The islands are grey lands,
though broken, these lands still teem they did not spring from nothing. The se- usually cold and misty. During the sum-
with life. To the east are the gray and cret methods by which they were made mer, wet winds blow off the Storm Sea. In
dust-choked lands of Aurim, as well as had to be discovered and perfected. Shat- winter, cold ocean breezes meet the
the Rainward Isles. These lands, caught tered Aurim was the land she chose to warmer winds from inland, shrouding
under the poisonous clouds blown from conduct her experiments. Thus she has the islands in thick mists. The cold winter
Hitehkel, are the home to only a few left behind traces of her handiwork. skies can suddenly explode in fierce
brave and hardy souls. Scattered throughout Aurim are the storms that come roaring out of the track-
Old Aurim, once the seat of a vast em- results of her experiments. Only a few are less ocean wastes. The few sailors who
pire, is only a narrow shattered strip cov- true draconians. Most are twisted failures venture into these waters fear sailing dur-
ered in ash and lava. There was a time or unsuitable aberrations. Most died ing these times for the waters surround-
when it was larger, the greatest land of all quickly, others were infertile, but some ing the isles are strewn with jagged rocks,
Taladas. But that was before the stone have bred and prospered. These evil crea- often hidden just below the surface.
from the sky ripped the better part of the tures, calling themselves the traag, are a Yet the isles are inhabited. Humans,
land away and threw up the towering breed of draconian unique to Taladas. Ig- dwarves, and kendertough and fiercely
mountains across the plains of Aurim. In nored by their makers up to now, their independenthave managed to build
a single instant, the Empire of Aurim dis- success in the hostile land of Aurim has lives here out of the ruins of Aurim. Al-
appeared forever. once again piqued Erestems and Hitehs though the land seems inhospitable, it is
Still, there was worse to come for the interest in this line of draconians. Now rich in animal life. Elk, deer, and bear
people who survived that first blow as the they, the hobgoblins, and a few beasts are roam the forests. Otter and beaver play in
darkness of Hitehs Night descended the only dwellers remaining in Old the many streams that wind through the
upon them. Dark clouds of ash and gas Aurim. rocky valleys. Wild apples, pears, and
swept out of Hitehkel and scoured the re- Still, Old Aurim does have its won- plums grow in natural orchards. Sweet
mains of Aurim. Thick black rains fell, ders. The ruins of the old empire are still rasp berries, blueberries, and gooseberries
coating everything. Epidemics of plague, majestic, sometimes rising in the most line the banks. Strawberries cover the
cholera, flu, dysentery, and others even unlikely places. Greedy, foolhardy, or ground of open meadows. For those will-
worse swept through the remaining brave men have ventured into the do- ing to look and hunt, the Rainward Isles
towns and cities. The people, accustomed main of the hobgoblins hoping to find are a treasure trove of delights.
to the healing of priests, knew almost treasures from that age. Just enough have The isles are not without their risks,
nothing of the needs for sanitation. The survived and returned with great wonders however. Just as it has an abundance of
dead from the epidemics were piled in to encourage others to try. shelter for wild game, it also provides a
the town squares while the coffins were Even more fabulous is the rumored hiding place for many creatures more
made. The disease spread from them, in- Field of Dragons. Somewhere, perhaps in dangerous than even the great grizzly
tensifying the epidemic all that much Old Aurim, is a concealed valley where bears. Dragons, seeking solitude from
more. Entire towns were emptied. A few the oldest of ancient dragons go to die. the interference of men and gods, lair in
fortunate ones had the time and where- The floor of this valley is said to be buried remote corners. Wild centaurs, while not
withal to flee; most died before they real- completely beneath the bones of the evil, have been known to attack in-
ized the full danger. In the decades after dead beasts. Surely, fortune hunters rea- truders. Giant wolves have laid siege to
Hitehs Night, the remaining people of son, there must be among those bones lonely farms in the dead of winter. People
Aurim dwindled away until there were great treasures: gem-encrusted scales and who should have been dead, restless spir-
none. heaps of treasures that once filled the giz- its of Old Aurim, roam about at night
Now, Aurim is a land of dust, petrified zards of the old beasts. taking unwary travelers. Human, dwarf,
trees, ruins, and hobgoblins. These ubiq- Of course, while there are many who and kender have been forced to work to-
uitous creatures arrived over the years to claim to have been there or who know gether to survive, creating a unique sense
claim what the humans had left behind. someone who was there once, there is no of trust and cooperation among the three
At first they only looted what they could one who can say precisely where it is or races.
just exactly what is to be found there.
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O LD A URIM AND THE R AINWARD I SLES
THE HOBGOBLINS built. Hides and thick leathers are most terrorize all the others without getting
common, often mixed with bits of metal killed in the process. The tribes have no
Although the traag draconians are in- armor, a shoulder piece here, a breastplate laws beyond this. Disputes, even minor
creasing in strength and numbers there. Full suits of metal armor are rare and ones, are settled by force. Experience has
throughout the lands of Aurim, the hob- are usually worn by the most powerful shown the hobgoblins that it is better to
goblins are still the major power of this members of the tribe. kill even for the slightest argument. An
blasted land and look to be so for a long Pure power is the only concept the enemy left to live will harbor a grudge
time to come. Blood- thirsty, merciless, vi- hobgoblins understand. They are orga- and might strike at any time. Dead heads
cious, feral, and homicidal, all words that nized into tribes, each tribe ruled by hold no thoughts, dead hands hold no
have been used to describe them, are the chief. The tribal size is determined by swords, so the hobgoblin saying goes.
very qualities that ensure their domi- how many the chief can terrorize and This system leads to a clear pecking or-
nance in the region. Their solution to a keep under his control; family means der like a pack of animals. The chief
threat or problem is to kill it. They do not nothing to the creatures, they have no bosses everyone under him, his underling
spare innocents, they do not wait to be at- concept of it. Several chiefs are in turn defers to the chief and bosses those under
tacked, and they do not surrender. To be ruled, more or less, by a Great Chief. The him, etc., down to the lowest level. In
sure, a strong resistance can rout them, Great Chief is usually the chief of the every tribe there is one poor, miserable
but they are seldom defeated for long. largest tribe. He maintains his position hobgoblin terrorized by all others. No
The hobgoblins of Aurim have no dress by playing one chief off against another, one feels any sympathy for him, only sat-
but war dress. Every member of a tribe goes setting them to war upon each other any isfaction that they are of higher status.
about armed. Adults, male and female, time his power is threatened. Still, his The children, ignored by their elders,
typically carry spears, clubs, jagged-edged power is limited at best. His most fre- also follow this system among them-
swords, and wicked looking pole-arms. quent task is to assemble the tribes for a selves. Those hobgoblins who bother to
Even children are armed with knives and major raid, either on tribes of a neighbor- think about all this believe the whole sys-
daggers. Nor are they unwilling to use these ing Great Chief or, more rarely, to the tem is good since it promotes strength
weapons, even on each other. Armor re- lands outside Aurim. and weeds out the weaklings. After all,
places clothing, most of it scrounged from Becoming a chief is a fairly simple mat- the strongest tribe will be the greatest.
ancient ruins, dead bodies, or crudely ter: Kill anyone who opposes you and While ferocity and muscle are the most
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O LD A URIM AND THE R AINWARD I SLES
obvious ways to power, they are not the cess. Thus it is good to ambush the enemy sualties without breaking than those of
only ways. The only measure of power is and slay him. On the other hand, stealth other people because the hobgoblins are
whether the chief is able to. defeat his and secrecy are cowardice. The bush- accustomed to it by their tactics.
challengers. To this end, reputation, fear, whacker is afraid his enemy will kill him; These tendencies are not absolute by
and cunning are other useful tools to gain he is afraid of dying. any means. Many times hobgoblins sur-
power. In general, the best chiefs com- To resolve these conflicting attitudes, prise their enemies by resorting to strata-
bine warlike savagery with devious cun- the hobgoblins use ambush in situations gems normally unexpected of them. Most
ning. Enemies who kill each other are where the odds already favor them, not often this happens when the hobgoblins
better enemies than enemies you kill the other way around. Since they are are under the command of a strong chief-
yourself is another popular saying. likely to win, the ambush is not a reflec- tain, one who combines ruthlessness with
With the high degree of violence tion on them being afraid of death but on cunning and can get his tribe to follow his
among them, the hobgoblins have a much guaranteeing victory. In situations where commands.
different attitude about death. Those who the battle seems more evenly matched, Although Aurim is a desolate land
die are not revered; they are failures. the hobgoblins are more likely to ap- with few resources, the hobgoblins have
Death is not so much feared (although no proach openly and loudly, alerting their been able to eke out an existence. They
normal hobgoblin wishes to die) as held in enemies of their arrival. In this way they are carnivores and will eat any kind of
contempt. To be afraid of death is to be are not hiding from the risk of death and meat they can find. Enlightened tribes
afraid of the taker of weaklings, some- their victory over their enemies will be all raise dogs to be butchered for meat, but
thing no hobgoblin cares to admit. Thus that much greater. most rely on hunting. Game is sparse and
hobgoblins are reckless, taking chances Of course all this can lead to some pre- fiercely competed for, so it is not unusual
greater than warranted and exposing posterous battle tactics. On the battle- for the hobgoblins to resort to cannibal-
themselves needlessly to danger. field, the hobgoblins are likely to ism or even eating the tough, stringy hu-
The attitudes about power and death advance slowly while making a lot of mans they find. They claim that gnome
create a dualism in the way the hobgob- noise. Tactics that would be useful, such meat is tough and hard but that it keeps
lins fight. On one hand, stealth and am- as feints, reserves, or flank marches, are for a long time and has a good flavor,
bushes increase the chance of victory over often ignored in favor of the straight-on which makes the gnomes one of their
their enemies, their only measure of suc- attack. Hobgoblin armies suffer more ca- most popular prey.
95
O LD A URIM AND THE R AINWARD I SLES
On the plain the tribes live nomadic by the traag, who torture their captives that circle the island. Hideous creatures
lives, trudging from place to place. A for days or weeks before killing them. crawl out of the Storm Sea to ravage the
tribe remains in an area for as long as pos- Likewise, any draconian who ventures coast. Yet, against all odds, those living in
sible: until the hunting goes bad, the wa- onto the plain can expect to become din- the Isles are happy and consider their lives
ter dries up, or until they are driven off by ner for a gleeful hobgoblin tribe. to be good.
their neighbors. They carry all their pos- Those hobgoblins on the coast have There was a time when it was all suffer-
sessions on drags pulled behind them. had some contact with human traders ing and hardship. The people cast up
Upon arriving at a new camp, they set and often manage to refrain from eating here fought the elements, fought the
up tents of crudely tanned leather, helter- them. This is usually accomplished by the fantastic beasts, and fought each other.
skelter about the area. The chiefs tent is trader showing up with a large enough Men and dwarves battled each other,
at the center of the village nearest the group of guards to discourage any at- while the kender taunted and tormented
great fire. Everyone else casts their tents tacks, but a few chiefs are wise enough to both of them. It was as if a madness, a
in the best spots around him. This is an realize trade (as opposed to robbery) will poison in the air carried over from Hi-
occasion for much fighting as the more make them more powerful than their tehkel, were infecting them all. The
powerful bully the weaker out of the neighbors. slaughter might have continued if it
choice locations. Hobgoblin camps are By hobgoblin standards the traders hadnt been for Aethelred the Squat, a
bigger than those of most nomads since seem willing to pay high prices, judged in wise dwarven chieftain. Under his guid-
the stronger drive the weaker farther and quantities of metal weapons and armor, ance the warring groups were brought to-
farther to the fringes of the camp. Once for useless artifacts taken from the ruins. gether as the People of the Isles.
settled each tent minds its own business. The merchants pride themselves on dup- The People, or Islanders as they are also
There is no attempt to organize sanita- ing the gullible beasts, trading them known, are a mixed lot. There are hu-
tion or fresh water and community de- cheaply made bronze swords and spear- mans able to trace their ancestry to the
fense is only accomplished by the chiefs heads for powerful ancient magical nobles of old Aurim and others whose an-
bullying. In short, they live pretty items. It is a risky bit of trading but the cestors were once the servants of those no-
squalid and miserable lives. profits from a single trip can make the bles. There are dwarves from the
As noted before, hobgoblins have no whole effort worthwhile. southern mountains and dwarves from
sense of family. They are a remarkably fe- Humans without trading goods and the north. Old clans have been shattered.
cund race (it is the only way they have sur- gnomes in general can only expect the There are kender, and it does not matter
vived and thrived, given their murderous worst from the hobgoblins. Gnomes, no where they came from since they are all
practices), but the children are virtually matter what their business, are enemies equally infuriating. Once separate, these
ignored once weaned. No attempt is to be slain. While sometimes humans are diverse groups have now accepted new
made to identify parents or build a famil- able to talk their way out of dangerous sit- identities as the People.
ial bond. A female hobgoblin will kill a uations (especially if they can do some- Once they laid down their swords, the
child that nursed at its breast as willingly thing useful for the chief) they are much People discovered that the Rainward Isles
as it would kill any other. Children, in more likely to end up in the dinner pot. were much more fertile and lush than
turn, will kill elders and this is often a rite Elves, to the minds of the hobgoblins, are they had ever imagined. True, there were
of passage for the child. nothing more than funny-looking hu- dangers, but the riches of the land and
Yet the tribe is not without some com- mans; dwarves are tall, fat gnomes, while sea more than made up for these. It did
munity spirit. They are not so dumb as to kender are skinny ones. not take long before they were living
refuse to band together if attacked or if comfortable lives. This is the way things
cooperation is needed to accomplish THE PEOPLE OF THE ISLES have been for them ever since.
some goal, provided the chief can force it The People live in small villages. and
upon them. Cast off into the cold, rain-swept farms close to the coast, mostly on the
They have enemies, particularly the northeastern corner beyond the Storm eastern side of the isles away from the
traag draconians that also lurk in Aurim. Sea, the Rainward Isles are almost like a winds of Hitehkel. Their homes vary
No love is lost between these two groups. different world from the rest of Taladas. from race to race. The humans build one-
While the hobgoblins dominate the Here one would expect to find hardship and two-storey houses of oak and pine
plains of Aurim, the traag dwell in the and suffering as the sole offerings of life. with shuttered windows and sod roofs.
ancient ruins. Because of this, the hob- The land is wet and gray. For weeks at a Granaries and barns are built up off the
goblins seldom venture into the old cit- time the shores are fog-bound. There are ground to keep the vermin out. Some-
ies, although they know there are great days when the air reeks of sulphurous poi- times the ground floor of the house is
treasures, metal armor and weapons in son and gray ash drifts from the sky, all given over to the family cow or swine.
particular, to be found there. Only the blown over from Hitehkel. Ships are The kender follow this pattern of
bravest or more power-crazed risk capture ground to splinters on the jagged rocks building, although their houses tend to
96
O LD A URIM AND THE R AINWARD I SLES
be smaller and more haphazard. Their around the dangerous rocks of the coast openly,. working to help all of the com-
curiosity and whimsy cannot help but ex- to bring in rich catches of smelt, herring, munity, regardless of their race.
press itself in their buildings. They are cod, and other fish. The forests are filled Of course, all is not idyllic in the Isles.
forever building on, remodeling, and re- with pines that grow straight and tall, The weather and the land are still harsh.
arranging to accommodate the latest trea- making good lumber. Trappers bring Winters are cold with mighty storms lash-
sures they have found. back pelts of fox, squirrel, beaver, and ot- ing the coast for days without end. The for-
The homes of the dwarves are most dis- ter, while the larders of huntsmen are ests also harbor horrible monsters that have
tinctive. Forced by the unstable nature of hung with smoked deer haunches, pots of no qualms about attacking the People.
the rock under the soil (which is rent with bear grease, and salted fatback of wild Denied a place in the hearts of the
volcanic fissures and moving faults), they boars. community are Hiteh and Erestem, who
have adapted their deep underground The dwarves have discovered large de- have launched on a horrific revenge on
dwellings to a more surface-like life. The posits of copper and slightly smaller veins the people. The two gods have begun to
entrances to their communal homes are of fine grade iron, treasures beyond price revive the evils of the islanders past by
marked by a wooden gate house built to their minds. The kender, ever curious using their necromantic powers. They
into the slope of a hill. Sometimes the en- and adventurous, constantly explore and have summoned up wights of those killed
trance opens onto an entire street where try to convince sailors to take them over to in the wars fought before the coming of
all people come to shop and trade; other the lands of old Aurim so they can look Aethelred the Squat. These evil spirits
times the dwarven shopkeepers build through the ruins. Amazingly enough, only remember their old hatreds and seek
their shops among the villagers outside. sometimes they do and even more to continue the war. They stalk the dark
Beyond the entrance hall are windowless amazing, sometimes these same kender trails that wind through the forests and
passages and tunnels dug into the earth. return bearing wonders and junk, though the little-used mine shafts waiting for
These are driven as deep as they dare, but its all wonderful to them. their victims.
still not deep as the dwarves would like. Even the gods have been well thought Slowly the two gods are building a dark
Many dwarves fondly recall the old deep of in the Isles. Despite the travails of the army with which they hope to overwhelm
tunnels they used to live in, the ones that early years, the People never fully lost the weak and merciful priests of Mislaxa.
coiled round the roots of great mountains their faith. They have remembered the Already outlying farms have fallen.
and from time to time expeditions will set old practices and the old beliefs. Hiteh Sometimes human survivors arrive in a
out across the water to see if these old and Erestem have never gained a strong village with tales of ghoulish war bands of
homes can be found and reopened once foothold here, for the People know them dwarves seeking revenge for an ancient
again. To date none have returned. for what they are. Reorx is still venerated wrong; at other times dwarven prospec-
The People make their livings in a vari- by the dwarves, who see his hand in all tors come back with tales of undead hu-
ety of ways. Although the land is rugged their creations. Even before Mislaxas re- man warriors chanting war songs as they
and heavily forested, there are those who turn, the people had built temples to her march through the forests on moonless
have managed to clear areas for small honor. Here her mystery cult never flow- nights. The priests of Mislaxa are worried
farms, raising vegetables and grain. ered, for here was the only place her and have been praying to their goddess
There is ample pasture for herds of dairy priests could safely practice their arts. For for guidance or a sign.
cattle and goats. Fishermen cast their nets decades her temples have been thriving
97
H I T E H K E L
Yet, even in this terrifying and inhospi- raining droplets and blobs of molten
HITEHKEL table terrain there is life. Above the fiery stone. From a distance the Cooling Land
plain are the great cities of the gnomoi, looks like a smooth plain, but closer up it
In the weeks after leaving the great the industrious mechanical-minded chil- is rugged and broken. At night it is
mountains of the north, the guides led the dren of Reorx. From their tower homes strangely lit by fiery cracks where molten
way across a land of extreme dryness. In they mine and smelt the riches of Hi- lava has cracked through the surface. Like
these weeks the mission of Dominus saw tehkel, producing ingots of steel for ex- a sheet of ice covering a great lake, the
no living thing save snakes who could puff port throughout the world. Where others Cooling Lands creak and groan, pop and
their bodies to great size and by so doing see only hellish destruction, the gnomoi grate, as the ground contracts and ex-
could force open the burrowed holes of find the blessings of their god. pands, slowly hardening, collapsing, and
small creatures. It was upon crossing this There are more sinister inhabitants liv- rebuilding.
land that the mission reached the Moun- ing within the churning pit of fire itself. At the very heart of Hitehkel is the
tains of Towers, known to the inhabitants No man, not even an inventive gnome or third region, the Great Lava Sea. Only
as Itomyadnali, as itom is their word for a powerful wizard, can survive in this sea great wizards with spells of protection,
pinnacle and nali is their word for moun- of lava for long, but denizens of the denizens of the flame, and the fire-fleets
tam. Here the guides would go no farther, realms of fire prefer it above all other of the gnomes can venture onto its wa-
saying they had come to the doorway to places on Krynn. Here is the intense heat, ters. It is a churning cauldron of molten
the Abyss, and so they deserted the mis- soothing lava, and sulphurous fumes so rock, fluid like water though thicker like
sion to go forward on its own. much like their homes on the plane of molasses. It is in a state of constant tur-
Determined not to waver in the task set Fire. Bound in allegiance to Hiteh, who moil. Floating on the surface like icebergs
by the High Priest, Dominus and those first brought them to this land, the fire are chunks beginning to cool and harden.
friars accompanying him set forward in to beings of Hitehkel look to expand their Geysers hundreds of feet in height can
this land. It was not long before the mis- realm into the mountain homes of the erupt at any point as can swelling, surg-
sion made con tact with the people of this gnomoi and beyond. ing mounds of fresh lava. Whirlpools can
land, a short race known as the Gnomoi. Shaped like a gigantic volcanic cone, form and grow to immense size, sucking
Under their escort, those members of the Hitehkel divides into three main regions. all caught within them to the very center
mission were shown about the land. The outermost is the towering mountains of Krynn (although nothing yet has sur-
It is a land of many terrible wonders. that form the wall separating Hitehkel. vived that long).
The mountains are great square pillars Although these mountains look like the In such a place, only the most terrify-
and have been cunningly wrought out by caldera caused by the great stone that ing creatures could survive, let alone
the Gnomoi people. These vast towers struck Taladas, the caldera actually col- choose to live here. Terrifying indeed are
stand on the shores of a great sea of fire lapsed into the seething turmoil that the fire minions of Hiteh. -These creatures
and smoke, plied by metal ships and spewed out from the center of the earth. (from the elemental plane of Fire) swim
filled with the most hideous creatures of The walls that now ring the molten sea re- within the molten waters of the Great
flame. So terrifying was this that Friar sulted from the tilting of the old ranges Lava Sea. These beings, intelligent and
Jurgen was struck dumb upon sighting it. and the volcanic activity that followed. cunning, have entered into Krynn
This place is surely the doorway to the These mountains formed into strange through a gate deep within this volcanic
Abyss and Dominus named it Hitehkel. hexagonal columns and towering narrow crater, a point where the walls dividing
peaks known as the Spires. Mingled the plane of Fire from this plane are
A description of the lands visited by among these are massive volcanoes and weak. Still, they could not have entered
Dominus, priest of Narun, in the 180th geyser basins. This is the home of the without the aid of Hiteh and so are here
year after the Great Destruction, by Friar gnomoi. by his will. Mindful of their benefactor
Svike of Styrllia Within the ring of the Spires is the sec- and contemptuous of all fleshlings,
ond region of Hitehkel, the Cooling they serve Hitch loyally, although they
It has been called Hell, doorway to the Land. This is a broad belt that encircles are headstrong and difficult to command
Abyss, the Sea of Fire, or the Wound of the heart of Hitehkel. Here the ground is even then.
the Earth, but to most of Taladas it is Hi- slowly hardening, forming a surface that If the fire minions were content to stay
tehkel, the Kingdom of Hiteh the Mer- can be walked uponperhaps. Travel within their fiery realm, it is doubtful
chant, evil god of corruption and lies. To across the Cooling Land is treacherous, that men would dispute their claims to
say that it is a land almost stretches the especially without an experienced guide. rule over it. However, such is not the case
point, for it better resembles a seething There are many places where the skin is for the gnomoi. Aside from coveting the
cauldron, a giant basin filled with boiling dangerously thin, barely covering the riches of the earth swept to the surface in
lava and ringed by a narrow strip of tow- boiling earth beneath. Sometimes vol- this sea, the gnomoi also believe the re-
ering mountains. canic fountains burst through the crust, cent (since the Cataclysm) legends of
99
HITEHKEL
Grathanich. Lost since the time of its plants that exist are carnivorous, a neces- everyday folk. The minoi are greater in
loosing, tales have often told of its discov- sary adaptation to supplement the mea- number than the gnomoi but the gno-
ery in one place or another. Most of these ger nutrients found in the thin soil. moi, because of their natures, are the
have proven patently false, but some- Beasts are stranger still, the bulk of leaders and commanders of the people.
times there is a suggestion of truth to the them predators since few can survive on In appearance, there is nothing to dis-
matter. The most recent of these tales the plants of the mountains. So few are tinguish the two races, even though their
makes the claim that the Grathanich is the herbivores that predators are forced to origins are entirely different even unto
the keystone of the Tower of Flame at the prey upon each other, While a normal their earliest ancestors. The gnomoi are
very heart of the Burning Sea. Although predator needs strong teeth and claws just the true gnomes of Krynn, supposedly
told in various guises, the basics of the to bring down a deer, those of the Spires fashioned by the hand of Reorx himself,
tale are always the same. need much more. Their victims are not as his ultimate creations. The minoi are a
During the Gnomoi War, when the defenseless creatures prone to flight, but cursed race, created in Reorxs rage. The
fire-fleets pressed to the very heart of Hi- monsters as fierce as themselves. tale of their creation is known to every
tehs realm and stormed the Tower of It is in this land that the dragons are gnome child of the mountains.
Flame, one soldier, sometimes gnomish dominant of all creatures. None are more According to the story, Reorx, pleased
and other times human, the sole survivor powerful or more savage than they. Many with the cleverness of his creations (the
of a squad, managed to actually reach a of the othlorx have made their homes in gnomoi) thought to himself, It is not
large chamber where a glowing, gray the Spires and command vast territories. just that these children of mine should
stone sat on a pedestal. Forced to retreat, Nor are their hunting grounds limited to profit by their cleverness over all my other
the soldier barely had time to tell X (usu- Hitehkel. They frequently fly out from children in this world. Unto each of my
ally some kin or friend of a friend of the their lairs, where few disturb them, into children I shall bestow some art. So he
person telling the tale) what he saw be- the lands of Neron and Hosk. Here they began teaching the founders of nations
fore dying of his horrible wounds. Hu- feed on the riches of the land. Once sati- and the fathers of races his secret skills so
mans dismiss this tale like so many others ated, they return to their lairs to sleep and that they could take their place beside the
that tell of the lost treasures of Aurim or rest until they feel the need to feed again. gnomoi.
abandoned dwarven iron mines. First he took the fathers of the dwarves
For the gnomoi, however, it is a much and taught them the arts of steel and
more important matter. The Grathanich THE SPIRE MOUNTAIN magic, so that they became cunning artif-
is perhaps the most revered artifact of GNOMES icers of the hard metal. The dwarves grew
their race, and its recovery would mean skillful in their arts and it pleased him.
more than anything to them. Thus they Unarguably the greatest technological But as their skill grew so did their pride
take these tales seriously. Throughout civilization in all of Taladas, perhaps all until they boasted that they above all oth-
their history expeditions have set out on of Krynn, is the gnomish kingdom hid- ers were favored by Reorx. Vexed by their
one quest after another, searching out the den away in the Spire Mountains of Hi- arrogance, Reorx hid the riches of the
truth about the Grathanich. None, tehkel. These gnomes, living in cities earth deep beneath the ground and the
though, has proven more difficult or carved from the bizarre crystalline towers dwarves were forced to dig ever deeper to
deadly than this one. As of yet, no expe- that rise in these mountains, are builders find them until they no longer welcomed
dition has reached the center of the Burn- on a grand scale. They are no simple the light of the surface.
ing Sea or penetrated the Tower of Flame workers of stone or carvers of wood; their Next he took the fathers of the elves
to learn the truth. medium is steel and strange ceramics and taught them to see the cunning lines
Ecologically, Hitehkel is a barren poured from the molten rock of Hitehkel hidden in all things so that they might
wasteland. Clearly nothing natural and itself. Where others see only a curse, the fashion beauty where others could see
even very little unnatural survives on the gnomoi of Hitehkel have found a bless- nothing. The elves became skilled at this,
Burning Sea or even the Cooling Land. ing. No longer do they slave in unsafe fashioning wonders from the hidden
What little plant and animal life there is caves searching for meager veins of iron. shapes in stones and Reorx was pleased.
concentrates in the barely more hospita- Now all they need do is refine and smelt But the elves became haughty, claiming
ble mountains of the Spires. Even here, the lava that flows all about them. they were the finest of Reorxs children
most of the life forms found are hideous The Gnomes of the Spires are divided and Reorx grew displeased. At last he
and strange, monsters twisted by the poi- into two groups, the gnomoi and the mi- cursed them with the fear of stone, so that
sonous fumes and acidic rains that blan- noi. (The term gnome is used when refer- no longer would they create anything of
ket the lands. Trees and lush green plants ring to the people as a whole.) The permanence and would only fashion
are nonexistent; lichens, mosses, and gnomoi are the leaders, thinkers, and from wood, destined to someday decay
bloated fungi comprise the bulk of what master craftsmen of the kingdom; the and disappear from sight.
little flora there is. Almost all the larger minoi are workers, artists, soldiers, and Finally, Reorx turned to man, the larg-
100
HITEHKEL
est of his children. So quickly do the hu- the shops grow their beards long and full, breeches. Hard, heavy boots, reinforced
mans multiply that already the fathers of often reaching to their knees. Craftsmen with steel, are worn and the gnomes can
that race had created and populated na- keep theirs short and neatly trimmed often be heard making a wonderful
tions. Unto the founders of the nations, (long beards too easily become tangled in racket clomping about the halls in these.
