Dark Sun Grand Compendium - Volume 4 - Magic and Powers PDF

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Magic &

Powers

Grand Compendium Volume IV


Grand Compendium
Volume 4
Magic and Powers

Contents
Arcane Magic.......................... 2
Elemental Magic..................... 8
Psionic Power........................ 35
Life-Shaping.......................... 43
Other Planes.......................... 58
Advanced Beings.................. 64
The Veiled Alliance.............. 71
Psionic Organisations........ 114
The Life-Shapers................. 122
Index.................................... 125

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Wizards of the Coast

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Arcane Magic

Arcane Magic
On Athas, the energy for wizardly magic doesn’t come each living thing is different, all are powered by the sun.
from some extradimensional source as it does on other Life itself, then, could be said to be like a spell – it
worlds, but from the living environment itself. Wizardly gains energy from the sun and the nutrients it absorbs, is
magic taps into the life force of Athas, drawing strength molded into a specific form, and affects its environment
from the fertile soil and the plants that grow within it. It according to the complexity of its pattern. Normal insects,
provides great power to those who can gather and shape for example, perform set actions, procreate, live, and die,
it, though the cost to the world can be beyond measure. while humans and other intelligent life forms create more
All Athasian wizards, defilers and preservers alike (with complex and life-altering patterns. They build cities, form
a few exceptions), power their spells with life energy. Until governments, use tools, create languages, and (if they have
they reach very high levels, wizards draw upon the life the ability) learn to draw upon other life forms to shape
force of plants only. The magic of advanced preservers energy into spells.
and defilers draws energy from both plant and animal The ecosystem of Athas has been badly thrown out of
life – including humans and humanoids. balance and twisted into its current form over centuries
Dragons, the ultimate defilers, wantonly destroy both of magical abuse. The cavalier attitude of defilers toward
plant life and living creatures to power their spells. All selfishly using the planet’s resources to energize their spells
the remaining sorcerer-kings of the Tyr Region walk the has left the world a lesser place. Irreplaceable life energy
path of transformation into dragons. Avangions, the most has been stolen, robbing Athas of its once-abundant
advanced preserver form achievable, know how to utilize plant life, leeching the soil of nutrients, and creating
the life energy of plants and living beings without harming vast areas of desert and barrens as formerly fertile regions
the source. break down under the onslaught. Preservers have learned
Necromancers, on the other hand, have been around to take only what they need and to cast their spells in
for generations, but little is known of them. These wizards such a way as to do no lasting harm to an area, but even
draw their power from the plane of the dead, the Gray. they are capable of destruction when they pull too much
Like ceruleans, their magic is powered by a different energy or take it too quickly, But how do preservers and
energy source. In this case, the energy they draw is defilers accomplish this, and why are their methods so
negative, or anti-life energy. They tend toward defilement, similar, yet so different?
as their spell energies are concerned mostly with death,
immortality, and the undead.
Shadow wizards, too, aren’t especially new. Like
The Elements of Life
necromancers, these wizards draw energy from another Each living thing has an animating spark of energy
plane of existence instead of from living things. In this that gives it life. Some call this spark “the spirit,” but
case, the planar source is the Black, that shadow dimension whatever identifier is attached to it, it’s the energy of life.
that separates everything that exists from everything that Plants have this spark, as demonstrated by the fact that
doesn’t. Besides drawing power from the Black, shadow they live and grow and die. The soil absorbs some small
wizards require light to utilize their magic, as shadows measure of the life energy of the plants that grow within it,
can’t exist in the absence of light. providing a fertile bed for subsequent generations. Insects
and animals have stronger sparks which give them life,
while intelligent monsters, demihumans, and humans have
Energy from Life the strongest sparks of all.
An ecosystem consists of a fragile balance of interrelated This spark, or spirit, or energizing force is what wizards
components that come together to foster and sustain life. draw upon to power their spells. Of course, most wizards
The life-giving energy of the sun, nutrient-rich soil, water, lack the knowledge or ability to draw energy from anything
a breathable atmosphere, and the insects, plants and more potent than plant life. Both preservers and defilers
animals that interact in a complex dance of give and energize their magic from the collective life sparks of
take combine to form an ecosystem. Ultimately, though plants in a given area, filling themselves with the power

2
Arcane Magic

3
Arcane Magic

needed to cast spells. Only advanced wizards who have


stepped onto the transforming paths of either dragon or
avangion magic can draw life energy from animals and
intelligent beings.

Defilement Versus Preservation


What’s the difference between defilers and preservers?
Basically, it revolves around the way these types of wizards
gather the energy necessary to cast spells. Defilers, as
their name implies, corrupt the source they draw energy
from, while preservers keep the source safe and relatively
unchanged. This difference in methods is reflected in
each wizard type’s philosophy and manner.
Defilers absorb every bit of life energy they can hold,
with the result that the land they tap into is leeched and
left barren of nutrients, incapable of supporting plant life.
Plants in the defiled area die and turn to ash when the
life spark is removed. Unlike with natural death, however,
the decaying process occurs in an instant, and nothing
remains within the dead ash to continue the life cycle
– plants killed by defiling magic return nothing to the
soil and don’t revert to life-giving fertilizer when they die.
Defilers, therefore, are vampiric, stealing life energy not
only because they need it to utilize magic, but for the
rush of power it gives them. Basically, defilers take the
quick and easy road to power, caring little that they leave
devastation in their wake.
Preservers have learned a more subtle approach to
magic, one which allows them to return to the land what
they take from it. Preservers focus their wills upon tapping
the energy of the land and its plant life without destroying
the actual life force which imbues it. Their magic is slower
and more careful than that of the defilers. They gently
tap the source for the minimum amount of energy needed
to power their spells, filter it into the form they wish to
use, then release the energy back to its original source.
In this sense, preservers are like birds, culling the nectar
from plants, yet not destroying them in the process. The
bird receives the nectar it needs, but leaves the plant
healthy, allowing it to produce more nectar in the future.
Preservers accept a slower method of learning magic and
of gathering energy as the price they must pay to maintain
the fragile ecology of Athas.

4
Arcane Magic

The Color of Magic


The energy that infuses living things appears as a
vibrant green glow emanating from some internal source.
Ordinarily, this living energy is invisible. When a wizard
draws upon it to power his spells, it becomes visible for
those few brief moments of contact, then fades from the
range of normal senses.
When a preserver draws energy from the land, the source
radiates the green light of life. Tendrils of bright green
energy flow into the preserver, while ribbons of a vibrant
but less brightly colored glow flow from the preserver back
to the source. This shows that the preserver draws in the
living energy, takes a portion of it to power his spells, and
returns the rest to the source. The returning energy isn’t
as dynamic as it was, but it still appears healthy and alive.
A defiler, on the other hand, absorbs the tendrils of
bright green energy until the source’s glow is extinguished.
There are no ribbons of returning light, only remnants
of a sickly pale-green energy seeping from the defiler like
kank nectar spilling from a full mug.

Spells
Wizardly magic on Athas isn’t as codified and formal
as it is in other campaign settings. For example, there
are no academies or colleges for teaching the wizardly
arts. Instead, a wizard-in-training must find a teacher,
which isn’t very easy in a world where wizards must hide
their profession in order to survive. Once established,
the teacher-student relationship is an important one. The
two interact in secret so as not to expose themselves
to the hatreds and prejudices of the world at large. In
some cases, a student serves his teacher as an apprentice,
traveling with him as he moves from place to place and
learning as circumstances allow. More often, a student
meets with his teacher at an appointed place and time,
taking his lessons in secret and never knowing much
about the wizard tutoring him.
Recently, with the open policy toward preservers that
has been established in the Free City of Tyr, there has
been talk of setting up a school of preserving magic. Plans
are being drawn up to model such an institution after the
colleges of the Way, though nothing has been finalized
as yet. Otherwise, there are no formal schools that teach

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Arcane Magic

wizardly magic on Athas. Preservers, as they usually have at least some connection
to the Veiled Alliance, have access to other wizards of
their kind. Early in their training, preservers gain new
Spells and Spell Books spells from their mentors. Later, they must petition the
Though many spell books and research texts were Alliance for more powerful or obscure spells. This is an
created during the Time of Magic, access to spell books involved process, as most Alliance members know only
and ancient arcane tomes in today’s Athas is severely a few other members. This keeps the chances of betrayal
limited. Time, dwindling resources, and the actions of low, but makes it hard to disseminate information and
superstitious people have destroyed most of these books. knowledge quickly.
Paper, once plentiful, has become even more scarce Defilers, on the other hand, have a harder time of
than the trees needed to produce it. Over the centuries, it. Initially, a defiler learns new spells from his teacher.
arcane scrolls and books that weren’t hidden away have Inevitably, the defiler and the teacher go their separate
been used by mundane authors in place of other writing ways. Such is the nature of defilers and defiling magic.
material, but most have fallen victim to the crowds of From then on, the defiler must research his own spells,
wizard-haters who delight and find comfort in tossing find ancient spell books, steal spells from other wizards, or
arcane texts into roaring flames. For these reasons and even buy them from elven magic traders. None of these
others, much knowledge has been lost. methods are reliable, however, so defilers don’t always
Some lucky wizards discover ancient texts in ruins, have access to a wide selection of spells.
at elven markets, or in noble or merchant-lord estates, Wizards today go to a lot of trouble to protect their
but finding spells on paper is exceedingly rare. More spell books and keep them hidden. They try to protect
often, spell books crafted from more durable materials them not only from other wizards, but from the notice of
make their way into the hands of wizards thirsting for the world at large. In many places the wizardly arts are
hidden knowledge. Like the spell books used by wizards illegal, as is the possession of the paraphernalia associated
in today’s Athas, these tomes are made from animal with it. Plus, most people still fear wizards, sending them
hides, stone or clay tablets, bone staves, ivory blocks, or away or killing them if they should reveal their identities.
even knotted giant hair. Of course, many of these types of For this reason, as well as for the practical necessity of
tomes are written in codes known only to the wizards who available materials, modern Athasian spell books rarely
scribed them, so those who find such “texts” must spend appear as tomes with pages made from actual paper.
additional time deciphering them – and many never find Instead, spell books are sewn into the pattern of a
the keys to the knowledge hidden therein. wizard’s robe, or scrawled on animal hides, or carved into
With this lack of reference works, how do Athasian bone staves or small stone blocks, or fashioned as knots
wizards add spells to their personal spell books? The tied in a length of string. No matter what the form, an
answer depends upon the type of Athasian wizard in Athasian wizard’s collection of spells is always referred to
question. as his “spell book.”

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Arcane Magic

7
Elemental
Magic
of them, were but sandmites compared to the real power.
Elemental Magic
The clerics and druids who inhabit the wastes of Athas
are very different from those of other worlds. They do not Compared to the power of the earth and the sky. Then
pray to patron deities, for they have no deities. Priests one day, they discovered a terrible, dark secret. They fixed
beneath the dark sun pledge themselves to the very powers their little spells to feed from the energy of the elements,
that dwell on the elemental planes. and they magnified their power a hundred-fold! The land
Like the Athasian deserts, the elemental powers are and every living thing in the land fed their vile sorcery.
neither benevolent nor malevolent, caring only that their And the land and its creatures were sucked dry by their
natural forms are preserved in the material world. This is defiling magic.
the source of their power, and the impending ecological “Elemental clerics and the mysterious druids banded
collapse in this realm has created an unusual and dynamic together to oppose their blasphemous power, but it was
power struggle on the inner planes of the elementals. The too late. The dark sorcerers and their sniveling minions
priests of Athas are the pawns of this titanic struggle. slew priests by the score, and the deserts ran red with
Resisting the efforts of the clerics and druids are the blood. It would be the last such drenching our parched
templars. The templars are men and women who have world would know.
become the minions of the sorcerer-kings. They enforce “A few clerics remained when the slaughter was over –
the dictates of those willful tyrants with fanatical fervor in they were fortunate compared to the druids. The defilers
exchange for small scraps of personal power. The kings knew as little about them as we know about the thoughts
and queens they serve are the greatest wizards Athas has of a thri-kreen. The defilers did know that druidic power
ever known. was derived from the land, and they assumed the druids
Tales of the ancient priest class are woven into the were in competition for the same resources. This was not
fabric of life on Athas – tales of power and greed, and entirely true (no one knows more than I), but the sorcerer-
wanton, wasteful destruction. kings and the thousands who now followed them saw
Jurgan, an earth priest who lives in the shadow of the druids as a threat, and they became as kirre fighting
Hamanu of Urik, understands the nature of these titanic over the same herd of erdlu. That which they did not
struggles all too well... understand they had to destroy.
“Some hunters went into the wastes in search of the
Jurgan, the mad priest of Urik. That’s what some call druids, but they met with little success. After years of
him, behind his back. A screaming lunatic prattling on fruitless searching, the sorcerer-kings began to ravage the
about days so long ago they are far beyond the years land, knowing that the druids must come out of hiding
of even the most ancient elf. The templars ignore him to do battle or allow their lands to wither at the defiler’s
as harmless – his ramblings too ridiculous even for the touch. The tactic worked; the guardians emerged from
children who gather around him like awed little rasclinn. their hiding places.
Still, his rants are ominous. And sad. And he tells one “The years of frustration wore heavily on the defilers’
tale that will shiver the spine of any man. brow, and the druids paid for their elusiveness in flesh
“Listen well, my children,” Jurgan said as he sat by the and blood. When the winds of Athas no longer bore the
well and watched the blazing sun slide toward the horizon screams of its defenders, the sorcerer-kings returned to
under an olive sky. their citadels.” Jurgan sighed and paused, a distant, sad
“Once there was a time when men like myself were as look creeping in to his ancient eyes.
common as injustice is today. Men and women, pledged Finally, he continued, his voice hoarse and troubled.
to the earth, or to fire, or water, or the caressing wind, “The druids are no longer hunted in force. The kings
roamed the green fields of Athas in large numbers. Few believe there simply aren’t enough left to threaten them.
are left now, a desperate and scattered few vainly trying But the templars, and even some elves I know, have been
to pump the lifeblood back in to the dried-up well of well rewarded for delivering the heads of wasteland druids.
our world. “As for the elemental clerics, some say we are mad –
“Hamanu; the others, Kalak, Nibenay, Lalali-Puy, all driven insane by the chaotic beings we serve. But others