Reorx gave the arts of building so that gears or are scorched away by the heat of Depending on the workmans duties,
they might make mighty halls and pal- the lava smelters). Warriors grow theirs other special clothing may also be worn.
aces for themselves and all of his children. long but then braid them, sometimes This includes thick leather aprons,
The humans excelled at this art and be- even going so far as to tie these braids to- gloves, asbestos mitts, and masks to pro-
gan to make such monuments as had gether behind the neck. Hair is normally tect from flying sparks. Those working on
never been seen. worn neatly close-cropped for all males, the smelting floors and at the forges often
But one nation among them all was although nobles may affect elaborate per- wear leather skullcaps to protect their
perverse and slow-witted. Though they fumed hairdos and patriarchs normally hair. Dirty rags to wipe clean sweat and
tried mightily, they could not build great let their wispy white hair grow long as a grease are usually carried.
structures to last. All that they built was sign of their respected station. Nobles and administrators dress en-
crooked and bent, yet they marvelled at Gnomish women differ little in ap- tirely differently, another sign of their po-
their own skill, naming themselves pearance from their men. They are, if sition. The standard court dress is a
greater than Reorx. Nor were they satis- anything, slightly larger- boned and floor-length robe that hangs straight
fied with only perverting. the arts of plumper. Unlike their dwarven cousins, down from the shoulders. The shoulders
building but also sought to steal the arts the women are universally beardless. Ash are built up with padding and stiffeners
of the forge and the machine from the blonde to straw are the most common so that the robe is unnaturally broad and
other races. Finally Reorx could take no hair colors. Unlike the men, the women wide at the top. It is worn unbelted and is
more of their pride and their ineptitude. do not wrinkle quickly. However, they are sometimes pleated on the sides. The
He took from all humans the secret more susceptible to gray hair, often be- cloth is bright but of a solid color, al-
knowledge of his arts, leaving them only coming white-headed before they are 150 though a heraldic symbol may dominate
the memories of what they once knew. As years old, barely out of middle age. the chest and back. A tasselled stole,
for those of that prideful nation, he Gnomish dress tends to favor practical- reaching almost to the floor, is worn over
cursed them to become as small as their ity, although they certainly have no moral the shoulders for official functions. This
small-mindedness. Thus were born the injunctions against finery. The preferred is embroidered and printed with the sym-
minoi. It was only through his mercy that colors for men are reds, blues, and bols of the wearers office and rank.
he let them take the mold of his favored browns, while womens dress leans to- Tight-fitting, brimless caps reminiscent
children, the gnomoi, to serve as a re- ward white and red. of the workers skullcap are sometimes
minder to them of the perils of pride. Workingmans dress, the most com- worn, particularly out-of-doors or when
Today, gnomoi and minoi are indistin- mon seen, typically consists of a tight- in the shops.
guishable. Both are a short, somewhat cuffed, long-sleeved pullover shirt made Gnomish housewives wear white
squat race (though nothing like the of heavy, coarse cloth and a pair of thick blouses and skirts of starchy linen. The
barrel-built dwarves) about three to
three-and-a-half feet tall. While not
tubby or obese, they tend to have a
plump layer of fat over their bodies.
Their noses are broad and particularly
long and large and their cheeks are
round, while their eyes are recessed and
sad-looking. Their faces glow with a
ruddy sheen. The men wrinkle quickly as
they grow older, giving an impression of
great age and wisdom to even young, rash
males.
Males grow beards and mustaches, but
the length is determined by the gnomes
age and occupation. Youths, apprentices,
and minor clerks are beardless, at most
growing a lush set of muttonchops side-
burns. Administrators and leaders who
are not involved in the day-to-day work of
101
HITEHKEL
top half buttons down the front and is charge. They make the laws and adminis- these leaders were unwilling to trust their
quite loose-fitting (to accommodate the ter justice, shuddering at the thought of fates to a full partnership with the minoi,
layers of undergarments worn). The skirt what minoi justice might be like. They who are less capable in the arts valued by
is floor length. Both are hemmed with set taxes and allocate funds from the trea- the gnomes. In their writings they argued
strips of colorful embroidery made by the sury. (Many centuries ago there was a that the minoi had useful insights to offer
family. Typical designs are geometrics, council that foolishly allowed greater and should not be neglected.
gears, or fantastic animals. The quantity voice to the minoi in the funding of pro- To this end, every gnome receives train-
and skill of the embroidery is a point of jects. The automatic bed-making device ing in the engineering arts to the best of
pride for the housewife and nearly all that lashed sleepers to their bunks was the his ability. There have been rare cases of
fancy clothing will show at least some result.) true genius among the minoi, gnomes
sample of her skill. The gnomoi design and supervise all whose combination of illogic and desire
public works, although the minoi are for- has succeeded in producing visionary
ever trying to get their pet projects ap- works. However most of the minoi fall far
GNOMOI AND MINOI
proved (air canals, for one). The gnomoi short of this, ending their education ear-
Although there is no difference in ap- design most new machinery. Minoi are al- lier than the gnomoi. Even among the
pearance or dress between the gnomoi lowed to undertake original designs, gnomoi only a few are able to complete
and the minoi, all gnomes are acutely since the gnomoi realize that the con- their studies all the way through.
aware of the difference between the two structive urge must be satisfied in all In keeping with this attitude, the king
classes. Simply put, the minoi, while they gnomes, but only under close supervi- of the gnomes has always espoused a pol-
lack nothing in desire and ingenuity, lack sion. Testing new minoi devices is always icy of one people. There are no laws
the logical minds of the gnomoi. For done with great care. Where the minoi that affect one group over the other une-
builders of intricate machinery, archi- inventor would just as soon turn the en- qually. Indeed, there are grievous penal-
tects, civil engineers, administrators, gine on right there in his lab, the gnomoi ties for the crimes judged to be motivated
judges, strategists, and tacticians, this is a insist all devices be tested in specially pre- by prejudice. If a gnome murders for
fatal flaw. For poets, sculptors, painters, pared chambersarmor-plated and fit- money, it is a crime punishable by impris-
actors, everyday laborers, clerks, scribes, ted with special observation ports. The onment; the gnome who kills another out
and soldiers, this lack of logic is insignifi- minoi think the gnomoi are timid of prejudicial fear or pride is punished
cant or even an asset. milquetoasts who dont appreciate the with death. Still, there are customary
The difference between the two types joy of inventing. prejudices between the two groups. Mar-
of gnomes is best seen in the different ap- Although the gnomoi dominate the riage between gnomoi and minoi is infre-
proach each would take to building the minoi, they are not without conscience. quent at best. Relationships between the
same machine. The gnomoi try to be di- The wise leaders of old were perfectly two groups tends to be reservedoften
rect and straight-forward, applying inge- aware that the society could easily devolve friendly but never intimate.
nious devices to create a workable into a master/slave or superior/inferior Curiously, although the gnomoi pri-
solution. A minoi builder would create relationship, something that would be vately agonize over the correctness of
the most roundabout device possible, of bad for all the gnomes. At the same time,
limited practicality, and one that would
most likely not work or at least not the
way its maker intended.
Gnomoi machines tend to do what
they were made to do and nothing more.
Minoi devices tend to bounce about un-
controllably, shoot blasts of scalding
steam, explode, stop unexpectedly, emit
piercing squeals, start when the stop but-
ton is pushed, break things, electrocute,
and generally self-destruct. They are not
the kind of things that make a civilization
advance.
Given this, it is not surprising that the
gnomoi have taken a firm grip on the mi-
noi and paternally guided them over the
eons. Custom, based on practical needs,
has established that the gnomoi are in
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their relationship to the minoi, the minoi and modifications to their original plans. Just above these floors is a smaller floor
seem to harbor no apprehensions or com- Still, no gnome looks forward to the day filled with apartments and reception
plaints about their treatment at the when the quality of their work is tested in halls. This is where merchants and other
hands of the gnomoi. They consider the war. foreigners are allowed to stay while they
tasks of ruling and administration unde- All the citadels follow a common de- transact their business with the gnomes.
sirable. Soldiering is respectable, but sign, though this must obviously be al- These rooms are specially prepared as
only for warriors in the front line. Tacti- tered to account for many varying factors. they are carved to human-size. Most of
cians and strategists who command arm- Height and width of the tower, quality of the passages of the citadel, particularly in
ies are less respected than those at the the stone, surrounding terrain, and hid- the residential sections, are carved to
forefront. Eccentric inventors who build a den faults and fractures within the rock gnomish heights, only four to five feet of
device by trial and error are greater than all affect the overall construction. As ceiling height. Rooms in houses are corre-
trained engineers who work out designs much as possible, however, the builders spondingly small. Humans in these areas
for others to build. In short, the minoi keep to the planned design. have to walk practically doubled over. As
consider praiseworthy those qualities the The plans are conceived by gnomoi en- for fitting into most gnome rooms, it can
gnomoi think are detrimental. More than gineers (to ensure practicality) and then often be a very tight squeeze.
anything else it is this set of contrasting drawn up by minoi draftsmen. These mi- The main floors above the base are
viewpoints that has ensured harmony be- noi naturally add their own improve- filled with the workshops of the gnomes.
tween the two races. ments during the drafting stage. Aware The exact size and number of these de-
of this, the gnomoi double-check all pends on the specialties of the citadel.
THE CITADELS plans once they are drawn up, removing The oldest, Aldinanachru, built on the
those minoi additions too dangerous or edge of the Burning Sea, is noted for its
Harmony is essential to the gnomes, impractical to implement. The rest they lava-forging, a very heavy industry. In its
for they are crowded close together. Be- leave, in part a concession to the minoi workshops lava is scooped from the sea,
fore the Cataclysm, the gnomes lived in but also because the minoi have a better- purified, and cast into forms. Some of
scattered communities throughout the developed artistic sense. The draftsmen these are bars of metal to be shipped and
central mountains of Taladas. Since the tend to remember things like windows, sold elsewhere, but often the lava-metal
great strike of the Cataclysm, the land statuary, and park-like areas that the gno- is fashioned into inventions in the shops
outside has become inhospitable. Many moi forget. of Aldinanachru. Most noted of these
warrens died in the dark years of Hitehs With plans in hand, construction be- constructions are the fire-fleets, the
night, a terrible blow to a race to which gins. This, like all building and invention strange ships able to sail on the surface of
the warrens meant so much. work of the gnomes, follows a pattern the Burning Sea.
The gnomes realized they were similar to the plan-making. The gnomoi Other citadels have different special-
doomed if they did not find a safer home- supervise, the minoi cheerfully do the ties. Higher in the mountains, Nabruta-
land. They could not live on the surface as work, adding in whatever extra details cildiscara, very roots descend into mines
they once had and so, under the direction they can when the gnomoi arent around. of copper and its shops fashion tools, pip-
of the gnomoi, they set about creating The result may be an unexpected room ing, and household goods from the
the citadels, carved from the sturdiest of devoted to the mechanisms of an auto- metal. Yahmetnacharu works in glass and
the massive stone columns. matic door opener or a floor fitted with ceramic materials, using secret processes
Among the looming peaks of the heating pipes. Sometimes these improve- to purify the hardening lava of the Cool-
Spires, the gnomes undertook the mas- ments cause expensive delays, but many ing Land. Each citadel has workshops
sive project of carving the citadels; others, while somewhat annoying to the humming with activity as the gnome
homes, warrens, cities, factories, and for- gnomoi, are left as they are, allowing craftsmen go about their work.
tresses all in one. Although they are less each citadel to be more and more a home Above the factories are the fungus
than 300 years into their project, the to the minoi. farms and the residential sections. Al-
gnomes have already completed several The standard building practice is to di- though the gnomes have farms on the
of the citadels. The gnomes feel they have vide the tower into a series of floors. land surrounding the citadels, they also
made excellent progress, especially con- While the exact number varies from have facilities to grow large quantities of
sidering the untimely interruption of a tower to tower (as determined by height) mushrooms within the tower itself. This
major war with the fire minions of Hi- the pattern of use remains the same. At is one of the lessons learned from the ter-
tehkel. Still the war provided the builders the bottommost level are storerooms and rible siege of Aldinanachru. Along with
with a real test of their handiwork during warehouses or (for those towers adjacent these are numerous granaries, kept fully
the siege of the Citadel of Aldinanachru. to the Burning Sea) a shipyard. Large stocked.
Based on this experience, the builders gates at the base of the tower give easy en- The residential sections form the bulk
have incorporated many improvements trance to merchants and their caravans. of the central levels. These levels are a
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maze of small passages. Households are lowed to search any warren, rather like votes much space to government offices.
small, limited to the immediate family staging a raid. Forcing ones way into a Here the workmanship varies between
only. The gnomes, particularly the elders, warren is breaking and entering, even if no bland and purely functional chambers for
are proudly independent. Once married, individual house of the warren is entered. the rows of scribes to the elaborate audi-
a male gnome does his best to support his Casual contact, business dealings, mar- ence hall of the High Judge. The public
family without outside aid, moving into a ket shopping, courtships, and investiga- places are built to be grand and impres-
separate house and going into a trade (if tions are conducted in the large sive, using high ceilings and many win-
he has not already). Families are small, communal halls that crop up throughout dows (rare commodities elsewhere in the
only two or three children in addition to the residential levels. These can be best towers) to instill a terrified awe in those
the parents. equated to public parks or taverns in hu- who bring their cases before the rulers. In
While households are small, it is com- man cities. Here old patriarchs sit on imitation of the great Glass Tower of Al-
mon for entire communities to be re- stone benches under the cooling air dinanachru, the tops of the citadels are
lated. Sons, fathers, grandfathers, ducts, smoking their pipes and telling carved into slender spires. Ornamental, it
in-laws, brothers, sisters, aunts, uncles, tales of the war. Workmen troop up from also serves as a mooring mast for the hot-
every possible relation lives within a small the shops below to draw a cool draught of air balloons and the highest lookout post
system of warrens. This creates a commu- ale and rest their legs before going home of the citadel.
nal sharing of duties within the warren. to their warrens. Youths scuttle under the
The homes, even the hallways, all be- tables, up to mischief like tying the whis- T HE G OVERNMENT AND A RMY
come part of an extended household. The kers of a sleeping graybeard to a table leg.
duties of watching children are shared. Housewives gather to share news of chil- The gnomes are ruled by a hereditary
Skills are shared. One household bakes dren and husbands, while the heads of king. The current leader is Telemandar-
breads, another hangs and smokes meat households read the days proclamations klosminarus IV, also known as Teleman-
for the families, while a third may come pasted on the Pronouncement Pillar. dar the Stooped. Although he is the final
around to do the small carpentry jobs. In Young lovers try to escape notice in dark authority in the land, he does not become
this way the families work to support and corners. Marriage brokers sit at their cus- involved directly in the administration of
provide for each other. tomary tables awaiting the timid ap- the citadels. Instead he appoints a High
These small households cluster to- proach of anxious parents. In the darker Judge to each citadel, roughly akin to the
gether into small knots and are known by halls, drunks fall sloppily to the floor, governor of a province. It is the High
the traditional name of krakchow, or while soldiers boast of their prowess and Judges responsibility to carry out the
warrens. A group of homes (all lived in by might. Thieves and fences have huddled edicts of the King and, in turn, to rule on
various family members) share a central meetings in dark corners. Most sinister of the grievances of his citizens. To aid him
plaza/chamber, well, baths, and toilets. all, dark cultists lurk in the shadows, in this task, each High Judge has three
Other features include may be included, whispering the words of their god to the groups of officials: the Judges, the Fore-
depending on the means of the warren circle of devotees around them. The com- men, and the Captains. These three
smokehouses, granaries, icehouses, and munal rooms are the hearts of the citadel branches each has responsibility for one
laundries are all possibilities. community. area of the gnomish community.
Each warren is semi-isolated from all Above the residential levels are a vari- The first branch, the Judges, has au-
the others. Larger avenues run between ety of functional constructions. These in- thority over all justice within the tower.
the warrens like main streets. Each warren clude the massive water cisterns that catch At the lowest level are the arbitrators.
typically has gates at the tunnels that go and purify the rains of Hitehkel (al- These minor officials are usually re-
past it. Although some rely on locks to though the water still has a sulphurous spected elders of the warrens. Each arbi-
keep their warrens secure, this is not a tre- taste), armories of bizarre machines of trator has several warrens under his
mendously effective deterrent in the tow- destruction, barracks, and lookouts pro- jurisdiction. The arbitrators, using cus-
ers. The mechanical-minded gnomes also jecting around the rim of the entire con- tom and common sense, try to settle mi-
make excellent lockpicks and thieves; struction. A few of the citadels have small nor disputes between neighbors and keep
theft is one of the problems of the cita- air fleets of gliders and balloons (taking the peace. An arbitrators judgment is
dels. A more effective deterrent is to have advantage of the air currents generated binding and usually involves some kind
one of the family act as gatekeeper, the by the Burning Sea) and these are stored of negotiation and settlement.
job typically changing from week to in special launch and landing bays at the Typical arbitrator cases are noise,
week. uppermost levels. drukenness, digging too closely to the
By custom, only family members, At the very top are the offices of the wall of another warren, illicit romances,
trusted friends, and specially honored government and administration. These dumping of garbage, etc. However, if the
guests are allowed within the gates of a levels tend to be small, although Al- guard must be called in, if one party chal-
warren. Of course, the kings guard is al- dinanachru, being the kings tower, de- lenges the arbitrators decision, or if the
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arbitrator chooses, the case is passed on to judgment of the Court is final; there are gnomes and is a source of fierce politick-
go before the Magistrate. no further courts of appeal. The only re- ing. Each Master fights, wheels, and deals
For each residential level there is one course for those who feel wronged by the to see that his trade is well-represented,
Magistrate. Working in cooperation with judgment is to petition the High Judge or for it is a matter of prestige (and power)
the Sergeant of the Guard who is assigned the King, but these are not guarantees of not only to the Master but to all the mem-
to the same level, the Magistrate oversees hearings. bers of his trade.
all the arbitrators, supervises investiga- Indeed the system throughout is struc- A second function of the Foremen is
tions, and hears all felony cases. In addi- tured so that appeal is discouraged. Ap- the maintenance of the citadels. The
tion, he rules on civil disputes passed on peals are not automatic. The disgruntled Foremen are responsible for inspecting all
to him from the arbitrators. party must petition the higher court, stat- parts of the citadel and preparing recom-
The Magistrates jurisdiction does have ing cause. If the court decides the peti- mendations for the High Judge. At the
specific limits. His jurisdiction in felony tion is frivolous and the judgment just, it same time, additional planning for the
is limited to injury through negligence, not only throws out the appeal but also growth of the citadel is calculated and
theft, rapine, and assault. Capital crimes fines the party that filed it. It is presumed new constructions are proposed. Funds
of murder, arson, abduction, and treason that the previous court acted correctly are allocated to the task (from the taxes
are heard by higher courts. Even in those and that the appeal is disruptive and un- collected by the High Judge). Sometimes
cases he is allowed to hear, his sentences warranted unless substantial evidence special taxes are levied or workers are con-
must approved by the Court of the Cita- demonstrates otherwise. scripted for special tasks. Each Master is
del. For the most part this is a formality, The second branch of the government charged with reporting on all construc-
but the higher court occasionally acts as a is the Foremen. These men have identical tions that come under his specialty. Un-
court of appeal. duties to the Judges, except that their der corrupt Masters this is an opportunity
In conducting investigations, the Mag- power is limited to the shop floor. At the to overcharge for work, skim funds, and
istrate has the authority to enter warrens, lowest level are the Foremen and over bill for non-existent jobs.
seize property, bind gnomes over for trial, them are the Masters of the Science. Each This is where the third branch of the
and conduct interrogations. specialty has its own Master. Over all is government, the Guard, comes in. The
The highest levels of justice are admin- the Council of Trades. Every Master has a Guard is the army, police, and investiga-
istered by the Court of the Citadel, a seat on this Council and it is chaired by tors all in one. It is their duty to serve the
court of three judges appointed by the the Grandmaster, an appointee chosen other branches of the government, pro-
High Judge and approved by the King. from the Master ranks. viding them with the assistance of au-
These judges hear the most serious cases In addition to the duties of judgment thority when they need it. The bulk of
of murder and destruction and occasion- over the shops and the right to settle all the work is done by the common Guards-
ally pass down rulings on the most diffi- labor disputes, the Council has the addi- man, the lowest rank of the Guard.
cult of civil property cases. The Court of tional task of scheduling production and The Guardsmen are organized into
the Citadel also hands down edicts gov- allocating resources for the upcoming companies of about 200 warriors. In addi-
erning the daily life of the people. The year. This is an important decision for the tion to the Guardsmen, a company has a
small number of illusionist and scout spe-
cialists. Each company has a specific des-
ignation or title and adopts some type of
distinctive dress or symbol. At least one
company is assigned to every level of a cit-
adel. While it is rare for a shop level to
have more than one company stationed
on it, residential levels often have two or
three companies working in rotation.
A company is commanded by a
Knight-Commandant with the assistance
of two to four Knights-Ordinary and a
number of Squires. On the residential
levels, the Knight-Commandant and the
Magistrate work together to conduct in-
vestigations, make arrests, and keep the
peace. At the same time the Knight-
Commandant is responsible to the
Knight-General, the commander of all
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HITEHKEL
forces in the Citadel. The Knight- The Company of the Dead Their only goal is to kill or injure the en-
General in turn reports to the High Judge emy, no matter what the expense. Any man
The Company of the Dead is the most
and the Knights of the Realm, who sit on of the Company who wavers is cut down by
select force of all the gnomish units. It is a
the Kings Council. his fellows just as quickly as they would kill
large company of marines, approximately
The Guard is charged with many im- an enemy. They do not take prisoners un-
1,000 strong. Its members are easily iden-
portant duties. Under the Magistrates less specially ordered to do so. They do not
tified by their skull-like face paint and
and the Foremen, it acts as a police force. retreat unless it is ordered for strategic or
helmets. Their armor is far heavier than
Under the direction of the Knight- tactical necessity. They never question their
those of other marines, with elaborate
General it is responsible for the overall se- orders or doubt their cause. They do not be-
and supposedly frightening ornamenta-
curity of the citadel. By the commands of come discouraged or disheartened, for
tions. They carry a motley assortment of
the Knights of the Realm, the Guard pa- these are emotions of the living. They have
weapons, each man choosing those things
trols the lands surrounding the citadels a passionate love and fanatic obedience to
that he prefers. Battle axes and jagged-
and reports on all possible threats to the the King, drilled into them from the day of
bladed swords are most common, but
kingdom. their rebirth.
pole-swords and -axes, double-bladed fist
These tasks require a great deal of en- As befits such an extraordinary unit,
daggers, and spiked flails are also used.
ergy and diligence, so Knight- the Company of the Dead has a long and
They do not use missile weapons, relying
Commandants are chosen carefully. The illustrious history. It was formed during
on other units to provide covering fire.
High Judge has no say over the selection the years of the Gnomoi Wars, originally
They are strictly a melee unit whose task is
of a Knight-Commandant. These as a special command for the final storm-
to close with the enemy and overwhelm
gnomes are appointed by the Knights of ing of the Tower of Flame. The gnome
them quickly and savagely.
the Realm with the approval of the King. and human commanders of the fire-fleet
What makes this company truly re-
The Knights of the Realm receive their knew the assault would be difficult and
markable is the soldiers attitudes. Every
positions from the king and hold them dangerous since the Tower was the heart
soldier, from the Knight-Commandant
for life. Knights are normally only ap- of the fire minions realm. Those who at-
down, has forsaken all his possessions and
pointed after performing some heroic tacked in the first wave were almost cer-
all connections to his past life to become
feat or providing years of exceptional and tain to die to a man, attempting to clear a
one of the Dead. Upon joining the Com-
stout-hearted service. path for the later waves of the assault.
pany, the soldiers family normally holds
Ranks below that of Knight- Recognizing this, the commanders
a funeral for him (which he may even at-
Commandant are appointed by their im- took only volunteers for the first wave of
tend!) and divides up all his possessions
mediate superiors, based on a the assault and only after clearly explain-
as an inheritance. From that point for-
combination of favoritism and occasion- ing there was no chance of survival.
ward he is no longer acknowledged by his
ally skill. Wealthy gnomes can buy com- Nonetheless, they still had eager volun-
family, wife, children, or friends. He can-
missions as Squires but these normally teers. From these they selected the most
not enter the warren or place any claim on
lead to obscure postings until the Squire able and set about training them to be
them even if he should leave the Com-
proves his ability. Some never do and it is even better. Special effort was made to
pany at some later time. During the in-
not unknown to find 250-year-old make the Company as hard and tough as
duction, the Knight-Commandant
Squires still in positions they have held it could be. Tearful farewells were made
anoints the soldier and gives him a name,
for decades. as the volunteers set sail in the first ships
to symbolize his birth anew. From this
The arms and armor of the Guard de- of the great armada bound for the Tower
point on, the only thing the soldier has to
pend on rank and duties. Common of Flame.
live for is the honor and traditions of the
Guardsmen responsible for keeping the At that great battle (still commemo-
Company.
peace rarely wear armor and carry little rated by the Company every year), the
The overriding belief of the Company
more than a large, staff-like truncheon, a volunteers bid their companions farewell,
is simple and clear-cut, best shown by
symbol of their office. They rely on the sang their death songs and then charged
their motto, The dead do not fear. The
force of authority and reputation instead forward. The defense was fierce and for a
gnomes of the Company sincerely believe
of weapons or pure martial spirit. Watch- time it looked as though they would fail
that having died, death can no longer
men in the lookouts are supposed to wear after all. They died in numbers beyond
terrify them. As a result, in battle they
leather armor, but it is not uncommon for all understanding for normal soldiers.
fight with savage fury. As a unit they are
them to set this aside during the hot days Still they kept fighting forward, crawling
contemptuous of danger, unaffected by
of summer. Marines of the fire-fleet also over the heaps of their dead companions,
daunting odds, and oblivious to casual-
favor light-weight cool armor, although until at last they broke through the outer
ties. As much as possible they model
they must wear special protections to gates.
themselves after the dead creatures of the
withstand the poisonous vapors. Perhaps as many as 95% of them died,
earth.
but in doing so they breached the de-
106
HITEHKEL
fenses of the Tower. Their brethren fol- king. It is fortunate for army com-
lowed in their wake, but the volunteers manders that these grievances are most
still pressed forward, whipped by the often about the lack of action for the
frenzy of battle to exceed their orders and company rather than excessive campaign-
enter into the corridors and chambers of ing or casualties!
the tower itself. Here they became sepa-
rated into small groups as they scoured T HE P RIESTS OF THE G NOMES
the structure. Many more died, am-
bushed and overwhelmed, but none sur- The gnomes, although adept at the art
rendered. It was only when ordered to fall of illusions, have never been strongly at-
back that they finally withdrew, leaving tracted to magic wizardly or clerical.
behind a charnel house of blood and de- Thus when the gods departed Krynn at
struction. the time of the Cataclysm, the gnomes
In the end only one gnome of every 100 ultimately found it made little difference
in the Company survived to return home. to their lives. They avoided the worst of
Although hailed as heroes, these the plagues that swept the land by isolat-
gnomes, so committed to dying for their ing themselves from all others (greatly
people, were depressed and despondent. helped by the ruggedness of the terrain
They could not return to their homes between them and all others). True, sick-
feeling themselves marked in shame. ness did kill people who might have been
Thus it was by a special petition to the saved before. Illness, wounds, and inju-
king that the survivors were allowed to ries had to be healed naturally but, given
form the core of the Company of Death. the life span of the average gnome, this
To this day, the Company has sought to was only a minor inconvenience. Thus,
maintain the same ideals, the same the people did not turn away from the
standards, the same fanaticism that drove gods, or their god Reorx in particular, in
those volunteers at the Tower of Flame. great numbers as happened in other
Several of the higher ranking officers lands. hope that some day they too would be-
fought in that battle and in the ones that Indeed, once the chaos of the Cata- come one of the chosen to ascend into his
followed. Although they have not always clysm has been sorted out and the first cit- realm. Over the years, the tenets of the
won every battle, they proudly stand by adels established, the gnomes discovered faith and the hierarchy were modified.
the fact that they have never been beaten. that Reorx had not abandoned them at Where previously those with exceptional
They may fail to reach their objective be- all. True, he had taken the greatest of the priestly power had been exalted, now the
cause the enemy is too great, but they gnomish priests, but this was really a greatest priests are also among the most
have never run from a fight. Although manifestation of his great love for his inventive builders and designers of the
the fire minions remain their greatest en- children, since he took the noblest and gnomes. After all, Reorx bestowed the
emy, the Company has fought in other most faithful of his followers to their gift of readily available metal on the peo-
campaigns against other foes, so much well-earned reward. This only inspired ple, so it is therefore only right for the
that their reputation is feared even by others to greater devotion in the hope priests to excel in its use.
those who have never encountered them. that they too would one day be called. He As with most religions, the priests of
Unlike all other commands, the Com- also withdrew the gifts of spells he had Reorx have a distinctive dress. Most of
pany of the Dead is under the sole control given to his priests, but he replaced this their clothes are common in
of the King, although it does not perform with the greater gift of the lava, which he appearancethe shirt, pants, and boots
bodyguard duty. Only the King can de- extended to everyone. There was a time of a workman. However, each priest wears
cide when and where to use the Com- of trial and hardship, but in general, the an apron and towering miter as a sign of
pany, usually by assigning all or part of it gnomes feel their life is better now than it his station.
to a field commander out on campaign. had ever been before. Thus for them the The apron, modelled after those worn
Generals are charged with careful instruc- Cataclysm is know as the time of Reorxs in the foundries, is a thick leather piece,
tions concerning its use; not to waste if Gift. hardened like leather armor and em-
frivolously, nor hold it back in times of Because the people did not become bossed with the symbol of their faitha
need. Although subservient to the acting discouraged, neither did the priests and hammer rising from a crescent moon.
commander of the army, the Knight- priestess of Reorx. Although bereft of Those higher in the ranks of the priests
Commandant retains the right to carry their powers, they continued on with have more elaborate apronstooling,
the grievances of his men directly to the their faith, striving harder than before in gilt edges, and painted designs all indi-
107
H ITEHKEL
cate the status of the priest. obvious inclinations. Most of those cults among the gnomes willing to listen to the
Each priest also wears a miter-like hat that existed prior to the Cataclysm have seductive promises of power and great-
that shows his function within the dwindled or died away in the decades ness that these gods offer. These cultists
church. There are hats for daily priests, that followed. Furthermore the priests of must meet in secret, lest they be discov-
teachers of the arts, high priests, and in- Reorx have attacked many of these as un- ered and exposed to the public. Followers
terpreters of the law, the highest rank of scientific and therefore dangerous to the of the evil gods are universally considered
all. These become more and more ornate morals of the people, particularly the dangerous, often accused of acts of trea-
until reaching the highest level where the young. While there has never been any son against the king, if for no other rea-
hats are of the utmost simplicity. official action on the part of the King or son than that they do worship the gods of
The seminaries of the priests also the High Judges, the priests have success- the enemy.
changed. While they had always been in- fully convinced most to heed their words. These fears are not without grounds.
stitutions of higher learning with empha- As a result, only two small cults flour- The two gods are quick to grant their fol-
sis on engineering, they have since come ish (if it can be called that). There are a lowers priestly power, both to crush their
to teach more sciences and fewer applied few followers of Mislaxa who practice enemies and to seduce new followers.
theological mysteries. Students are still healing arts. These the priests of Reorx The promises of power all come with one
taught the philosophies and rituals as the portray as superstitious quacks, pushing condition, the overthrow of the King and
most important part of their training, but useless powders and pseudo-rituals. In his supporters. Only in this way can the
the applied skills that were once necessary many ways the priestesses of Mislaxa are cultists come to power. They have no de-
for spellcasting have been discarded. In- treated like gypsy fortune-tellers, consid- sire to work with the government or the
stead, more and more courses relate to us- ered by most to be fakes but whole- other priests. Their power must be abso-
ing the gift Reorx has given. heartedly subscribed to by a few. The lute or it fails entirely. To this end, cultists
As a result of this shift, even though priestesses have more acceptance among have cooperated with the fire minions,
Reorx has returned to the gnomes of Tala- the lower classes of workers than among sometimes with full knowledge of their
das, he has bestowed priestly powers on the better educated upper class. deeds, but more often foolishly believing
only a few of his priests. It is not for lack The second cult is that of Hiteh and that once they attain power they will be
of faithfulness on their part, but because Erestem (who are always treated as a pair able to deal with their former allies from
he finds their new direction and energy by the gnomes). This cult needs no the Burning Sea. This, of course, is not
pleasing. Always one interested in the branding by the priests of Reorx, for it is what Hiteh or Erestem have in mind at
crafts and building arts, he sees the universally hated and feared by all good all.
gnomes gradually elevating, these from gnomes. The gnomish citadels have been
science to religion, all in his name and for on the forefront of the wars against the GNOMISH INVENTIONS
his glory. Currently, there is no reason for forces of the evil gods too long for them
him to interfere. to believe the pair are anything but ma- The gnomes of the Spires are far more
Other gods and goddesses have never levolent and dangerous. than just architects or engineers who
fared well among the gnomes, given their Nonetheless, there are always some spend their days carving out their cita-
dels. They are passionate inventors and
builders of wonderful and sometimes ab-
surd devices, large and small. Making
things, particularly things that have
never been made before, is an unquench-
able instinct that has been raised to a re-
spected art in their society. Every gnome,
no matter what his trade, invents; some
just do it better or on a grander scale than
others.
Gnomish inventions fall into two
groups: gnomoi and minoi, practical and
impractical. It is a mistake of many for-
eigners, having a passing familiarity with
gnomish society, to believe that all gno-
moi inventions are practical, while none
of those of the minoi are. The actual situ-
ation is not as clear as this. There are im-
practical gnomoi devices and practical
108
HITEHKEL
minoi ones. At best, each group tends to ert have 27 different words to describe all much like cheating. They strive to build
follow certain tendencies. the different types of snow they recog- pure machines without the aid of other-
It is often assumed that the gnomoi nize, the gnomes of the Spires have 34 worldly powers.
build the most practical designs. In truth, different expressions for Look out! Within these limits the gnomes have
the gnomoi are no more apt to be practi- One translates as Fall flat on your belly, created many amazing devices. By far the
cal than their minoi cousins; it is just that another as Dont step on that, a third two best known to the outside world are
they are likely to build things that work as RUN! and so forth. Each defines a the fire-fleets and the windships.
the way they were intended. A gnomoi is different degree, nature, or direction of The fire-fleets are iron ships built to
almost as likely as a minoi to build an au- danger. sail without sails or oars upon the very
tomatic chicken plucker, the biggest dif- Of course there are limitations to surface of the Burning Sea. Somehow the
ference being the gnomoi will build one gnomish technology. They have extraor- gnomes forged materials that will not
that plucks the chicken without destroy- dinary skill at mechanical engineering melt even at the extreme temperatures of
ing dinner. and can do amazing things with cables, the Burning Sea. Just how they have ac-
The prized logic of the gnomoi enables pulleys, springs, and gears. Likewise, complished this is one of their closest-
them to think through all the steps and they are masters at smelting and refining kept secrets. Although it is uncertain that
find the best method. Sometimes it en- various metals, iron and steel by far the anyone else could make the metal or what
ables them to see that a design is pointless most important. (They are the largest they would do with it if they could, the
before beginning. (In the case of the smelters of iron in all of Taladas.) gnomes believe there would be disastrous
chicken plucker, a gnomoi might realize In the last few centuries they have been results if their process were known. As a
that hands do the job easier and perhaps experimenting with steam power. They result, the secret of the fire-fleet is one
better.) At the same time, the gnomoi havent gotten it down perfectly, but they that is sought by many of their enemies.
and the minoi both have a love of ma- have built some incredibly (indeed The second great invention they are
chines that results in a few extra gears and overly) complex devices that run on still in the process of perfecting are the
wheels, turning a simple device into a steam. Still, their primitive steam en- windships. Shortly after settling the
complex one. gines tend to explode and are treated edges of Hitehkel, the gnomes discovered
Despite their general tendencies, the with a great deal of respect. Only recently that the boiling heat of the lava created
minoi are not entirely impractical. More some of the citadels have begun to experi- powerful air currents. It was not long be-
than once a minoi has set out to build ment with geothermal energy for heating fore the gnomes began experimenting
something intentionally complicated and and steam. At least once this has led to with the principles of soaring. In a short
ultimately impractical, only to create an lava flooding a section of the lowest level time, they had working prototypes of the
elegant invention that does something of a citadel. one-man glider and huge battlekites.
else. Of course, the minoi inventer con- On the other hand, gnomes have virtu- Now nearly all the citadels have a small
siders the whole thing a failure since he ally no understanding or use for electric- troop of Guardsmen equipped with
didnt build what he set out to make. It ity. True, they can generate electrical gliders and kites.
takes others, minoi and gnomoi, to see charges of great power, but except as a de- The gliders are used to scout the en-
the usefulness of his device. What started fense (charging the outer gates, etc.) they emy, battle flying creatures such as drag-
as a wringer dryer may end up as a steel have no idea what to do with it. Further- ons, and make harassing bombing attacks
roller on the foundry floor. more, they do not care to find out. Elec- (usually pinpointing the tents of enemy
Of course, there are minoi inventions tricity doesnt have mechanical parts and commanders). The kites, moored to the
that dont work as planned or work all too simply isnt interesting. Likewise their top of the citadel, protect the tower from
well. Human visitors to the citadels often grasp of chemistry is basic, almost non- flying assaults in times of siege. They are
return with alarming reports of explo- existent. They care for physics only as it also used as stable (well, almost) plat-
sions, holes blown in walls, narrow es- applies to machines and do not make reg- forms for missile fire and observation.
capes from grabbing chicken pluckers, ular studies in it. Botany and zoology are Now, however, the gnomes are work-
and polite invitations to test fly the latest idle curiosities. Geology is taught on the ing on an even larger project, the wind-
improved version of the one-man glider. purely practical level of mining and exca- ships. These vessels, ships slung beneath
(If asked, the previous models were not vation. great gas-filled bags, are seen sometimes
entirely successful.) These same occur- Although they enjoy magical devices over skies as distant as Kristophan, much
rences are nothing extraordinary or even and certainly are not about to disdain to the consternation of the local citizens.
distressing to the gnomes. They expect magical items (particularly weapons and The gnomes have been working to im-
runaway steam-powered wall scrubbers, armor), the gnomes try not to use magic prove the range and capacity of these air-
hiccupping elevators, and wildly slashing in their machines (although some non- ships, both for use as weapons in their war
robot warriors. gnomes might say their technological de- against the fire minions and as trading
Just as the Ice People of the Panak Des- vices are magical). To their mind, its too vessels. Once they have perfected the de-
109
HITEHKEL
sign to their satisfaction, they will begin a one occasion the calculations erred the of their true realm, and so only those
program of production throughout the other way and the citadel shot into the sky creatures could live within the intense
citadels. Someday they hope to build an as the final bonds were severed. Another heat of the towers walls. But the flame of
armada of windships and fire-fleets pow- sky citadel was destroyed even before the tower is not hot. The walls are warm
erful enough to destroy the Tower of launching when the entire peak erupted perhaps, but not scalding. The air is thick
Flame once and for all. Clearly this is a in volcanic fury. In the end, these set- and sere, but not choking with the poi-
goal the fire minions and their allies do backs combined with the disillusionment sonous gases of the Burning Sea. Some-
not want to see realized. of the people spelled the end of the whole how, through great magic, the Tower of
project. Flame is habitable to men and their kin.
Of the seven citadels that were worked On close inspection, the walls of the
THE SKY CITADELS tower are seen to be made of thousands of
on, one was destroyed by a volcano, an-
Once there was one gnomish invention other disappeared into the heavens, one tiny, leaping swirling bands of fire. These
that did combine the arts of magic and was swept away in a mighty storm (and walls radiate no heat and are not hot to
technology, something not done today. In later appeared in Ansalon), the fourth the gentle touch. They are firm but not
the earliest years after the Cataclysm, a crashed on launching, two were success- solid, yielding to a determined push.
faction of the gnomes decided the only fully built (and are still used to this day), Penetrating beyond the surface layer of
safety for their people lay in leaving and the last was abandoned before com- the wall causes scorches and burns, for
Krynn entirely. Try as they might, they pletion. This last can be seen as the half- whatever magic contains the flame does
could not design a pure machine that carved peak of Mt. Whiterock, even to not diminish its power.
would carry them into the supposedly this day. Long abandoned by the gnomes, The floors are equally wonderful and
safer reaches of space. (Little did they it has become a lair for foul creatures of bizarre, like standing on pools of magma.
know what was waiting out there!) Deter- all types. They constantly swirl and bubble as if
mined to succeed, this faction did the un- they were welling up from below. Like
thinkable and combined magical spells the walls they radiate no heat, but their
THE TOWER OF FLAME
and magical items into their design. The surfaces are as hard as marble. It is a
end result was the giant, floating rocks At the very heart of the Burning Sea, at strange feeling. Although the floors are
known as the sky citadels. the center of Hitehkel, stands a singular solid, reason tells many they are standing
Only a few of the sky citadels were ever structure, unique not just to Taladas or on the pit of doom, inducing an uncon-
made and fewer still were launched. The even Krynn but perhaps to the very plane trollable panic. More than one visitor has
project and its difficulties were immense, itself. Looking upon it, one is filled with frozen to one spot, terrified to move, con-
even by gnomish standards. In addition wonder and fear. It is the Flaemchaldar of vinced his next step will be into the fiery
to the mechanical controls and devices the gnomes, the Tower of Flame. cauldron beneath him.
that had to be made and the tremen- Seen at a distance, the Tower of Flame The wondrous materials of the tower
dously powerful magical items and en- looks not like a building at all but a twist- are not its only surprise. The instant one
chantments that were needed, the sky ing, leaping column of fire. It seems to steps within its portals, the air is sweet
citadels also demanded that entire moun- roar up out of the sea of lava, sucking its and pure. Outside, billowing clouds of
taintops be carved away. The process was life from the scorching magma. It dances sulphur-laden gas, thick with poisons,
painstaking. First a suitable peak was in the winds yet stays rooted to one spot. swirl past open windows and doors yet
found and a town built around it. Then See closer up, the walls flicker and writhe, none of this enters the tower. Even when
stone workers and engineers would begin curling upward with hues of fiery orange, standing upon balconies and spires one
the process of excavation. The rooms, cor- brilliant yellows, and occasional hints of can breathe safely. The entire tower seems
ridors, and chambers were carved from blue. Millions of flames dance and play to be encased in an unbreakable bubble
the rock, machinery was installed, and within its surfaces. Tiny jets of fire here of air.
the magical items were prepared. At last, and there may lash out, tear away, and No one knows the true history of the
when everything was installed, the final spiral quickly upward into nothingness. Tower of Flame. Its inaccessibility and
quarrying would begin. Slowly the carved Curls of sooty black smoke rise from the dark purpose have hidden its past from
peak was undercut and mined out until it corners. the scholars of the mortal world. The
was literally cut away from the rest of the Upon reaching its base the most aston- gnomes with their proximity and their
mountain. If all had been done correctly, ishing discovery is made. Clever observers devices are the most knowledgeable
the mountain peak, now the sky citadel, have deduced by this point that the tower about the tower. The first mentions of its
would hover gently in the air. is made not of stone or metal but of living existence come from a gnome scout who
It didnt always work that way. If any of fire, magically trapped into the walls of sighted it while soaring over the Burning
the calculations were in error, the whole the spire. Surely they reason, this is the Sea. For many decades after that, it could
thing might come crashing down. On work of the fire minions, a manifestation only be observed from the air and then
110
HITEHKEL
only by a perilous glider journey. scattered all over, Some appeared on the the towers walls, still surrounded by the
Since its discovery there has been much surface of the Burning Sea and died in- enemy. In desperation they battled to
speculation as to the nature and builders stantly. Others disappeared without a cling to their prize, but in the end they
of the tower. It is most commonly trace. A few actually arrived in the tower were forced to retreat. For an entire day
thought to be the center and stronghold but were scattered throughout its build- they battled their way backward, feinting
of the forces of Hiteh. More romantic ings. Separated from each other, they and thrusting through the trap that had
claims, unconfirmed rumors, and the tall were easy victims for the guards. Only a closed about them. Finally the few re-
tales of the old folk claim that it is the cre- few managed to return and tell of the fail- maining ships broke free and put on
ation of the Grathanich. Once loosed ure. Still, they managed to provide valu- steam for home. Battered though they
from its moorings, the magical stone able information about what little they were, they left behind an enemy more
wandered the world until it returned here had seen. bloodied still. It was a victory, but a pyr-
at the time of the Cataclysm. Plunged It was for the assault of the Tower that rhic one at best.
into the pit of Hitehkel, it magically the fire-fleets were invented. Before this It was in the assault on the Tower of
raised up the tower. Now somewhere there had never been a need to venture Flame that the gnomes learned the secret
within the Tower of Flame rests the Gra- onto the dangerous surface of the Burn- of who opposed them. Before they had
thanich holding it all together like the ing Sea. It was only through the brilliant always believed they faced some foe from
keystone of an archat least that is how work of the great Maker who invented the the plane of Fire. In their brief time in
the story goes. secret processes to build the ships of the the temple, they learned their real foe.
Dismissed as fanciful myth by the fire-fleet. Following his processes and de- All throughout were shrines and altars to
practical gnomoi, there is some truth signs, the Councils of all the citadels be- Hiteh the Merchant, one of the great
to the tale. The tower is a creation of the gan a program of building the armada gods of evil. At that point the gnomes re-
Grathanich and a small portion of the that would carry the warriors to the Tower alized the scope of the battle they were
stone can be found there. Of course, no of Flame. It took some time before the fighting. Although some quailed at the
one knows this. If the gnomes did, each program was complete, since the con- thought, many more only strengthened
and every one of them would be trying to struction was hampered by the war. How- in their resolve. Those cultists among
get the stone back. ever, the gnomes eventually built enough them, who had previously preached
Since its discovery, the tower has been ships to carry the forces on the dangerous openly, were lynched or driven from the
scouted and observed (from the air only) voyage. citadels. It was remembered as the great
many times. Fire creatures have been seen And dangerous it was. The trip alone night of the cleansing of the warrens.
assembled outside it. Reports sometimes to the Tower of Flame was the thing of ep- Other rumors also persist from the as-
come in of evil dragons landing on its ter- ics. Geysers of lava, nights lit by the glow sault on the tower. There are of course un-
races. There were even tales of men stand- of molten rock, attacks by creatures that substantiated accounts of great bravery
ing on its balconies. These could only rose from the magmaone by one ships and heroism on the part of fallen war-
have been wizards who used their sorcer- fell away. Some had their machinery fail, riors. Whether these are true or not is un-
ous powers to transport themselves there. others drifted away in the night, and fire important, as they give the people
Clearly these visitors were up to no good minions overwhelmed many more, but heroes. Of the other rumors, the two
purpose. Even before the wars with the the armada pressed on. After many per- most persistent are about the Grathanich
fire minions, the Tower of Flame had an ils, the Tower of Flame was sighted. and the mysterious stranger.
evil reputation. With the death commandos of the The Grathanich story is simple and
As the Gnomoi War got underway, the Company of the Dead in the lead, the thrives to this day. Supposedly the stone
gnome generals began considering plans fire-fleets made the final assault. Their was seen in the tower, usually said to be
to assault the tower. As best they could enemies were ready. The foul minions of set in an archway or balanced atop a slen-
tell, it was clearly the center of the fire Hitehs army were arrayed many ranks der pillar. It has been told so many times
minions domain. If it fell, the war might deep. At full power the ships of the fleet that people assume there must be some
be ended in one swoop. The problem was crashed into their lines, the dead gnomes truth to it. There is no evidence, no one
how to reach it. Its position in the center of the Company on the prows. Fiery can find an eyewitness, but people simply
of a lava sea did not make it easily accessi- hands reached from the flaming morass, point to the existence of the tower as
ble. Attempts were made to send flights grinding the unmeltable metal between proof that the magical stone of Reorx is
of gliders, but the journey was too long their claws. Flight upon flight of flaming there.
for most and the result was disaster. bolts filled the sky. Still, all the might of The second story is told less frequently,
A small team of wizards tried to tele- Hitehkels forces could not prevent the but has ominous undertones. According
port themselves and elite warriors into gnomes from reaching the tower. to some of the soldiers who reached the
the tower. Without accurate information But neither could the gnomes hold tower, there was a man, a human dressed
on their final destination, the team was their prize. A few hundred men reached in the robes of Hitehs priests, on one of
111
HITEHKEL
the uppermost floors of the spire. He was Careful inquiries by wizards using das, others say that he is Hiteh himself
seen directing and commanding all the magical means have sometimes revealed a manifesting his form in the world of the
forces of Hiteh. This has been verified by shadowy form, but the identity of this gnomes. No one knows for sure, but they
several eyewitnesses, although their de- stranger remains unknown. Some claim are convinced he is still alive.
tails sometimes differ. he is the high priest of Hiteh in all of Tala-
112
Official Game Accessory
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
PC Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Character Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Player Character Kits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Languages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Chaasi Mages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
Chaasi Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Credits
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regional distributors. Distributed in the United Kingdom by TSR Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D, BATTLESYSTEM, DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR
logo are trademarks owned by TSR, Inc.
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written consent of TSR, Inc.
©
l989 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
If you have read the Guide Book to Tala- ventures book. It is recommended that and weird magical devices to be found.
das, you will have noticed by now that it DMs have a copy of this last book since it These are left for you to provide, allowing
describes the peoples and cultures of a contains much information about the you to create ruins, magical orbs, long-
world, with descriptions that often go to world of Krynn in general. lost weapons, or whatever is needed for
great length and detail. There are details Taladas is not a generic place set within your adventures. The unique societies
about their dress, their lives, and many a nondescript world. Krynn, the planet of and their interactions here will provide
other important factors in their lives. the DRAGONLANCE saga, is a very par- you with many starting ideas for good ad-
Places, governments, cultures, and be- ticular place. If you are unfamiliar with ventures.
liefs are set out and explained, but there the conventions and background of
is no game material. These things are not Krynn, you should take the time to be-
mentioned at all in the Guide Book. come familiar with this unique world. In- P LAYER C HARACTER
The Guide Books purpose is not to formation can be found in the RACES
create a set of rules about Taladas or a DRAGONLANCE Adventures book,
group of little adventures against the The Mists of Krynn, The World of Krynn, In Taladas, players have more options
background of a new setting. It is describ- the module series (DL1-14 and DLE1-3) for player character races than they have
ing a complete world or, at least, many of and the novel series. had before. In addition to the normal as-
the more interesting features of it. As While these describe events, people, sortment of humans, elves, half-elves,
such, Taladas is not a collection of game and places from the other side of the dwarves, gnomes, and kender, Taladan
rules, character statistics, and monsters. world, there are many factors that remain characters can also be minotaurs, goblins,
It is a land filled with cultures and peo- constant throughout all of Krynn. These ogres, and bakali. Furthermore, familiar
ples. To give you the materials needed to include ancient history, the origins of dif- races have new and different attitudes,
create complete and unique adventures ferent races, the availability of certain and in the case of the gnomes, improved
that measure up to the standards of the metals, the effects of the moons on abilities. These new choices are best re-
adventures in Ansalon, the Guide Book magic, and the attitudes of the gods. In served for experienced players who are
describes more detail than may ever have addition, recent events that have oc- adept at role-playing the existing charac-
been seen in a single role-playing adven- curred on Ansalon (which is on the other ter races.
ture. The intention is to provide you, as side of the world) have repercussions Although characters can choose to be
the DM, with enough background infor- throughout the entire planet. Again, it is one of the new races listed in this book,
mation to create your own adventures set strongly recommended that you take the they are not required to do so. They can
against a well-developed backdrop. time to familiarize yourself with all of also choose to be one of the player charac-
Of course, there are rules and game in- Krynn before using this set. ter races listed in the DRAGONLANCE ®
formation you do need. These are given Taladas, however, is not Ansalon and Adventures book. Of course, many of
in this book, separate from the descrip- the differences are reflected in the Guide these characters are particular to the con-
tions of countries and people found in and Rule Books. Events and circum- tinent of Ansalon and so may be less than
the Guide Book. The material here in- stances (and thus character options) are common on Taladas. Special consider-
cludes new player character races, adjust- tightly scripted in the continent of Ansa- ations concerning each race are summa-
ments to classes to fit the world of lon; the War of the Lance dominates al- rized below.
Taladas, kits for creating customized most every aspect of the player characters
characters from the different peoples of lives. This is not the case in Taladas. Here,
FAMILIAR PC RACES
the world, BATTLESYSTEM rules ros- the War has had only an indirect impact.
ters and army information, encounter ta- Some events, such as the Flight of the Humans: Humans have no special
bles, and new monsters. Keeping these Gods, were felt throughout the world, considerations or limitations. They are
separate enables you to show players sec- but many, many others were of no con-
equally prevalent in both halves of the
tions of the Guide Book (to familiarize cern to the people of Taladas. Just what
world.
them with things their characters should ultimate effect the War of the Lance (and Dwarves: Player characters can choose
know), although you do not have to do its outcome) has on Taladas is left for you to be Scorned or Fianawar dwarves in ad-
this. to decide.
dition to the standard choices of moun-
In addition to new rules material, there Unlike the information published for
tain or hill dwarf. These latter two are
is also information on adapting some of Ansalon, the materials here concentrate
uncommon throughout Taladas, found
the existing rules to the special conditions on the cultures and societies of Taladas in small, widely scattered communities or
of Taladas. These include rules found in and less on the fantastic sights and magic.
in foreigner (Ansalon) quarters in the
the AD&D® 2nd Edition Players Hand- To be sure, many of the societies de-
major ports of the League. Gully dwarves
book, the 2nd Edition Dungeon Masters scribed are fantastic in their own right,
are not native to Taladas and it is doubt-
Guide, and the DRAGONLANCE ® Ad- but there are many other wondrous places
2
INTRODUCTION
ful that anyone (certainly not the mino- they keep to themselves and seldom leave kali do not possess infravision. They pos-
taurs) would see any benefit in shipping their own territories. To others they seem sess a special nictating membrane that
them to Taladas to plague the inhabitants savage and bloody-minded, and they are can quickly shield their eyes from harm.
of that continent. usually portrayed as crueler than they re- Thus, they gain a + 1 bonus to all saving
Elves: The majority of elves in Taladas ally are. Although this attitude is too sim- throws that involve blinding or dazzling
are from the Elf Clans and Silvanaes with ple a stereotype, it is not entirely of the eyes.
smaller numbers of Hulderfolk and unwarranted; the bakali, as a race, have Because of their sturdy and muscular
Chaanii. There are very few elves like no qualms or particularly strong moral frames, all bakali gain a + 1 bonus to
those found in AnsalonSilvanesti, compunctions against violence, although their Strength and Constitution scores.
Qualinesti, or Kagonesti. Those that do individuals may hold more tolerant or However, their lack of education and ap-
appear have all arrived from overseas. peaceful views. pearance give them a -1 penalty to their
Kender: Kender are very rare on Tala- The stereotype is reinforced by their Intelligence and Charisma.
das and the majority of those known are dislike of strangers, humans in particular.
from the Marak region and are thus not a The bakali have had bad relations with Gnomoi
race well-loved by most others. However, the Swampers for several centuries. Con-
there are small groups of kender who re- sequently they have their own stereotypes The gnomoi are one of the two main
tain attitudes similar to their Ansalon about humans-greedy, lying, thieving, branches of gnomes found in Taladas, the
cousins. In addition, their natural curios- and murderous scoundrels. Few humans other being the minoi. (The abilities and
ity has prompted many of this race to are befriended by the bakali. limitations of the minoi are described in
travel to distant lands, Ansalon included. Although they may be frequently hos- the DRAGONLANCE ® Adventures
tile to humans, the bakali are not without book under the description of tinker
NEW PC RACES honor. They have long memories, re- gnomes.) In appearance, the gnomoi
membering both the good and ill done to (and the minoi) are no different from the
Bakali them. They treat others as others treat standard gnome description. What dif-
them. If a man is fair and honorable, ferences that do exist are variations ac-
The bakali are a race of lizard men even if he is an enemy, the bakali treat cording to region and clan. Indeed,
found in the vast expanses of Blackwater him with the same respect. gnomoi and minoi are physically identi-
Glade. Though savage, brutal, and un- They place great store in friendships cal.
educated, they are not unintelligent. In- and alliances, among their own kind and Mentally it is quite another matter.
deed, they are cunning and quick to with other races. If an outsider manages The gnomoi are true gnomes. Unlike
learn, although they do have their limita- to befriend a bakali, the bond will last the minoi (many of whom became the
tions. Magical arts are beyond them and until the trust is betrayed. tinker gnomes of Ansalon), the gnomoi
the power of their priests are limited by The bakali are also courageous, having are more organized and logical, traits that
their savage lizard godSiarrlas the no fear of death. Theirs is a courage, how- result in greater success for their inven-
Scaled One (Chislev). Bakali can be fight- ever, that does not cause them to charge tions and devices. However, logic and or-
ers or clerics (to Chislev). No other op- foolishly forward. They do not fear death ganization still do not mean practicality.
tions are available to them. but they do enjoy life. Although savage, While the gnomoi can build devices that
Bakali range in height from six to eight they are not stupid. Indeed, they are par- function correctly (as opposed to the di-
feet and are correspondingly strong and ticularly skilled at war. Using deception, sastrous results of the minoi), they do not
muscular. Their hides range in color from ambushes, and even retreats are not cow- necessarily build things more useful or
yellow-green to mottled brown and are ardly acts if the situation calls for it. Any- sensible. All gnomes, the gnomoi in-
heavily plated, much like those of croco- thing associated with war-in victory or cluded, have an inordinate love of devices
diles. They have long, powerful tails that defeat-is considered courageous. and constructions to the point where they
they can lash about. A dorsal ridge runs The bakali dwell in the warm waters of will overbuild a device-simply to make
the length of the spine, starting at the Blackwater Glade. Although they are it better.
back of the skull and finally disappearing warm- blooded, the bakali are vulnerable Gnomoi player characters can choose
about halfway down the tail. Their hands to cold and suffer 1 extra point of damage to be fighters, clerics (or priests), illusion-
and feet have vestigial claws, menacing- per die of damage caused by cold-based ists, thieves, and tinkers. In addition,
looking but not effective in combat. The attacks. Their tough hides serve as natural they can be fighter/illusionists or
hands and feet are webbed and the talons armor, such that an adult has a skin equal fighter/thieves.
of the hands are used like fingers. to Armor Class 7. Bakali have a basic Gnomoi have all the powers and abili-
The bakali are distrustful and suspi- movement rating of 9. Quite naturally, ties of standard gnomes, including the
cious by nature. More than most races all bakali are powerful swimmers, able to Constitution bonus, infravision, and de-
move equally well on land or water. Ba- tection abilities. In addition, the gnomoi
3
INTRODUCTION
are more adept as tinkers (described in level. Their saving throws are equal to a Goblins
the DRAGONLANCE ® Adventures priests of the same level.
book). When playing a gnomoi tinker, Gnome Devices: While the strictures In the words of the theologian and
the following modifications should be of size and redundancy still hold true for scholar Camoen of Kristophan, the gob-
made to the class. the gnomoi, that concerning complexity lins are one of the ...four ill-favored
is not quite the same. While the gnomoi races, created by the gods to teach men
Technologies: Gnomoi technologies do build devices more complex than humility. Where man stands straight,
consist of the following: needed, their inventions work-though they stand crooked. Where mans voice is
Aerodynamics Mathematics admittedly in a roundabout and complex clear, they bark in the tongue of animals.