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Elemental Magic

9
Elemental Magic

see the gleam of patience in our eyes, and know that one of destruction. Where once the wind sang of its freedom,
day the clerics and druids of Athas will throw off the it is now a harbinger of doom – Athas’s doom.
yoke of oppression and return the flowing rivers and the To earth elementals, the rich soil that once fed their
sprawling forests to our withered lands.” plane with power was beyond imagining. Today, the lifeless
A templar walked by Jurgan and his assembly. He dust and sun-baked rock is little more than prisoners’ fare.
patted the obsidian sword at his side and shot the The Plane of Earth still draws immense power from the
madman a disapproving look. Jurgan suddenly screamed towering peaks and vast expanses of desert that cover
at the heavens, and the sorcerer-king’s watchman moved Athas, but even that power is a meager fraction of what
on, apparently content that the old priest was indeed a it once was.
raving fool. Jurgan smiled and tiny spark of light flashed Of all the elementals, the Plane of Water has suffered
in his earthy eyes. most. There are scant few havens in which this element
can be found in any quantity. Some say that mighty
- Jurgan’s Tale waterfalls once poured over Athasian soil, and that the
elementals which drank of this power were the most
carefree and content of all. Now, these beings are much
The Wasting more grim, more desperate, and vengeful than their happy,
To the elemental beings of the inner planes, the raw babbling ancestors. Power for the Plane of Water lies in
condition of natural elements on Athas is fodder – food isolated pockets of stagnant liquid, constantly in danger
and sustenance. The earth provides the inner planes with of the encroaching silt and the relentless sun.
power as precious water, mighty winds, and all-consuming Unfortunately, the remote and chaotic elementals
fire feed their own. On most worlds, these elements are realized Athas’s impending doom far too late. Most
plentiful and rich, and the elemental creatures are well sages agree that the planet’s spiraling decline has become
fed. On Athas, while most of the elements can still be irreversible.
found in abundance, they are barren and lifeless, like Regardless, these beings have deigned to forge a pact
the heart of a sorcerer-king. Imagine being given a choice of Earth, of Air, of Fire, of Water, with a few selected
between a stale loaf of dried bread or a piece of rich, beings of the Prime Material Plane. Through these few
moist cake. This is Athas today compared to the world clerics and druids, the elemental powers hope to replenish
it once was. It is not hard to understand why elemental the decaying planet of Athas and return to the ancient,
spirits are upset with the meager fare being set before carefree days of power.
them.
The Plane of Fire celebrated when flames consumed The Pact
vast forests or the mighty cities of mankind on Athas, and
The pacts forged by the elemental beings with the
its denizens drew their energy from the massive destruction
mortals who serve them are strange and terrible contracts.
and purification of the cleansing inferno. Now, Fire is
The elementals demand nothing less than the entire lives
afraid to consume what remains for fear of depleting these
of the clerics, spent in total service and obedience to
reserves forever. The power that once consumed anything
the planner entities. In exchange, the elementals bestow
in its path now lives in tiny campfires, frantically trying to
what powers they have to give upon their priests. Some
escape these maddeningly small prisons.
are great, some weak, but all of them demand the clerics’
The Plane of Air has also suffered from the Wasting.
total commitment.
Cool breezes once circled Athas in constant song. Racing
The pact is “signed” during the priest-candidate’s
through green trees and up valley walls, air lunged from
initiation, if he or she succeeds – failure means insanity,
terrific oceans to form terrible typhoons. Now, the once
death, and occasionally even worse fates. Violations of
magnificent wind sighs lethargically in the still heat, and
the various pacts are dealt with quickly and without pity.
only rarely does it scream its rage in a violent sandstorm

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Elemental Magic

Pawns
The clerics and druids who do the elementals’ bidding
are a strange and varied lot. Some teach crop rotation in
order to protect and restore the earth of the harsh planet.
Others command the power of flame for little more than
vengeance’s sake. Whatever their motivations, each priest
is bound and sworn to preserve his or her patron element
in the physical world – the Prime Material Plane. Few
ever renounce the solemn agreement – to forsake the Pact
is to incur the wrath of beings who possess the raw power
of the elements.
But even the great power of these elementals is limited
and dwindling, like sand draining through an hourglass,
and so they grant this boon – this burden – to a very
few. Because of this, priests are unable to recruit vast
numbers of followers, nor are there mighty cathedrals or
lonely monasteries dedicated to the worship of their lords.
Only through the subtle lessons taught by campfire tales
and in isolated, secret shrines can the desperate message
of preservation survive in the cold shadow cast by the
sorcerer-kings.
Sometimes hunted, often ignored, rarely appreciated,
these few are Athas’s last hope. And like the sands of
the earth, they strive to slip through the defilers’ iron
fingers and work the transformation of Athas through
their preserving magic... or die in the attempt.

Elemental Powers
Some have heard the rambling tales of the desert
madman who claims that each of the elemental planes was
once ruled by individual, powerful entities. Most clerics
now believe that even if this was true, those sovereign
beings are long since dead.
There are still beings of enormous strength living in the
inner planes that are home to the elementals. Those who
commune with them say they complain incessantly about
the dryness of the earth, the scarcity of cool breezes, and
roar louder than thunder when defiling magic begins to
eat at their souls like leprosy.
Other, smaller spirits flit around these giant beings
like hungry rasclinn, begging for any morsel their masters
might toss them. For the last few centuries, the scraps
have been few and far between.

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Elemental Magic

When clerics or druids tap their patron plane for


assistance, or to recharge spells, they have no idea which
entity will answer the call. Rarely do the spirits reveal their
identities, but somehow the dwellers of the planes always
seem to know whether a cleric or druid has fulfilled his
Pact, and they grant or deny him access accordingly.

The Old Gods


The desert madman, who swears that the elementals
once had kings, screams to the moon that there were other
gods before these unforgiving creatures made their first
pact with men. He rants that they are not truly dead, but
hide inside the souls of lesser servants. They are biding
their time until they may return and punish the ones who
chased them into the nether regions like wild animals. Of
course, no one sane believes Jurgan’s mad cant.
Rumors have drifted about the hot plains of Athas for
thousands of years. They say there once were gods other
than the elementals. The clerics, druids, and templars
that now inhabit the wastes refute this. They say that only
primitive shamans believe their patrons are actually gods.
Jurgan, the priest of earth believed by the Urik templars
to be mad, once traveled the land in quest of this
mystery. Forty-seven years of perilous travel and adventure
unearthed no evidence in support of the theory, and none
to the contrary, either.
If there is any truth to the rumors, that truth is now
as irrelevant as the stony structures of the ancients that
sometimes break the surface of the blasted Athasian
landscape.

Elemental Clerics
The clerics of Athas are like the rare snows that blanket
the highest peaks of the Ringing Mountains. Though the
cascading flakes all seem the same, the pattern of each
is as different as the faces of men are from muls. Indeed,
clerics are like snowflakes, each preaching preservation
and the elements, but no two of them do it for the same
reason.
This makes these environmental warriors an extremely
diverse and interesting class to play. Some are merely
power hungry, some seek revenge, and some are honestly

12
Elemental Magic

struggling to save their dying planet and reverse the defilers. Others have different motives. Some may seek
ancient environmental disaster. Regardless of motivation, revenge for real or imagined wrongs, others may strive to
every cleric under the dark sun of Athas is a force to be protect their clans and tribes, and still others simply crave
reckoned with. the staggering power offered by desperate elementals.
There are four types of elemental clerics – Earth, Air,
Fire, and Water. Each has its own peculiar strengths and
weaknesses, as well as access to powers and spells not
Breaking the Pact
normally available to the others. On those rare occasions when a cleric cannot or will
To be an elemental cleric, one cannot be in the service not fulfill his vows, the elemental powers that answer his
of two different elements. The planar powers rarely put call will deny him the energy to recharge his spells. This
their energies into a single, fragile mortal, and particularly refusal may be a temporary suspension or it may be
not if that individual is working for another plane. permanent.
A cleric’s element is his holy symbol. Earth clerics use Should a cleric squander his patron’s resources or allow
small chunks of granite, quartz, silver, gold, or any other others to do the same, the elemental plane will refuse him
kind of rare earth. Some embed the ore in a staff or a access for one to six days. When this period is over, the
medallion, while others simply carry the piece itself. powers will allow the cleric a single second chance. If a
Clerics of water always have a vial of pure water, worn similar event occurs again within a fortnight, the cleric is
about the neck or mounted on a staff. If the vial should forever shut out. Of course, atonement spells, wishes, and
break, the priest will have to find another and fill it by a other extremely powerful magic may repair the link.
create water or similar spell. There are occasional situations in which a cleric may
Fire clerics use obsidian stone, often carved or melted forsake his or her vows without retribution. Consider the
into the shape of raging flames. tale of Paxitus, a cleric of water.
The priests of air are the most fortunate of the
elemental clerics, since they are not tied down by material “Gather ‘round the fire, friends, and let me tell you of
possessions. The holy symbol of air is a gentle puff of the the day I helped a forest burn.” Paxitus let the full impact
cleric’s own breath. of her words sink in before continuing. After the lessons
she had taught these nomads the last few days, her words
struck them as blasphemous.
The Duties of Clerics “It was in the summer of my youth. From friends, I had
Athasian clerics usually possess both a duty and a goal, heard that south of the Ringing Mountains was a jungle
although these are sometimes one and the same. struggling to survive against the conquering desert. Forests
A cleric’s duty is to live up to the pact he made with his like these are the greatest water reserves on Athas, save for
patron. Water clerics, for instance, must always preserve the few, rare lakes. I knew I must see this wonder before
water and try to encourage others to do the same. Fire the hot sun bleached my bones.
clerics wish to replenish the mighty forests and cities, but “After more than a year of traveling, I finally saw the
only so that their lords can revel and feed in the flaming giant trees of one of the last forests on Athas. The people
destruction. Clerics must encourage the spread of their there were tough but fair, and they understood the nature
particular elements and preserve and protect whatever and the value of the land beneath their homes.
quantity remains. “After a week of generous hospitality, word reached us
The goal of the cleric is not bestowed upon him by the that a powerful defiler and his army was bearing down
mysterious beings that have granted his power. Rather, his on the jungle like a plague of locusts. One of his vermin
goal is that which motivated him to call on the elemental soldiers was captured, and it was revealed that the wizard
planes in the first place. The vast majority of clerics are had prepared a spell that would make him as powerful as
concerned about the fate of Athas and wish to stop the the sorcerer-kings themselves. All he needed was the vast
devastating practices of the sorcerer-kings and the reckless energy of the jungle to empower it.

13
Elemental Magic

“The villagers and I prepared to face the approaching


horde, but we knew ours was a lost cause. Anyone who This is one way in which a cleric might break his vows
even considered opposing a sorcerer of his power would to the elemental plane that sustains him, without incurring
be destroyed in a matter of moments, but we had to try. elemental wrath. Still, at the Dungeon Master’s option,
“And then a figure, unlike anything I have ever seen the remote elementals might revoke the priest’s power for
before or since, appeared through the blurry waves of a few days as a reminder. The life of a cleric, like life in
desert heat and sand. He was a tall male, scarred across the wild expanses of the Tablelands, is seldom fair.
the face and hands by a searing fire of long ago. His hair
was brilliant red, and his eyes danced like hearth flames.
His name was Herak, and he was a cleric of fire.
Access to the Spheres of Magic
“Herak, too, had heard of the defiler’s plans and had Elemental clerics have major access to their chosen
come to thwart him, but his plan was a terrible one: spheres, and minor access to the Cosmos.
burn down the mighty jungle and deprive the defiler of
the energy he sought. We all gasped in horror. I tried to Clerics and the Races
convince the villagers that he was insane, a madman, but
the elders sadly gave Herak permission to destroy their All races may be clerics, although each race has a
jungle village. different outlook on the role of priests. Humans, of course,
“They were forced to restrain me, and I watched in are the most likely race to become clerics, but muls and
hopeless frustration as Herak and the villagers began to even thri-kreen have priests. Furthermore, each race has a
set fire to the precious forest. Herak became frenzied, varying affinity for the four elements.
shooting jets of flame high into the lush foliage and Dwarves almost always become earth clerics. Their
calling down great pillars of pure fire. The wet jungle obsessive dedication to focus and the inbred, dwarven
could not stand against his onslaught and soon it blazed sense of solid determination make them a perfect match
with a brightness the like of which my humble eyes had for the enduring earth. Alignments with fire or water are
never seen. not unheard of, but a dwarf allied with air would be a
“Herak laughed and chortled at the destruction, and I strange priest indeed! A dwarf’s focus is often tied to his
was sure the villagers had made a grave mistake. Then, element – protecting and challenging all who would dare
as the last mighty tree crumbled in a heap of smoking destroy his element.
ash, I saw the defiler and his army of lackeys appear on Elves most often make pacts with air, fire, or water. The
the horizon. earth has little to offer these nimble vagabonds, and elves
“Herak led the jungle warriors out of the smoky ruins rarely commit to pacts to insure its survival. Those bound
and met the defiler on the barren sands. With no energy to air will almost always be wanderers, their lightning-fast
to power his spells, the wizard and his army were easily running speed helping to spread the message. Fire clerics
defeated. But before it was over, Herak called down one hunt the dangerous beasts and beings that threaten elves
last pillar of fire from the sky. It fell upon the sorcerer, and friends or allies. Those tied to the Plane of Water
and his screams and popping bones still echo in my are frequently seen running along the banks of meager
nightmares. streams, patrolling against all who would ruin them.
“Years later, I returned to the village. The jungle had Half-elf priests are little different from others of their
grown back and was now stronger than ever. Fire is a species. They seek tolerance and acceptance and often
destroyer, but it is also an agent of cleansing. Had the use their abilities to achieve these. Though sometimes
defiler ruined the jungle, it would still be a pile of ash cynical, they are eager to perform the requests of villages
blowing across the rocky soil. But that which is destroyed and settlements in order to ingratiate themselves with the
by nature, by fire, always grows back stronger than ever. populous. Half-elf priests have been known to take on
dangerous challenges in an attempt to win friends. They
- Paxitus’s Tale are allied to the four elemental planes in near equal

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Elemental Magic

numbers.
Halflings make up for their small size with a savagery
unheard of in most other priests. They are generally
tolerant of other halflings, since members of that race
are rarely a threat to their protected elements. Creatures
of other races are not so lucky. A halfling who catches
another destroying his element plots a cold and cunning
revenge, rather than attacking directly. They may ally with
any element and are adept at using even inoffensive spells
to obtain the greatest effect.
Mul priests are very rare, but they do occur. They
are most often found in the cities where they once were
slaves, often working with the spirits of air to free others
from bondage. Earth is also a likely ally, since muls are
of dwarven ancestry and possess dwarven stubbornness.
Thri-kreen are almost always shamans or wanderers.
They are known to ally with all elements but fire. This
is not to say that thri-kreen cannot make a pact with the
fire elementals, but that they seem to have an innate fear
of flame. This trait may be inherent to their insectoid
natures.
in another form. Therefore, the earth clerics’ outlook on
life is a utilitarian one. The death of a comrade, though
The Elements tragic, is simply one stage in nature’s endless chain of
The champions of the elemental lords tend to hold creation and annihilation.
the same environmental views as their elemental masters. Earth endures, and like the mountains and the drying
This is a result of the peculiar selection process of the plains, earth clerics must bear the brunt of the fight for
elementals and of the initiation that all clerics must suffer. Athas’s survival. Because air, fire, and water all depend
For instance, all air clerics oppose slavery. This is because on growing things for their enrichment, and because earth
any petitioner who could accept enforced servitude would alone must sustain itself, it is the earth clerics who must
not be accepted by the air spirits. Of course, some may carry on the burden of preventing the environmental
feel more strongly about the issue than others. holocaust looming over Athas. For, if they do not preserve
the land, will not the death of Athas weigh upon their
Earth Clerics shoulders?