Architecture Mechanics fashion. When determining the com- While the learned man aspires to clarity
Ceramics Metallurgy plexity of an item, halve all complexity of thought, the ill-favored are naught but
Chemistry Optics modifiers for those items designed solely beasts. Thus are men raised by the grace
Communication Perpetual Motion by gnomoi characters. (Unfortunately, of the gods above these kinds. Although
Hydraulics Pneumatics minoi assistance tends to result in unwar- a fine moral lesson for mankind, this is
Hydrodynamics Sonics ranted improvements.) hardly a sentiment the goblins share.
Kinetics Thermodynamics When the die is rolled to see if the in- Contrary to the low expectations and
Magnetics Transportation vention is successful, a gnomoi inventor opinions of the civilized races (human,
adds 1 to the die roll for every point of In- elf, dwarf, kender, and gnome), goblins
Master Craftsgnome: Only one master telligence he has above 10. Thus, a 14 In- are a fairly advanced and civilized group.
craftsgnome can be found per profession telligence tinker gains a +4 bonus to all They have recognizable cultures and have
instead of just per colony. success die rolls. The inventor must be learned most, if not all, skills of the
Proficiencies: The gnomoi are not as the sole builder. If he is not the sole world. However, there is no denying the
hapless at the non-weapon proficiencies builder, but was the head of the project, bestial side of their nature and this ham-
they learn, and so do not have any pen- only half the normal modifier is used pers their development and advancement
alty when these are used. (fractions rounded down). in the adventuring classes.
THAC0 and Saving Throws: All tin- Goblins can be fighters, rangers,
kers fight equal to wizards of the same priests, and thieves. In addition, they can
4
INTRODUCTION
be multi-class characters, combining the in height, not only do they overawe oth- more difficult for them to master.
thief class with any other allowed. Al- ers with their physical presence, but, ac- Minotaurs of Taladas are commonly
though they tend to excel as thieves and customed to command, they radiate fighters and, somewhat less frequent, are
do well as fighters, they lack the calm pa- auras of leadership and authority. rangers, wizards, and priests. Rarest of all
tience needed to rise to high levels as They are supremely confident in their are the minotaur paladins, champions
rangers or priests. own abilities and destiny, so much so that who do more than just fight cases, but
Being small of stature, goblins cannot they treat others with arrogance and con- who have taken up the cause of justice
use weapons that are of large or greater tempt. They do not apologize for their and fight only for cause of right and
size. Their eyes are sensitive to bright own greatness and indeed seek to impress good.
sunlight, causing them to have a - 1 pen- it upon all others at any opportunity. This Taladan minotaurs gain a + 1 bonus to
alty to their attack roll. The same sensitiv- overbearing attitude quickly becomes in- all surprise rolls, a product of their natu-
ity gives them infravision, allowing them sufferable to others, but is made worse by ral cunning and sharp senses. They have
to see 60 feet in total darkness. They can the fact (especially within the lands of the infravision to a range of 60 feet. They are
note new construction and large stone- League) that, more often than not, they immune to maze spells and have direc-
work traps on a roll of 1 on 1d4. Possibly are right. They do have more power, both tion sense (1-4 on 1d6).
because they inured themselves to filth physical and political, than most other Unlike their brutish cousins in Ansa-
and decay by living in it, all goblins gain groups in the world. lon, Taladan minotaurs are slightly less
a + 1 bonus to their saving throws when Yet their insufferable pride is the also tough and more personable. Their ability
resisting any type of disease, normal or the source of one of their saving graces-a scores are adjusted with a + 1 bonus for
magical. finely-honed sense of nobility. Secure in Strength and Charisma and a -1 penalty
While not as animalistic or crude as the knowledge that they are superior, for Wisdom and Intelligence.
most other races portray them, goblins minotaurs have developed a strong sense
are far from saints. Few, if any, of their of correct (not right or wrong) behavior Ogres
race are ever good, the majority being un- that only the truly superior can afford.
concerned about the sufferings and woes They remember their debts and obliga- Ogres are the second of Camoen of
of others. They have no love of other hu- tions and understand perfectly their sta- Kristophans ill-favored races (the
manoids, good or evil, although their dis- tus in society. They feel little challenge to third and fourth being the hobgoblins
like becomes most passionate with their position from other races and so can and yaggol). They are a hulking and
gnomes, dwarves, and elves. The power tolerate and even elevate others to high withdrawn race, near-giants who go to
humans can wield awes them, but the foi- rank with only a touch of condescension. great efforts to keep to themselves.
bles and weaknesses of the race (compas- Although cunning and clever, mino- Stronger than even the mighty minotaurs
sion, kindness, and mercy; traits not taurs are trustworthy to those who have and more dull-witted than goblins, ogres
often displayed by the other races) they earned their respect. At the same time, are little more than muscle- bound, ill-
scorn. Ogres, while certainly respected they are masters at feigning interest and tempered brutes.
for their power, are considered to be dolts loyalty to those they are forced to follow Standing over nine feet in height,
and brutes. Of all the races, minotaurs but hold in low regard. Indeed, they are ogres are ugly by everyones standards but
evoke the most respect from goblins, as more devious and dangerous to their own their own. Their skins are warty and blot-
the bull-men combine power and ruth- kind, where the whims of fate can some- ched with ugly marks. Hair sparsely grows
lessness. To ease their envy, goblins point times overturn the proper order of things, on their scalp in long, generally greasy
out that minotaurs are disfigured by the than to the members of other races, who locks. The nails of their toes are long, al-
heads of oxen and cows. Indeed they find only gain respect by earning it. The Em- most like talons, and are perpetually
this a useful insult for irking the elitist peror of the League may be a weakling, cracked and filthy.
minotaurs. but until he is challenged he is still the Ogres have very limited understand-
Small in stature, goblins suffer a -1 Emperor and must be given a show of re- ings of things, particularly magic and
penalty to their Strength score. At the spect. A brave human warrior, on the faith. Indeed, hunting and fighting are
same time, they are quick (and habitually other hand, has first to prove himself. the only things they are noticeably skilled
larcenous) and so gain a + 1 bonus to Minotaurs are scrupulously and cold- at. Thus, ogres can be only fighters, al-
Dexterity. bloodedly just (although they are as sus- though they can rise to high levels in that
ceptible to corruption as anyone else). By class.
Minotaurs nature, minotaurs are a physical people, Ogres, because of their sheer size and
less interested in the pursuits of the mind mass, gain a + 2 bonus to all damage
Of all the races in Taladas, none are than those of the sword. Still, they are not rolls, in addition to all modifications for
more feared and respected than the so foolish as to neglect the awesome Strength and Dexterity. They have infra-
minotaurs. Standing seven feet or more powers of magic, although it is somewhat vision to 60 feet and a movement rating
5
INTRODUCTION
Racial Ability Requirements for New Races* rangers. Elves also find themselves lim-
ited in this regard.
Ability Bakali Gnomoi Goblin Minotaur Ogre Paladins: Since the Flight of the Gods,
Strength 7/18 6/18 3/17 8/18 10/18 paladins are few and far between. For
Dexterity 3/18 3/18 5/18 3/18 3/15 centuries, the few that appeared were fol-
Constitution 8/18 8/18 3/18 8/18 3/15 lowers of Mislaxa. Now, with the gradual
Intelligence 3/17 6/18 3/18 6/18 3/12 return of other gods, there are a few pala-
Wisdom 3/17 3/18 3/17 3/18 3/14 dins of the other good gods.
Charisma 3/15 3/18 3/16 3/18 3/16 Knights of Solamnia: Except for those
rare individuals who crossed the oceans
* The format is minimum/maximum. from Ansalon to Taladas, there are no
Knights among the people of the land.
Racial Class and Level Limits for Taladas Wizards: Virtually all wizards,
whether mages or specialists, are rene-
Class gades by the standards of Ansalon. Al-
Race Bd Pr Ftr Mage Pal Rng Th Ti though Taladas is bound by the phases of
Bakali 7 12 the three moons, its more primitive state
Dwarf, Finawar 7 5 15 12 has prevented the adoption of the con-
Dwarf, Scorned 12 15 9 12 ventions or restrictions represented by the
Elf, Chaasii 10 12 15 9 6 Towers of High Sorcery in Ansalon.
Elf, Clan (Elf/H-Elf) 9 13 15 12 9 This does not mean that Taladan wiz-
Elf, Hulderfolk 8 10 15 12 ards can do however they please. Each
Gnomoi 9 11 15 13 U wizard, whether a mage or specialist,
Goblin 6 9 7 15 must choose one of the moons to guide
Human U U U U U U U his path. Each choice has ethical restric-
Kender 4 12 5 5 15 tions and consequences and is aligned to
Kender, Marak 6 10 5 15 one of the three gods of alignment
Minoi 6 5 good, neutrality, or evil.
Minotaur 10 16 12 9 3 The moon of good (Solinari in Ansa-
Ogre 16 lon) is known as Solais to the people of
the League, but has other names to dif-
ferent people throughout the world
of 9. They can handle large weapons eas- Soranus, Amekht-Mul, Ilman-Solri, and
ily with a single hand. CHARACTER CLASSES Sokilrandimiquarthol (in the language of
Typically strong and hearty, ogre player the gnomes). From it is believed to come
characters gain a + 2 bonus to their For players familiar with the world and
the powers of the good wizards (whether
Strength and Constitution ability scores. characters of Krynn, not every character
they be lawful, neutral, or chaotic).
Equally renowned for their dull wits and type is found upon the continent of Tala-
Lunais (the goddess Lunitari in Ansa-
clumsiness, ogres suffer a -2 penalty to In- das. Some are unique to Ansalon, partic-
lon) is the aspect of neutrality, as she is
telligence and a -1 penalty to Wisdom ularly those described in the
known in the League. In the other lands
and Dexterity. DRAGONLANCE ® Adventures book.
she is Yergas the Goddess of Night, Luita,
The place (if any) of each character class
or Anasjovheerthol. She is the dispenser
Racial Adjustments for New Races from that book and the Players Hand-
of magical skill and might to the wizards
book is summarized below.
of neutrality.
Race Adjustment Fighters: Except for the attitudes held
Finally, there is Angomais (Nuitari in
by different cultures, this class is un-
Bakali +l Str, +l Con, Ansalon), the evil god of the Dark Moon.
changed. Indeed, given the wild and war-
-1 Int, -1 Cha His names are few in Taladas-Neith,
like nature of the people, fighters are
Gnomoi + 1 Int, -1 Wis Malkari, and Kaasromermagastholand
quite common.
Goblin + 1 Dex, -1 Str spoken only in secret whispers. He is the
Rangers: Rangers do appear, though
Minotaur + 1 Str, + 1 Cha, master and fountainhead for those wiz-
not in the numbers found among the
-1 Wis, -1 Int ards of evil and dark sorceries.
people of Ansalon. Dwarves, long sepa-
Ogre +2 Str, +2 Con, Although the wizards are not divided
rated from the stock of Ansalon, have
-2 Int, -1 Wis, -1 Dex into the orders of Ansalon, each is af-
never developed the skills needed to be
fected, upon attaining 4th level, by the
6
INTRODUCTION
phases of his chosen moon. The phase not be able to cast a 4th-level spell (as a moon, you must note its phase and any
and alignment of the moon can increase 7th-level wizard would) because he has alignment. When the moon is waxing,
or decrease the potency of a wizards not yet learned any 4th-level spells and put a + in the appropriate space. If the
magic. The effects of the different written them in his spell book. moon is waning, put a - (minus sign) in
moons, according to their phases and po- The benefits of various lunar align- the space. If the moon is full, write a capi-
sitions, are showed by the Moon Phase Ef- ments affect only those wizards who fol- tal S, L, or A. If it is a new moon, leave
fects and Moon Alignment Effects Tables. low the given moons. Thus, when Solais the space blank. To note the alignments
These are reprinted from the and Lunais align, the beneficial effects of the different moons, circle the symbols
DRAGONLANCE ® Adventures rule are felt only by good and neutral wizards. (or absence of them) for those moons in
book for your convenience. (High and The effects of the lunar phase and align- conjunction. The different moons are
Low Sanction are not used in Taladas to ment are cumulative. If Solais and Lunais considered to be in conjunction if a line
identify full and new moons.) align and Lunais happens to be full, the drawn from the center of the wheel passes
neutral wizard would gain a + 2 bonus to through the spaces they both occupy.
Moon Phase Effects Table saving throws and level and a + 3 to addi- If it has been some time since you last
tional spells, while the good wizard played (or if the characters have rested a
Moon Saving Add. Effective
would gain a + 1 bonus to all three cate- long, undetermined amount of time be-
Phase Throw Spells Level
gories. tween adventures), it is not necessary for
New moon -1 0 -1
Determining Lunar Position and you to calculate the exact position of each
Waxing 0 +1 0
Alignment: The relationship of the three moon since the last adventure. You can
Full +1 +2 +1 *
moons of Krynn is important to the simply reset the Lunar Display Wheel by
Waning 0 0 0
powers of all wizards in your game; there- randomly determining the position of
fore it is necessary for you to track the per- the moons once again.
* This benefit is gained only by wizards
iods of each on the Lunar Display Wheel Priests: All clerics of Taladas must fol-
of 6th level or greater who also have an
(Note: This wheel replaces the Moon low one (and only one) of the gods of
Intelligence of 15 or more.
Tracking Chart found in the Krynn; however, which is the true god (or
Moon Alignment Effects Table DRAGONLANCE ® Adventures rule goddess) and who are the true priests is a
book for purposes of adventures in Tala- very confused and acrimonious subject.
Saving Add. Effective das.) As you track them, you can record Prior to the Flight of the Gods, priests
Alignment Throw Spells the important information on the Lunar had open and obvious proofs of the
S with L +l +l +1 Cycle Record Sheet. strength of their faith and their worth to
L with A +l +l +1 To determine the position for each the deities. This all changed when the
S with A +l 0 0 moon, roll 1d8 and place a marker on gods left Krynn. Suddenly, anyone could
All Three +2 +2 +1 that space of the appropriate track. This is claim to be a pipeline to the truth and
the beginning position for that moon. there was no proof that they were not
S = Solais (Solinari), L = Lunais Lunais uses the innermost track, Ango- what they claimed. Men (and others) of
(Lunitari), A = Angomais (Nuitari) mais has the middle track, while Solais little faith but much ambition and cha-
occupies the outer track. After locating risma became priests, preaching the ten-
The saving throw category lists the the starting position for each moon, you ets of a god, o f t e n t w i s t e d a n d
modifier applied to all saving throws can either keep the display set up where manipulated to their own ends.
rolled by the affected wizard. It has no ef- you can see it during play or you can re- Ever since the Flight, the gods have
fect on the saving throws of spells cast by cord the lunar cycles in advance on the been slowly returning to Taladas. Some
the wizard. Lunar Cycle Record Sheet. To do the lat- have been dismayed and disgusted by the
Additional spells gained by the wizard ter, note the appropriate information for actions taken in their name. Other gods
can be selected from any level of spell the alignments and phases in the spaces on have been pleased and delighted, partic-
wizard is allowed to cast. the form. Set up the Lunar Display ularly those that revel in evil and chaos.
The effective level modifier increases Wheel, record the information for that To right these wrongs, the good gods in
the affected wizards level only for those day, then advance the tracks one day and particular will bestow powers upon those
spells he already knows. This applies to note the new information. Do this until souls who are deserving by their piety and
number of spells, range, and effect. It you have sufficient information for the faith. Often this is can be quite a surprise
does not allow the character to cast spells planned adventure. to the person summoned to the calling!
he does not know (because he has not at- On the form, each moon has a separate Taladan priests, with their spheres of
tained the appropriate level through line and is divided into columns. The spells and granted powers, are described
earned experience). Thus, a 6th-level date can be written in the space at the top in the Character Kit section (starting on
wizard who gained a bonus level would of the column. For each day and each page 8. In addition, there are a few clerics
7
INTRODUCTION
belonging to the Holy Order of the Stars and excitement for your players. The as simple as prejudices or can be more
from Ansalon. While these priests are few player whose character is a Uigan fighter complicated restrictions. Elf Clan war-
and far between, they are most often has a more interesting character than just riors find it difficult to control their sav-
found (when found at all) among the cit- a fighter. The character who is a fighter/ agery, which is both a blessing and a
ies of the Minotaur League. mage jungle elf is much more than an or- curse. Glass Sailors found outside their
Thieves: No matter how good their in- dinary fighter/mage. lands are outcasts from their people. The
tentions, it seems that all societies man- Because of the nature of the game, Scorned Dwarves suffer in the bright
age to produce fellows of less- player character classes alone are not open spaces of the surface world.
than-honest intent. Thieves are found suited to modeling different cultures. A In the pages that follow, the more
everywhere, but not always with the same Uigan fighter is different from a mino- common character types of the different
range of abilities and skills. Sample taur champion, but both are still basically lands are presented as completely pre-
thieves are described in the Character fighters. However, the skills, attitudes, pared kits. Each is given on a half page as
Kits. choice of weapons, and even fighting a ready-to-use character sheet. You can
Thieves are not all robbers and scoun- styles of the two may be very different. To photocopy those sheets that you need for
drels however. This is particularly true make these differences clear, DMs and personal use. Not every possible combi-
among the nomadic clans. Among the players are strongly urged to use the nation of character class is given and cer-
horsemen in particular, they take on the Character Kits that follow. tainly others are possible, within the
roles of scouts and spies. Although they The Character Kits are not new charac- limits of race and ability. However, to get
have the full range of thieving abilities, ter classes. At the core of each, the charac- the full effect of role-playing in Taladas,
they place greater importance on stealth ter is still basically a fighter, wizard, thief it is strongly recommended that you use
and observation than on pick-pocketing or whatever. However, the kits allow char- these kits when creating characters from
and robbery. Sample scouts are described acters, identical in class but from differ- the new continent.
in the Character Kits. ent cultures, to have special abilities and Each kit provides space to note your
Bards: Bards, whether they are singers, knowledge appropriate to their back- characters ability scores, saving throws,
musicians, poets, or story- tellers, are ground. Thus, characters from the Uigan and proficiencies. In addition, each kit
found in almost every culture, except for people are assumed to be skilled riders, lists the special rules needed to model the
the most dull-witted and brutish. while those of the Payan Mako can handle culture. Finally, there is a brief descrip-
small boats. The Uigan would favor the tion of the appearance and attitudes of
short bow and lance; the Payan Mako the the people of that culture.
PLAYER CHARACTER spear and club. These are only some of Each character type is laid out on half
the minor differences that distinguish of a player character record sheet. Placing
KITS background. More significant abilities are a sheet of paper below the entry for the
One feature of Taladas is the wide variety also possible. kit allows you to photocopy a complete
of different customs, beliefs, and atti- Just as characters of particular lands page (with a suitable blank area beneath
tudes of the people. Role-playing these may gain certain advantages, they may the kit). You may photocopy for personal
characters should be part of the newness also acquire disadvantages. These may be use only, however.
8
PLAYER CHARACTER KITS
Alignment
Uigan Fighter Paralyze/
MOVEMENT Poison
Race: Human Sex: Male Homeland: Tamire
Rod, Staff,
ABILITIES Base Rate or Wand
Hit Dmg Wgt Max Op B B/
STR Prob Adj Allow Press Drs LG HIT POINTS Petrify/
Polymorph
Rctn Missile Def
DEX Adj Att Adj Adj
ARMOR
Breath
Sys Res Pois Regen
Weapon
CON Adj Shk Sur Save
No of Spell Lrn Spells/ Spell AC
INT Lang Lv1 Sp Level Immun Modifier Spells
Mag Def Bonus Spell Spell
WIS Adjus Spells Fall Immun
Max No Loy Rctn
CHR Hench Base Adj
Proficiencies/Skills/Languages
Uigan warriors are accomplished horsemen, relying on speed and the striking power of Animal Handling (-1/Wis) ( / )
their bows instead of the protection of armor and the might of the sword. Uigan fighters
must have a Strength of 9 or better and a Dexterity of 8 or better. Height is 60 + 1d10 Direction Sense (+1/Wis) ( / )
inches.
All Uigan fighters have tattooed cheeks and foreheads. Traditionally they shave their Riding, Horse (+3/Wis) ( / )
heads, except for a single lock on the left side. Tribal clothing includes woolen tunics,
pantaloons, and pointed cap. Uigan (0/Int) ( / )
A Uigan fighter begins with the following equipment: padded armor, composite short
bow, quiver of arrows, knife, and horse and saddle. Weather Sense (-1/Wis) ( / )
Starting cash is limited to 1d6 worth of steel pieces.
Each Uigan is associated with a particular family. Unless he has committed a crime, he ( / ) ( / )
can live with his family and so have his daily needs-food, lodging and clothing-taken
care of. ( / ) ( / )
A Uigan warrior cannot initially choose the following proficiencies: agriculture, car-
pentry, mining, seamanship, stonemasonry, reading/writing, forgery, charioteering, or ( / ) ( / )
mountaineering.
Alignment
Uigan Jijin Priestess Paralyze/
MOVEMENT Poison
Race: Human Sex: Female Homeland: Tamire
Rod, Staff,
ABILITIES Base Rate or Wand
Hit Dmg Wgt Max Op BB/
STR Prob Adj Allow Press Drs LG HIT POINTS Petrify/
Polymorph
Rctn Missile Def
DEX Adj Att Adj Adj
ARMOR
Breath
HP Sys Res Pois Regen
Weapon
CON Adj Shk Sur Save
No of Spell Lrn Spells/ Spell AC
INT Lang Lv1 Sp Level Immun Modifier Spells
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No. Loy Rctn Animal Handling (-1/Wis) ( / )
CHR Hench Base Adj
Dancing (0/Dex) ( / )
The clerics of Jijin (Chislev) are all female. By tradition, they wear white robes and
caps. The caps are topped with black horse-tail plumes. The average height of these Elf, Tamire (0/Int) ( / )
priestesses is 60 + 1d6 inches.
True priestesses (with spell powers) are rare. Characters must have a Wisdom of 12 or Herbalism (-2/Int) ( / )
greater. Those who qualify must be neutral good to receive the blessing of Jijin.
Priestesses of Jijin receive the granted power of animal empathy from their goddess. Local History (0/Cha) ( / )
This is identical to the rangers power as explained in the 2nd Edition rules. In addition,
all priestesses are skilled riders, gaining a further + 2 bonus to all riding proficiency Religion, Jijin (0/Wis) ( / )
checks. Priestesses of Jijin have major access to the following spheres: All, Animal, Sum-
Riding, Horse (+3/Wis) ( / )
moning, and Weather. They have minor access to the Divination and Plant spheres. The
priestesses are not warlike and are limited to leather armor. They can use staffs, clubs,
Singing (0/Cha) ( / )
short bows, knives, daggers, and lances.
Priestess cannot initially choose the following proficiencies: carpentry, mining, sea- Uigan (0/Int) ( / )
manship, engineering, charioteering, and mountaineering.
9
PLAYER CHARACTER KITS
Alignment
Uigan Quuan Priest Paralyze/
MOVEMENT Poison
Race: Human Sex: Male Homeland: Tamire
Rod,Staff,
ABILITIES Base Rate or Wand
Hit Dmg wgt Max Op BB/
STR Prob Adj Allow Press Drs LG HIT POINTS Petrify/
Polymorph
Rctn Missile Def
DEX Adj Att Adj Adj
ARMOR
Breath
HP Sys Res Pois Regen
Weapon
CON Adj Shk Sur Save
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun Modifier Spells
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn
CHR Hench Base Adj
Proficiencies/Skills/Languages
Quuan priests are all followers of Quuan the Warrior (Kiri-Jolith) who, like the other Astrology (0/Int) ( / )
gods, has only recently returned powers to his faithful. Quuan priests must be both
strong (9 Strength minimum) and wise (9 Wisdom minimum). The priests must be good Lance ( / ) ( / )
in alignment. Unlike other warriors of the Uigan, the priests do not shave their heads.
They wear heavily quilted robes, equivalent of padded armor. They stand 60 + 1d10 Local History (0/Cha) ( / )
inches in height.
Quuan priests receive the granted power to bless weapons. The ritual takes an entire Religion, Qu'uan (0/Wis) ( / )
night and when done, gives the weapon the properties of a + 1 weapon for both attack
and damage rolls. The blessing lasts until sundown of the next day. One weapon (or five Riding, Horse (+3/Wis) ( / )
arrows) can be blessed for every level of the priest.
Quuan priests have major access to the All, Combat, Divination, Guardian, and Pro- Short Bow ( / ) ( / )
tection spheres. They have minor access to the Creation sphere. They may use only leather
armor but can wield any weapon. Uigan (O/Wis) ( / )
The priests cannot initially choose from the following proficiencies: carpentry, mining,
seamanship, stonemasonry, charioteering, or mountaineering. Quuan priests can choose ( / ) ( / )
proficiencies from the General, Priest, and Warrior groups at no penalty.
CHR
Max No
Hench
Loy
Base
Rctn
Adj
Proficiencies/Skills/Languages
Animal Handling (-1/Wis) ( / )
Warriors of the Elf Clans are a wild and dangerous group. The warriors are expert horse-
men, even better than the Uigan. Like their neighbors, they are skilled with the bow and Elvish, Tamire (0/Int) ( / )
lance. In addition to the normal elven or half-elven requirements, Elf Clan fighters must
have a Constitution of 9 or better. Elf warriors are 60 + 1d6 (males) or 1d4 (females) Riding, Horse (+4/Wis) ( / )
inches in height. Warriors do not have any starting money.
Elf clan warriors (of all types) can attempt to enter a trance-like state of berserk frenzy, Uigan (0/Int) ( / )
the saqul idre. The character can attempt to enter this by spending an hour in prepara-
( / ) ( / )
tion, then rolling a successful saving throw vs. death. If connected to an emotional event,
the check is modified by a + 2 bonus. The frenzy lasts for 1d3 hours. During this time the ( / ) ( / )
elf gains a + 2 bonus to attack and damage rolls. However, during this time, all non-elf
(or half-elves) will be attacked, even if known to the character. At the end of the frenzy, ( / ) ( / )
the elf loses 1d4 hit points from exhaustion.
Elf warriors cannot initially chose from the following proficiencies: agriculture, min- ( / ) ( / )
ing, stonemasonry, reading/writing, forgery, charioteering, mountaineering, and gem
cutting. They gain an additional + 1 bonus to all riding checks. ( / ) ( / )
10
PLAYER CHARACTER KITS
Alignment
Elf Clan Wizardress Paralyze/
MOVEMENT Poison
Race: Elf or Half-Elf Sex: Female or Male
Clan: Homeland: Tamire Rod,Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op BB/ H I T P O I N T S Polymorph
STR Prob Adj Allow Press Drs L G
Dancing (0/Dex) ( / )
The wizardresses of the Elf Clans are almost entirely female, although there are a few
rare males (who are treated as females in all respects, including title). Their only distinc- Elf, Tamire (0/Int) ( / )
tion from the warriors of the clan is that they do not wear the arms and armor of warriors.
They stand 60 + 1d6 (male) or 1d4 (female) inches in height. Elf, Ancient (0/Int) ( / )
Wizardresses are invariably specialists, particularly in the fields of transmutation and
enchantment. Transmuters must have at least a 15 Dexterity, while enchanters require a Goblin, Ilquar (0/Int) ( / )
16 Charisma. Each wizardress is trained communally by the others of the clan. Thus, no
wizardress has a single mentor. Singing (0/Cha) ( / )
Spellcraft (-2/Int) ( / )
Uigan (O/Int) ( / )
11
PLAYER CHARACTER KITS
Alignment
Goblin Fighter/Thief Paralyze /
MOVEMENT Poison
Race: Goblin Sex: Male
Homeland: Ilquar Mountains Village: Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn ( / )
Animal Lore (0/Int)
CHR Hench Base Adj
Blind-fighting (/) ( / )
Short, squat and ugly, the Ilquar goblins are nonetheless intelligent and clever. Nearly
all are fighters and many also tend to thievery. To be a fighter/ thief, the character must
Goblin, Ilquar (0/Int) ( / )
have a 9 or better in Strength and Dexterity.
Ilquar thieves are limited in their experience. Initially, characters have no ability to
Hunting (-1/Wis) ( / )
open locks or find and remove traps. The other skills can be learned once the character
broadens his range of knowledge. They are clumsy climbers (-10% initial adjustment)
Mining (-3/Wis) ( / )
but good at moving silently (+5%) and hiding in shadows (+5%).
Set Snares (-1/Dex) ( / )
Stonemasonry (-2/Str) ( / )
Tracking (0/Wis) ( / )
Alignment
Goblin Shaman Paralyze/
MOVEMENT Poison
Race: Goblin Sex: Male Homeland: Ilquar Mountains
Rod, Staff,
ABILITIES Base Rate or Wand
Religion (0/Wis) ( / )
Spellcraft (-2/Int) ( / )
12
PLAYER CHARACTER KITS
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn (0/Int)
Alan-Atu ( / )
CHR Hench Base Adj
Tracking (0/Wis) ( / )
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn Alan-Atu (0/Int) Singing (0/Cha)
CHR Hench Base Adj
Ancient History (-1/Int) Uigan (0/Int)
The bards of the Alan-Atu are more than just entertainers. The bards serve the moun-
tain shepherds as advisors, filling the role normally occupied by priests. Because of this, Artistic Ability (0/Wis) ( / )
Alan-Atu bards must have a Wisdom of 12 or greater, in addition to the other bard pre-
requisites. Dancing (0/Dex) ( / )
Alan-Atu bards learn the songs of their people, sung to the accompaniment of the
drum. Although not specialists in magic, they can learn only those spells from the schools Elf, Tamire (0/Int) ( / )
of abjuration, enchantment/charm, greater divination, and illusion /phantasm. With
these they advise chieftains and entertain merrymakers. Etiquette (0/Cha) ( / )
Compared to normal Alan-Atu, bards deal more with outsiders, so they have no reac-
Goblin, Ilquar (0/Int) ( / )
tion penalty when dealing with strangers. Like warriors, they begin play with a medium
shield, leather armor, and shildor.
Heraldry, Alan-Atu (0/Int) ( / )
13
PLAYER CHARACTER KITS
Alignment
Ice People Warrior Paralyze/
MOVEMENT Poison
Class: Fighter or Ranger Race: Human
Sex: Male Homeland: Upper Panak Desert Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP SYS Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Rctn
Loy Animal Handling (-1/Wis) ( / )
CHR Hench Base Adj
Alignment
Makou Paralyze/
MOVEMENT Poison
Class: Wizard Race: Human
Sex: Male or Female Homeland: Upper Panak Desert Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
lmmun
Proficiencies/Skills/Languages
Max No Rctn Ancient History (-1/Int)
Loy ( / )
CHR Hench Base Adj
Auric (0/Int) ( / )
Among the Ice People of the far north, the makou are important advisors and de-
fenders of the tribe. Although wizards, the makou act as tribal shamans and have bor- Fishing (-1/Wis) ( / )
rowed many of the rituals of the old tribal shamans, who were driven out long ago. With
their limited ability, they act as healers and seers for the community. Panak (0/Int) ( / )
Unlike other wizards, makou can use spears, although they are still restricted in armor
selection. They cannot be specialists and must add 2 to the casting time of all spells, since Singing (0/Cha) ( / )
their shamanistic trappings have added many unnecessary steps to the casting process.
Makou cannot initially learn agriculture, blacksmithing, mining, or herbalism profi- Survival, Arctic (0/Int) ( / )
ciencies.
( / )
( / )
14
PLAYER CHARACTER KITS
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Rctn Blind-fighting ( / )
Loy (/)
CHR Hench Base Adj
Dwarven (0/Int) ( / )
The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that
has shunned the surface world since the days of the Cataclysm. They are large-boned but Mining (-3/Wis) ( / )
lean, and their skins are paler than those of their surface kin.
Scorned dwarves are particularly adapted to underground life. They have infravision to ( / )
90 feet, but suffer a - 1 penalty to all actions involving sight when in full sunlight. They
are expert smiths, stonecarvers, and brewmasters, but cannot initially begin with the pro- ( / )
ficiencies of seamanship, navigation, astrology, agriculture, riding (any mount), or any
one dealing with animals. ( / )
All warriors begin with a suit of chain mail and a sharp sword or spear.
15
PLAYER CHARACTER KITS
Alignment
Nyglai Hadirnoe Scout Paralyze/
MOVEMENT Poison
Class: Thief Race: Dwarf Sex: Male or Female
Clan: Warclan Homeland: The Odder Rhing Rod, Staff,
Base Rate or Wand
ABILITIES
Hit Petrify/
Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs L G
Rctn Missile Def ARMOR
DEX Adj Att Adj Adj Breath
Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Blind-fighting (/) ( / )
The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that
has shunned the surface world since the days of the Cataclysm. They are large-boned but Dwarven (0/Int) ( / )
lean, and their skins are paler than those of their surface kin. They have infravision that
extends to 90 feet, but suffer a -1 penalty to all rolls in bright sunlight. Mining (3/Wis) ( / )
Scouts are thieves who specialize in stealth. They serve the army, reconnoitering the en-
emy. It can be grueling work, so in addition to the normal thief requirements, a scout Set Snares (-1/Dex) ( / )
must have a Constitution of 12 or greater.
Initially scouts cannot add points to the pick pockets or the read languages skills. They Stonemasonry (-2/Str) ( / )
cannot initially begin with the proficiencies of seamanship, navigation, astrology, agricul-
ture, riding (any mount), or any one dealing with animals. ( / )
Alignment
Minotaur Champion Paralyze/
MOVEMENT Poison
Class: Fighter Race: Minotaur Homeland: Minotaur League
Sex: Male Province: City /Town:
Base Rate
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
No of Spell Lrn Spells/ Spell
AC Modifier Spells
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun Proficiencies/Skills/Languages
Max No Loy Rctn
CHR Hench Base Adi Endurance (0/Con) ( / )
Minotaurs stand approximately seven feet or more in height and are a heavily muscled Kothian (0/Int) ( / )
people. The champions are professional gladiators, hired to represent one side or the
other in a lawsuit fought in the arena. It is the skill of the champion that determines the ( / )
guilt or innocence of the accused.
Minotaur champions must specialize in a weapon (of their choice). Their reputations ( / )
are formidable, so they gain a + 1 bonus to combat encounter reactions when they iden-
( / )
tify themselves. They do not attract followers at higher levels.
( / )
( / )
( / )
( / )
16
PLAYER CHARACTER KITS
Kothian (0/Int) ( / )
Upright men (or women) are the scalawags and scoundrels of the empire. Beginning as
small-time thieves, many aspire to reach the ranks of the upright men, leaders of gangs or (0/Cha)
Local History ( / )
families.
Upright men are noted throughout the empire for both their skill and ruthlessness. As ( / )
such, they gain a + 1 encounter reaction with all other thieves who have heard of them. In
addition, each upright man can call upon 1d3 companions (of equal level but perhaps ( / )
different talents) once per level. They will join him for one specific task and may require
services of him at some later date. ( / )
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn Agriculture (0Int) ( / )
CHR Hench Base Adj
Silvanesti (0/Int) ( / )
( / )
( / )
17
PLAYER CHARACTER KITS
Alignment
Thenolian Nobleman Paralyze/
MOVEMENT Poison
Class: Fighter or Ranger Race: Human
Sex: Male or Female Homeland: Thenol Rod, Staff
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn
Etiguette (0/Cha) ( / )
CHR Hench Base Adj
Alignment
Bakali Warrior Paralyze /
MOVEMENT Poison
Class: Fighter Race: Bakali
Sex: Male Tribe: Homeland: Blackwater Glade Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Rctn Animal Lore (0/Int)
Loy ( / )
CHR Hench Base Adj
Bakali (0/Int) ( / )
The bakali are a race of lizard men who, while powerful and brutish, are not entirely
savage and unintelligent. They keep to themselves, mistrustful of all others-humans, Fishing (-1/Wis) ( / )
demihumans, and humanoids alike. Some do venture outside their lands, often serving
in the armies of Thenol. Hunting (-1/Wis) ( / )
Bakali warriors, while often seen as blood-thirsty, are bound by a specific code of honor.
Bakali live by their word and do not give it lightly. Once given, the character must honor Set Snares (-1/Int) ( / )
it (or try his best) or suffer an alignment change, regardless of the characters alignment.
They have long memories for friends and enemies and particularly hate the Swampers. Survival, Swamp (0/Int) ( / )
Because of their primitive natures, bakali cannot initially learn technological proficien-
cies, such as blacksmithing, engineering, or stonemasonry. Swimming (0/Str) ( / )
Tracking (0/Wis) ( / )
( / )
18
PLAYER CHARACTER KITS
Alignment
Swamper Paralyze/
MOVEMENT Poison
Class: Ranger Race: Human
Sex: Male or Female Homeland: Blackwater Glade Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify
Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
No of Spell Lrn Spells/ Spell
AC Modifier Spells
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell Proficiencies/Skills/Languages
WIS Adjus spells Fail lmmun
Max No Loy Rctn Animal Lore (0/Int) Seamanship (+1/Dex)
CHR Hench Base Adj
Bakali (0/Int) Swimming (0/Str)
The swampers are a group of independent-minded frontiersmen who live on the
fringes of Blackwater Glade. Although properly citizens of Thenol, the Swampers pay lit- Carpentry (0/Str) Thenolian (0/Int)
tle mind to the rules and edicts of the government. Living off the swamp, they are expert
hunters and trappers. Sometimes they serve in an army (mostly of Thenol) as guides and Direction Sense (+1/Wis) Tracking (0/Wis)
scouts, although this creates problems because of their alignment. There is no love lost
between the Swampers and the Bakali from the depths of the glade. As such, rangers of Fishing (-1/Wis) ( / )
this people must choose the Bakali as their species enemy.
All Swampers begin with a small amount of equipment. This includes a sturdy sword, Herbalism (-2/Int) ( / )
leather armor (homemade), and a small flat-bottomed boat or a canoe.
Swampers also begin with knowledge of Blackwater Glade and the hidden paths and Hunting (-1/Wis) ( / )
channels that cross through it. In the Glade, they reduce the chance of getting lost just as
a skilled guide would.
Alignment
Hulderfolk Paralyze/
MOVEMENT Poison
Class: Fighter/Mage Race: Elf
Sex: Male or Female Homeland: Okami or the Hulder Wood Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
No of Spell Lrn spells/ Spell
AC Modifier Spells
INT Lang Lv1 Sp Level Immun
Mag Def
WIS Adjus
Bonus
Spells
Spell
Fail
Spell
Immun
Proficiencies/Skills/Languages
Max No Loy Rctn Ancient History (-1/Int)
CHR Hench Base Adj
( / )
Animal Lore (0/Int) ( / )
The hulderfolk (Hidden People) are an ancient race of elves that has kept to the old tra-
ditions. In appearance they look much like normal elves, although they dress in clothes of Artistic Ability (0/Wis) ( / )
green leaves, bark, spider silk, and flowers.
The hulderfolk avoid all contact with humans, hiding from them whenever possible, Dancing (0/Dex) ( / )
but they have no strong animosities toward the other races. They can hide in shadows and
move silently as a ranger of the same level. They must specialize in spells of enchantment Elf, Ancient (0/Int) ( / )
or illusion.
The hulderfolk have many restrictions on their behavior. They cannot break their word. Etiquette (0/Cha) ( / )
Cold steel (an extremely rare and special metal) automatically negates their magic and the
mere touch of it causes 1 point of damage. They do not voluntarily enter places of worship Herbalism (-2/Wis) ( / )
and their magic does not function there. Finally, each has a secret name and anyone who
knows it is immune to that hulders magical spells. Spellcraft (-2/Int) ( / )
( / )
19
PLAYER CHARACTER KITS
Alignment
Marak Kender Warrior Paralyze/
MOVEMENT Poison
Class: Fighter/Thief Race: Kender
Sex: Male or Female Homeland: Marak Valleys Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Agriculture (0/Int) ( / )
The Marak kender are a special branch of the kender race, differentiated by their atti-
tude toward life. Similar in appearance to other kender, they favor more somber colors for Auric (0/Int) ( / )
their dress. This, however is only a minor outward manifestation of their difference.
While still a curious race, they are suspicious, distrustful, even paranoid of others. Local History (0/Cha) ( / )
Their curiosity drives them to check everything and everyone out-just for safetys
sake. They take things not because they are thieves, but to make sure the odds are always Set Snares (-1/Dex) ( / )
in their favor.
Marak kender use the hoopaui, a stonebow (range 4/8/12, Dmg 1d4 +1/1d6) and ( / )
each character begins with one, along with a bag of bullets. Beyond this, they have the
abilities of kender as described in the DRAGONLANCE® Adventures book. ( / )
( / )
Alignment
Fianawar Paralyze/
MOVEMENT Poison
Class: Fighter Race: Dwarf Sex: Male
Clan: Fianawar Homeland: The Steamwall Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Appraising (0/Int) ( / )
As a group, the Fianawar are a dour and unhappy people and an anomaly among
Armorer (-2/Int) ( / )
dwarves. Unlike their brethren who dwell underground, the Fianawar live on the surface
and virtually never go beneath the ground. Centuries of earthquakes and volcanic up-
Blacksmithing (0/Str) ( / )
heavals have left them with a dread fear of life beneath the surface.
Fianawar dwarves gain a +1 bonus to Strength (up to their racial maximum). However, Dwarven (0/Int) ( / )
they must roll a successful saving throw vs. death in order to overcome their fear of the un-
derground before they can enter such places as dungeons, caves, and tombs. If the check Stonemasonry (-2/Str) ( / )
fails, they will not enter. They must also make a check once a day when underground. If
failed they will want only to leave by the most direct route. Weaponsmithing (-3/Int) ( / )
20
PLAYER CHARACTER KITS
Alignment
Abaqua Hunter Paralyze/
MOVEMENT Poison
Class: Fighter Race: Ogre Sex: Male
Tribe: Homeland: Western Ring Mountains Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Abaquan (0/Int) ( / )
The ogres of the Ring Mountains are a primitive and brutish race, yet they are not to-
tally beyond redemption. For the most part, they prefer to keep to themselves, driving off Endurance (O/Con) ( / )
intruders.
The Abaqua (as the ogres call themselves) are excellent hunters and woodsmen, al- Fire-building (-1/Wis) ( / )
though they lack the aptitude and wisdom to be rangers. They lead simple lives as hunters
and gatherers. They make little use of metal tools or complex skills. Hunting (-1/Wis) ( / )
Initially, an Abaqua warrior cannot learn the following proficiencies: agriculture,
blacksmithing, cobbling, mining, pottery, riding (any mount), seamanship, stonema- Survival, Forest (0/Int) ( / )
sonry, weaving, engineering, musical instrument, reading/ writing, armorer, bowyer/
fletcher, charioteering, gaming, gem cutting, or weaponsmithing. All warriors begin Tracking (0/Wis) ( / )
with a wooden club, several throwing rocks, and a wooden spear.
Weather Sense (-1/Wis) ( / )
Alignment
Glass Sailor Paralyze /
MOVEMENT Poison
Class: Fighter Race: Human
Sex: Male or Female Homeland: The Shining Lands Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fall Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adi
Auric (0/Int) ( / )
The Glass Sailors are a tall, slender race, one of the tallest people in all Taladas. Born
Direction Sense (+1/Wis) ( / )
and raised in the dangerous plains of glass, they are fiercely independent and unflinch-
ing. Glass Sailor characters gain a +1 saving throw bonus to resist all types of fear, magical Navigation (if male) (-2/Int) ( / )
or otherwise.
Player character Glass Sailors are outcasts or exiles from their own people and can return Singing (if female) (0/Cha) ( / )
to their lands only by risking death.
All Glass Sailor characters begin with a complete set of underground and above-ground Survival, Desert (0/Int) ( / )
clothing and one set of beetle carapace armor, in addition to an assortment of darts and a
glass-bladed sword. ( / )
( / )
21
P LAYER C HARACTER K I T S
Alignment
Payan Mako Tribesman Paralyze/
MOVEMENT Poison
Class: Fighter Race: Human
Sex: Male Homeland: Syldar of the Fisheries Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
Spell Spells/ Spell
AC Modifier Spells
No of Lrn
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell Proficiencies/Skills/Languages
WIS Adjus Spells Fail Immun
Max No Loy Rctn Direction sense (+1/Wis) ( / )
CHR Hench Base Adj
Fire-building (-1/Wis) ( / )
The Payan Mako are a short, bronze-skinned race of fishermen that lives among the
subtropical islands of the Fisheries. Here they try to lead quiet and peaceful lives fishing Fishing (-1/Wis) ( / )
in the rich waters and living off the fruits of the land. Men dress in simple loin cloths and
shave their heads. Their main enemies are the demon-men (hobgoblins) and Shark Men, Navigation (-2/Int) ( / )
a secret cult bent on conquering all the Fisheries.
Although warriors, the Payan Mako are not particularly skilled at combat (since they Payan (0/Int) ( / )
fight so seldom). Thus, their THAC0s are always 1 higher than those of normal fighters of
the same level, and they cannot specialize in any weapon. However, they are extremely Seamanship (+1/Dex) ( / )
tough and so begin play with 1d10 +4 hit points. Every warrior begins play with a shark-
tooth spear and dagger. Survival, Tropical (0/Int) ( / )
Swimming (0/Str) ( / )
Alignment
Chaasii Paralyze
MOVEMENT Poison
Class: Fighter or Fighter/Mage Race: Elf
Sex: Male or Female Homeland: Neron Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell Proficiencies/Skills/Languages
WIS Adjus Spells Fail Immun
Max No Loy Rctn Ancient History (-1/Int) Spellcraft (-2/Int)
CHR Hench Base Adj
Animal Lore (0/Int) Survival, Jungle (0/Int)
The chaasii or wild elves are a distinctly different branch of the elvish race, easily iden-
Artistic Ability (0/Wis) ( / )
tified from all others. Over the centuries, the chaasii have adapted to life in the thick for-
ests of Neron. Average height is only 4' 9" and almost none reach five feet in height. Skin
Carpentry (0/Str) ( / )
tone ranges from wood-brown to yellow-green. Hair colors vary similarly from brown to
green-black. Chaasii (0/Int) ( / )
Chaasii warriors make use of many sleeping potions and strange compounds and
player characters will know how to brew these, given the materials from the forest. They Herbalism (-2/Int) ( / )
do not make or use poisons.
Mages specialize in a forgotten form of the lore known as nature magic (see the Hunting (-1/Wis) ( / )
Chaasii Mages section, page 28-29, for an explanation of this branch of magic and the
list of allowed spells). Chaasii have no written language and do not know how to read or Singing (0/Cha) ( / )
write (but they can learn).
22
PLAYER CHARACTER KITS
Alignment
Recorder Paralyze/
MOVEMENT Poison
Class: Mage Race: Human or Half-elf
Sex: Male or Female Homeland: Baltch Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Baltch (0/Int) ( / )
The Recorders of Baltch are wizards in the service of the government. They are much
like wizards everywhere, but they tend to specialize in greater divination and alteration. Engineering (-3/Int) ( / )
Baltch is protected from the ocean by a series of dikes and seawalls that require constant
vigilance and repair. The Recorders assist the Engineers (the rulers of Baltch) somewhat in Read/Write Baltch (+1/Int) ( / )
making repairs, but mostly by tracking and organizing the population into the necessary
work teams. Seamanship (+1/Dex) ( / )
Since the Recorders are part of the government, they (including player characters) must
follow the orders of the Engineers, should such orders be given. Thus, characters may find Spellcraft (-2/Int) ( / )
times when they are ordered to undertake particular missions. As compensation, the Re-
corders have the status of privileged public servants on Baltch and are treated accordingly. Stonemasonry (-2/Str) ( / )
Alignment
Islander Paralyze/
MOVEMENT Poison
Class: Any Race: Human, Kender, or Dwarf
Sex: Male or Female Homeland: Rainward Isles Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
AC Modifier Spells
No of Spell Lrn Spells/ Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Hunting (-1/Wis) ( / )
The people of the Rainward Isles are among some of the most blessed of all in Taladas,
Fishing (-1/Wis) ( / )
for somehow they have survived the worst ravages of the Cataclysm and its aftereffects to
emerge stronger and more unified than ever before. Auric (0/Int) ( / )
Unlike most other lands, where race is an important issue, the People (as they call
themselves) have learned to live in peace with each other-dwarves, kender and humans Local History (0/Cha) ( / )
view each other as equals, each contributing to society. This mingling of societies has
broadened the outlook and training of all the Islanders. The People all gain a + 1 bonus ( / )
to encounter reactions when dealing with foreigners not of their race, because they lack
the racial prejudices of others. ( / )
Communities of the People are strong and supportive. Every person is a part of the mi-
litia, serving to the best of his capacity. Thus, while at home, characters may be called out ( / )
to deal with some danger. They can also call upon their neighbors in turn for support and
aid in times of trouble.
23
P LAYER C HARACTER K I T S
Alignment
Hitehkel Engineer Paralyze/
MOVEMENT Poison
Class: Tinker Race: Gnome, Gnomoi, or Minoi
Sex: Male Homeland: Hitehkel Citadel: Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
No of Spell Lrn Spells/
AC Modifier Spells
Spell
INT Lang Lv1 Sp Level Immun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail Immun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Blacksmithing (0/Str) ( / )
The engineers of Hitehkel (most of whom are gnomoi) are an industrious and creative
lot. From their plans and designs have come such things as the fire-fleets, the wind-riders, Carpentry (0/Str) ( / )
elevator systems, and more. Unlike their Boli brothers (who specialize in small and intri-
cate mechanisms), the Hitehkel tinkers think big. They are responsible for most of the Engineering (-3/Int) ( / )
large machines and devices (the ones that work, that is) found throughout Krynn today.
Hitehkel gnomes can choose virtually any field of study. The majority study aerody- Gnomish (0/Int) ( / )
namics, architecture, mechanics, metallurgy, pneumatics, thermodynamics, and trans-
portation. They are not particularly skilled at making small things, and so the cost in Read/Write Gnomish (+1/Int) ( / )
complexity is doubled if an invention needs to be reduced in size.
Stonemasonrv (-2/Str) ( / )
Alignment
Ilmaskhod Paralyze/
MOVEMENT Poison
Class: Thief Race: Gnome (Gnomoi)
Sex: Male or Female Homeland: Hitehkel Citadel: Rod, Staff,
Base Rate or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
STR Prob Adj Allow Press Drs LG
Rctn Missile Def ARMOR Breath
DEX Adj Att Adj Adj Weapon
HP Sys Res Pois Regen
CON Adj Shk Sur Save
No of Spell Lrn Spells! Spell
AC Modifier Spells
INT Lang Lv1 Sp Level lmmun
Mag Def Bonus Spell Spell
WIS Adjus Spells Fail lmmun
Max No Loy Rctn Proficiencies/Skills/Languages
CHR Hench Base Adj
Appraising (0/Int) ( / )
Not all the gnomes of Hitehkel are tinkers, obsessed with building strange new inven-
tions. Quite a few are thieves, raised in trained in one of the most challenging environs a Engineering (-3/Int) ( / )
thief could ever learn in-the strange, device-packed citadels of the gnomes. Here thieves
Gnomish (0/Int) ( / )
have had to practice their skills not only against ordinary challenges but also against ever-
improving security inventions designed by irate tinkers. Read/Write Gnomish (0/Int) ( / )
Because of this, an ilmaskhod (as a gnomoi thief is called) is more skilled at opening
locks and finding and removing traps than most thieves. When dealing with gnomish de- ( / )
vices, the normal scores for the character are used. When dealing with devices made by
others, the thief gains an additional 10% to his chance of success. In short, he finds the ( / )
locks and traps of non-gnomes simple compared to the cunning devices designed by his
brethren. However, ilmaskhod disdain killing and so can never gain more than a x3
backstab bonus.
24
PLAYER CHARACTER KITS
WIS
Mag Def
Adjus
Bonus
Spells
Spell
Fail
Spell
Immun Proficiencies/Skills/Languages
Max No Rctn
Loy Appraising (0/Int) ( / )
CHR Hench Base Adj
Auric (0/Int) ( / )
The Boli gnomes, like all of their race, are a small but ingenious people, given to a love
of devices, mechanical ones in particular. The Boli gnomes are incredibly skilled in the Engineering (-3/Int) ( / )
construction of small devices. especially clockwork.
Boli tinkers specialize in the study of mechanics, optics, clockwork, metallurgy, and Gem Cutting (-2/Dex) ( / )
glass-making. Furthermore, they are skilled in the jewelers arts.
Tinker gnomes begin the campaign with a small collection of tools (enough to fill a Gnomish (0/Int) ( / )
small pack) suitable for work on finely detailed items and also useful as thieves tools.
( / )
25
LANGUAGES
Although the Guide Book to Taladas de- pantomime is helpful, even vital. pantomime and occasional long-winded
scribes many things about the people of To determine how similar different explanations using simple concepts.
the continent, no mention is made of the languages are, all the basic language Speakers with a 30% fluency (a Marak
languages used by the different people. groups of Taladas (and a few of Ansalon) kender talking with a citizen of Kris-
This is intentional because the ability to have been placed on the Taladan Lan- tophan) can get across basic concepts but
communicate is vital to your role-playing guage Chart. The languages have been have to use gestures to help even with
game. Information about languages has arranged to show their relationships. In- these. Characters with 10% fluency (a
been extracted, both so you can find the terrelated languages (either by family or Payan Islander relying on his few elvish
information quickly and so you can make borrowings) are connected by lines. The words to talk to one of the Hulderfolk)
whatever changes you need to adapt to number of dots on these lines is an indica- are limited to a word here and there com-
your campaign and your player charac- tion of the closeness of the two languages. bined with a lot of hand-waving and bad
ters. The information here can be used as Of course, each character is assumed to mime.
rules or as a guideline, a starting point for speak his native tongue with 100% flu- When using the Taladan Language
changes that work best for your cam- ency. To determine how well he speaks Chart, it is important to remember that it
paign. and understands a related tongue, trace a (and all languages) are only a tool for your
On Taladas, there is no common path from his native language to the role-playing game. You may find times
speech that is universally known by every other language. Each dot and box crossed when you need to bend the rules some-
character and monster the players (including the box enclosing the other what. Consider first the effect not know-
encounter. Instead, there are a number of languages name, but not that enclosing ing (or knowing) a language will have on
language families that form the roots for the characters native language, on the play. If the player characters have to waste
nearly all the spoken languages of Tala- chart) reduces comprehension by 10%. a lot of time trying to communicate with
das. The languages within each family For example, a Uigan fighter would have an NPC, then its better to have the NPC
share many common features-so many a 70% comprehension of Tamire elven conveniently know the PCs language. If
that speakers of different tongues within (the path connecting the languages the situation would be made more inter-
the same family can make themselves un- crosses two dots and the Tamire box, so esting by a lack of communication, then
derstood to each other. In addition some 30% is subtracted from 100%). the NPC doesnt know the language
languages of different families share You should use the final percentage as unless, of course, that would be ridicu-
common features based on geography. a guide to role-playing. A speaker with lous.
Thus, elves of the Tamire borrow words 80% fluency (such as a Hitehkel gnome In all cases, player characters should
and phrases from the tongues of the talking to a Boli gnome) hesitates from have a common language. There is noth-
Uigan and Ilquar goblins. Even with all time to time, trying to think of the right ing more frustrating than a party of
these similarities, communication is not word. Characters with 50% fluency (a player characters who cannot even com-
without some difficulty and there are mo- man from the Rainward Isles talking to a municate with each other.
ments when resorting to gestures and warrior of the Ice People) have to resort to
26
CHAASI MAGES
Chaasi mages are practitioners of an an- the item will do by what they put into it. form of a stone contains more potential
cient and nearly forgotten type of magic, Chaasi believe that all things power than just an ordinary rock.
one that defies the accepted under- mineral, plant, or animal-contain mag- There must also be some connection
standing of schools of magic. According ical power. Sometimes the power is great, between the item and the power desired.
to the writings of all the known theorists, sometimes it is negligible. The power Thus, a lightning-struck branch might be
chaasi magic should be impossible. The may have a useful, constructive effect or suitable for a wand of lightning bolts, but
chaasi have never delved greatly into may possess an odd and pointless effect. would be unsuitable for a wand of flame
theory and so have no clue that what they It is not their business to choose the extinguishing. It takes skill and wisdom
are doing is impossible. Oddly enough, it power-that is determined by the nature to select the proper raw materials for a de-
seems to work for them perfectly well. of the thing. Generally, the magical sired item. A check against artistic ability
Chaasi magic is built on an intuitive power of a thing reflects its nature. Thus, must be made secretly by the DM when
understanding of nature. The wizards are a stone may have some power associated selecting the piece to be used for a magi-
specialists and gain the benefits accord- with strength, hardness, or force; a me- cal item. If the check is failed, the magi-
ingly. But their spell selection does not dicinal herb may relate to healing; a cal item is flawed.
follow the normal arrangement of water-smoothed stone may give speed or Finally, the wizard does not cast spells
schools. Instead, they specialize in spells slipperiness. Although the mage may into the item. Instead he must use the en-
that affect nature and sometimes the ele- have some general idea of the power, he chant an item spell to bring out its power.
ments. They can learn some spells outside can never be certain until it manifests it- If this is successful, the DM determines
of this area, but certain spells-especially self. what the item becomes, based on the suc-
ones that create mechanical and unnatu- Chaasi mages produce magical items cess of the saving throw for the item. The
ral results-are denied to them. The by drawing the innate power out of an greater the difference between the num-
spells in their school and those disallowed item. Thus the Chaasi way of creating ber needed to save and the actual saving
are given on the Chaasi Spell Table. magical items is slightly different. First, throw, the better or more powerful the
Aside from their spell selection, chaasi chaasi attempt to use items in as natural item. If the saving throw is successful, the
mages also have a distinctly different ap- a state as possible. The less carving, whit- character has 24 hours to determine just
proach to magical item creation. Most tling, and shaping that is done, the bet- what magical power is manifested in the
mages fashion an item and then imbue it ter. Second, the item must be as item, either by trial and error or magical
with some chosen power, defining what artistically pure as possible. The perfect spells.