Rock, sand, trees, silt: everything of earth is raw material Initiation


for earth clerics. It is their duty to protect and preserve
these, and they constantly strive to enrich and shield the To become an earth cleric, a petitioner must pass a
harsh wastes of Athas. test. Success makes him one with the land. Failure usually
Earth clerics tend to be defensive. Beneath the savage means being driven stark, raving mad.
fury of a dark sun, the best defense is usually a good When a mentor believes that a disciple is ready, the
offense – a tactic that these clerics employ. Closely tied cleric takes the initiate to a place where the land is fertile.
to nature, earth priests understand the true nature of the These areas are few and far between on Athas, so the trip
cycle of life. When something dies, its organic material is often long and hazardous.
is returned to the soil to provide life for another, and When they arrive at the chosen location, they will build
a fire and talk about all that the initiate has learned

15
Elemental Magic

since the apprenticeship began. They will talk through death supports new life. Earth clerics understand this
the night and then, just before dawn, the mentor will use better than anyone, for the raw material of their patron is
the initiation spell to open a hole 6 feet deep and 2 feet both the giver and the taker of life.
wide. The apprentice rests in this bed of earth, and is Perhaps the most important task of an earth cleric is to
completely covered with loose earth. teach the Athasians proper agricultural techniques. This
The grounded acolyte requires no food, water, or air means they automatically gain the agriculture proficiency
because of the spell. He remains buried beneath the and that they seek to teach these methods to all. This
surface, speaking with the spirits of the earth and forging skill is in addition to normal proficiencies. Villagers are
his pact until the sun goes down. At this point the taught to rotate their crops and to spread their waste over
spell is canceled and the novice emerges. If he has been the fields so that it will break down and return to the soil
accepted by the earth elementals, he surfaces unscathed from which it came.
and empowered with a deeper understanding of the raw
material that feeds his patron. If the powers of the earth Weapons and Armor
do not accept him, the student is pushed to just below Earth clerics may use any type of stone, wood, or metal
the surface of the earth and abandoned to escape on his weapons, so they have no restrictions placed on weapon
own. While no physical harm ever occurs, most of those type.
who are rejected carry deep emotional scars as a result of Armor is not restricted either, and earth clerics are fond
their rejection. of using as much metal as possible in their protective
Very rarely, a mentor dies or is slain while his pupil is clothing.
still beneath the earth, and the student becomes trapped.
The initiate’s unfortunate soul is locked forever in an Earth Clerics as Wanderers
elemental limbo, and some legends say that a terrible
new form of undeath has occasionally been created from This is the role most common for priests of earth. They
these mishaps. are constantly seen traveling from settlement to settlement,
preaching words of wisdom, and showing all who would
The Pact of Earth learn the proper care of the earth.
The beings that dwell in the Plane of Earth expect their Earth Clerics of the Shrines
champions to perform certain duties. Earth clerics must
always be in opposition to defilers. They may not travel Shrines to the earth powers can be found in the
with a known defiler, work with one, or allow a defiler to isolated grottos and caverns of the Ringing Mountains,
cast a spell in their presence. Earth elementals know that and occasionally atop the ruins of an ancient city now
defiling magic lies beyond the normal boundary of the covered by the sands of Athas.
creation/annihilation chain – what defilers destroy never More often than not, earth clerics are friendly to
returns. Therefore, earth clerics try to reform any friendly travelers, and may even use their shrines as temporary
defilers they meet and may destroy those who refuse to sanctuaries or hospitals for those in need.
change their robes.
Earth clerics don’t usually seek revenge in the same Earth Clerics in the Cities
way that druids do, for their opposition to the defilers Earth clerics who live in cities typically act as advisors
is purely defensive. When they are up against a known for the farmers of the outlying areas, or they wander the
defiler, earth clerics are far more likely to incite others to streets and alleyways spreading their message to any who
fight for them, while they continue their silent opposition will listen. For the most part, the templars believe the
in the background. earth clerics to be harmless, and frequently tolerate them
Earth clerics are required to teach the nature of the because of their devotion to the crops of the nobles.
life cycle: that every living thing must eventually die, and If the templars listened more closely to the earth priests’

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Elemental Magic

tales, they might reconsider this policy.

Earth Shamans
Shamans of the sphere of earth are fairly prevalent
because of the protective nature of earth and the fact
that it is the most common and accessible of all of the
elements. This serves the goals of the elemental lords as
well as the shaman’s village or tribe.
Villages with earth shamans are often located in hidden
grottos and ravines, deep within caverns, or beneath the
surface in the ruins of the ancients. Others live on the
plains, bordered by towering buttes and majestic ridges.
These tribes normally revere the earth and disdain
those who harm it, owing to the constant presence of their
spiritual leader.

Air Clerics
Clerics who make pacts with the denizens of the Plane
of Air are perhaps the most misunderstood of all the
elemental clerics. They are wanderers, diviners, travelers,
and mystics. There are those who even call them frauds,
but not to their faces.
Villagers and nomads often ask the air clerics to
peer into the future and tell of the success or failure
of crops, marriages, and fate. Though their answers are
often difficult to understand, careful listeners may well be
forearmed against potential disaster.
Like the winds, their minds are constantly wandering,
and they rarely seem focused on a current problem or
situation. Some say that is because they are empowered
by flighty patrons, and others say that repetitive viewing of
the future drives one mad.
Strangely, the one question they don’t seem able to
answer is whether Athas will recover from the devastation
that the defilers have inflicted upon her. Clerics of the air
say that the answer is beyond the scope of their abilities,
but others say they are simply afraid to seek the answer.

Initiation
The test of the air cleric is perhaps the most terrifying
of the elemental initiations. A cleric begins the ordeal
by spending two weeks in the highest mountains he and
his mentor can find, usually a peak within the Ringing

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Elemental Magic

or Mekillot Mountains. The mountain trek is often as a distance and let the wind carry deadly missiles to the
arduous and dangerous as the test itself. enemy.
During this two-week period, the candidate and his Missile weapons of any sort can be used by priests of
mentor scale the high peaks and spend hours in meditation the air. This includes bows, crossbows, slings, javelins, and
on windy ledges. When the initiate feels he is ready, he spears. Spears may be used in melees. Air clerics don’t
walks to an overhang where his mentor casts a protective like restrictive bonds, so they rarely wear anything heavier
spell over him. Then, the student leaps from the precipice, than leather armor. They are not restricted to leather, this
throwing off the shackling chains of the earth and giving is a matter of personal taste. Regardless, they usually wear
himself completely to the wind. long flowing robes over any other protection. The breezy
As the petitioner falls, the air spirits will speak with him flutter of their loose garments is a particularly gratifying
and attempt to forge the pact of air. If the student agrees symbol for air clerics.
and the air spirits accept him, he is gently lowered to the
ground, now a Cleric of Air. If the spirits don’t accept the Wandering Air Clerics
candidate, he is dropped the remaining distance to the It is almost redundant to call them “wandering” air
earth – typically 10 to 60 feet. clerics, for travel has been ingrained into the spirits of
these roving prophets since birth.
The Pact of Air Typically, they wander from settlement to settlement
The single most important principle of the lords of the sharing prophecies, telling fortunes, and teaching
air and their initiates is freedom. They loathe restriction conservation and the manufacture of wind-powered devices.
in their movements, personalities, beliefs, practices, and Visiting air clerics are seen as eccentric but beneficent
clothing, and they rebel against any attempts to impose madmen with a unique gift for telling the future. Because
limitations. of this, most people are reluctant to invite them into their
This makes them enemies of all forms of bondage, homes, but they are more than willing to take advantage
and they are required do what they can to fight slavery of their divinatory talents.
whenever possible. Criminals may be similarly freed if the
cleric honestly believes the felon was unjustly imprisoned. Air Clerics of the Shrines
Political prisoners in particular, are often grateful to see a The shrines of air are located only on the highest peaks
priest of the air take notice of their plight. of Athas’s mountains, or at the ends of deep valleys where
The growing power of the sun has also angered the air the rushing winds break against the cliffs that confine
elementals; its constant heat stills the earth and turns them.
it dry and lifeless, and the air hangs in hot pockets of Because of the wandering nature of these priests, the
lethargy. Then too, where once mighty oceans gave birth shrines are visited but rarely, and are usually tended by
to terrible hurricanes and typhoons, the winds must now those who have become physically unable to travel in any
be content to scream weakly in the barren wastes. Because sense but the spiritual.
of this, air elementals require their clerics to protect and
preserve earth and water. By doing this, the elementals Air Clerics in the Cities
hope that the mighty forests will return to shelter the
planet from the harsh sun, and that the raging oceans will Air clerics are reluctant to spend much time in the
once again fill the great silt basins. Only then will they cities of the sorcerer-kings. The people of the cities seem to
regain the unbridled freedom they once knew. be shackled to their everyday concerns, and the constant
surveillance of the templars chains the spirits of these
Weapons and Armor unfettered wanderers.
When air clerics are found in a city, it is usually
Clerics of the air rarely engage in physical combat with in connection with an underground caravan. These
more powerful opponents. Instead, they prefer to stand at organizations attempt to free slaves by smuggling, disguise,

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Elemental Magic

bribery, or any other means necessary.

Air Shamans
Nomadic tribes are almost always accompanied by
shamans of the air. The shaman represents their wandering
nature and their ideal of living free of the yokes imposed
by owning land.
Though all clerics of the air tend to be mysterious and
elusive, the shamans of the air are even stranger. Rarely
seen among their tribesmen, they have an uncanny knack
for appearing during times of need, when their council
is desperately required. Healing is a role they disdain
and perform only if the afflicted individual is deemed
“worthy.” It is not wise to get on the wrong side of the
tribal shaman.
Their primary functions are as advisors and seers,
but even these tasks are performed grudgingly. Petty or
personal questions are almost always ignored, and draw
disfavor. In some clans, only the senior elder is allowed to
speak with the shaman.

Fire Clerics
The most feared and unpredictable of the Athasian be nothing to feed the infernal appetites of the fire clerics’
clerics are those of the Elemental Plane of Fire. Some patrons.
say these individuals become crazed during initiation, Clerics of the other elements usually don’t understand
and others say that one must be insane to petition the this, and more than one fight has erupted between the
destructive lords of flame in the first place. Whatever the exuberant warriors of flame and their erstwhile associates.
reason for their erratic nature, fire clerics are the most Even those priests who do understand the ways of their
powerful and the most destructive of the elemental priests. insane brethren are reluctant to let them have their way.
Fire priests have earned their reputations for two reasons, The balance of the creation/annihilation cycle is delicate,
they are very aggressive and very offensive. They will laugh and the fire priests are frequently overzealous about their
maniacally while their enemies are incinerated, and they work. They often tease somber water clerics with an old
appear to thrive only when everything around them is jest: “To destroy the world is to destroy the defilers.” The
being devoured by the fiery appetites of their patrons. water clerics wonder if they are truly joking.
But it is the sorcerer-kings and the defilers who harbor
the greatest fear of the priests of fire. They are horrified by Initiation
their destructive nature, because fire deprives them of the
organic matter they need to power their own spells. They Before an initiate can become a cleric of the flame, he
see fire clerics as wandering madmen who squander their must pass a searing test of fire and be awarded the badge
resources for no discernable reason. of flame.
But every priest of fire knows that when the forests and When the mentor feels that his student is ready,
plains are destroyed by his flaming touch, the land will he takes the novice to a clearing, close to a source of
grow back even stronger than before. When a defiler ruins wood, scrub, coal, or other fuel. Throughout the day
an area, that land lies sterile for millennia, and there will the student and the teacher gather wood, dig coal, and

19
Elemental Magic

perform whatever tasks are necessary to create a large because they were forged under great heat. Even these
bonfire. During this process they discuss everything that weapons, though, will be slicked with oil, ready to inflame.
the student has learned during the apprenticeship. As There is no experience point penalty if they are not.
night begins to fall, the mentor starts a magical fire with Fire clerics may use any armor, and they usually paint
the fuel they have gathered, and the student steps into it brilliant red or char it to black.
the blazing bonfire.
The novice remains inside the inferno throughout the Wandering Fire Clerics
night, meditating, watching materials burn and crumble The most common fire clerics are the roving priests
into ash, until the elemental lords of flame speak with of fire. These hearty individuals like to make dramatic
him through the crackling fire. If the elementals accept entrances in the settlements and cities they visit. They
the petitioner and the pact is made, his hair turns fiery are especially fond of arriving just as a village is being
red and his eyes grow black as coal. This is known as the attacked or in the middle of some local crisis.
“badge of flame.” Once things have calmed down, the priest performs
If the acolyte is not accepted by the Plane of Fire, the much the same role as an earth cleric. He will lecture
mentor’s magic ceases to protect him and he is violently about preservation, teach reverence for the flame, and heal
expelled, taking 4d8 points of damage. those who have listened to his message.
Fire clerics know that the remains of the fallen should
The Pact of Fire be placed in the ground to begin the cycle again, but
The pact of fire is the most ironic of the clerical oaths. their patrons’ nature compels them to teach cremation.
The creatures of the Elemental Plane of Fire demand
that their servants preserve Athas only so that they might Fire Clerics of the Shrines
destroy it again. Specifically, the Plane of Fire needs the The shrines of the lords of fire are the most common
forests and the cities of man to return. This means that elemental temples on the face of Athas. Many fire clerics
their clerics must encourage the growth of forests, cities, are content to live near these holy places and give aid
and fields. to those who make an offering to the eternal flames they
A large part of the pact is dedicated to the defeat of protect.
the sorcerer-kings and all defilers. This is a goal they share Villages near fire shrines often petition the guardian
with the druids, but the priests of fire are too eccentric to cleric to save them from local terrors. In the rare cases
form long, lasting relationships with the members of that when a defiler threatens them, the villages have learned
elusive order. A frontal assault wielding the power of the to think long and hard before asking the cleric for aid –
inferno is their usual tactic. sometimes the offering required will be their very homes!
Weapons and Armor Fire Clerics in the Cities
Fire clerics dislike normal weapons like swords and Priests of fire who operate in the cities of the sorcerer-
bows, unless they can be enflamed. Any metal weapon kings do not reach old age. Their flamboyant methods do
may be carried by a fire cleric, but he must magically not allow for anonymity, and the templars need no excuse
light it or smear oil on it, igniting it before combat in to arrest and execute them.
order to use it effectively. If the weapon cannot be ignited To the Veiled Alliance, fire clerics are a mixed blessing.
the priest gains no experience for that encounter. Most On the one hand, they are as powerful as many sorcerers,
fire clerics don’t even carry weapons, relying on the spell but on the other, they draw too much attention to what
flame blade instead. are supposed to be secret operations.
They will use bows and crossbows, but gain no Still, one of the goals of the fire priests is to encourage
experience if they cannot ignite the arrows or bolts. the growth of the cities so that the fire elementals may
Obsidian weapons, however, are acceptable for fire clerics, once again feast on them. To pursue this goal, they try

20
Elemental Magic

to live among the people and do and teach whatever destruction caused by the defilers. Their evil spells turned
they can to help them survive. Often, this means saving everything to ash, and all ambient moisture was lost. And
them from the whims of a city’s ruler or even joining the this was new. Water had evaporated, frozen, boiled, and
templars in the face of some imminent attack against a passed through the systems of a billion beings, but it had
settlement. never before been destroyed.

Fire Shamans Initiation


Fortunately, shamans who wield the power of fire are rare. When a mentor feels that a student is ready, they
Most tribal shamans associate themselves with the most begin the long journey to the nearest large body of water.
common element in their home land. Besides, continuous, Athas has few such places, and these long treks are
open flame is rare in the sparse lands of Athas. dangerous and almost futile. Lake Island and the Lake of
Only the most ferocious tribesmen become fire shamans. the Golden Dreams are the most commonly used for the
It is the nature of these savages, rather than any link to purpose of initiation.
the material world, that fuels their raging power. Gith and When they reach the shores of the lake, they sit
belgoi are all likely to have fire shamans in battle. and discuss what the student has learned during his
Even more terrifying is the fact that larger tribes and apprenticeship. As dusk falls, the student enters the water
groups often have several shamans. Some have been and surrenders to its depths. The mentor’s spell protects
known to have a council of silt clerics and a champion the acolyte from any creatures that might happen by, and
of fire. Champions are rarely seen by the savages they it allows the candidate to breathe in the murky depths as
lead, except in battle. Their fiery passions lead attack with if breathing air.
reckless abandon and severe consequences for all who The initiate spends the rest of the night in the dark
stand in their way. water, forging a pact with desperate water spirits who
babble continually. This process continues until dawn,
Water Clerics at which point the water elementals will either accept
or reject the petitioner. If accepted, a Cleric of Water
Among the elemental brotherhood, none are more emerges from the depths and rejoins the mentor for the
desperate than the lords of the Elemental Plane of Water. long trip home. If rejected, the student is left alone, and
Millennia ago, these beings were happy, babbling through must swim to safety or drown. The magical protection
brook and floating leisurely in the vast, blue seas. Now from creatures that dwell in the depths is lost – no longer
they are claustrophobic, screaming for each drop lost to at bay, they may attack freely.
the parched earth.
They know that they must quench the thirst of the The Pact of Water
land before their streams and rivers can return, but every
spilled drop of water is yielded grudgingly. It must be so, Water is the giver of life, but the elemental lords now
for the Plane of Water has nearly perished. perform their sacred tasks grudgingly. Still, it is the duty
The champions of the dying Plane of Water are few; of water clerics to give water and aid to any in need, of
their lords barely able to empower them. But those any alignment, of any nature. The only exceptions are
who underestimate them are mistaken, for although the those who criminally waste water. In this case, the water
champions of water are given less power than most, they clerics are known to be meticulous in the cruelty of their
are far more desperate, and far more vengeful. vengeance. This specifically applies to defilers.
Still, they perform the age-old functions of water as The second demand of the Plane of Water is that
healer and bringer of life. Since their creation, the patient clerics preserve and protect the water that remains. Water
water lords poured their very souls over the land, knowing clerics should never allow a defiler to cast a spell near
that the land would eventually be saturated with their a water source, nor permit a forest or any other moisture
life giving liquids. They had not counted on the mass producing area be destroyed. They must teach these ideas

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Elemental Magic

to any who will listen. Typically, this involves irrigation, water clerics do not believe that the Elemental Plane of
conservation, and the cleansing of existing water supplies. Water is a purely pacifist sphere. That which serves water,
Unfortunately, it also means frequent conflict with defilers serves them.
and the lackeys of the sorcerer-kings.
Water Shamans
Armor and Weapons Tribal peoples that support water shamans are usually
Since water is the beginning of life and of all living located on the shores of one of Athas’s rare lakes, or
things, clerics of water may use any weapon of organic else they are people of passive dispositions. Usually less
origin. This usually includes wooden or bone weapons, as protective than shamans of other elements, they give water
well as bows, clubs, maces, javelins, quarterstaffs, spears, and healing to any friendly beings passing through tribal
and warhammers. territories.
Leather or bone armor is preferred by water clerics since Most shamans share a passive nature, but there are
these also came from organic material, though they may a few who display the more desperate nature of their
wear metal if seriously threatened. elemental patrons. Some have told tales of the green-
skinned creatures that live beneath the surface of Lake
Water Clerics as Wanderers Pit. These are neither friendly nor tolerant, and they are
Wandering water clerics fulfill several roles in the tribes, rumored to have a shaman who casts terrible curses from
villages, and nomads they visit. Water priests perform the depths of the lake on anyone caught peering into their
healing and purify polluted water sources. In times of underwater world.
severe drought they will provide drinking water until the
water supply has recovered. High Level Clerics
When a cleric has attained a very high level, he must
Water Clerics of the Shrines
make a choice. He may either continue to advance as a
Unlike the shrines of the other elements, those dedicated cleric or he can abandon his humanoid form and begin
to water almost always have a protector. Water clerics transforming into an elemental. Once the choice had
seize the rare pools that form the shrines in order to been made, the cleric can never go back.
protect them from settlers, defilers, or the simple, natural Either way, the cleric gains major access to the Sphere
hazards of nature. of the Cosmos and expands his powers to a paraelemental
A priest who has attached himself to a shrine has related plane. The paraelemental plane must be connected to the
duties that may require his absence for short periods of cleric’s elemental plane of worship, as noted below.
time. The surrounding region is the foundation of the
water table, and the cleric must insure that the land has
Elemental Plane Paraelemental Places
not been polluted or otherwise tampered with. Tampering
Earth Magma and Silt
could include actual organized attacks, damming, or
poisoning – anything that threatens the water supply. Air Sun and Rain
Fire Sun and Magma
Water Clerics in the Cities Water Rain and Silt
Water priests are the least threatened elemental clerics By expanding his abilities to a paraelemental plane, a
residing in the cities. Their safety lies in the fact that cleric may ignore and gate in material from his chosen
they provide water for the poor and desperate, and are paraelemental plane as if he were a paraelemental cleric
frequently called upon for healing. of that sphere.
Occasionally, templars even recruit water clerics to Within each of the paraelemental planes are
accompany them on particularly dangerous missions, and quasielemental planes that may be accessed as the cleric

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Elemental Magic

Paraelemental Clerics
Although they are rare, there are a few seers who have
looked beyond the elemental planes to the homes of the
paraelementals – the realms of Silt, Sun, Magma, and
Rain. These paraelementals are not as desperate their
elemental cousins because they have not suffered from the
defilers’ devastation of Athas.
Like elemental clerics, the paraelemental clerics do what
they must to protect and nurture the raw material that
feeds their patrons in the inner planes. The natures of
these creatures and what pleases them is different than
the natures of the more powerful elementals. They are
not interested in the flavors of earth, the fiery feasts of
destruction, the singing winds, or the babbling of streams.
As the relentless sun scorches earth into dust and
magma spills out over its cracking surface, the power
of the paraelements is growing. They are beginning to
achieve levels of power heretofore unknown, and they are
hungry for more. Where the elementals are concerned
with quantity and quality, the paraelementals have not
matured to that stage – they only want quantity.
This fact does not make them any more selfish or evil
than the elementals, but it does make their motivations
progresses. The Quasielemental plane must be connected and their methods of choosing their mortal “harvesters”
to the cleric’s elemental plane of worship, as noted below. very different.
The paraelement of rain is the one exception to the
Elemental Plane Quasielemental Planes rule. The Paraelemental Plane of Rain is as desperate as
Earth Minerals and Dust the Elemental Plane of Water, for the same reasons – it
has nearly vanished from the Prime Material Plane, and
Air Lightning and Vacuum
the allegiance of its champions lies closer to the hearts of
Fire Radiance and Ash
the elements.
Water Steam and Salt The paraelements of silt, sun, magma, and rain are
hybrids of two other elements. Silt comes from earth and
The cleric may gate in or ignore material from his
water, sun from fire and air, magma from fire and earth,
chosen Quasielemental plane just as he can for his
and rain from air and water. The ethereal creatures that
elemental plane of worship.
emerge from these unions are not simply hybrid versions
Further advancment grants the cleric access to the
of their parental elements; rather, the paraelementals are
remaining paraelemental and quasielemental planes of
independent of them, having taken on the attributes of
their main elemental sphere.
both. They have entirely different views about the nature
of things, and what pleases or displeases them lies in their
own natures, for their own reasons.
It is curious, though, that while paraelemental clerics
cannot access the spheres that created their planar

23
Elemental Magic

progenitors, elemental clerics are able to join forces and evaporation and condensation.
access the planes of their masters’ progeny.
The clerics of the paraelementals have only emerged as
a force since Athas went into decline, for it is the very
Access to Spheres
descent of the planet that empowers their terrible masters. Paraelemental clerics have major access to their patron
Paraelemental clerics make the same kinds of pacts sphere, and minor access to the cosmos.
as elemental clerics. Unfortunately, however, these clerics The vast majority of elemental clerics have turned
delight in the continuing ruination of Athas. The silt to their patrons because of their concern for the planet’s
seas grow ever larger, cracked earth steadily oozes streams welfare. With the exception of the clerics of rain, this
of magma, and cloudless skies offer the harsh, blazing attitude is unheard of among paraelemental priests. Silt,
sun an unobstructed assault on the creatures agonizing sun, and magma are associated with Athas’s destruction,
beneath its heat. Only the paraelement of rain sides with not its preservation.
the elementals – it has been too many centuries since
cool rains frequently caressed the surface of Athas. Types of Paraelemental Clerics
Since the requirements for paraelemental champions
are much less restrictive than those for elemental clerics, Travelers almost never encounter silt or magma clerics
there is more variation in their personalities and methods. in the city. Sun and rain clerics are more frequent because
Most paraelemental clerics are wanderers and shamans, of their wandering natures, but even they are normally
although some do keep shrines and a few are found in just stocking up on provisions or seeking someone or
the cities. something for some obscure reason.
Of wanderers and shamans it is said that there is no Shamans of all four paraelements are quite common.
way to tell if one is a protector, a healer, or a crazed The wild tribes living on or near the Sea of Silt usually
madman intent upon the destruction of Athas have a silt shaman. Similarly, the volcanic regions of the
Ringing Mountains and Lake Island are known to be
refuges for magma clerics. Shamans of the sun are more
The Duties of Paraelemental Clerics rare, but these are usually found among the nomadic
All races are included in the ranks of paraelemental tribes of the Tablelands. Rain clerics are usually found
clerics. Gith, belgoi, giants, nomadic humans, renegade only with the most passive and peaceful tribes, and even
halflings, and thri-kreen are almost always shamans. then just in the Forest Ridge or the Dragon’s Palate
Paraelemental clerics normally carry a bit of material where rainfall is more frequent.
from their paraelemental plane as a holy symbol. Of the wanderers, most are seeking another place in
Clerics of silt, sun, and magma who are multiclassed which to encourage the growth of the patron element,
wizards are usually defilers. This is due to the fact that or are simply visiting a tribe or settlement, trying to
the destruction of living material smoothes the way for the find sympathetic ears. People and tribes who have some
increase of their particular paraelement. The drying of the knowledge of the goals of the paraelementals are not
earth causes it to fracture, and this allows the fiery magma as friendly as they might be to these clerics, but they
to make its way to the surface. Silt is held in check by the are usually receptive enough to ask for healing or other
root systems of plants and trees, and so green things are powerful favors.
obstacles for the creeping Sea of Silt; and the destruction The shrines of the paraelementals are located at natural
of trees clears away their shade, as well as the interfering occurrences of the sphere’s material. There is almost
gases that block the sun’s rays. always a guardian cleric, pushing the boundaries of his
The clerics of rain are the only paraelemental clerics domain a little farther each day, ensuring that no others
opposed to the defilers and to the other paraelements. intrude upon his domain.
They know that the destruction of the forests and jungles
of the south will eventually end the ancient cycles of

24
Elemental Magic

Paraelemental Mentors Silt Clerics


A significant problem for anyone who wishes to become Silt clerics are often found wandering the shores of the
a paraelemental cleric is the scarcity of suitable instructors. Sea of Silt or traveling across the Tablelands, searching for
Paraelemental priests are so rare that most Athasians see methods to extend the deadly flow of their sinister element.
only a handful in a lifetime. Of course, if one of the rare Currently, silt and sun clerics are the most powerful and
shrines is located, it is almost certain that its guardian will plentiful paraelemental champions on Athas.
be found. Once that step has been taken, paraelemental
initiates suffer the same hardships as other clerics. The Pact of Silt
The beings who dwell on the Paraelemental Plane of
Initiation Silt demand only one thing from their mortal minions
Paraelemental initiations are closely modeled after those – the growing tides of silt must continue to expand,
of elemental clerics. Silt clerics are buried under silt eventually to wash over the entire planet.
instead of earth, sun clerics broil beneath the harsh rays Water collects and pools at the bottom of vast silt
of the sun, magma clerics are wrapped in magma instead basins, and those pools become thick, viscous mud. Four-
of bonfires, and rain clerics must wait patiently for the fifths of the surfaces of the silt seas are silt. Silt is gray
rare storm cloud, rather than sinking beneath the surface and dry, the texture of loose powder. The careful balance
of the water. between moisture and silt must be maintained, and the
silt spirits fear that too much rainfall will turn their fodder
Weapons and Armor into thick, black sludge. Fortunately for them, rain is so
scarce that there is little chance of this occurring.
Because paraelementals are only concerned with the
Silt clerics wish to destroy the trees, grasses, and fauna
quantity of their material on the Prime Material Plane,
that retain moisture, preventing wind erosion and holding
they rarely express any individual preferences. This means
the land together. When the plants are finally destroyed,
that paraelemental clerics are not restricted in the armor
the land will crumble and turn to silt, and the moisture
or weapons they wield.
from the ground will be trapped below the silt, rather than
Color seems to be important to them, however. Magma
allowing normal evaporation through the plant’s stems
clerics usually stain leather or paint metal to a dark red
and leaves.
hue, working in lighter highlights. Silt clerics always wear
Pools of water drain into the encroaching silt, and this
beige, and sun clerics, desert yellow. The unique priests
temporarily retards expansion as the liquid is absorbed by
of rain usually wear black or dark blue, occasionally
the dust and turns to mud. Eventually, most of the water
accented with jagged, yellow bolts of lightning.
will sink to the bottom and become trapped forever. The
natural cycle will cease and the lost water will never see
Paraelemental Clerics and Races
the surface again.
All races may be paraelemental clerics. Since the The spirits of rain are angry and terrified of this
paraelements don’t express emotion, other than pure destructive process, but this has been going on for so
greed, racial behavior creates no conflicts. many centuries that any new rainfall simply creates more
silt, expanding the blight, rather than turning it back into
The Paraelemental Clerics mud.
Obviously, silt clerics are often in direct conflict with
With the exception of the priests of rain, the servants the clerics of the earth, air, fire, water, and especially, rain.
of the paraelementals are very different from the desperate The priests of the sun are the only consistent allies of
priests of earth, air, fire, and water. Silt, sun, and magma the silt clerics.
are rising on Athas – rising at the expense of their Elemental and rain clerics warn all who will listen
elemental parents. about the greedy priests of silt, so silt clerics often

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Elemental Magic

disguise themselves as priests of earth. In this guise they


teach unsuitable and environmentally dangerous farming
methods that ruin the soil and make it easier for the tides
of grey powder to expand and conquer.
There are a scant few silt clerics who are not considered
enemies by the elemental orders. It is said that these rare
individuals fulfill their pacts by working in small stages or
by toiling in areas already ruined for any other purposes.
It is also said that their real purpose is to protect travelers
and adventurers on the Sea of Silt. They make up for
their inevitable trespasses in other ways, and by rescuing
travelers who might otherwise perish, attempting to cross
the Sea of Silt.
Some legends say that if a man is drowning in the
Sea of Silt and screams an ancient and secret name,
a mysterious silt-rider will appear and drag him to the
nearest island. Most doubt the truth of this rumor – every
year the sea claims thousands.