28
CHAASI SPELL LISTS
29
T H E A RMIES OF TALADAS
Each side is commanded by a tegin of the Snake Clan. One War Speaker is
T HE A RMIES OF boyla (a prince from one of the boyla chosen from the war chiefs of the differ-
families). The size of a side depends on ent clans.
TALADAS the number of ordus attached to it. An Although it is extremely rare, there
Taladas, like Ansalon, is a region wracked ordu is the basic building block of the have been occasions when the entire Elf
by warfare. Dragonarmies, Imperial le- army, approximately 2,000 men. It is Clan nation has united against a single
gions, Thenolite companies, Uigan commanded by a tegin (prince), elected threat. In this case, the different clans
by the family clans that form the ordu. form into the larger units described above
hordes, and goblin raiding parties are
There are three to four regiments to an and the War Speakers elect a Great Leader
locked in combat, to-and-fro. Role-
ordu (500 to 650 men each) and these from their ranks. This elf's job is often
playing in such a world means the charac-
ters will, from time to time, interact with regiments are divided into family clans. less military than political, for not only
A single clan may send 50 to 500 men, must he lead the army in battle, but he
troops, wander through battlefields, and
depending on its size. Clans always serve must also control his hot-tempered kins-
even play the roles of commanders. But
in the same groups. Over the years the men, suppressing feuds and disagree-
to do this, you need game information
different ordu have developed long- ments.
that describes the organization and struc-
ture of the different forces. standing rivalries and friendships based The composition of an Elf Clan army is
This section is intended for use with the on clan relationships. similar to that of the Uigan. However, the
AD&D® 2nd Edition BATTLESYSTEM In addition to these forces, the Uigan elves favor more light cavalry than heavy
rules. While much of this is useful for role- have a small number of specialist troops. armored troops and they do not make use
playing situations, particularly the chains of These include auxiliary infantry (most of- of auxiliary mercenaries. Because they are
command and the composition of units, ten Alan-Atu mercenaries) and two regi- more magically inclined, they can field
ments of artillerists and engineers for special units of fighter/ mages. Due to
most of the information is written with the
BATTLESYSTEM rules in mind, particu- complicated siege work. These men come the peculiarities of their culture, these
larly the specific unit rosters. from any clan. units are almost entirely female.
The BATTLESYSTEM rules are for The Uigan do not use much magic in
fighting large battles within the AD&D battle. There are no separate units of wiz- Light elf cavalry 60%
game. These battles use miniature fig- ards and priests. Instead, these men are Light elf female
ures, often painted, that are organized personal advisors to the boyla and tegin, (fighter/mage) cavalry 10%
into army units. The information in this and are under their direct command. Scouts (rangers) 5%
book describes how the units of the major The composition of a typical side is as Medium elf cavalry 15%
follows: Heavy elf cavalry 10%
land armies of Taladas are organized and
gives the relevant information for differ-
Auxiliary light infantry 10%
ent units. The color plates that come with
Uigan light cavalry 40% THE ILQUAR GOBLINS
this box set show examples of uniforms,
arms, and armor for typical soldiers of the Uigan medium cavalry 30%
Uigan noble cavalry 20% Although violent, aggressive, and bru-
different armies. These plates can be used tal, the goblins have never fielded or
as guides for painting your own Taladan raised a substantial army, as the organiza-
armies. THE ELF CLANS ARMY tion and cooperation needed are rare
among their kind. This has resulted in
In general, the Elf Clans have no over- most of their attacks being made by small
THE UIGAN HORDE all organization or army. Each clan fields raiding parties. Organized forces are typi-
its own unit, the size of the unit depend- cally intended for defense-garrisons,
The largest force in Northern Hosk,
ing on the size of the clan. Average clan militia, and bodyguards. They mostly
the Uigan horde is organized around a
size ranges from 50 to 200 warriors, led by rely on walls, missile weapons, and dirty
single arm-the cavalry. Contrary to their
a war chief, elected by the elders of the tricks to ensure their safety.
image as simple barbarians, the Uigan
clan. The goblins have never yet massed into
have a highly organized army chain of
When faced by a threat larger than can a large army, although it might be possi-
command. The diagram on page 33
be dealt with individually, different clans ble under a ruthless and cunning leader,
shows the structure.
band together, always along the lines of goblin or otherwise. The largest forces
The supreme commander of the army
ancient loyalties. Thus, the Tiger Clan they have fielded are the garrisons drawn
is the boyla of the Uigan. He has a private
and Bear Clan may join together as a sin- from several towns that fall under the rule
bodyguard of 2,000 men, all elite troops.
gle unit, but a warrior of the Tiger Clan of a single chieftain. Average force sizes
He commands the army, which is divided
would never serve in the same unit as one range from 100 to 300 warriors per vil-
into three sides: a right, center, and left.
30
T H E A RMIES OF T ALAD AS
lage. While these forces are not large, the maintains forces few other countries way to protect themselves from treachery.
goblins know their local territory and use provide-specialized siege engineers, a The League Command Chart (on page
this knowledge to make effective use of quartermaster corps, and medical troops. 33) shows the different levels and rela-
ambushes and traps. The minotaurs have divided the com- tionships of the two types of command in
The goblin forces are oriented toward mand structure into political and military the army. At the apex is the Emperor,
defense and their composition reflects commands. The political command has who naturally has military and political
this. Given their nature, they do not overall control of the army in both peace authority. The Empress has varying de-
make use of mercenaries. Their shamans, and war. It is through the political com- grees of influence over her husband, de-
jealous of their power, will aid only those mand that funds are allocated, high-level pending on the situation, her
commanders who can offer them some- promotions occur, and strategic decisions connections, and her charms. The Em-
thing in return. are made. Most high-rank military com- peror appoints military governors, minis-
manders are also involved (to one extent ters, the General of the Army, and the
Goblin light infantry 50% or the other) in the political command commander of his bodyguard. He also
Goblin archers 20% structure. presides over the Senate.
Goblin heavy infantry 10% The military command mostly affects The military governors rule in those
Goblin medium infantry 20% the handling of the army in the field territories at war or in revolt. They exer-
when it is actually on campaign and sees cise martial law and can command any
to training and readiness when it is not. armies that operate within their borders.
THE LEGIONS OF THE Military commanders include the gen- Not surprisingly, there is little love lost
LEAGUE erals of the army and the commanders of between the military governors and the
the legions. These men make the actual provincial governors they often supplant.
No army in all of Taladas is more orga- tactical decisions in the field and are ulti- The Minister of State coordinates the
nized or disciplined than that of the mately held responsible for the success or diplomatic efforts of the Empire and sup-
Minotaur League, a n d n o a r m y h a s a failure of any battle or campaign. It is posedly sees to the welfare of the people.
larger bureaucratic structure. In addition common for military commanders to Good ministers keep the populace con-
to the standard forces, the Imperial army hold, or to aspire to, some level of politi- tented. Bad ones rouse the people to re-
cal command, since this is often the only bellion.
31
T H E A RMIES OF TALADAS
The Senate is supposed to govern the A typical vexillatione has the following few as 50 to thousands. They follow the
people in peacetime, but for the most types of riders: urgings of the prophets, but are virtually
part it rubber-stamps the Emperors leaderless once committed to battle. The
edicts. It also coordinates the activities of Light cavalry 50% fanatics are always light infantry and
the different ministries. Political maneu- Medium cavalry 30% completely lack the discipline needed to
vering can result in more or less funding Heavy cavalry 20% use missile weapons. The fanatics, how-
for a favored general, a desirable promo- ever, pay little heed to losses, convinced
tion, or banishment to a distant post. The League army makes some use of that their cause is just.
The Minister of Finance collects the auxiliary troops, barbarians recruited into The Companies of the Lords form the
taxes and allocates the funds of the Em- service. These are formed into auxilia of backbone of the army. These units range
pire. He can easily make money appear or about 500 men. These are built solely in quality. There are common militia
disappear for his favorite soldiers. from centuriae of 100 men each. called up to serve in the feudal levy, ex-
The General of the Army commands The auxilia are organized as follows: pensive and arrogant knights, and sea-
all the troops of the Empire, regardless of soned and tough experienced
their location. He battles with the Senate Light archers or slingers 60% campaigners. The type of troops and
(and the Emperor), prepares plans to Light infantry 40% their quality vary according to the means
carry out the Emperors orders, and ap- and inclination of the lord providing the
proves high-level promotions. Some auxilium are composed entirely troops. The size of units varies also, but
The commander of the bodyguard (the of missile troops, however. the average is 150 to 300 infantrymen or
Black Cloaks) answers only to the Em- Finally, the army also maintains two le- 100 to 200 cavalrymen.
peror and receives his funds from the Em- gions ballistariorum, specialized troops In the field, the army is formed by an
perors private treasury. The Black Cloaks equipped with catapults and siege weap- amalgamation of units. There is seldom a
are in every respect a private army. ons. These legions have 1,000 men and supreme commander. Instead, the com-
The General Quartermaster is respon- approximately 50 pieces of artillery each. mand is handled by a council composed
sible for all funds issued to the army, a Most of these are ballistae, supplemented of the leading priest (in charge of the un-
post that gives him great power. Com- by light catapults. In addition, each dead), one or more of the prophets (de-
manders who get on his bad side find walled city has a separate unit of artil- pending on their persuasiveness), and
their troops ill-supplied and starving in lerists (and equipment) for the defense of one or more lords (depending on how
the field. the city. many factions are present). Each of these
The most commonly used unit in the functions as an independent command,
League army is the legion. The standard sometimes working in harmony but more
legion contains about 1,200 men but can THE THENOLITE ARMY often not.
be swelled up to as many as 5,000. A le- The typical Thenolian field army has
The main adversary of the League is the the following breakdown of troops:
gion is divided into ordines, each of
Kingdom of Thenol. While nominally
which has 500 men, further divided into
under the control of the King, the army Undead light infantry 10%
five units called centuria.
actually follows the commands of Bishop Undead archers 5%
A legion typically has the following
Trandamere, the leader of the Temple of Fanatic light infantry 10%
types of soldiers:
Hith. Militia 10%
Under the direct command of the Light crossbowmen 5%
Medium infantry 30%
Bishop are the undead. These are orga- Light archers 5%
Light archers or slingers 25%
20% nized into units of 250 each, all skeletons Heavy infantry 20%
Heavy infantry
25% and zombies. They are led by priests of Light cavalry 10%
Light infantry
Hith. The priests do not tend to be skill- Medium cavalry 20%
ful commanders nor do the undead deal Heavy cavalry 5%
Supplementing the legions are special-
well with complex maneuvers. The ma-
ized troops of cavalry and auxiliaries.
jority of undead forces are light infantry.
While these are sometimes attached to
Only a few units (led by skillful com-
the legion, they are more often treated as
manders) are able to use missile weapons.
separate units. The cavalry are organized
What the undead lack in finesse, how-
into vexillationes of about 500 to 600
ever, they make up for in mass and utter
men. Like the infantry, the vexillatione is
mindless fearlessness.
divided into ordines, although these are
The fanatics are an ill-organized mob.
only 200 men strong. Each ordine has two
The size of any group can range from as
centuria of 100 men.
32
UIGAN/ELF HORDES
34
IX LEGION OF THE MINOTAUR LEAGUE
Spear 6* Spear 6*
AR 7 Notes AR 8 Notes
Move through Long sword 6 Move through Long sword 6
Hits 1 Hits 1
woods at no pen- woods at no pen-
MV 12 alty. MV 12 alty.
Range ML Range
ML 13 12
1/2/3 1/2/3
35
LEAGUE CAVALRY/AUXILIARIES
36
THENOLIAN ARMY
Notes
Never check mo- Assorted weapons 6 Lt. crossbow 4*
AR 8 AR 8
rale. Half damage Short sword 6
Hits 1 from edged weap- Hits 1
MV 12 ons. MV 12
Range Range
ML - ML 13
/ / 6/12/17
Notes
Never check mo- Short bow 6* Long bow 6*
AR 8 AR 8
rale. Half damage Assorted weapons 6 Short sword 6
Hits 1 from edged weap- Hits 1
MV 12 ons. Cannot per- MV 12
form pass- through Range Range
ML - ML 13
fire. 5/10/15 4/8/17
Notes
Spear 6 3rd level fighters. Spear 6*
AR 10 AR 6
Short sword 6 Hits 2 Long sword 8/10
Hits 1
MV 12 MV 6
Range ML 13 Range
ML 11
/ / 1/2/3
37
THENOLITE CAVALRY/ILQUAR GOBLINS
GOBLIN HORDE
Irregular Goblin Infantry
Notes Broadsword 6
AR - AR 8
Hits - Hits 1
MV - MV 6
Range Range
ML - ML 10
/ / / /
38
THE GODS OF TALADAS
ors as the Highgod, the supreme being. all but unknown in the more barbaric re-
THE GODS OF TALADAS All other deities are merely false idols or gions of Taladas. Of all the neutral gods,
Although the people of Taladas are vastly manifestations of his supreme power. Chislev is the most actively worshiped,
different from those of Ansalon, they still Paladine is thought of as an abstract particularly by the Uigan. This goddess is
know and worship the same gods of force. He is benign, above good and evil. considered by many to be the spirit of na-
Krynnor almost. Known by different Majere is considered the female anima ture.
names and sometimes even different gen- of Paladin. No images exist of Paladin or The evil gods also exercise great power
der, the Taladans have reached their own Majere. in Taladas, in the lands of Thenol in par-
understanding of the gods, in some ways The foremost gods of good in Taladas ticular. Although Takhisis is recognized
familiar to Ansalonians and in other ways are Kiri-Jolith and Mishakal, known as as the most powerful, she is held in fear
quite different. Quuan the Warrior and Mislaxa to the by even those who would follow her. She
Taladans agree with Ansalonians on Uigan. He is often shown as a fierce war- is portrayed as capricious and willful,
the number of gods. But their general rior; she as a stranger in robes. dangerous to deal with. By far more pop-
groupings are quite different. There are Two remaining good gods complement ular (at least as the popularity of evil gods
the gods of good, neutrality, and evil. In the pair. Habbakuk is little known, ven- goes) is Hiddukel. Among the evil deni-
addition, there are three others in erated primarily by the Silvanaes as the zens of Taladas, he has the greatest influ-
Taladasthe spirits of magic, the su- Sea Lord and less so by the minotaurs as ence. Chemosh, the Undead Lord, is not
preme forces, and the gods of dwarves Han-Yagas. Branchala is almost unknown worshiped, but feared, as is Morgion, the
and minotaurs. The particular cause es- to the Taladans, who usually view this de- god of disease. Zeboim is virtually un-
poused by the god (good, evil, neutral, ity as an avatar of Habbakuk. Thus, Bran- known among the Taladans.
etc.) depends on the believers viewpoint. chala has no priests in Taladas. In addition to the gods of good, neu-
Likewise the gods are known by non- The gods of neutrality are seldom wor- trality, and evil, there are a number of
Ansalonian names, sometimes even sev- shiped in Taladas, since their roles are less gods that the Taladans place in special
eral names. The listing below describes active than those of good and evil. Gilean classifications. These include Reorx (the
the different gods and their commonly is known only to an educated few, thus god of gnomes and dwarves) and Sargon-
perceived roles. his cult is limited to the cities and settled nas (god of the minotaurs).
The supreme forces are not considered lands. Zivilyn is considered to be only an Finally, the three moons of Krynn
gods proper, but rather energies beyond aspect of Gilean and has no worshipers in Solinari, Lunitari, and Nuitariare not
the comprehension of anything. These Taladas. Sirrion tends to be venerated by considered gods proper. They are revered
include the Highfather, Paladine, and the dwarves and gnomes. Shinare is given as elemental forces of great power, but
Majere. special esteem by the merchants of the have no worshipers or priests of their
Highfather is revered by the Glass Sail- Minotaur League. Conversely, this god is own.
39
D ISIR
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Highly (13-14)
TREASURE: (B)
ALIGNMENT: Lawful evil
The disir are a race of deep-dwelling subterranean creatures of dis- Habitat/Society: The disir are a secretive group, due in part to geo-
gusting appearance. They stand about six to seven feet tall, although graphic location (miles beneath the earth) and a fanatical hatred of
they are normally hunched over to a lesser height. Parts of their anything that might be their neighbor. Their homeland is deep un-
bodies are covered with a natural armor, while other areas show ex- der the earth in the realm of the Underdark. There, they fashion un-
posed rubbery flesh. Their skin tone is a pasty green-white. Their derground tunnels or, more often, appropriate the homes of others.
pores exude a thick coating of slimy gel. This is normally polluted Thus they are a scourge to dwarves and other tunneling races. Wars
with dirt, debris, and bits of dead flesh that seem to constantly between the two are often fought over the homes the dwarves have
slough off them. An aura of stench and decay hangs around them. built.
The disir live in large tribal units of 50 or more members. The
Combat: Disir usually fight with claws and bite, but they have been tribes, in turn, maintain close relations with each other and several
known to use weapons on rare occasions. Although their bite is more tribes may be located in a limited area. Warfare between different
effective, disir prefer to fight with their claws whenever possible, sav- tribes is unknown. They are not so scrupulous about other neigh-
ing their bite attack for helpless or nearly helpless victims. The claws bors, viewing any other settlement as a source of food. Although
are long and powerful and the disir are able to easily crush soft stones highly intelligent, they do not enter into treaties or truces of any
with one hand. Their bite is particularly vicious, both for their pro- kind.
truding jagged fangs and their long, razor-sharp, rasp-like tongue. The disir reproduce from eggs. There are no distinguishing signs
This is used to shear flesh from bone. of their sex, making it impossible to tell male from female by sight.
All the attacks of the disir (claws and bite) are poisonous, due to Indeed, a single disir may be either male or female, depending on
the slimy jelly that drips from their bodies. This jelly causes intense what stage of life it is in. The females of their kind (or those in the
pain to (but does not kill) its victims. Those struck by a disir must roll female phase) dominate the males.
a saving throw vs. poison at the end of the round. Only one saving The tribes live communally, sharing the duties between all the
throw need be made, regardless of the number of times the character adult members. The eggs are laid in incubator halls and are guarded
has been hit. Each claw causes a -1 penalty to the saving throw, while at all times. Food gathering and raiding is done in groups and the
a bite gives a -2 penalty. These modifiers are cumulative, so if a char- spoils of each are brought back to the tribe and divided among all
acter is struck by all three attacks, he would have a total penalty of -4 the members. Those who cannot assist in these tasks, for whatever
to his saving throw. reason, are killed.
If the saving throw is failed, the poison generates a burning fire,
starting from the point of the wound. This pain is so intense that it Ecology: The disir, while omnivorous, greatly favor meat-of any
numbs the muscles and gradually paralyzes the victim. The process kind. They seem untroubled by spoilage, decay, or source. They eat
takes 1d4 + 1 rounds. Each round until the character is paralyzed, he anything they can kill or any dead they find. They resort to vegetable
suffers a -1 (cumulative) penalty to his THAC0. This penalty is re- matter (mostly fungus) only when other resources have dried up.
moved when the pain is neutralized. The poison has a duration of Thus, they often serve to scour old, over-populated sections of the
1d4 turns. The poisonous gel has a very short life when exposed to Underdark, leaving behind sterile dead remains.
air. It is effective on the disir because their bodies are constantly re-
newing it. However, it cannot be bottled or kept and used by others.
The gel also provides protection from fire-based attacks. Disir gain
a +4 saving throw bonus and suffer 1 point less per die of damage
from fire-based attacks.
DRACONIAN, TRAAG
The traag draconians are among the first failed attempts to create Even this alone would not have been sufficient, but coupled with a
draconians, a precursor of the more successful baaz. While not overly very low birth rate (each brass dragon egg yielded only a few viable
tall, they are emaciated and gangly. They have sharp taloned hands, traag) and a tendency to suddenly go berserk, attacking anything or
and crocodile-like snouts. Their bodies are covered with rough scales anyone, made the traag a failure. Not wanting to waste time slaugh-
of a metallic brass color, a link to their heritage. tering them by the thousands, the evil lords simply disposed of their
error in the lands of Aurim.
Combat: Traag draconians are fierce fighters, adept with either The traag have formed themselves into small tribal bands. Each
weapons or their natural talons. At the same time, they are not natu- tribe is led by a chieftain (5 HD, THAC0 15, Dmg 1d8/1d8). These
rally courageous, being extremely conscious, even paranoid, of their bands of 1d100 + 50 traag live mostly in the deserted villages and
own weaknesses and numbers. They do not attack unless the odds cities of ancient Aurim. The more numerous and powerful hobgob-
are in their favor, either through numbers, the element of surprise or lins have made the plains unsafe for their habitation, so the traag
clever strategies, or if they have been forced into battle. Thus, their have fortified and trapped the ruins as a protection against their
initial morale is only 8. powerful neighbors. The old streets are honeycombed with hidden
Once the battle is joined, however, the traag become maniacally sally ports, rockfalls, dead ends, and concealed ways.
fearless. A blood-lust seizes them and they no longer need to check The villages are normally organized in a similar manner. At the
morale for the duration of the fight. They will fight without regard center of the ruins is the tribal headquarters. There are always at least
for losses and gain a + 1 on all saving throws vs. spells that cause fear two paths to this and sometimes more. Fanning out from the center
(scare, fear, etc.). This effect only comes into play when the combat are different encampments, or divisions as the traag call them.
is actually joined. Since the traag dont use missile weapons, this is Each division has 1d20 + 10 members. These divisions have varying
when hand-to-hand combat is conducted. responsibilities, usually assigned the duty of guarding a specific post
In combat, the traag often disdain the use of weapons and fight or hunting in a given territory.
with their claws, which are effective enough. They use weapons Because the traag are created, they have only one sex (male for lack
when there is some advantage to be gained from using the weapon of a better name). There are no young or dependents. All members
attack mode, reach, or other special use. of the tribe are warriors-they are more completely mobilized than
Upon death, the traag bubble and rot away in a single round, any other group in Taladas. This has led them to increasing domi-
leaving only a slimy puddle behind. nance in Aurim.
Habitat/Society: The traag were one of the first products of the evil Ecology: Although carnivorous, the traag are often reduced to scav-
lords attempts to pervert the eggs of the good dragons to create dra- enging. Unwilling to hunt for great lengths of time on the plains,
conians. (At least, they were one of the first experiments to survive.) they are almost universally under-nourished. Its not surprising then
For a time, since they lived and were good fighters (when they that they will eat virtually anything (even hobgoblin) that is put in
fought), the lords considered them a success and bred large numbers front of them.
of them.
Over time, however, the traag began to develop a number of un-
desirable traits that ultimately made them unsuitable for use in the
dragon armies. Most obvious of these is their noteworthy cowardice.
FIRE MINION
Fire minions are fearsome creatures, apparently from the elemental saving throws still apply). In addition, any water- or cold- based at-
plane of Fire. Their bodies are composed of living flame, and al- tack halves the length the time the fire minion can stay out of its fiery
though they can assume any form they wish, the most common is home.
that of a large humanoid, complete with fangs and horns. Their
bodies are the colors of flame and constantly swirl and flicker with Habitat/Society: Little is known of the fire minions lives, simply
the living light. because their natural environment precludes most observation by
outsiders. It is certain they come from the elemental plane of Fire,
Combat: Fire minions are powerful warriors, fortunately (for their and are considered free-willed fire elementals. Their life habits there
enemies) limited by their environment from spreading and conquer- are unknown.
ing. They attack by rising up out of fire, assuming their form in the Fire minions have a limited ability to gate themselves to the Prime
process. Since this takes one round, it normally provides sufficient Material plane. Such gating can be accomplished only in areas of in-
warning to the victim and only allows the normal chance of surprise. tense flame-most commonly the cauldrons of volcanoes. Normal
However, a fire minion can also return back into the flame (in one fires are not sufficient to allow gating and so fire minions tend to ap-
round), move to another location and reappear during the next pear only in exotic locales.
round. While this does not provide any specific combat bonus, it can Fire, flame, and lava are the natural homes of fire minions, and
be unnerving to inexperienced opponents. they dwell within them with no ill effects. They can travel through
Fire minions normally wield large swords. Whatever the weapon these materials as easily as walking. However, they have only a lim-
used, the creature causes 2d6 points of damage. In addition, the ited ability to leave the flames and risk injury or death when they do
creature has a constant flame aura that causes 1d6 points of damage so. A fire minion will not feel the effects for 1d6 hours. After this
to all within five feet unless protected from fire in some way. No at- time they lose their flame aura ability. In another 1d6 hours, the
tack roll is needed to hit and no saving throw is allowed to avoid this minion begins to take damage at the rate of 1-2 points per turn. This
aura damage. continues until either the minion returns to the flame (to rest and
Because they are made from living flame, fire minions are com- heal) or dies. Note that magical fires can heal the damage but cannot
pletely immune to fire-based attacks. Indeed, magical flames (fire- prolong the ability to move about on land.
balls and dragon fire) restore hit points equal to the damage the
attack would normally cause. Although they would seem to be Ecology: It is hard to know just where the fire minions fit into things,
highly vulnerable to water-based attacks, their intense heat protects since so little is known of their lives in the plane of Fire. It is believed
them somewhat. They suffer 1 extra point of damage per die from they eat lava or fire, although this is not confirmed. When slain,
water-based attacks. They are extremely vulnerable to cold-based at- their bodies evaporate in a burst of ash, leaving very little to examine
tacks and suffer double the normal damage from these (although or study.
GURIK CHAAHL
The gurik chaahl (ghost people) are the dangerous and unpleas- hunters. On rare occasions several gurik will operate together as a
ant offspring of the Ilquar goblins of Taladas. They are the ill- group.
favored who, driven out of the villages, have managed to survive in
the forests against the odds. They look much like normal goblins, ex- Habitat/Society: The gurik chaahl are solitary dwellers. Rejects of
cept for some abnormality that marks them. the goblin tribes who live in the Ilquar Mountains, the gurik chaahl
have managed to survive alone in the wilderness against the odds.
Combat: The ghost people are not brave warriors and are never likely Some have dim memories of their childhood, but most were aban-
to be. Their survival has been due to their stealth, cunning, and de- doned at too young an age to remember. Nonetheless, the similarity
ceitfulness, not their fierce combat prowess. in appearance between themselves and the goblins has not escaped
Gurik chaahl are quite stealthy. They move silently 70% of the their notice. They have developed an intense hatred of the goblins
time and have a natural ability to use camouflage and natural ter- and delight in causing them harm.
rain. There is only a 25% chance they are spotted by casual observa- The gurik chaahl are loners, without friends or communities. Be-
tion. This chance improves by 30% for close scrutiny and an cause of their natures, they do not even trust each other and classify
additional 30% if the gurik chaahl is moving. (Thus there is a 85% other gurik with the goblins in general. The few times they do coop-
chance of spotting a moving gurik chaahl if the character watches erate are when they are faced with a large incursion of goblins. Al-
carefully.) While the ability to move silently applies to any type of though they are spiteful and violent, their rage is directed mostly at
terrain, the camouflage ability requires the presence of some con- the goblins. They attack other creatures for food and little else.
cealing terrain, although it can be quite slight.
A gurik chaahl that moves silently imposes a -4 penalty to the Ecology: The gurik chaahl act as predators and scavengers in their
partys surprise rolls. One that fails to move silently but is still un- territory. Beyond this, their role in the local culture is strictly as a tool
spotted causes a -2 penalty to character surprise rolls. for mothers to scare children, a bugbear to frighten them to be good
Once in combat, a gurik chaahl will try to cause as much harm as or go to sleep.
possible, or steal something useful and escape as quickly as it can.
The creatures have no desire to fight it out or battle superior odds.
Thus most attacks by the gurik are against lone stragglers or solitary
H ORAX
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Uncommon
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil (D)
ALIGNMENT: Neutral
The horax are insectoid creatures, as ferocious as they are mindless. based attacks do not cause any additional damage, they have the ef-
They are long with 12 legs, small but powerful mandibles, and fect of a slow spell. This effect lasts for 2d6 rounds.
tough chitinous plates that cover the back. Horax are long and low to
the ground. Their legs end in strong grippers, able to hold firmly to Habitat /Society: The horax are communal creatures, living in small
nearly any surface. They are very dark in color, blue-black to pure colonies of 30 + 1d10 individuals. There is no distinction between
black and are not easily seen, even by those with infravision. male and female horax. Each colony is located underground in a se-
ries of chambers. There are several communal chambers connected
Combat: The horax almost always attack in packs. They rely on to a central egg chamber. Normally, there are 3d6 young among the
numbers and speed to make their kills. Although they appear short eggs (HD 1, AC 7, Dmg 1d6). Other chambers are used to store food
and stocky, they are surprisingly quick, making them difficult to dragged back to the lair by the horax. These are kept for later use,
fight. They gain a +1 bonus to their chances of being surprised and preserved by the dry air of the tunnels. These chambers contain
a -1 bonus to all initiative die rolls. whatever treasure the horax have accidentally collected. Magical
The horax have exceptional climbing ability and can cling and at- items found are most often weapons or armor from the bodies of
tack from almost any surface and any angle. It is not unusual to find dead warriors slain and brought back by the foragers.
horax packs scouring underground tunnels, some moving along the
floor while others cling to the ceilings and walls. This can make them Ecology: Although subterranean, the horax do venture to the surface
dangerous and difficult to fight for the unwary. when prey is scarce in the tunnels underground. They venture onto
Horax attack with their mandibles. Though these are small, they only the surface in the hours of dusk, after the hot desert sun has
are strong enough to crush bones. Once a horax scores a hit, it main- cooled, but before the chill night air makes them sluggish. Al-
tains its lock. Each round this lock causes 1d6 points of additional though they prefer fresh kills, they also scavenge. They do not seem
damage. No attack roll is needed for this. A horaxs lock can be bro- to have preferences for prey, although they seldom attack other in-
ken by a character (whether the attacked character or another) who sectoid creatures.
spends an entire round working to dislodge the beast. The character The back plates of the horax can be fashioned into a lightweight
attempting must still roll for the attack. If successful, he has pried and durable armor (AC 4) by armorers experienced at handling the
the beasts jaws open. stuff. The Glass Sailors of Taladas are among the best in the world at
Being insectoid, horax are vulnerable to cold. While ice- and cold- this art.