The Champions of Silt


Silt clerics are typically men or women who live on
the edges of the Sea of Silt or the Estuary of the Forked
Tongue. They have seen the power of the shifting sands
and jumped at an opportunity to harness that power. As
they travel about the land, they teach farming methods
that ruin the soil, sometimes posing as earth clerics when
their listeners are suspicious of their goals.

Sun Clerics
Sun clerics are strange beings who sit and stare mindlessly
at their patron for days at a time. Little challenges them,
and only the obstructing trees and the cities of mankind
provide any relief from their master’s touch.
The sun is currently the most powerful of all of the
elements and paraelements, and the spells the sun’s clerics
are given access to are deadly proof. If someone is foolish
enough to challenge priest of the sun, they had best wait
until his master has set for the day.

The Pact of the Sun


Sun spirits, currently basking in their magnificent
power, have the strangest pact in existence between the
inner planes and mortal minions. Sun priests must help

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Elemental Magic

eliminate gases that filter and weaken the rays of the sun the sun clerics, and sun clerics know that the moons
and remove any other obstructions that would dare defy reflect their patron’s light. Moonlight is not strong enough,
its radiant omnipotence. The paraelementals of sun would however, to allow spell recharging.
like nothing better than a flat and barren landscape so
that no creature could be deprived of its harsh embrace. Magma Clerics
The distant spirits don’t seem to mind that its goal would
eventually kill everything above the ground. The clerics who worship magma are perhaps the rarest
Sun clerics do have a serious weakness, however. Since of all. They usually remain isolated in the high mountains
all priests must be in direct contact with their element and volcanoes where their patron bubbles and oozes
or paraelement, it is not possible for a priest of the sun from the earth like blood from a gaping wound. Magma
to recharge his spells at night, during a storm, or when consumes everything unfortunate enough to be caught
underground. by it and steals its victims’ life-energies to feed its own
infernal hunger.
The Champions of the Sun
The Pact of Magma
Followers of the sun are the most and the least powerful
of all clerics. By day, they command fierce beams of light The beings of magma are almost as weak as their
that rival the fireballs of sorcerers, but at night they are counterparts of rain, for there are only a few natural
limited to whatever spells remain to them. They can, of refuges on Athas where magma exists in any quantity.
course, continue to use their granted powers regardless of Because of this, the spirits of magma incessantly push
the presence of the sun. their mortal champions to help them rise from the bowels
The twin moons of Athas are considered friends of of Athas, and to keep what has emerged heated, so that it
won’t revert back domain of earth. In this way, the spirits

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Elemental Magic

of magma hope to cover Athas’s dry crust with primordial, The Pact of Rain
molten lava. The creatures of rain wish only to return their patron’s
Magma demands only that its clerics encourage its cool caresses to Athas. To do this, the forests that protect
growth. Usually, the only things that retard magma are and hold the world’s water must return. Clerics of rain
water, rain, or lack of sufficient fuel to maintain the are required to protect existing forests, and to plant and
tremendous heat magma requires. Magma clerics have encourage the growth of new ones.
been known to destroy forests in order to prevent rainfall,
and then to feed the branches and logs into rolling rivers The Champions of Rain
of lava. Any ponds or other bodies of water around an
eruption are drained or destroyed by magma clerics. There are other places where the foliage of the earth
encourages champions to protect them with life-giving rain,
The Champions of Magma but the vast majority of rain clerics come from the Forest
Ridge. Many of these champions are renegade halfling
It is a strange man or woman who turns to the magma shamans who hide in the seclusion of relative paradise,
spirits for power, for the nature of their pact requires them but others are priests who wish to protect these places
to live in isolated spots on the planet. This frequently from ruin by defilers and those who would harm them.
conflicts with the reasons magma clerics petitioned those Still others take on the more difficult task of wandering
powers in the first place. the Tablelands, using every possible method to try and
The paraelementals of magma are desperate and scream raise small patches of forest in the sterile landscape.
constantly for succor. Some clerics have been driven mad These men and women meet with failure every day, and
by their eternally beckoning pleas, and they pursue the frequently take out their frustrations by raising terrible
pact with maniacal hatred. When they are encountered storms aimed at anyone who crosses them.
as wanderers, it is generally because their most recent
magma eruption failed and they seek another to tend.
Others may simply be trying to escape their patron lords
for short periods of time. A wandering magma cleric may
Druids
take several years to find another source of lava, and often Unlike Athasian clerics, druids are solitary creatures.
he is in no hurry to reach his destination. Fortunately for They live off the land, within the land, and they have
him, the magma paraelementals don’t seem to notice large sacrificed their entire lives for the land. But, unlike clerics,
amounts of wasted time – probably because a decade is druids concentrate their considerable abilities in a single
but a second in their almost eternal time frame. area – their guarded lands. A barren stretch of desert, a
Magma clerics are dangerous, unstable, and sparse section of scrub land, or perhaps a sparkling oasis,
unpredictable beings. Fortunately, they are also extremely that is the home of the druid, and his source of power.
rare, and usually confined to places most folk wouldn’t One small preserve, protected from the dark magic of the
want to visit anyway. defilers.

Rain Clerics The Bane of Sorcerer-Kings


Of the paraelemental champions, only those of rain are As the sorcerer-kings began their reign of terror in
welcomed by the general populace and the more common earnest, their wars with clerics and constant use of defiling
elemental priests. They share the same basic goals as magic eventually attracted the attention of the druids.
elemental clerics of water, and are often in direct conflict The mysterious druids of the wastes were at first no match
with the paraelemental orders of sun and magma. for the kings, and their blood ran freely over their guarded
lands in what has come to be called the Eradication.
But through this painful experience, the druids began
to find ways to dampen the dark sorcerer’s defiling magic,

28
Elemental Magic

and were even able to win a few battles, battles now long
forgotten by history. The king’s banded together after
these setbacks, and chased the hated druids back into
their wastes. There they were hunted to virtual extinction,
and many thought that their order had vanished from
Athas forever.
Now, the few druids who will talk about the present
say that they are biding their time in the mountains, in
the deserts, and in the valleys of Athas. They train for
battle, learning to fight the defilers’ magic, and carefully
rebuilding their ranks. One day, maybe soon, they say,
druids will rise from the earth with their ancient, fallen
brothers and erase the mark of the sorcerer-kings from
Athas, only then will they purge their bitter memories.

The Organization of Chaos


Legends say that the druids who remained after the
Eradication gathered on a high mesa somewhere in the
northern Tablelands. It was there they decided that they
should scatter to the most remote reaches and farthest
regions of Athas, there to bide their time, waiting for the
day when they were powerful enough to challenge the
sorcerer-kings again. This was a long time ago, and the
druids have yet to return to the cities of the defilers.
Some say that they will never return, that their seclusion
and isolation have destroyed whatever power they once
wielded as a circle. Others say that the druids long wait
is indicative of their cunning, and that their plan is to
insure that the next confrontation with the kings won’t
end in defeat

Druids and the Pact


Druids have formed the same basic relationships with
the elemental powers as the clerics. Druids must protect
not only their guarded lands, but they must also defend
the raw elements to which each has pledged himself. They
are not bound by any of the elementals’ other desires,
such as the air spirit’s lust for freedom and revulsion for
slavery.
Because their devotion to the elementals and
paraelementals is not total, they lack the granted powers
given to clerics, though combining the energies of multiple
patronage does give them access to more spells. A druid

29
Elemental Magic

may choose up to two elements that exist in large Once the mentor has secured a guardian for his lands,
quantities within his guarded lands, this gives him major he leaves and begins a period of wandering. This allows
access to one and minor access to the other. He also has the new druid time to himself, to gain a feel for his new
major access to spells from the Sphere of the Cosmos. lands and to learn firsthand of the responsibilities he has
Finally, through millennia of communing with nature, inherited.
the druids have developed certain powers uniquely their
own. Their granted powers are not given to them by the Buris’s parents had always loved their daughter. At
elemental lords, and cannot be revoked for unfaithful acts the age of six, when most girls were playing with dolls
or the breaking of a Pact. made from vegetable shucks, Buris was working beside
her parents and pruning the moisture stealing weeds from
the garden.
Becoming a Druid By the age of 10, she could tell what was ailing plants
Druids do not undergo rites of initiation like clerics and crops before anyone else had even noticed that
because their motivations have given their planer mentors something was wrong. Her parents were proud of her, and
proof of it and the years of experience necessary to cement their love was as rare as their daughter’s abilities.
a pact with the elementals. But another watched from a distance. Jeffer saw the
A druid who advances high enough will occasionally child working in the dusty fields one day as the sun was
take on an apprentice, but the selection process is not easing down, below the horizon. The other children were
easy. The druid watches a tribe or settlement, usually playing an obscure game with sticks and a ball, but Buris
from his guarded lands. He takes notice of anyone who toiled until long after dark, beside the adults. The old
seems particularly concerned about the land and nature. druid left the village, but the child’s memory remained.
Over the course of months, or sometimes even years, the When he saw her next, she had tamed a wild crodlu and
druid will pick one of these select few and approach him rode it about the valley, seemingly searching for something
in private. Only then does he explain the nature of the she didn’t understand. The druid remembered a time
druidic life, the tasks they must fulfill, and the lonely and long ago, when he felt the eyes of another upon him, and
dangerous existence of Athas’s last guardians. If the young how he had searched far and wide trying to understand
man or woman agrees, the druid hurries them into his the powerful forces of destiny that were leading him into
guarded lands, rarely allowing them time to say good-bye a life of solitude, occasional agony, and rare fulfillment.
or grab a few material possessions. One night, as the girl sat alone among the fields, the
Afterwards, the druid takes his student far from home. druid appeared from nowhere. She wasn’t frightened, but
Travel limits the student’s temptations. With no one curiosity shone through her like the twin moons on a
nearby and no distracting friends or family, the druid has cloudless night. The druid smiled and she invited him
a chance to teach the student about the novice’s future to sit, somehow sensing that this mystery was no threat.
area of guardianship. All through the night they spoke softly about the life of
Months pass before the druid finally begins to prepare the druid, and the responsibilities that went with that life.
the ritual that will allow the student to speak with the When morning broke over the spare hills and Buris’
elementals. When that time finally comes, the master parents awoke, they found only a doll made from vegetable
prepares a monument to the planes that are to be shucks lying on her pillow. The rays of the rising sun
petitioned, and casts a pact spell. The student goes into sparkled off their tears, but there were two tears of joy for
a deep trance while his spirit roams the inner planes and every one of loss – both realized that the valley had just
he speaks with the elementals that dwell there. When gained a powerful protector.
the ordeal is over, the initiate becomes a Druid. There
are very few rejections, since the druid carefully weeded - The Doll’s Tale
and groomed the candidate long before the student was
allowed to speak with his guides.

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Elemental Magic

Druid Guarded Lands


Element Guarded Lands
Earth Valleys, grottos, a particular mountain or
hill, landmarks, an expanse of desert or
steppes, an isolated mountain range.
Air The skies over a particular area, the winds
of a canyon or prevailing wind pattern, the
wind that blows through a dale, or a rock
peak near the sky.
Fire Dry grasslands, a volcano, hot springs,
boiling tar pits, ashen wastes.
Water A spring or pool, an oasis, cistern, section
of a lake or river, or waterfall.
Silt A particular stretch or island in the Sea
of Silt or Estuary of the Forked Tongue, a
large pool of quicksand.
Sun Anywhere beneath the open sky.
Magma A volcano, a lava “spring.”
Rain A grove in the Forest Ridge or in other
woodlands, the Dragon’s Palate, anywhere
that receives rain at least once a month,
not a desert area.
Guarded Lands
A druid strives to protect everything within his guarded
The Time of Wandering
lands. This includes all beasts, plant life, and peaceful Older druids, must spend half of their time on their
settlements. Druids may or may not protect particular guarded lands, and half wandering in the deserts of
monsters with lairs on their lands, depending on whether Athas. While wandering, the druid learns about general
or not the creature’s life or destruction has a significant ecological trends, protects and preserves other parts of
impact on the druid’s territory. Sloths and other “dumb” Athas, and may even take part in adventures in order
beasts are usually protected. It’s only the more intelligent to learn the ways of men... and of defilers. Young druids
species that risk incurring a guardian’s wrath. may spend as much time on their guarded lands as they
Large or particularly valuable areas are usually guarded see fit.
by a druid of sufficient power to defend them, but there When someone becomes a druid, she usually spends
are two instances where vast expanses of terrain may her first month or two on her guarded lands, getting a
be inhabited by a very young or inexperienced druid. feel for her new responsibilities and learning the intimate
This can happen if the original protector of a spot has details of the landscape. Once she feels comfortable with
been slain or dies of age, or if a newly initiated druid is her environment, she begins her time of wandering.
watching over the land. During this time, a druid may travel anywhere and
Occasionally, if a druid knows he is about to pass do most anything. It is almost common to see druids
from this life and feels that his apprentice cannot handle adventuring with clerical counterparts and warrior
an impending situation, he may call for the aid of a druid companions in short crusades against local terrors or
from a neighboring land. This sort of alliance is always certain dangers to the environment.
temporary. One might also encounter a druid as he visits a

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Elemental Magic

settlement or a nomadic camp. There he will perform the lands they seek. The druid can create any physical
much the same role as a cleric – healing wounds, teaching illusion he cares to, from lush jungles to sterile wastelands.
preservation and conservation, or fulfilling a special role The druid can cast this illusion at any time, but he must
required by one of his patron elements. Druids are concentrate to maintain it.
temperamental characters whose true power is displayed A druid can teleport throughout his guarded lands..
only when they are angered. Villagers tend to treat druids Provided the druid is teleporting between points wholly
with slightly more awe and respect than they give to within his guarded lands, he can teleport any number of
clerics. times. Since the druid is intimately familiar with every
step of his lands, there is no chance of missing his
High Level Druids proposed target spot.
A druid can close his guarded lands. He creates an
Druids that attain very high power gain various further impenetrable barrier around the edges of his lands, in
abilities, many of which are related to their guarded lands the shape of a dame that rises 1,000 feet higher than
and are gained in the below order as the druid increases the highest point. The nature of the barrier is up to the
in power. imagination of the druid – an array of spinning blades,
Druids gain the ability to communicate telepathically a field of pure force, a curtain of flame and magma. In
with any creature in his guarded land. The communication any form, the barrier is extermely difficult for anything
can be for any duration and over any distance, provided to breach unless the druid has designated them to. The
the creature is on the druid’s guarded lands, even if the barrier works in both directions, those inside cannot get
druid isn’t there themselves. Language barriers do not out and those without cannot get in.
interfere with this communication. A druid absorbs defiler damage on his guarded lands.
A druid can summon an entire species within his Whenever the druid is on his lands, defiler magic cast
guarded lands. The druid must first shapechange to the there does not destroy the lifegiving propertoes around the
species desired, then telepathically call for others to join caster; the ground is not turned to ash. Instead the energy
him. All able creatures of that species which reside on is tapped directly from the druid, no matter where he is.
the druid’s guarded lands will immediately move to his However, the defiler magic will not kill the druid – it
location at their best possible speed. Once clustered, the cannot take his last remaining health. When the druid
group of animals will obey the druid’s every command, is so wounded, defiler magic takes its normal toll on the
provided he remains in the midst of them. The creatures land.
will readily leave the guarded lands at the druid’s bidding. Whenever defiler magic is cast on his lands, the druid
When the druid resumes his original form, the species gets a mental sense of exactly where the spell was cast.
followers return to their homes. When not on his lands, the druid still gets the general
A druid gains major access to all spheres of priestly impression that defiler magic is being cast there, but he
magic. gets no indication of the exact location.
A druid can call upon the spirit of the land and its
powers. The spirit will appear to consult or lend aid on
the druid’s command. However, a druid can never call
upon the spirit without just cause, to protect or enhance
Shrines and Power
the lands. Any selfish or personal reasons will anger the
spirit so that he might attack the druid instead.
Conjunctions
A druid can hide his guarded lands. Provided he is Across the vast expanse of Athas there are a few places
on his guarded lands, he can cast an illusion that only known to be singularly conductive for clerics and druids.
he and those he designates can see through. Travelers These places are either naturally occurring deposits, rich
on the guarded lands are convinced they are somehow in the raw material of the elements or paraelements, or
lost, and that these subtle illusions are in fact miles from specially prepared locations built by a cleric using a

32
Elemental Magic

create shrine spell.