O THLORX
The othlorx are variations of the standard dragons that appear in never heard the call. Their friends and contacts are the creatures of
the world of Krynn. Physically they are identical to the existing the sea, mostly unaffected by the wars. Thus the news of the great
dragon forms- brass, bronze, copper, and silver; black, blue, green, sea battles never reached their ears. On rare occasions, these dragons
white, and red-though there are no gold othlorx. The difference is appear on land. They can display an amazing ignorance of current
in their attitudes toward the world and other dragons. affairs and are considered somewhat backward by their dragon fel-
The othlorx are part of the outcome of a choice faced by dragon- lows. They hate minotaurs with a violent passion. Bronze othlorx are
kind, the choice created by Takhisis and the Wars of the Lance. lawful good, but seldom involve themselves in worldly affairs.
When Takhisis released the evil dragons into Krynn, she expected all Copper Dragons: Copper othlorx, who in the past have prided
of her children (as she saw them) to come and fight at her side. Per- themselves on their fine sense of humor, have become somewhat bit-
haps fortunately for the forces of good, the evil dragons were true to ter and disenchanted with dragonkind in general since refusing to
their natures. Not all heeded her commands. More than a few saw no come to the aid of all good dragons. They see themselves as being
gain for themselves in the battles to come, only the greater chance of unfairly treated, especially for something thats over and done with.
death and misery. So they refused to come and fight at her side. Infu- They have no love of their fellow dragons nor any who profess to aid
riated, Takhisis cursed these renegade dragons, causing them to be- or support the dragon cause. Indeed, they delight in tormenting and
come the first of the othlorx. irritating those good dragons they find, although they still will not
When the good dragons were bound by their oath to not interfere cause permanent harm to their fellows.
in the Wars of the Lance, they set out to search for their lost eggs. Shunned by their fellows, the copper othlorx have taken a fancy to
They traversed the globe, and more than a few scoured Taladas. the gnomes of Taladas. They find the little fellows vastly amusing,
Eventually the draconian hatcheries were discovered and the good recognizing the minoi for the cosmic joke they really are. Copper
dragons no longer felt compelled to honor their oath. They returned othlorx are chaotic good (neutral).
to Ansalon to take part in the war. However, not all the good dragons Green Dragons: The green othlorx are obsessive, cruel, and ma-
felt compelled to return. Some, especially those who had never laid a levolent creatures, indeed hardly different from their uncursed fel-
brood of eggs, refused and chose to remain in Taladas. They were lows. Since they were unwilling to leave their sheltered groves,
shunned by their brothers and so joined the ranks of the othlorx. Takhisis found her revenge by binding them to those very lands. The
The characteristics of the othlorx vary according to the dragon type green othlorx are filled with a violently territorial passion. Anything,
and the individual personality of the creature. General behaviors of including another of their own kind, is treated as a trespasser to be
each are described below. destroyed. This protectiveness keeps them from straying far or suc-
Black Dragon: These great beasts have found the southern wilder- cessfully mating. Their numbers have suffered a steady decline.
ness of Taladas to be an ideal home with its vast marshes and steam- Red Dragons: Most of the red dragons, consumed by war-lust, ea-
ing jungles. Originally selfish and loners, as othlorx they have gerly went off to fight in the Wars of the Lance. However, a few who
become xenophobic in the extreme. Takhisiss curse has made them saw opportunities suddenly arise on Taladas refused to go. Takhisis
crazed and completely unpredictable. In general, they attack all but cursed these creatures with a loss of the trait they most pride-their
an obviously superior enemy on sight, but there are tales of times self-confidence.
when they have been cordial, if highly eccentric. Othlorx black drag- The red othlorx are a strange lot. They are powerful creatures, still
ons cannot cast any priest spells. They are chaotic neutral. possessed with a great desire for wealth and bloodshed, but they
Blue Dragons: There are few blue dragons among the othlorx, doubt their own abilities and might. As a result, they have become
since their naturally lawful (though evil) natures compelled the ma- skulkers, attacking from ambush and using every cowardly trick pos-
jority of them to heed Takhisiss call. Still, even among these honor- sible to overcome their fears of inferiority. When not in combat, they
bound creatures there were some skillful enough to claim a loophole are excessively vain and boastful, again to compensate. If faced by a
or create some elaborate justification for their refusal. Enraged, powerful foe (even one that seems moderately powerful), they will
Takhisis stripped these blue dragons of their priest spells and has hesitate and wait for a chance to attack with surprise. The red othlorx
compelled them to forever honor their words, precisely, no matter are considered cowards by their kin. The red othlorx have no priest
what the statement or intention. As a result, the blue othlorx have spells.
become very reticent, much less make promises of any sort. Silver Dragons: The silver dragons have always felt a strong need
Already hostile to man, the blue othlorx now blame all their woes to aid and assist mankind. Despite this, a considerable number of
on the humans (who caused the Dragonwars anyway). They dont them refused the call to war, rationalizing this by claiming to remain
necessarily attack on sight, but they use all their abilities to cause behind to protect the humans of Taladas. While their motives were
harm and woe to this offensive race. Blue othlorx are extremely law- true and noble, they could not escape the guilt that came with their
ful evil. decision. Thus silver dragons are compelled to atone for their wrongs
Brass Dragons: For the brass dragons, becoming othlorx was not by traveling among humans in disguise. They are obsessive about
that difficult a decision. Always prone to be somewhat neutral, they helping others and fighting evil when they find it and try to compel
readily allowed this side of their nature to become dominant. Al- those traveling with them to join their cause.
though not cursed for their choice, they are shunned and repudiated They have become the most intolerant of dragon species with a
by others of their kind. This has hurt them greatly, for they are rigidly defined code of good and evil. Their punishments are severe
highly social creatures. Isolated from their own kind, they sometimes and final-death is the only fate for evildoers of any type. The silver
become desperate for companionship and conversation. They have othlorx are rigidly good, although they are now chaotic not lawful.
been known to visit the nomadic tribes of the steppes, simply to con- White Dragons: Of all the evil othlorx, the dull-witted white
verse and gossip. Many are known by name to the tribesmen. There dragons have changed the most. They defied the call out of impulse,
are also tales of them holding travelers hostage, a captive enforced refusing because it didnt suit their mood. In return, Takhisis strip-
audience as it were. They are neutral (good). ped them of all outward signs of intelligence. White othlorx cannot
Bronze Dragons: Most of these enigmatic creatures, being both cast spells or speak. They are still intelligent and are perfectly aware
lawful and good, responded to the call to battle the horrors of the of the powers they have lost. This only serves to increase their rage
evil dragons. However, some did not come, primarily because they and savageness. They are extremely chaotic evil.
S AQUALAMINOI
The saqualaminoi are a race of humanoid creatures, hulking in vasses that break the frozen wall. Their lives are simple, organized
height. Adapted to the harsh conditions of the high frozen moun- around small family units. Each bull takes a female and together
tains, their bodies are covered with white or gray fur. This is espe- they raise their young. Several families living in the same area form a
cially thick on the soles of their feet and even covers their palms. community. This is nothing more than a loose assemblage of families
Their heads seem to be squashed between their shoulders. Their fa- that only occasionally bands together for the common good.
cial features are small and flat to prevent frostbite. They have promi- The most common cooperative action is hunting. The creatures
nent fangs, but do not attack with these. They are intelligent are carnivores, but are not particularly fierce. They prey mostly on
although extremely primitive. the sheep, mountain goats, and marmots found at high altitudes.
They do not attack other humanoids, but do fight in defense. They
Combat: The saqualaminoi are not subtle or particularly clever do not normally attack humanoids. Instead they tend co be very curi-
fighters. They have never had to be, since their size and power has ous about creatures of similar appearance.
generally assured they are the biggest creatures in their habitat. Fur- In times of bad weather or poor food, the saqualaminoi are forced
thermore, although fearsome in appearance, they are actually rather to raid outside their range. Since the fierce winter storms frequently
peaceful. They only attack for food or in self-defense. drive away game, these raids most often occur during periods of foul
In combat, they fight with their powerful fists, striking smashing weather. Thus the saqualaminoi have earned the reputation as mon-
blows capable of felling an ordinary man. A few have learned to sters that come out of the snowstorms to raid and kill.
make simple bone, wood, and stone clubs. These weapons cause 2d6 The saqualaminoi are an intelligent people. They have a simple
+4 points of damage, but the creature can make only one attack per language of grunts and howls. They make very simple stone and
round. wood tools. They do not have a written language or many highly de-
Being well-adapted to snow and cold, saqualaminoi are immune veloped concepts of good or evil, but they tend to be good by nature.
to cold-based attacks, normal or magical (although they still suffer
from falling pieces of ice, etc.). Furthermore, their broad feet and Ecology: The saqualaminoi are primitive predators. Fortunately,
claws enable them to move across snow and ice with no movement their pelts are too coarse to be of value. The little treasure they collect
penalties. comes from the minor baubles they find interesting.
CLIMATE/TERRAIN: Desert
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 15
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d3/1d3/1d6
SPECIAL ATTACKS: Surprise, jell&cation
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (7)
MORALE: 10
XP VALUE: 2,000
Skrits are carnivorous beetles that live in the cool deserts of Taladas. solving the body to a soupy gelatinous mass. This is what the skrit
They are hulking creatures, approximately five to six feet in height. will later eat. This effect takes several hours. Victims are paralyzed by
Similar in appearance to a flea, the skrits body is protected by a the time this occurs. The victim loses 10 hit points per hour from the
rough, domed carapace. A host of short spiny legs protrude out from cell tissue destruction. The enzyme can be halted with a neutralize
under this shell. The head is small and can be retracted under this poison spell. Damage from the bite and claws can be healed nor-
shell, which tapers back to a narrow, inflexible tail. The overall color mally or through spells. Damage caused by the enzyme can only be
of the shell is mottled black and brown, similar to the surrounding healed normally or through regeneration.
terrain.
Habitat/Society: Skrits are solitary hunters with a limited range.
Combat: The skrit is a fierce predator, quick for its size. Too large to They do nor make lairs, but inhabit patches of rough ground where
effectively stalk prey, it relies on natural camouflage. It settles among their camouflage is most effective. Within this territory, skrits
outcroppings of rock and waits unmoving for something to pass close change hunting locations from day to day, depending on the amount
by. While the skrit can be spotted by those who look for it, its cam- of success.
ouflage works well enough to conceal it from casual observation at Skrits have both male and female members, distinguished only by
distances beyond 15 feet. Closer than this and the true nature of the the length of their tails. During the mating season in early spring,
rock is obvious to intelligent creatures who happen to look that the female sends signals to the males by clattering its tail against the
way. Those attacked by a skrit have a -1 penalty applied to their sur- rocks. The males gather and combat for the right co be her mate.
prise roll if the creature was not spotted. This is a particularly dangerous time to be among the rocks, for the
In combat, the skrit picks out a single target (normally the small- males will attack anything that moves ( + 1 bonus to attack and dam-
est or weakest looking of the player characters) and attacks it almost age rolls).
to the exclusion of all others. It attacks with its two feeble forelegs
and its needle-like mouth. This mouth has retractable barbs, so that Ecology: The skrit is an essential part of the desert ecological chain.
once a hit is scored the probe stays in place. Each turn thereafter, the Not only is it an important predator, but after death its body plays a
skrit pumps a powerful enzyme into the victims bloodstream. At role in the life of the desert dwellers. The huge carapace becomes
the same time, the creature attempts to drag its victim to a safe place home for many creatures; most of these are benign or at least of no
where it can eat its prey. great threat to adventurers. Sometimes, however, the shells are taken
The enzyme has two effects. First it paralyzes the victim. The vic- over by huge colonies of ants. The domed shell becomes the home to
tim must roll a saving throw vs. poison each round the skrit is at- a ferocious swarm, quite dangerous to disturb.
tached. A -1 penalty is applied to the saving throw for each round The shell can also be fashioned into an excellent armor by those
after the first. The paralysis lasts for 3d6 hours or until the enzyme is skilled in handling the peculiar material. Skilled craftsmen use the
neutralized. Second, the enzyme also destroys cell tissue, slowly dis- carapace to fashion breastplates and other solid pieces of armor. A
suit fashioned from this material has an AC 4.
Y AGGOL
CLIMATE/TERRAIN: Jungle
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: U (B)
ALIGNMENT: Lawful evil
The yaggol are a degenerate sub-race of the evil and terrifying mind ony the creatures radiate. Their own kind (including the more
flayers. Degenerate, in this case, does not mean more debased or advanced illithids) are immune to this effect. The mind blast places
decadent (mind flayers are already decadent in the extreme). Rather, a great strain on the creatures; they must wait an hour before at-
the yaggol have culturally regressed, and their once formidable men- tempting it again. Furthermore, it dazes them for the round imme-
tal powers have atrophied and are forgotten. diately after. They can take no actions as they recover their wits.
In appearance, the yaggol are almost identical to their cousins. The yaggol are extremely savage and ferocious. At the same time,
They are larger, standing about seven feet tall, and have greater they are not so stupid as to fight against hopeless odds. They freely
physical power. They have the same uncanny resemblance to malev- retreat from battles that go against them, even leaving their own
olent octopi, including the four long tentacles that hide their kind behind. When they can, they take slaves (dinner for a later
mouth. Their skin is chameleon-like, shifting in color and pattern to date). Failing this, they seek to kill as many as possible to provide a
match the background. The possible color changes range from bril- large quantity of fresh meat for the tribe.
liant rich green to a scarlet orange, encompassing various shades of
browns, greens, and yellows. They possess three fingers on each Habitat/Society: The yaggol are descended from the more powerful
hand, weirdly jointed so that any one can oppose the other two. The and numerous race of mind flayers, a stellar race from the dark, cold
older members of their community dress in flowing robes, while the reaches of space. According to their legends, which are extremely
youths often wear nothing more than simple loincloths. garbled, the yaggol once inhabited the stars but are now confined to
the earth after offending some powerful being. Much more likely is
Combat: Although they have lost much of the intelligence of their that they are the survivors of a failed colonization attempt on Tala-
ancestors, the yaggol are still incredibly dangerous and cunning in das, a failure caused by the destruction of the Cataclysm. They speak
combat. They are extremely hard to spot if hidden against a natural yaggol and whatever the local tongue ischaasi on Taladas. Origi-
background-one that falls within the color range of their powers. nally a race that loved only darkness, the yaggol have adapted to sur-
Elves have a 50% chance of noticing them, all others have a 20% face life, although they still favor the comforting gloom of the
chance. The yaggol must be within 30 feet before they can be spot- jungle. They do not venture beyond the humid warmth of the jun-
ted. If not detected, the yaggol automatically attack with surprise. gle.
Once in combat, a yaggol attacks with its fists, delivering powerful
blows. In addition, it can attack with its long tentacles. As with the Ecology: The yaggol have a lifespan of no more than 60 years, spend-
mind flayer, any tentacle that hits will worm its way to the victims ing the first five in a tad-pole state. During this rime there is the dis-
brain in 1d4 rounds. It then sucks the brain out and eats it. Each tinct possibility of being eaten by their elders in times of famine.
round these attached tentacles cause an automatic 1d6 points of Birth rates are accordingly high to adjust for the low chances of sur-
damage. Victims can tear free if they roll a successful Strength check, vival to adulthood. As a race they are asexual and in conversation
but doing so causes 1d10 points of damage per attached tentacle. freely refer to themselves as both he and she, having no understand-
The yaggol have lost nearly all the great mental powers of mind ing of the difference in the two words.
flayers. Thus they have no innate spell ability and possess only a sim-
ple mind blast. This affects those within a radius of ten feet around
the creatures. All within the area must roll a successful saving throw
vs. wands or suffer 3d6 points of damage from the intense mental ag-
Lunar Display Wheel
Date
Moon 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Solais
Lunais
Angomais
Moon 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Solais
Lunais
Angomais
COUNT MALARCHUS
HARGH TALLARCH
sides (see Steam Cannon for details). All three parts: a breathing helmet, back-
THE FIRE FLEET living quarters are sealed, including the pack scrubber, and foot pumping system.
observation dome and the gangways to The helmet seals to the clothing, block-
reach it, to protect the gnomes from the ing outside gasses. Air is sucked in
Considered one of the masterpieces of
poisonous gasses of Hitehkel. through the bellows-like shoes (powered
gnomish engineering, the fire fleet ships
by the gnomes walk), forced through the
of the gnomes are fast vessels capable of
scrubber where poisonous fumes are re-
sailing across the Burning Sea, the vast Fire Fleet War Galley moved, and then blown into the helmet.
ocean of lava at the center of Hitehkel.
The scrubber cleans the air by forcing it
The fire fleet ships, however, are far Crew: 20 through several different combinations of
different from normal sailing vessels. Passengers: 300 fluids and chemicals. A scrubber has a life
First, they are made of special lava- Range per Tank: 500 miles of about 100 hours (1d2080), after
resistant alloys developed by the gnomes. Top Speed: 10 mph which the expensive fluids must be re-
These materials are essential: wood, the
placed.
normal ship-building material, would
The greatest drawback of the breather
not survive more than an instant in the The second ship pictured is a smaller is that the wearer must continually walk
burning temperatures of the lava. Sec- and slower scoop wheeler. Unlike the war around to provide the power to the
ond, the ships of the fire fleet do not rely galley, the scoop wheeler is driven by a pumps. This leads to the curious sight of
on the winds for their propulsion. This simple steam engine. Again, water in the gnomes steadfastedly marching in place
was certainly possible, since Hitehkel is reservoir is heated by lava. However, this to keep their breathers running.
swept by fierce storms generated by the time the steam powers the paddlewheel
molten lava, but such a non-mechanical that drives the ship through the water.
method did not appeal to the gnomes. Most of the steam is condensed back to
Instead, they drew upon the heat of the water and recycled through the system. AUTOMATIC
lava itself to provide their motive power. The chimneys at the top are the exhausts
The galley shown is operated by steam for the emergency pressure releases on the WALL-SCRUBBER
propulsion. The principle feature of the water reservoir. Because it recycles its wa-
ship is the large dome-like section amid- ter, the scoop wheeler is able to venture
ships. This is the water reservoir or ket- The steam powered wall scrubber is a
greater distances, especially into un-
tle as the engineers call it. Heated by the fine example of good intentions gone
known territories. A scoop wheeler is typ-
fiery temperature of the lava, the water in awry. Originally designed as a labor-
ically fitted with a single steam cannon.
the reservoir quickly comes to a boil. The saving device, it quickly proved itself to
steam is allowed to build up pressure and be a nuisance and hazard. Comical disas-
is then routed to the exhaust pipes at the Scoop Wheeler Merchantman ters are described of experiments in resi-
back of the ship. This provides a simple dential areas were the device got out of
form of jet propulsion to drive the ship Crew 10 control, stuck, worked too fast, or
forward. Passengers 20 scrubbed too hard. Those who have expe-
This method has its drawbacks. Be- Ranger per Tank 5000 miles rienced the device have learned to go vis-
cause the water is boiled away, these ships Top Speed 6 mph iting whenever the tests are announced.
can only be used between known ports or The inventors, while stung by these fail-
for predetermined journeys. Running out ures, have only redoubled their efforts to
of water in the middle of the Burning Sea produce a successful model. Impromptu
can have serious consequences. Second, tests are often carried out throughout the
there have been instances in which the
SELF-CONTAINED AIR citadels.
reservoir has built up too much pressure PURIFIER
and the tank has exploded. The gnomes
assure their passengers that this is a rare
event and they should not worry, how- Another necessary feature for the crews
ever. of the fire fleet is the contained breathing
The galley shown is a war vessel, part of system. The gasses released by the lava of
the fleet that invaded the Tower of Hitehkel can be very poisonous and cer-
Flame. It can carry a company of 300 tainly damage health in the long term.
gnomes in cramped gnome-sized quar- Therefore, the gnomes have designed a
ters. Four steam cannons are fitted on the simple breathing apparatus. It consists of
Ani. Ast. Charm Com. Creat. Div. Ele. Guard. Heal. Nec. Plant. Pro. Sum. Sun Wea.
Branchala — — — — M — — — * — M — — M M
Chemosh — M — M — — — — — M * — — m —
Chislev M — — * — — — — M — — — — m M
Gilean * M * m M M — — m — — M — m —
Habbakuk M — — — M * M — — — — — — m —
Hiddukel — — — — — M — M — * — — M m —
Highfather Any
Kiri-Jolith — M * M M m — M m * — — — m —
Majere * M M — — M — — — — — — M m —
Mishakal — M M m M M — — M M — * — M —
Morgion — M — — — — — — M — M — — m —
Paladine — M M m — * — M — — — M — M —
Reorx — — — M M — M — — — — — — M —
Sargonnas — M M M * — — — M — — * M m —
Shinare — — M — M — — M — — — M — m —
Sirrion — — — M — — — M M — — — M m —
Takhisis — M — * * — — M — — — M M m —
Zeboim M — — — M — M — — — — — — m M
Zivilyn — M — — — M — — — M M — — m —
Spheres are defined in the 2nd Edition rules. * The deity has limited powers to grant spells in this sphere. Spells granted are
left to the DM’s discretion based upon the immediate need. Thus, Hith grants
M The deity grants major access to this sphere. the ability to animate dead to his Thenolite priests so they can fill their armies,
m The deity grants minor access to this sphere. but does not allow them access to the majority of necromantic spells.
This level of a typical gnome citadel made dour and almost windowless to in- filled with cabinets of documents. The
shows one of the higher layers devoted to spire respect (and a little terror), the Hall staff present is small since most of the fil-
the functions and trappings of high of- of Justice is were most of the major suits ing is handled by an amazing collection
fice. As befits its importance, the archi- are filed and heard. Most of the hall is gears, cables, pulleys, and clamps de-
tecture here strives to be grand and taken up by chambers for the judges signed to file and unfile. Of course, the
majestic, dominating in size. This means (those with windows) and offices for their chance of getting the right document on
that doors, windows and ceilings tend to secretaries. However, there is one major the first (or fifth) try is almost non-
be scaled to human heights instead of the audience hall where particularly popular existent.
standard gnome configurations. or important cases are heard.
5. O FFICES
Unlike other levels of the citadel, the sep- 3. M INISTRIES
arate buildings and offices here are open These dreary, dingy little spaces are nor-
to the air. The entire level is a broad These buildings are the offices and meet- mally crammed with the desks of five to
plaza, partially covered by a roof. A low ing rooms of the different bureaucratic ten minoi civil servants. The offices are al-
railing (about 18 high) protects unwary ministries needed to run the citadel. All ways piled high with papers, ledgers, and
gnome children from toppling over the are staffed by non-descript, gray little dangerous little minoi devices meant to
edge. Large displays of potted plants and functionaries and civil servants. Different make the work easier. (Copying machines
a reflecting pool give the airy plaza a ministries include the Board of Trade, the are particularly sinister.) Any character at-
parklike feel. Water Council, the Treasury, the Board of tempting to find or learn anything
Invention and Registration, the Charita- through the little gnomish bureaucrats
I. ELEVATOR ble Relief Organization, and the Guild of will invariably be told: Its not my job,
Scribes. talk to him, or Sorry, thats the office
This is the standard gnome screw eleva- next door.
tor. An emergency stairwell is carved into 4. R ECORDS
the side of the shaft.
The gnomes, being builders, produce vo-
2. H ALL OF J USTICE luminous amounts of paper-patents,
proposals, lawsuits, and edicts. All these
The most significant building on the are carefully kept and filed by the detail-
level is the Hall of Justice. Intentionally minded gnomes. The records halls are
The foundries, common to all the citadels smelly, and hot 24 hours a day. The garri- 6. F OUNDRY F LOOR
with access to the Lava Sea, are a bustle of son duty is rotated to a different outfit
activity day and night. Here the gnomes every month. Each barracks room holds The main floor of this level is a hubbub of
seek to smelt enough usable ore from the 3-18 gnome warriors at any given time. energy. Here is where much of the metal-
molten slag for casting purposes. It takes The small rooms are the officers quar- smelting work is carried out. Lava is
a great deal of lava to produce a single bar ters. pumped from the basin or diverted into
of usable iron. small canals to places where it can be sep-
3. B ERTHS arated, purified, and cast into workable
This level is also the docking bay for the bars of metal. There are cauldrons of the
ships that sail the Lava Sea. Thus, it is one These areas are the docking bays for the boiling stuff being hauled on overhead
of the main entrances to the citadel. Due fire fleet ships. Both troop and cargo tracks, open casting molds being filled,
to the threat of fire minion attack, the ships dock here. Unloading equipment centrifuges and other machines in con-
main gates are heavily guarded. cranes, pulleys, hooks, etc. for han- stant operation.
dling cargo-hangs in lofts over each bay.
Unlike some levels of the citadel, the ceil- When a ship arrives, the cargo is loaded The equipment here is heavy duty,
ings here are exceptionally high to accom- onto pallets lowered from the ceiling and sound, and generally well-tested. It can-
modate the huge pieces of machinery and then hoisted into warehouses on the floor not be damaged except by powerful
the fire fleets that use this level. above. The gnomes working this equip- magic and is naturally immune to fire. If
ment jokingly refer to themselves as spi- it should take damage, there is a percen-
I. REDOUBTS ders. tile chance of catastrophic failure equal to
the amount of damage taken. Such fail-
Projecting out over the lava are these de- 4. S T O R E R O O M S ures result in explosions, smoke, and lots
fensive points, designed to serve as firing of noise, enough to encourage all but the
platforms for the gnomish warriors These unlit rooms hold amazing collec- most dim-witted to run like crazy.
against attackers from the lava. Each re- tions of junk and useful items. No one,
doubt is fitted with an air filtration sys- not even the gnomes who work on these 7. L AVA S COOPS
tem and firing slits for crossbows and floors, is certain of what can be found
magical spells. The slits can be shuttered here. These conveyor belts of buckets are part
and sealed when not in use, leaving open of the lava transport system. In constant
only periscope-like viewing ports. Each motion, they scoop buckets of the stuff
5. E LEVATOR S HAFTS
redout is manned at all times by 2-3 from the basin and dump it into the
gnome sentries. These are elevators for personnel; freight pumping system. From there it is di-
elevators are located elsewhere on the verted throughout the citadel to power
2. B ARRACKS floor. In one shaft, the screw turns up- equipment and provide heating.
wards. In the other, the screw wind down,
These rooms are the quarters for the creating one up and one down elevator.
foundry guards. The duty is an unpopu- There are no emergency exits from these
lar one because the foundry is noisy, elevators.
These levels are broad cavern-like areas, three feet deep. They provide the water The machine shop is occupied by 2-8
hewn out of natural rock. The air stinks of needed for the muck sprinklers. gnomes (including at least one gnomoi).
manure and mold, not suprising since They are all workmen-engineers and ag-
much of the waste from the residential 4. F ERTILIZER T ANKS riculturists.
levels is pumped here for fertilizer.
These metal columns hold waste from the 8. G RANARY
Normally calm and peaceful (indeed a fa- upper levels for use in the muck sprin-
vored spot for relaxing contemplation by klers. Any tank that sustains 50 or more This hall is piled with carefully sorted
those who can endure the air), the farms points of damage will rupture, flooding a stacks of fungus-divided according to
become a clatter of noise and chaos dur- 30 radius area with foul liquid. size, color, and type. Just inside the door
ing major harvests, which occur about hang several breathers. These arent nec-
once a month. Then, the gnomes bring essary so long as the fungus is not dis-
5. W ATER P IPES
out their favorite machines, new and im- turbed. However if the mushrooms are
proved from the last test, and begin a tu- These pipes supply water to the reservoir violently handled, they release choking
multuous attack of steam-powered system. They are not under pressure, rely- clouds of spores.
pickers on the innocent fungus crop they ing on gravity to move the water from the
have grown. upper level cisterns. Each pipe can with- 9. S T O R E R O O M
stand 30 points of damage. If ruptured, a
I. E LEVATOR S HAFTS pipe releases a powerful spray of fresh wa- This chamber is filled with an incredible
ter capable of knocking characters off assortment of junk-gears, cogs, u-
The twin shafts here are for the up and their feet. joints, coils of cable, tubing, sprinkler
down elevators that service this level. heads, broken pistons, and more.