These sites are highly prized by their creators and those
The Shrines of Athas
who have chosen to champion them. Any visitors of evil Presented here are some of the better known shrines of
intent should be wary, for priests on the sites of shrines the elements and paraelementals. Each of these is served
and power conjunctions are conduits of enormous power. by a cleric or other guardian, but not all of those found
The shrines of the elements and paraelements are created on Athas are occupied. Shrines are relatively rare, but
by clerics over a period of months and sometimes even almost any settlement or tribe should know the location of
years. They are built to last forever, and only the disastrous at least one, whether or not they understand its purpose.
incursion of another element, or sometimes a defiler, can For further details on these shrines see the appropiate
destroy them. Only elemental and paraelemental clerics section for where they are located.
may build or gain benefits from shrines.
The shrines are well known to the people who live near Gunginwald, a Shrine of Earth
them, though their true purpose is often something of a In the middle of the Ringing Mountains, in that stony,
mystery. The Ahpotex tribe in the Ringing Mountains is rugged district just north of Tyr, lies a shrine of the earth
well acquainted with Alicious Strax and can be found elementals.
hunting alongside her in their swift cliff gliders, but they
have no idea what the priest expects from them in return. Ahpotex, a Shrine of Air
In truth, the priests who live dwell in shrines wish
Located west of the Lake of Golden Dreams in a valley
only to protect it and the area that surrounds it from
of the Ringing Mountains is Ahpotex, a shrine of the
destruction. These rare spots are the delicacies of their
spirits of the wind.
ethereal masters, much like elves are for thri-kreen.
The clerics of the shrines tend to perpetuate a mystical
Fume, a Shrine of Fire
image, and they usually try to avoid too much contact
with their neighbors lest they be seen as commonplace. An insane cleric lives in this place and he calls his
This feeds some egos, but it also makes better listeners shrine Fume. It is situated midway between Nibenay and
of the tribesmen and villagers when the guardian chooses Gulg.
to speak.
Clerics of a particular sphere should visit a shrine once Grace, a Shrine of Water
every few years to commune with the spirits that empower Beneath the Lake of Golden Dreams is one of the most
them and develop a deeper appreciation for the goals inaccessible shrines. Beneath the hot, clear waters of the
of their masters, but there is nothing in any pact that lake is the entrance to Strallowshax’s submerged cave.
requires them to make this journey.
Clerics of the same sphere will never fight while at a Shillisa, a Shrine of Silt
shrine, regardless of personal differences. If an attack does
occur, for any reason, the elementals will instantly revoke On an island in the Sea of Silt due south of Draj there
the attacker’s powers and ignore him for the usual 1-6 is a shrine of the deceitful and hungry lords of silt.
day period. If the attacker’s spell was from the sphere of
the shrine, it will have no effect on clerics of like nature. Mount Solace, a Shrine of the Sun
A cleric is always considered to be in conjunction Limrick the Mad suns himself on a large, white rock
when visiting a shrine to his patron. Priests are immune high atop Mount Solace in the Mekillot Mountains,
to spells from the sphere of the element protected by the overlooking the desolate town of Salt View.
shrine. Spells that don’t specifically target the character
will have no effect if they would indirectly damage the Groomsh, a Shrine of Magma
cleric, the shrine, or the element itself. Within the bowels of the volcano bordering Lake Island

33
Elemental Magic

lurks a fierce, terrible cleric named Thyraximus. elementals, and none to their champion. A mere torch or
a blazing campfire would not create a conjunction for a
The Rain Tree, a Shrine of Rain fire cleric – a blazing cottage would.
In the thickest part of the Forest Ridge, just above the Silt conjunctions occur anywhere upon the Sea of Silt or
salt flats of the south, is a huge tree that may be more the Estuary of the Forked Tongue. Quicksand and other,
ancient than the sorcerer-kings themselves. smaller concentrations do not create power conjunctions.
Magma clerics are in conjunction whenever they are
a near a large amount of lava or molten rock. Almost
Power Conjunctions without exception, this will only occur around the base or
The conditions for creating a power conjunction vary within the caverns of a volcano.
with the element required. Conditions are different as well Sun clerics are in conjunction on days when the sun is
for clerics, druids, and templars. high in the sky and the humidity is low enough that the
sun’s rays of aren’t significantly blocked or distorted. On
Clerics Athas, this can occur fairly often.
Rain clerics are only in conjunction during a driving
A power conjunction occurs when a priest enters a realm rain. This most often occurs on the Sea of Silt or within
where the element of his patron element is particularly the Forest Ridge. A light drizzle doesn’t provide the
plentiful, rich, or both. necessary energy for the conjunction – it must be a
An earth cleric is in conjunction whenever he is standing saturating downpour.
on rich and fertile soil; a well tended and irrigated field,
or a meadow in the middle of a lush jungle.
Water clerics are in conjunction when they are in a
Druids
substantial amount of water. A pool must be at least as Druids are considered to be in conjunction whenever
big as a small pond; an oasis or a body of water such as they are on their guarded lands, but they do not receive
Lake Pit or Lake Island qualify as power conjunctions for any special bonuses as do clerics or templars. The abilities
priests of water. conferred by druidic conjunction are already contained
Air conjunctions occur when a priest stands in strong, within the special abilities they have while on their lands.
near continuous winds. Many of the valleys of the In effect, all of the powers given to druids while on their
Ringing Mountains, and almost all of the high peaks are guarded lands are because of their continual conjunction.
subject to constant air currents. The fierce storms and
the winds that whip across the Sea of Silt are also power Templars
conjunctions for air clerics.
Templars are in conjunction whenever they are within
Fire clerics are at home whenever there is a large fire.
sight of their sorcerer-king. Both the king and the templar
The fire must consume living beings or valuable materials
must be able to see each other – the link cannot be made
in order to supply energy to the fire priest, and the
through telepathy or scrying. Only genuine line of sight
flame needs to be fueled by at least 500 pounds of
confers the advantages of conjunction upon the lackeys of
burning material. Dead matter, matter with no emotion
the sorcerer-king.
or life associated with it provides no energy to the fire

34
Psionic Power

Psionic Power
Psionics are prevalent everywhere in the Athas. Every the theory of psionics clearly lacks the Will. Without
living creature on Athas will have contact with psionics the desire to push oneself, to master the forces within, a
during its lifetime. Creatures may possess talents that help person can never learn to use the Way.
them to hunt or survive, people with natural talents fill To psionicists, Will also refers to reserves of mental
the cities, and even non-psionic creatures and characters strength. Using psionic powers can be strenuous, and the
must deal with their psionic counterparts. Those who limit of a character’s endurance is his Will. Eventually,
can’t adapt to these conditions will not survive beneath even the most powerful of masters becomes exhausted
the crimson sun. and must rest to replenish his strength. When wounds
All living things are blessed with some psionic potential, and exhaustion cloud the vision and the mind swims in
even if they do not develop mental powers. This potential delirium, only the greatest masters still possess the Will
is the summation of three characteristics: physical strength, to continue using their powers.
mental strength, and spiritual strength. Only by using all
three aspects together can a creature call upon its psionic
energies. The Way
Physical strength does not refer to muscle mass or The Way is the study of the psionic sciences. Many
hardiness; a more accurate term would be physical self- people may possess the Will, but unless they are schooled
awareness. Students of the Way strive to understand their in the Way they will never do more than scratch the
bodies, their limits, and their strengths. Many people are surface of their potential. The study of the Way is difficult
not paragons of physical prowess, but still enjoy an aptitude and demanding; not every creature with the Will can
for psionics simply by recognizing their weaknesses and learn the Way, but every master of the Way must possess
compensating for them. a strong measure of Will.
Mental strength refers to the one’s intellectual strength The Way is very similar to the study of magic. Just
and mental quickness. As with physical strength, it’s not as wizards strive to master more advanced and difficult
how much the characters possess but how well they use it. spells, psionicists seek to unlock new and more powerful
People of only average intelligence have achieved mastery abilities. Unlike wizardry, there is no single formula that
of the Way by compensating for their lack of brilliance will reproduce an effect of the Way that will work the
with perseverance and determination. same for each individual. Students must independently
Spiritual strength is the summation of strength of will develop the command of their powers.
and character. While it is possible for physically weak or While many beings can discover the strength of the
mentally weak characters to use psionics, it is very difficult Will within themselves, most who go on to study the
for a weak willed person to ever proceed far in the study Way require guidance from a teacher. There are schools
of the Way. of the Way in every city of Athas, and merchant houses
When people learn to use psionics, they’re taught to and noble families often pay dearly to have their scions
create a nexus – a point in the center of their beings where educated by the best. Rarely, the academies waive tuition
physical, mental, and spiritual energy can be harnessed. for a promising student of the free classes. Slaves are
It is the union of these powers that allows psionicists to never formally instructed in the Way.
perform the remarkable feats they’re capable of. In addition to the formal schools, there are wandering
teachers or tribal elders who take it upon themselves to
The Will instruct those who show promise. Even field slaves may be
instructed by an older, wiser slave in secret sessions. Most
Athasians use the term “Will” to refer to someone’s of these tutors can’t provide the quality of training that a
innate ability for psionics. A nomad with a wild talent formal curriculum can, but some wandering masters are
is said to have the Will, while a noble who studies at very capable and can provide an unrivaled education in
an academy of the Way but never learns more than the psionic arts.

35
Psionic Power

36
Psionic Power

Tarandas of Raam Any psionicist willing to sell his services will find there
is great demand for someone skilled in the mental arts.
Psionics have been a part of Athasian society for Merchant houses, psionic schools, nobles, and templars
thousands of years. It is almost certain that use of mental routinely employ psionicists to help them against their
power predates the founding of most of the city-states of enemies. In fact, it is unusual to encounter a psionicist
the Tyr region. The modern culture’s understanding of who has no patron or employer. They are often seen as
psionics dates back almost 900 years to a woman known troublemakers.
as Tarandas, the Gray Lady.
Tarandas was a member of the Raam’s nobility who
displayed potent psionic talents at a very early age. At Psionics and Race
that time, no formal psionic schools existed. All psionic Athasian psionicists are born of almost every sentient
learning was passed on by the efforts of individual masters species, including character races and humanoid monsters.
who often banded into orders to pursue their own goals. In a world where many powerful monsters also share a
As a young woman, Tarandas quickly rose past the command of the Way, it is only natural that the intelligent
teachings of the masters her family hired and began to races learned to defend themselves against psionic attack.
develop her own methods of accessing psionic power.
Over the course of her lifetime, Tarandas codified the Dwarves
six disciplines and created the basic structure of learning
Dwarves are among the most numerous of the character
that is still used by instructors throughout the Tyr region.
races. They are capable of living among humans, but also
She rejected the various orders that monopolized psionic
flourish when left to their own devices. Dwarven craftsmen
power, and she opened an academy where people could
can be found in every city, and dwarven villages dot the
study the Way without the mystery and deceit that had
Tablelands.
been fostered by the orders, who sought to preserve their
Most dwarves don’t bother with the Way, but those
own power.
that do become excellent psionicists. Their great physical
It is said that Tarandas ventured beyond mastery
strength and stamina are well-suited to the study of
of the Way into realms unseen by lesser beings. She
Psychokinesis and Psychometabolism, and the dwarven
vanished 800 years ago, her fate unknown.
ability to focus on their studies is unrivaled on Athas.
Dwarf psionicists live among their own kind in dwarven
Masters of the Way villages, using their skills to protect the villagers from all
Although thousands of Athasians command a unique threats.
talent, true masters of the Way – or “mindbenders” –
are still rare. It takes exceptional ability and dedication Elves
to take up the study of the Way, and many do not Elf merchants and raiders can be found throughout the
progress far. Less than one person in one hundred can be deserts of Athas. The swift-moving tribes rarely lay down
considered a true psionicist. to sleep in the same place twice. Like dwarves. elves can
Because trained psionicists are scarce, they are highly coexist with humans, and large elven communities (the
valued by many elements of Athasian society. Unlike Elven Markets) can be found in every Athasian city.
defilers and preservers, psionicists are free of the taint of Elves rarely have the patience to take up the Way,
magic and need not disguise their calling. They owe no and elf psionicists are rare. The elven makeup does not
loyalty to the sorcerer-kings, unlike the templars. Even include a great deal of persistence, and elven Will is
clerics and druids have elemental powers and guarded often weaker than that of other races. Despite this, a
lands that they must place before all other considerations. few elves study the Way to give their tribes one more
Psionicists are free of these patrons and responsibilities advantage in battle and trade.
and may employ their powers as they see fit. Elves prefer Clairsentience and Psychokinesis, but their