When one is going up, the other is auto-
6. P UMPING S TATION
matically going down. A sign between
IO. SORTING HALL
the doors lists the arrival time of the next The machines in these areas control the
car (3-18 rounds) and also lists the fertil- muck sprinklers. Steam operated, the This hall is where the fungus is sorted ac-
izing schedule for the farm. This last is to pumping stations mix water and waste, cording to type and spores for new plant-
serve as a warning for when the muck then send it to the sprinkler heads. ing are collected. This is one of the few
sprinkler will be turned on. Amazingly enough, this is one of the few operations the gnomes have deliberately
machines the gnomes tend to leave be. chosen not to mechanize. Despite all
2. F UNGUS F IELDS They have developed a sound design and their efforts, poisonous fungi still grow in
someone has been insightful enough to their fields. Not willing to risk the health
The main floor of the cavern is overgrown leave it alone ever since. of their citizens to undependable ma-
with stands of highly productive and nu- chines (as challenging as the design pro-
tritious mushrooms bred by the gnome ject might be), the masters of the citadel
7. M ACHINE S HOP
myconologists. The mushrooms typically require all sorting be done by hand.
grow three to four feet in height. Narrow This large room is the storage area and
paths wind between some fungus patches workshop for the fungus harvesting ma- The sorting hall is only in use during the
while in other areas there are broad open chines. Parked near the doors are the ma- brief periods immediately after the har-
areas of ground being prepared for the chines, strange combinations of spider vest. Then there are always 21-40 gnomes
next spore-sowing. The ground compris- legs, scoops, hands, oversize suits, and present. All wear breathers since the air is
ing the fungus fields is heavily mucked even one model that looks like a vacuum thick with fungus spores. Those without
from the fertilizer sprayers mounted in cleaner mounted on a pogo stick (its be- such gear cannot even enter the chamber
the ceiling overhead. These sprayers ing dismantled for parts). Behind the due to the choking clouds.
(much like fire sprinklers) release a com- equipment are workbenches filled with
bination of water and waste, a vital nutri- tools, broken parts, scrap metal, boxes of
ent to the fungus. screws, and half-finished projects.
Grease-stained plans are nailed to the
3. R ESERVOIRS walls or buried under junk. A few per-
sonal decorations hang from the walls. At
These pools contain stagnant, filthy wa- the center of the back wall is a small forge
ter unfit for drinking. Colorless algaes for doing simple ironwork.
grow on the surface. Each pool is two to
Unlike some other areas of a gnome cita- shaftsone going up and the other entire extended family of gnomes, each
del, the halls and ceilings of the residen- down. Because of the heavy use of the ele- usually having a chamber entirely to
tial areas are scaled to gnome heights. vator system, the number of tubes at each themselves.
The main passages are approximately 10' elevator station is larger. Posted outside
wide and have spacious 6 high ceilings. each pair of tubes is a sign listing the As with all things however, the size and
The majority of passages are only 4½ scheduled stops for each car going up and comfort of the warren is determined by
high and 5 wide. down. the wealth of the family. Small warrens
are normally those of small families (new
Residential Encounter Table The elevator shafts here are equipped branches of an old family or one that is
with emergency ladders in case of acci- slowly dwindling in size) or of those that
2 Cultist of Hith dent. These can be reached by using the cannot afford anything better. The ma-
3 Dwarf visitor trapdoors in the floor and ceiling of each jority of the warrens are for middle-class
4 Gnome nobleman car. gnomes. A few large warrens belong to
5 Gnome repair crew the wealthy, however, most of the well-to-
6 Unscheduled test of wall scrubber 2. P ARK do gnomes, the nobility, make their
7 Pack of gnome teenagers homes higher up in the governmental
8 Gnome infant playing Built around the elevator station is a large levels.
9 Gnome brat (by gnomish standards) area of parkland.
10 Gnome hausfrau This is a carefully cultivated expanse of 4. COMMONS
11 Gnome gossip trees, flowers, and grass growing in a bed
12 Gnome spinster of natural earth. A system of ducts and The commons areas are large meeting
13 Gnome workmen coming or going mirrors is used to provide natural light halls and markets. Crowded with chil-
14 Constables from outside. Not only do the plants (and dren and housewives during the day and
15 Magistrate and guards gnomes) get sunlight, but the light whole families at night, they are the
16 Fence shifts, sets, and rises according to the out- meeting places for neighbors and friends.
17 Thief side world. The gnomes have found this
18 Lost minoi inventor is better for their own mental health and In these areas can be found plants, water
19 Human guest doesnt hurt the plants any. cisterns (there is no running water
20 Cultist of Hith throughout the warrens), waste disposal
3. W ARREN centers, market stalls, tavern tables, and
quiet cozy corners. There is no privacy
I. E LEVATORS Most of the space on the residential levels here, only less notice in some areas. As
is devoted to the warrens. Each warren with all groups, the commons have their
Like the other elevators throughout the forms a separate community from all the cliques, gathered in little corners, exclud-
citadel, the system here is a pair of others. Within a warrens confines live an ing others.
I. ELEVATORS all personal possessions are carefully edge. Now they can build up momentum
locked away. The door to the room is also by taking a short run. Originally the
This bank of elevators includes the stand- kept locked if the room is unoccupied. ramps were lightly greased to reduce fric-
ard personnel shafts, one always going up tion, but this was discontinued after sev-
and the other down. A sign is posted next 6. S TORAGE eral bad accidents.
to these listing scheduled stops. In addi-
tion, there is a special large freight eleva- These rooms contain piles of useful gear IO . C ATCH N ET
tor. The car in this shaft is assigned to the and unusual junk, a trait that seems com-
armory levels for moving large groups of mon to most storerooms of the gnomes. A standard feature of all launch bays is
men and material around in case of at- There are parts for flyers and gliders, rolls of the catch net, where gliders are supposed
tack. Thus, there is a 50% chance the car balloon fabric, extra tools, broken gears, to land. Once upon a time, the gliders at-
will be present at any time. bobbins of thread, spools of wire, and tempted to land directly in the bay, how-
mounds of tattered netting in need of re- ever after several messy crack-ups the net
2. ARMORY pair. No one bothers to lock these doors be- method was devised. Now pilots try to
cause nothing here is considered vital. touch down in the soft strings of the catch
These rooms are stocked with the excess net. Sometimes, experimental improve-
weapons of the gnomes. None of the 7. M ACHINE S HOP ments are added to the net without ade-
weapons are magical, but there are de- quate notification. The latest of these was
vices such as lava projectors (empty) and This machine shop is much like those the automatic unloader-a trigger that
other more bizarre items. There are also found on other levels, with long wooden flipped the full net back into the launch
suits of good metal armor and shields. All workbenches strewn with tools and cur- bay. After several pilots were suddenly
of the equipment is sized for gnomes. rent projects. At the back wall is a small launched into the bay by the system, the
The doors are kept locked and the keys forge for blacksmithing. In addition, apparatus was removed.
are held by the officers in room 5. there are floor to ceiling treadmill-
operated sewing machines and an experi- II. GUARD ROOM
3. C ISTERNS mental steam-driven armor press (which
so far has made more noise and steam This chamber houses the situation room
These spaces are the bottom sections of than usable armor). Since the war with for the lookout stations. In it is a large ta-
the huge water-holding tanks that fur- the fire minions has subsided, work in the ble, a desk, and several chairs. On one
nish the citadel with fresh waster. Most of shop tends to be slow. Normally, there wall is a large display with numbers hang-
this is collected from rainwater run-off. are only 2-5 gnome workmen present. ing on pivots. Each number matches a
The openings to these reservoirs can be lookout. If that lookout hits an alarm, a
reached from upper levels. 8. L AUNCH B AY signal bell rings and the number flips
over to the other side. There are always
4. B ARRACKS This area is a huge, high-ceilinged cave two gnome officers and four aides
open to the outside. It is from here that present.
Each barrack hall houses a squad of gliders, flyers, and war ballons are
twenty gnome warriors and all their per- launched. During the day, the hanger is I2. LOOKOUT
sonal items. The ceilings are high, almost normally busy with pilots and crews- es-
10, to allow for the three-tier bunkbeds pecially since the nobles have discovered Each lookout point is occupied by two
needed to quarter all the soldiers. During the concept of sport flying. During the gnome guards at all times. Their task is to
the day, most of the rooms are empty and day there are normally about 3-18 watch the surrounding countryside and
all personal possessions are carefully gnomes and assorted vehicles and ballons signal anything unusual they might see.
locked away. At night, most are occu- in the bay. The job is incredibly boring and most of
pied, although at least one squad will be the gnome guards spend their time nap-
on guard duty in the hanger bay. 9. L AUNCHING R AMP ping, playing cards, and reading. Only
occasionally do they bother to look out
The launching ramps are downward- the window.
5. O FFICERS Q UARTERS
sloping, slick runways intended to aid
This room houses the junior officers in flyer and glider pilots in takeoff. They are Each lookout has a signal button. When
command of this section. There are 2-5 one of the latest improvements in the pressed, it rings a loud alarm bell and al-
officers quartered here. Only 0-3 will be launch bay. Before, pilots launched erts the guard room (11) which lookout
present at any given time. Like the men, themselves by simply leaping off the sounded the alarm.
At the end of the street called The Break- 4. Warehouse gling, kidnapping, forged documents,
water lies the citys Sea Gate and the Most of the buildings near the docks bribery. An understanding with local
wharf area. Here, cargo ships from all are warehouses to store goods arriving in authorities prevents the Saiones from
over the known world unload their pre- Kristophan. These are usually made of closing the tavern down.
cious cargos. wood, and are locked at night to keep out
thieves. The district is irregularly pa- 8. Master Balthuus House
1. The Sea Gate Towers trolled by the Saiones, and private watch- Master Balthuus is an ex-sea captain
These massive towers guard the Sea men can also be hired at the local taverns minotaur, now a prosperous merchant.
Gate, one of the most important trade to guard particularly valuable cargoes. He has a keen nose for a bargain (or a
entrances to the city. Four stories tall, and trap) and has built a lucrative import
equipped with powerful bolt throwers, 5. Wharf Area Constabulary business. He seldom voyages himself any
each tower is manned by a full company This is the wharf precinct headquar- more, but might be persuaded to finance
of regular military troops. ters of the Saione constabulary. This an expedition (for a return of 50% of the
sturdy two-story brick building has hold- profit).
2. Wall Tower ing cells for civil offenders. A small tower
This tower is typical of the defensive on the roof allows a view of the docks, 9. Voyagers Inn
towers found at intervals along the city and contains a bronze bell that is rung in Travelers who need accommodations
wall. Made of worked stone and armed case of fire or other civil danger. in the wharf area are often directed to the
with bolt throwers and boiling oil, each Voyagers Inn, where the rates are reason-
tower can hold out as an independent for- 6. The Barrelstave Pub able, the beds are soft, and breakfast is
tress for over a month, if need be. The This modest establishment is run by provided. The common room has a ships
tower walls are more than 15 thick at the Orin Barrelstave of the Fianawar. The figurehead, a bull minotaur.
base and four stories tall. Each tower can dwarf runs a friendly pub, with a famous
hold a full company, although the stand- drinking contest each week. He also 10. Antillas Grog Shop
ard peace-time garrison is two to four keeps a collection of maps and nautical Not only is this a well-stocked shop,
squads. charts, gathered out of curiosity, for use but Antilla is the foremost information
by his friends. broker in the wharf area. This is the head-
3. Customs Office quarters for the Groggers gang, who have
This building is the administrative 7. Telgrans Dive continual run-ins with Telgrans gang.
center of the wharf area. Port regulations This is a dangerous tavern run by Antilla is a part-time spy for Thenol, and
are posted here, as well as the tax office Telgran, a renegade elf. The weather- is involved in smuggling contraband and
(usually 5%), cargo scales, and shipping beaten outside matches the dingy, weapons to the Thenolites.
schedules. Imperial licenses and routine smoke-filled interior. Most clandestine
official paperwork is handled here. activities can be arranged for here: smug-
Reached by means of the High Road, the but for this takes payment in favors or rival of the Saiones. Although dwarven
Plaza of the Champions provides a com- magic. He actively intrigues to aid and smiths would sooner see him gone, Ko-
mons for the inhabitants of Kristophan. protect other dwarves. thalus regards the matter with placid in-
The Imperial Arena is nearby, and the difference.
area has many small shops that specialize 5. Swordmasters Shop
in the making and selling of arms, armor, The owner, Aristo Aurelian, is a re- 9. The Armory Market
and other military equipment. tired champion (level 7 fighter). He can This building and the square around
identify any sword of note as if using a it is the famous Armory Market, where
1. East Plaza Constabulary legend lore spell. He can provide training nearly any weapon, armor, shield or simi-
This is the east precinct headquar- in most weapons to low level fighters, and lar equipment can be had for a price.
ters of the Saione constabulary. This has much knowledge concerning the lay- Smaller stalls sell other adventuring
sturdy two-story brick building has hold- out and operation of the Arena. equipment and supplies, as well as souve-
ing cells for civil offenders. Its armory nirs from the arena. When a particularly
contains riot control weapons, as well as 6. Healers Den exciting fight is scheduled, little dolls of
lethal ones. A small tower on the roof al- This rather grimy and run-down the combatants are sold here as well.
lows a view of the plaza, and contains a building houses Malathus, an aged and
bronze bell that is rung in case of fire or rheumy-eyed herbalist/ healer. His elixirs 10. The Imperial Arena
other civil danger. are somewhat more known for their bitter This is the site of the major public
tastes and noxious odors than for their ef- entertainment. Events range from profes-
2. The Champions House fectiveness, and his methods for curing sional champion trials to the tremen-
This is a local pub and alehouse on open wounds always include the applica- dously unequal battles of those guilty of
the edge of the plaza. Grakkus Takhad, tion of leeches (proficiency success roll: treason and other imperial crimes. At
the owner, is a minotaur and a retired 14). He is a favorite of the trainers at the other times this is the site of major festi-
arena trainer (8th level fighter). Al- Arena. vals for the minotaurs. At such times, the
though he is well able to take care of the main event takes place within the Arena,
rowdy, there is often no need, for this pub 7. Kalinos House which is closed to outsiders following a
is frequented by off-duty (and out-of- Kalinos is a dark elf mage of 9th city-long procession. Non-minotaurs are
uniform) Saiones. level. Having been scarred and lost an eye expected to celebrate in the Plaza of
in the arena, he ekes out an austere living Champions, instead.
3. Plaza of Champions by selling his talents to whomever can af-
In addition to being the center of ford them. Embittered and proud, he 11. Tiberions Emporium
the local community, once each year there avoids other elves when possible, having The name of this establishment is
is a great fair of armorers, weaponsmiths, occasionally been hired in plots against somewhat misleading. Tiberion is a
and ironmongers. At this time rare and them. money-lender who will convert foreign
unusual examples of their arts may be- coins and other valuables into local coin-
come available. The plaza is also used to 8. Smithy age for only 4%. He also controls the
stage public punishments, executions, This is the smithy and forge of Ko- odds for betting on Arena events. He
and announcements of imperial decrees. thalus, a massive minotaur smith. He can pays both the constabulary and the Old
make most iron items, if rough workman- City upright men for protection and resti-
4. Armorers Shop ship is sufficient. He is a careful crafts- tution, should someone be so foolish as to
Balthun Obedagh, a dwarf, is the man, and the strength of his work is quite rob him. It is rumored in less savory sur-
owner and head armorer of this shop. He famous locally. Even the dwarves agree roundings that Tiberion is an expert
makes armor to order in up to 60% of the that his work is fair, and though the mat- fence and information broker, but he has
normal time, but the price will range up ter of whose work is superior has yet to be never been successfully accused of this.
to 5 times the base cost. He can also repair resolved, it has caused some memorable
magical items of up to -3 enchantment, moments in local taverns before the ar-
At the far end of the Emperors March lies 4. The Well smuggling operations that operate
the Old City. Separated from the rest of The pavilion surrounding this cov- through the docks. His men also kidnap
the city by a steep ravine (known as The ered well is recognized by all as neutral the unwary, and sell them into the Impe-
Ditch), this area, which used to be the ground. The water is unusually sweet and rial fleet.
core of the city, is now its most dangerous pure. It is believed the well has a power-
slum. The Saiones do not come here of- ful magical guardian that wreaks venge- 8. The Oracle
ten, and then only in force. However, ance on those who desecrate or pollute its Tucked away in a non-descript
much of interest to the adventurer can be waters. At times, its waters are rumored building here is the Oracle, an ancient
found here, for a price. to have miraculous healing powers, but blind crone reputed to have extraordinary
the amount of filth and disease in the Old powers of divination. Few consult her, for
1. The Forest Gate City makes scoffers of most who hear the price is highand not always mea-
Though the forest has long since these tales. sured in wealth or treasure. In fact, it is
been cut down for timber, this sturdy commonly believed that a curse accompa-
gate and bridge remain the sole easy ac- 5. Theodruses Hostel nies her pronouncements, that only the
cess to the Old City. Twin stone towers Theodruses is the upright man of pure of heart or truly daring might avoid.
guard the western end of the bridge, and the South Quarter. From this building, All of the upright men are known to
aside from the Old Armory, these are the he runs his gambling, smuggling, fenc- avoid having anything to do with her or
only stone structures in the entire Old ing, and other criminal pursuits. His those she guides.
City. They are manned continually by a gang is quite large, and many of the beg-
strong force of Saione, made more secure, gars of the Old City are his eyes and ears. 9. The Golden Palace
it is said, by secret bribes paid to the up- He believes there is enough profit here This tawdry inn is the headquarters
right men. There is much truth to the for everyone. for one of the lower class thieves gangs:
statement that the towers exist as much to the Blades. The pickings in this area are
keep the inhabitants in as to protect this 6. Mirandas Palace poor, mostly adventurers down on their
area of the city. Miranda is the upright man luck and paupers who cant afford to live
(woman) of the East Quarter. This area is in a better part of the Old City. The only
2. The Entrance to the Tombs the most prosperous section of the Old place worse to live than this area is The
The openings here lead to a network City. Gambling and entertainments for Cauldron, which lies just to the west. The
of catacombs carved from the living rock the rich, spiced with decadence and a Cauldron blocks house the deranged, the
upon which the Old City rests. For years hint of danger can be found here. Behind diseased, and the dying-the worst and
the catacombs were the final resting place the glitz is Miranda: brilliantly clever, di- most wretched jetsam of Kristophan.
of the dead of the city. Now, only the abolically beautiful, and quite deadly.
foolhardy or desperate enter, for the area Her eventual goal is to influence the Em- 10. Reorxs Forge
is shunned by all others. peror himself. This tavern is the center of a small
dwarven community in the bowels of the
3. The Old Armory 7. Smugglers Cove Old City. Its house specialty is a fiery local
Although this is the oldest and This rather seedy tavern is actually brew called Reorxs Fire. The tavern also
strongest structure in the Old City, this the headquarters of Euros the Pirate, a re- serves as the headquarters for the Vipers,
building appears to be unoccupied. Ru- tired sea captain and upright man of this a local gang that often battles the Blades.
mor has that it is the stronghold of a cult section of Old Town. His bluff friendli- A short distance away is the house of Mas-
of assassins, and that further investiga- ness and careless shrug when his name or ter Istophanes, a reclusive wizard who
tion is unhealthy. Other rumors insist that of his tavern is brought up belies the stays here for reasons of his own. This area
that the armory is a base for the Emper- fact that its all true. He was and is the is a lower class area, but still considered
ors secret police, and a detachment of most ruthless and blackhearted pirate better than the blocks to the north.
Imperial spies. There is a good chance this side of the gallows, and will not hesi-
that this building has a secret connection tate to betray his best friend at the drop
to the catacombs. of a hat (full of gold). He controls the
At the far end of the Emperors March lies 4. Statue of Sargonnas which are aimed at reducing the power of
the Imperial City with its Imperial Pal- This huge bronze statue of Sargon- the bureaucracy and ministries.
ace. The Imperial City is mostly a private nas rises 30 above the central plaza. Leg-
enclave of the minotaur nobility. The Im- end states that in time of need the statue 8. Matron Ouguhras Villa
perial City also contains the important will animate and destroy the enemies of The Matron Ouguhra is the widow
Ministries, the Treasury, and the less im- the city. of one of the great lords of the city and
portant Senate, as well as the beautiful matriarch of an entire clan of arrogant
private villas of the nobles. 5. Lord Murgharls Villa young nobles. Her goal is to hold the
This is the fine brick villa of the Lord family together while advancing the fam-
1. The Imperial Palace Murgharl, a distant relative to the Em- ily status. As her charges are both head-
The Imperial Palace houses the Em- peror. Behind its high walls lies a beauti- strong and active, she spends most of her
peror and contains the offices of his inner ful ornamental garden, with a cool time trying to cover their infractions of
council. In addition, there are extensive fountain and placid pool. There is also a imperial law.
walking gardens and a vast library. The private steam bath and training grounds,
area is guarded night and day by an ordu for the lord keeps his combat skills 9. Kallides Villa
of Black Cloaks, and is well warded honed. The Lord Murgharl dislikes non- The renown tutor Kallides was
against astral or ethereal intrusion as well. minotaurs, and would see the Imperial granted this villa for service to the Impe-
City and Black Cloaks closed to them. rial Throne. He is an ally of the Empress
2. Empresss Palace and of Matron Ouguhra, and spends
The Empresss Palace contains the 6. Treasury much time instructing the sons and
private chambers of the Empress, her This massive stone building is heav- nephews of the latter. He is also a part-
court, and the royal heirs. A secret pas- ily guarded and magically warded against time consultant at the Ministry of Educa-
sage leads from this area to a hidden astral or ethereal intrusion. The interior is tion and has served at times as an
opening beyond the walls of the city. an intricate maze forbidden to non- unofficial ambassador for the Empress.
Deep below the Empresss Palace is a minotaurs. In addition to the gold re-
dungeon where political prisoners are im- serves and military war chest, the treasury 10. Partuchas Villa
prisoned and forgotten. also has facilities for minting coin of the This villa is typical of the lesser no-
realm. bility, with an interior courtyard behind
3. Barracks of the Black Cloaks. high walls. Partucha is a protoge of Lord
Here is quartered an entire legion of 7. Senate Murgharl and the brother of a regimental
Black Cloaks. In addition to being the The sturdy columns and tall arches commander of the Black Cloaks. He has
elite striking force of the army, they are of this building make it an architectural connections with the Imperial Secret
responsible for the personal safety of the landmark of the Imperial City. Here, the Service, connections he intends to em-
Emperor and the security of the inner august members of the nobility discuss ploy to rise quickly. He is toying with the
city. Additional guardposts, armories, the weighty matters of empire and make idea of hatching a revolt in the Old City,
and barracks areas are marked B. recommendations to the Emperor. In to be crushed with his own indispensable
fact, the body has little power, but re- aid, but has taken no action yet.
mains a hotbed of intrigues, most of
This key is not a complete encounter de- The walls to either side are covered deadly traps and tricks to get to them.
scription for the tomb of the Great King. with frescoes. These, too, depict scenes,
It does not provide information about although in this case they appear to be 6. Great Hall
monsters and treasures, or even the pur- episodes from the Great Kings life. They
pose of the Great Tomb, who is buried are badly chipped and faded and the This massive chamber appears to be the
there, or where it is located. This is to al- damage makes many of them incompre- burial hall of the Great King. Indeed
low you the opportunity to create and hensible. there is a huge gilt sarcophagus at the far
customize the tomb so it will best fit into end. However, it is all a sham. The sar-
your campaign. 3. Monks Quarters cophagus does not contain the Great
The key does provide general descrip- King but is a deadly trap designed to de-
tions of some areas of the tomb. These are This area appears to be a block of monks stroy any who would molest the kings
provided to help you in creating your own cells. Apparently they were intended for body.
adventures. holy men who would pray for the de-
parted king. 7. Break-In
1. Entrance
4. Preparation Halls This tunnel passage leads to the outside
The tomb is carefully concealed from ca- world, although it might first pass
sual inspection, since it was not meant to These rooms contain lavishly decorated through the lair of some creature or
be easy to find. Cut into the side of a cliff minor altars to various deities who guardian. The tunnel might have been
face, all that shows it is here are the two needed to be honored in the process of in- made by grave-robbers or it could be the
heavy stone doors to the outside world. terring the Great King. In addition, the work of some dangerous tunneling crea-
Even these are difficult to see, as the gran- walls of other chambers are devoted to ture(s) that now roam throughout the
ite work is carefully concealed to look nat- frescoes detailing the steps needed to pre- complex.
ural. pare the Great Kings body for burial.
8. Tomb of the Great King
2. The Grand Hall 5. Treasure Chambers
Here in a small side chamber is the true
This huge hall way is lined with carved These rooms were evidently prepared to resting place of the Great King. It has
pillars on either side. Each pillar is an in- hold the goods needed by the Great King been deliberately set in this out-of-the-
structive scene, from legends long since in his next life. They may or may not be way location to foil grave robbers. The
forgotten. The carving twines around the filled with fabulous treasures, although if sarcophagai, while not huge, is expensive
pillar, reaching from floor to ceiling. A they are, most of these riches are certain and quite valuable. Of course, taking it
few of the pillars have been broken off to be extremely fragile and near impos- would make the player characters grave
and now lie tumbled in the center of the sible to transport. Furthermore, if the robbers, no matter what their noble in-
hall. treasure rooms are filled, any tomb rob- tentions might be.
bers will have to overcome a number of
Prior to the destruction of Aurim by the worldwould see any other time as glo- could be believed. Several times he was
mighty forces of the Cataclysm, the peo- rious and better. forced to crush rebellions by the peasants
ple of Taladas were on the verge of be- Whatever their rationale, these tell the he cruelly oppressed, exterminating en-
coming a great civilization. While the tale of the wise Great King who once tire villages in vengance. His evil was said
Cataclysm changed all that, it could not ruled Aurim. Sensing his death to be to be incredible and unstoppable.
eradicate every trace of these ancient peo- near, he had built a great tomb in the Indeed, this is what a secret group of
ple. mountains. There, with the aid of his his own advisors realized. They knew that
The Tomb of the Great King is one ex- priests, he had himself interredbut he even in death he would continue to rav-
ample of the level of civilization achieved did not die. Instead, knowing there age and destroy the land. For the good of
by these Aurimites. It is believed to be would be a time when he was needed, he the Empire, they secretly constructed a
the burial chamber of either the sixth or sleeps until a hero comes to wake him. mighty tomb. Terrible enchantments
seventh Hlafdae (the ancient term for When he does, the King will use his great were blasted into the very rock. Finally, it
High King) of Aurim. power and wisdom to usher in a new Steel was finished.
However, all this is uncertain, for the Age. Or at least, thus speak the story- Somehow (the story is never very clear
tomb has never been found. There are tellers. about this) the loyal advisors lured the
tantalizing hints of its existence and con- malignant Great King into the halls of
struction in some of the few works that T HE C ROWN OF G RATHANICH the tomb they had built. While they were
survived the ravages of Hitehs Night. inside with him, their followers, heeding
From these fragments a few sages have This tale is much simpler and less tran- the commands they had been given,
created a theory of what the tomb must scendant than the first. Its popular with sealed the entrance and bound it with
have looked like. Greedier or more ambi- adventurers and is often told to the will- magical seals. The Great King was
tious individuals have used those same ing (or gullible) in many an inn or tavern. trapped inside forever-but the advisors
clues to try to find the location of the It, too, tells of the Great King of had sacrificed their own lives, too. They
tomb, which they are convinced is filled Aurim and how he ruled with power and had condemned him to eternal imprison-
with untold riches. Naturally, it is quite majesty. He was wise and had immense ment and had condemned themselves to
likely filled with untold terrors, too. In- powerpower that came from the horrible death.
deed, some may have already found it strange crown he wore, a crown fashioned The tomb is still out there (so the story
and not lived to tell of their success. from the stuff of Grathanich, the infa- goes), guarded by an ancient clan from
As is the case with most lost wonders, mous magical stone created by Reorx. the days before the Cataclysm. Should
the stories associated with the Tomb of With this crown he was able to work mira- anyone find and open its doors, they
the Great King have made it into some- cles unheard of either before or since. would release an evil to match perhaps
thing even greater than it actually is. The As said, this king was wise. Sensing even Hiteh, an evil free to roam the world
tales and legends associated with it are that he was going to die, the king ordered again.
quite fanciful. If it werent for fact that a tomb to be built hidden deep in the
many other legends and myths have been mountains, well-protected and fortified. Which tale is true? Are any of them
proven true over the years, these stories Here he went to spend his last days, using true? No one knows and the answer may
could easily be dismissed as tales for chil- the power of his crown to wipe the mem- never be learned.
dren. Some of these stories are described ory of this place from all mankind. He
below. was determined that no one else would
wear the crown, because he knew how
T HE R ETURN OF THE G REAT dangerous its power could be. Only
barely he had avoided its corrupting and
KING
evil influence; others would not be so
Somehow, the idea has taken hold in strong. Sadly, he knew it was better for
some groups that the Age of Aurim (as this great device to be lost forever.
the pri-cataclysmus is sometimes called)
was a time of perfect wonder, a blessed T HE E TERNAL K ING
steel age in which there was no want or
hardship. To anyone who has studied the This tale is much darker and bleaker
ancient documents, this is patently not than all the others. It, too, tells of a Great
true. However, it is easy to see how those King of Aurim, but he was not wise or be-
of todayliving through the hardship loved by his people. Instead, he was evil
and suffering of the post-cataclysmic incarnate, a fiend more powerful than