37
Psionic Power

frail Constitutions make Psychometabolism difficult for handed down from time immemorial. Some people claim
them to master. that halflings invented the use of the Way.
Halflings are often possessed of a Will far stronger than
Half-elves appearances would indicate. They favor the Telepathic
Found wherever the paths of elvenkind and humanity abilities and can be extraordinarily dangerous in psionic
cross, half-elves are loners who truly belong to neither combat.
race. Most are born and stay in the cities, children of
tribes who have temporarily settled in the Elven Warrens. Humans
Others follow their elf parents when the tribes begin to The most numerous of the peoples of Athas, humans
roam again. dominate the Tablelands, organized into cities, villages,
Half-elves share some of their elf parents’ weaknesses, and wandering tribes. Given the sheer numbers of
but often take up psionics, as it is a solitary calling. humans, it isn’t surprising that the majority of psionicists
Mastery of the Way provides independence and self- are human. Lacking the physical advantages of some of
knowledge, traits that half-elves seek to develop. the other races, humans are quick to turn to supernatural
Half-elves often study Telepathy, because it augments powers to compensate.
the remarkable rapport they have with animals. They also The role of psionics in human society varies greatly
make good psychokineticists. from culture to culture. In some places it is regarded as
a practice nearly as vile as sorcery, but in most areas
Half-giants psionics are a recognized and accepted part of life.
The most powerful warriors on Athas, half-giants are Human psionicists are very diverse and can specialize in
content to dwell in humanity’s shadow. Nearly all half- any discipline.
giants are mercenaries, gladiators, or slave soldiers serving
in the armies of the sorcerer-kings. Muls
Half-giants are greatly hampered in psionic studies by Bred as slaves, muls are found in the slave pits,
their limited intellect and weak Will. Many people might arenas. And fields of the great human cities. From early
assume that a half-giant psionicist is some kind of joke, childhood. they are condemned to an existence of heavy
but this can be a deadly mistake. Exceptional half-giants labor or bloody arena games. Death is the only escape for
often study the Way. many muls. Only a handful of these crossbreeds are born
into the ranks of free citizens or slave tribes.
Halflings The tough mul constitution lends itself to the study
Children of the Forest Ridge, halflings are alien to the of Psychometabolism, but most muls have difficulty
people of the Tyr region. They are separated from the mastering the other disciplines. Since most slave owners
other peoples by physical, linguistic, and cultural barriers take steps to ensure that their property does not get
that are difficult to breach. A halfling outside the Forest schooled in the Way, it is very rare for a mul to receive
Ridge is an outcast or wanderer who has turned his back any formal training.
on his people.
Psionics play a vital part in halfling culture. The study Thri-kreen
of the Way is considered to be honorable and is highly Hunters of the scrub plains and stony barrens, thri-kreen
encouraged by halfling society. A complete halfling warrior packs roam the Tablelands and the Hinterlands. Like
doesn’t rest until his mental skills match his physical halflings, they are aliens to the culture of the Tablelands.
talents. Wandering thri-kreen often visit the “civilized” cities,
Halflings have a natural aptitude for psionic study. motivated by the desire to learn more of human society.
Their traditions of psionic learning are not traced to Thri-kreen often study of the Way, paying almost as
Tarandas, but are unique to their race and have been much attention to it as the halflings do. They favor

38
Psionic Power

Telepathy and Clairsentience, but have a significant of masters may hope to rival a sorcerer-monarch’s strength
disadvantage when using Telepathic powers against non- in the Way.
kreen subjects; their insect minds don’t easily contact the The rulers of Athas are devious in all of their endeavors,
minds of other races. and psionics are no exception. Most sorcerer-kings have
Thri-kreen possess a powerful, alien Will. The natural psionic and magical arsenals designed to bolster their own
fighting ability of the thri-kreen can be augmented to strengths or to guard against intrusion.
frightening levels with the Psychokinetic or Psychometabolic In addition to their own potent abilities, the sorcerer-
disciplines. Thri-kreen packs almost always include psionic monarchs often have a retinue of several powerful masters
members. The thri-kreen often coordinate psychic and who are sworn to serve them. Some of these retainers were
physical attacks as they seek to bring down their prey. personally schooled by their monarch from an early age
and are loyal beyond question. Generally, the sorcerer-
Other Races kings will not permit a follower to become as skilled in
Besides the character races, there are many other the Way as they are, for fear of one day being bested by
intelligent beings who make extensive use of psionics. a treacherous attack.
The most prominent are gith, jozhal, nikaal, beastheaded The sorcerer-kings are capable of remarkable feats of
giants, belgoi, and braxat. Racial tendencies are noted mental prowess. It is nearly impossible to hide from the
in the appropriate entries, but it is worth noting that personal attention of a sorcerer-monarch, or to resist his
not all individuals of these races will conform to the terrible Will.
racial averages. Exceptional gith or belgoi are frequently
encountered among the raiding tribes of these vile Templars
creatures. Most servants of the sorcerer-monarchs rely on the
magical power provided by their master, but the most

Psionics and Society dangerous templars are also students of the Way. In the
competitive ranks of the king’s bureaucracy, competence
As noted before, nearly every level of Athasian society in the psionic arts can often mean the difference between
is permeated with psionics. Even the humblest slave survival and failure. A few individuals in the ranks of the
may possess an unusual talent or ability, while the most templars are not clergymen at all, but instead psionicists
powerful enchantments of the sorcerer-monarchs include who were rewarded with a position.
psionic elements. Templars who wield psionics often use their powers to
Mental powers are used on an everyday basis in Athasian ferret out the truth about events or crimes. They also turn
culture. Telepaths allow instantaneous communication their power against their fellows, guarding against plots
across hundreds of miles. Draft animals and slaves are or pursuing some intrigue against their superiors. It can
kept under control by psionic overseers. Clairsentients be assumed that anyone captured by the templars will
use their visionary powers to forecast the fortunes of kings eventually be subjected to a psionic interrogation. Once a
and peasants, find missing objects, and solve crimes. criminal is known to the templars, it is extremely difficult
Psychokineticists and psychometabolists use their potent to stay ahead of them when his own thoughts may betray
abilities in all manner of enterprises, both legitimate and him.
otherwise. Many wild talents find a way to harness their
special abilities in day-to-day life. Nobles
Nobles enjoy access to excellent psionic instructors at
The Sorcerer-Kings a very early age. Most are taught the basics of the Way.
The rulers of the cities of Athas are among the most A greater proportion of nobles are psionicists than any
powerful psionicists on the planet. Only the most powerful other social class. With the innate advantages of wealth

39
Psionic Power

and education, it is surprising that the noble class does Free Citizens
not dominate Athasian society completely. The only
explanation lies in the decadence of the nobility-many The free craftsmen and farmers of the cities may be
young lords turn a deaf ear to their masters’ teachings and the class least touched by psionics in Athasian society.
view their studies as a waste of time. Potters, smiths, and shopkeepers have little need for
Despite the sloth that pervades the Athasian nobility, a mental powers in their day-to-day life. A few may possess
number of nobles do succeed in their studies and become wild talents that they put to use in their trade, but most
formidable psionicists. Agis of Asticles, a noble of Tyr, get along without psionics.
is an excellent example. Unfortunately, most nobles with Sometimes a wandering master may settle in a city
psionic ability choose to waste their time and energy in neighborhood, training local children and watching over
an endless circle of intrigue and backstabbing. The Way the area. The psionicist keeps an eye on the shopkeepers
is viewed only as one more edge over one’s rivals. and their customers, ensuring that no one uses the Way
The wealthy noble families also employ a number to cheat the proprietors. Thugs and bullies should be
of psionicists. Some are valued advisers and mental careful in guarded neighborhoods; they can suddenly
bodyguards, rarely found without their masters nearby. find themselves hailing the nearest templar patrol and
Others are nothing more than brutal overseers who watch confessing their crimes. More than one adventurer has
over the field slaves on the noble plantations. met this fate.
Since the free citizens comprise one of the larger classes
of Athasian society, a great number of practicing psionicists
Merchants have their origins in this group. Many psionicists are the
The powerful merchant dynasties of the Tyr region sons of villagers or the daughters of craftsmen.
rely on mercenary psionicists to keep watch over family
members and assets. With emporiums in every city and Slaves
caravans scattered across the desert, psionics are a vital
means of communication. On a smaller scale, psionicists In most cities of the Tyr region, it is against the law to
are used to help guard caravans, control dangerous draft school any slave in the Way. Teaching a slave to use his
beasts such as mekillots, and to keep slaves docile until psionic potential gives him a weapon far more powerful
they are sold. and subtle than any gladiator’s blade. The study of the
Most merchant dynasties can afford to send their Way is fruitless for conditioned or brainwashed subjects,
children and most valued agents to the finest psionic so the only slaves able to learn psionics are those beyond
academies, much like the nobility does. However, more their masters’ mental control.
merchants take the training seriously. The dynasties are Most prosperous slave owners find it necessary to retain
not self-perpetuating and must remain competitive to the services of several mindbenders to keep their slaves
survive. They aggressively seek out any possible advantage in line. Even a berserk mul can be put back to work by
and exploit it. a skilled psionicist. These mental overseers are the lowest
At a minimum, any outpost or caravan will have at and most ignoble of psionicists, but they are a crucial
least one practicing psionicist nearby to guard the house part of the slave trade and are well-paid for their efforts.
assets against psionic attack. Merchant dynasties are very While most slaves are denied even the least schooling
aware of the possibilities of others psionically influencing in the Way, a number develop wild talents and a very
bargaining, and they take steps to make sure that their few blossom into extraordinary psionicists. Slaves are very
agents are defended from mental attack. Adventurers careful to keep their abilities hidden from their masters;
who dream of using domination or awe to convince a those who demonstrate any real power are often put to
merchant to part with a steel sword for a few bits should death on the spot.
be warned: a loyal psionicist is probably nearby, watching
for cheats and scoundrels.

40
Psionic Power

Tribesmen
Living beyond the reach of the sorcerer-kings. Tribesmen
include nomadic herders, hunter-gatherers. slave tribes.
And raiders. It is a hard life, a few accidents or misfortunes
can push a tribe to the edge of extinction. Any advantage
a tribe can gain, such as elemental magic, sorcery or the
use of psionits, can often spell the difference between life
and death in the deserts of Athas.
In any good-sized clan. there will be several adults with
significant psionic skills. Children are closely watched for
signs of psionic potential, and if any show promise they
are given the opportunity to study the Way under the
tribe’s psionic leader. A large and wealthy tribe may have
one or more clerics, a preserver or defiler, and several
skilled psionicists to help overcome adversity and defend
against the predators of the deserts.

Psionics and Law


Athasian society has had to deal with the issues of
psionics for hundreds of years. Each city-state has its own
specific codes of what is permissible and what is not, but
generally the following laws will hold true no matter where
a psionicist goes.

1. Crimes committed by psionic means are punished


normally. Killing someone by means of a psychic crush
or by using control body to march a victim off a rooftop
is still murder, and will be treated as such by most
authorities. Using psionics to obstruct investigations, resist
arrest, or avoid the agents of the sorcerer-king is a crime.
as well.

2. A psionicist bears the guilt for any crime committed


by someone under his mental control. This is difficult to
prove, but there have been cases where a psionicist has
been judged for the crimes of someone he dominated.
There have been many more cases were criminals claimed
that a mindbender made them break the law. Templars
generally scoff at this plea unless some astounding
evidence appears to the contrary.
3. No one may read another’s thoughts. In most cities
it is illegal for a psionicist to pry into someone’s mind
without consent. This law is almost impossible to enforce,

41
Psionic Power

but it is often used as a general charge against a psionicist espionage might include using sight link or sound link
who has angered the templars. Slaves aren’t counted as through a third party. Again, this is difficult to enforce
people under Athasian law, however; slave owners may and even more difficult to prove before the templars.
use any means to keep control of their property.
6. The summoning or contact of extraplanar powers is
4. No one may use the Way to influence another considered high treason. Most city-dwellers take a very
person’s thoughts or actions. This law is almost universal. dim view of the reckless summoning of fiends or similar
Using the Way to dominate people or to implant post- planar horrors.
hypnotic suggestions is considered the vilest of crimes
against a free citizen. Most telepathic devotions fail 7. Officers of the court may use psionic interrogations
under this category, including awe, daydream, aversion, in due process of the law. If necessary, the templars may
repugnance, and so forth. summon a master of the Way to get to the bottom of
almost any matter. This is usually a last resort by the
5. No one may use the Way to spy on another. Using templars, since even the most oppressive rulers respect
clairaudience or clairvoyance to pry into the privacy of a their citizens’ privacy of thought.
free citizen is considered a crime. Other means of psionic

42
Life-Shaping

Life-Shaping Types of Shaped Objects


Life-shaping is the art that allows the rhul-thaun to
create everything from simple tools to large buildings out
of living tissues. This ancient, arcane craft is the unique There are three types of life-shaped creations: Those that
aspect of the civilization established by the halflings of comprise living tissue but are not actually independent
the Jagged Cliffs, creatures; living creatures themselves; and the organic
products of living creatures. Much of the difference

The Lore of Life between them lies in their care and requirements. It
should also be noted that the organic products in the last
Life-shaping is a craft that may, in some ways, resemble category are not alive, but merely organically derived. The
magic or even psionics in its ultimate effects but it has other two classes of shaped objects are alive.
nothing to do with either. Shaping is, in its purest sense, Besides these three varieties, shaped products can be
the physical control of the fundamental forces of life itself. further separated into different classifications according to
This ancient art gives a shaper the ability to create and their use. These may also be found under three headings.
mold living tissues and entire organisms as he desires. Some of the objects are straight forward, tools, weapons,
By working with the processes of growth and function armor, and medications, others require additional
in living creatures, life-shapers can fashion organisms explanation.
that fulfill specific needs just as a blacksmith of another Some of the most common life-shaped creations
culture would craft a tool or weapon from iron. are grafts. Grafts differ from other shapes in that they
Unfortunately, the rhul-thaun of today do not truly physically attach to their wearers, who are called “hosts,”
comprehend the art they practice. The concepts are lost to and form symbiotic relationships with them. This means
them, as are many specific skills involved in the creation that a graft absorbs nutrients from the host’s body, but
of life-shaped organisms. Rather than understanding, they the host gains some benefit from the graft as well. Grafts
maintain only the knowledge of the motions necessary to are presented in their own section, although a few special
perform some of the tasks necessary to use the craft. The grafts are listed under
rhulisti could fashion complex living tools and creatures
far beyond the capabilities of those today. Armor and Weapons.
The ancient rhulisti began their researches using a
porous, rocklike plant. This simple life-form was easy to Producers are shaped creations whose sole purpose is
manipulate and difficult to injure. From this rudimentary to manufacture other products. Some grow long, wooly fur
beginning, they learned to handle and exploit more that is then sheared, spun, and woven. Others produce
complex forms of life – they became masters of the edible eggs, shed leathery hides, or secrete valuable
world with their skills. medicines. Engines are shaped that drive other devices
The basic building block of life, as the rhul-thaun – they may be used to heat a structure, power a flour
understand it, is a substance they call pith. This organic grinder, or pump water from a pool.
mush is the most basic substance common to all creatures
of the flesh, and is absolutely essential to grow and form Damage, Disease, and Death
the shapes. They fashion the pith matrix into a thick, All living shapes and tissues can be damaged though
clear syrup. Various processes are needed to stimulate different shapes have varying toughness and durability.
raw pith and force it to develop specific creations. Often Left alone, damaged life-shaped creatures heal by itself.
the use of other life-shaped tools, such as shockwands, is There are healing tools that can speed the recovery rate.
necessary for more complex devices. Organic products, because they are not living, are repaired
Considering that the shapers conduct these activities like any normal item.
during rituals, an outsider would probably guess that the If exposed to any sort of disease, virus, or infection,
processes were magical. living shaped creations may succumb to the effects.

43
Life-Shaping

Armor
With the exception of wood, stone, and bone clubs,
the rhul-thaun life-shape all of their armor and weapons.
Through elementary, ritual processes, they produce
daggers, maces, axes, short swords (simply called swords),
slings, shields, and spears. They also produce some unique
weapons and armor, and these are detailed below.
Class restrictions on armor and weapons are fairly
straightforward. Priests can use all of the armor and the
titan hurler, shock stick, grappler, life leech, and spore
pods. Specialty priest weapon restrictions always vary.

Armor Weight Cost


Half Shell 35 b 50
Hide 10 lb 20
Sheath 12 lb 80 and not as thick. It remains in a flexible state until struck,
at which point it hardens to become sheath armor. After
Sheath, Hidden 10 lb 100
10 minutes pass without the armor being struck, it reverts
Shell 50 lb 150
to its flexible, transparent state. While transparent it is
Half-Shell Armor (Tissue): This armor consists of quite hard to notice.
tissue hardened to the strength of stone. It covers the torso
with a single, inflexible breastplate and smaller pieces Shell Armor (Tissue): This armor is identical to
that cover the shoulders and upper legs. Half shell armor half-shell armor except that its plates cover the entire
can be made to fit any humanoid creature up to and body with fibrous tissue connecting the joints. It can be
including half-giants. produced to fit any humanoid smaller than a half-giant.

Hide Armor (Product): This armor is similar to Shields


the leather armor worn by other cultures, although it Shield Weight Cost
is designed to be tougher, more protective, and less
Climber’s 8 lb 10
cumbersome to wear. Negative modifiers to thief abilities
Spineshield 6 lb 10
from wearing leather armor are halved when wearing
shaped hide instead. Climber’s Shield (Creature, Graft): This is one of
the most sophisticated and coveted bits of life-shaped
Sheath Armor (Tissue): This armor is applied to the equipment, particularly for climbers. This device looks
entire body of the wearer as though it were a thick black like a round, hard, chitinous shield mounted on a 3-foot
paste. It conforms to the wearer’s body perfectly, hardening long tentacle. The tentacle attaches to the host (virtually
in most areas, but remaining flexible and tough in areas anywhere on the torso). With a sophisticated vibration
that bend and move. Since it is nothing more than a sensing organ, the shield can detect incoming attacks and
pot of paste before it is put on, it can be applied to any move to intercept them. This gives the host the benefit
creature or surface. of a shield but without the necessity of using hands or
arms. Climbers use these shields to protect them when
Sheath Armor, Hidden (Creature): This sophisticated they are climbing.
armor resembles normal sheath armor, but it is transparent

44
Life-Shaping

Spineshield (Creature): This formidable, medium size


shield has dozens of 1 to 3 inch spines covering its Clawgrafts (Tissue, Graft): These tiny grafts attach
surface. In many ways, the spineshield operates like a to the host’s fingers. Each is a claw approximately 1 1/2
spine thrower (see Weapons), firing its spines at nearby inches long. They allow the wielder to rake and slash
foes. It also functions as a normal shield, however, and foes like natural claws. Damage inflicted depends on how
can even be used as a melee weapon. many claws are worn.Some users even add poison nodules
to increase the deadliness of their attacks.
Weapons
Deathspray (Creature): This creature resembles a
Weapon Weight Cost 2-foot long, scaled tube with a wide, bulbous nodule on
Armblade 5 lb 75 one end and a narrow opening at the other. The creature
Armspike 5 lb 50 produces a caustic, poisonous venom that can be sprayed
Clawgraft (each) 3 lb 5 from the aperture to a distance of 15 feet.
Flashlance 8 lb 30
Hurling Titan 9 lb 35 Flashlance (Creature): This weapon is a 3-foot long
spear that can be used as a stabbing weapon. When
Mandibles 8 lb 150
activated by squeezing the handle, the lance rapidly
Quickstrike 5 lb 50
extends outward, telescoping a razor sharp point into a
Shockstick 3 lb 25 foe. When activated, the lance extends itself to a length
Spinethrower 3 lb 75 of 6 feet for an instant – just long enough to inflict 1d10
Warstaff 10 lb 150 points of damage rather than the normal 1d6. The lance
Deathspray 12 lb 100 retracts automatically.
Grapper 10 lb 75
Life Leech 8 lb 100 Grappler (Creature): This ranged weapon is a creature
Sporepods approximately 28 inches long. Like a deathsprayer, it has
Irritant 1 lb 1 a pod on one end and an orifice on the other. When
activated, the grappler fires a stream of long, sticky cords,
Sleep 1 lb 2
which resemble frog tongues, to a distance of 30 feet to
Poison 1 lb 3
entangle the targets.

Armblade (Tissue Graft;): This weapon grafts onto a Hurling Titan (Tissue): This weapon resembles a large
host’s forearm. It has a long blade that extends outward mace or (especially in the hands of a halfling) a maul.
and forward from the arm. The entire blade is about 2 Like other shaped melee weapons, it consists of hardened
feet long and 5 inches wide. The weapon can be used tissue. The hurling titan’s head has a liquid core, however.
to slash and stab foes in combat. Because it is fastened When swung, the nucleus creates a momentum of
directly onto the arm, it frees the user’s hands for other centrifugal force, allowing it to do great damage despite
things. its size.

Armspike (Tissue Graft): The armspike also welds Life Leech (Creature): This is a 7-foot pole with a
itself to a host’s forearm. It has from one to three spikes, 2-inch ball on one end. When the ball is touched to a
3 to 6 inches in length, projecting outward from the living creature, the weapon rapidly absorbs nutrients and
wielder’s arm. The weapon can be used to slash and water from the victim. The first strike of a leech injects
pierce foes in close quarter combat. Because it grafts to a mild sedative around the wound. The sedative reduces
the arm, it frees the user’s hands for other things. the effect of further attacks on the same target within a
24-hour period. This weapon requires a special combat

45
Life-Shaping

technique since it is not sturdy enough to be swung with


great force, its touch must be light.

Mandibles (Tissue): This weapon is identical to a


mancatcher except that it can be used to “bite” without
“catching” a foe if the user so desires.

Quickstrike (Creature): Like the armblade, this graft is


worn on the forearm. It is thin enough so that it can be
hidden underneath a loose, long sleeved shirt or a cloak.
When activated by pressing on the back of the creature,
an 8-inch long spike protrudes from the graft at the host’s
wrist, roughly parallel with the arm.

Shockstick (Creature): This club-shaped creature


consists of a hard outer shell. It absorbs and stores static
electricity (like an electric eel), discharging it into those
struck with the weapon. It can only release a shock once
every three minutes.
out from the head.
Spinethrower (Creature): This weapon resembles a
spiked mace. The head is covered with up to 40 spines, Equipment
from one to three inches long. Besides its use as a melee The following sections detail most shaped creations
weapon, however, it can be stimulated to fire its spines at made by rhul-thaun life-shapers. It should be noted that
foes at a distance of up to 90 yards. It fires several spines these are but pale reflections of the great shaped creations
per round and the spines can take a few days to regrow. of the rhulisti when they ruled Athas.
The life-shapers are also able to reproduce any item
Spore Pod (Tissue): These small weapons are organic normally made of leather, bone, or wood. Furthermore,
spheres that look like tiny eggs. Each can be thrown at a even items such as iron spikes or rope can be reproduced
target. They burst open on contact and release a cloud from pith by life-shaping. These substitutes are all organic
of tiny spores. The spores explode in a radius of 10 feet products as opposed to actual living creatures.
and have the potential to affect every breathing creature Life-shapers can slightly modify only a few of these
in that area, though life-shaped breathermasks do protect creations. If any such modifications are possible, they are
against spores and dangerous gases. There are three types noted in the description.
of spore pods, and the spores they contain can have one
of three different effects. The effect of the first type of
spore is irritation. The spores cover living foes and cause
Tools
them to itch, break out in a rash, sneeze, and suffer from Shaped tools come in many varieties. This category
blurred vision. includes actual tools as well as clothing and special,
unique items. All prices are given in ghav-egoths.
Warstaff (Tissue): This weapon is 5 feet long and made
of hardened tissue. One, and occasionally both ends, have Air Burster (Creature): This creature looks like a
heavy, spherical heads on which are fixed five 6- inch foot-long tube with a large, membranous air sack on one
blades. Four of the razor-sharp knives project outward in end and a round, 6-inch wide pod on the other. When
the four compass points. The fifth barb extends directly pressure is placed on the underside of the tube, the

46
Life-Shaping

creature’s membrane fills with air. An object smaller than beings smaller than half-giants.
6 inches in length is then be inserted into the pod. When
the air sack is squeezed, air pressure ejects the object Chameleon Cloak (Creature): This living garment
from the pod with an explosive burst of air. Virtually any responds to variables in light and temperature and allows
small object can be launched up to 100 yards. Charges its wearer to blend into his surroundings. While not
commonly used in air bursters include grappling hooks nearly as effective as invisibility, this cloak adds 10 to the
(attached to ropes), spore bombs, and small nets (wadded wearer’s hiding abilities. The cloak does not fit humanoid
up inside the pod). In desperate situations, small, sharp creatures larger than halflings, nor can it be altered to
objects can be placed in the pod and fired as projectile equip larger creatures.
weapons.
Climbing Boots (Tissue): While they appear to be
Air Filter (Creature): This 1-foot diameter, spongy normal boots of hard leather, these living boots improve a
globe continuously recycles air, breathing in carbon climber’s climbing ability. They accomplish this by being
dioxide, smoke, and even foul odors, and breathing out reactively pliable – their shape alters to conform to the
pure, clean air. After one month of use, the creature contours of whatever substance the wearer is climbing.
should be washed to rid it of dust, smoke particles, and Since they are malleable, any humanoid creature smaller
everything else it has filtered out of the air. If this is not than a half-giant can wear these boots.
done, it chokes to death.
Climbing Gloves (Tissue): Like climbing boots, these
Acidic Spawn (Creature): This creature looks much living gloves change texture and shape to give climbers
like an urn or flask made of pulsing flesh. At the “mouth” better adhesion on whatever they are climbing. Because
of the urn a bowl-shaped depression secretes a powerful of their malleability, climbing gloves can be worn by any
acid when the creature is squeezed. The acid is strong humanoids smaller than half-giants.
enough to eat through fabric in one minute, leather in
two, and wood in five. It is not vigorous enough to destroy Clingbag (Tissue): These leather bags come in two
stone, so it is useful for cleaning dirt and debris from sizes, large (40 pounds maximum) and small (10 pounds
stone objects. Acidic spawn is immune to its own acid. maximum). The unique aspect of the clingbags is that
one side of the bag is made of living tissue that secretes
Bond (Creature): This creature looks like a tube, 6 a powerful, adhesive web that can support the bag and its
inches long, closed on both ends. One end has a small contents when pressed against another object. Clingbags
aperture from which a syrupy gel is produced. The gel can be stuck to walls, belts, people’s backs, or any other
hardens quickly, bonding with whatever materials are to surface. With a firm pull, they are removable and can be
be joined. It makes a powerful, permanent adhesive seal attached to different surfaces.
and is used as a tar sealant to fill or repair holes in
constructions and fix broken equipment. A bend bars Clingpad (Tissue): These pieces of leathery tissue are
roll is required to break the bond. Because of its organic 1-foot in diameter, have the same properties of clingbags,
nature, the gel can even repair damaged life-shaped items and can support up to 20 pounds of weight. Both sides
comprising living tissue. It cannot be used to good effect secrete the same adhesive, enabling them to be used to
on creatures, however – it is too crude a treatment. join different items. In fact, many people use clingpads to
attach glowpods to ceilings and walls.
Breathermask (Tissue): An organic face mask, this
shape fits over a wearer’s lower face, covering the nose Clingrope (Tissue): Made from the same material as
and mouth. A complex series of tissue layers filters the clingbags and pads, clingrope has patches of adhesive
air, removing most impurities and toxins and allowing tissue that make it easier to tie them firmly around other
the wearer to breathe normally. The mask fits nearly all objects. Those skilled in rope-use simply fling one around

47
Life-Shaping

Climbers use it to counter wet surfaces. By sticking dry


anchors to the rocks, they can use them as dry handholds
or anchors for hooks and ropes despite the mist.

Drycloak (Product): This cloak is not a living creature,


but merely an organic product of life-shaped engineering.
It appears to consist of a particularly slick, shiny cloth.
The cloaks main function is to keep the wearer dry by
repelling water. Rain and mist droplets simply bead and
run off the cloak in rivulets. It can be modified during
crafting to fit any humanoid creature smaller than a half-
giant.

Gillmask (Creature): Similar in some respects to a


breather, the gillmask fits over the mouth and nose of the
wearer. Along its sides, it has gill slits that perform like
those of fish. The wearer can breathe underwater while
an object, loop it a few times, and the rope creates a wearing the mask. The masks fit virtually any creatures
strong grip. If this trick is used to grapple a living creature, smaller than half-giants.
treat the clingrope as an adhesive lasso. Creatures tied up
with clingrope generally find it twice as hard to slip or Glowpod (Creature): Living spheres of bioluminescent
break their bonds. In all other respects, clingrope should tissue, glowpods are similar to the abdomens of fireflies.
be treated as normal rope. The pods are roughly 1-foot in diameter and extremely
lightweight. Each gives the illumination of a torch, but
Coolcloak (Creature): These living creatures were provides no heat whatever. The halflings mount them on
created to maintain very cool body temperatures and sticks fastened with thin clingrope to create torches and
may be used to alleviate discomfort in hot climates. The keep them in their homes to provide light and mood
hoods of these cloaks have organic, adhesive clasps. They settings – covering one with thin, colored gauze produces
can be adjusted during their creation to fit any humanoid colored light. Virtually every community uses glowpods for
creatures smaller than half-giants. lighting streets, walkways, and alleys at night.
Directional Sensor (Creature): This tiny, cone-shaped Grasping Hook (Creature): Similar to conventional
creature always senses north, pointing its narrow end in grappling hooks, this tool resembles a claw with four talons
that direction whenever placed on a flat surface. spaced equidistantly around a central palm. When the
palm is stimulated, the claws reflexively clench. Attached
Disposer (Creature): This pod creature is 4 feet tall to ropes and flung to grasp secure objects, grasping hooks
and 3 feet wide. It has an aperture at its top that is as are very useful to climbers.
wide as its body and functions as the creature’s mouth.
The disposer is entirely digestive system. It can break Grasping Rod (Creature): This is a grasping hook
down virtually any organic waste material – food scraps, mounted on a sturdy, organic pole, 10 feet in length.
human waste, dead creatures, or plant material. It converts It is useful for reaching and snatching objects that are
these substances into gases – and into the soupy paste otherwise out of normal reach.
known to the shapers as pith.
Lifechair (Creature): More than just a chair, this
Dry Anchor (Tissue): This sticky blob of organic putty shape actually includes a number of different kinds of
secretes a strong adhesive that is unaffected by moisture. furniture. Sofas, beds, lounge chairs, and even life-shaper

48
Life-Shaping

designed tables, each grown to be soft, sturdy, and either blade, an ax, a pick, a crowbar, a small shovel, a hook, or
comfortably warm or pleasantly cool. Many find the any other necessary form. The tool has enough mass to
pulsing of the lifechair’s body fluids to be restful when be shaped into any of those tools, or virtually any other
they retire. Strangers to life-shaped objects are unable to item weighing 10 pounds or less.
distinguish between this furniture and that of the normal,
nonliving sort – until they sit and feel one for a moment. Poison Nodule (Tissue): This is a tiny (1/2 inch
diameter) organic pod that produces and secretes a
Lock, Hard Key (Creature): This resembles a normal virulent toxin. Like clingbags, they have adhesive backs
lock and key, similar to those found anywhere on Athas. that allow them to be attached to other things. Commonly,
It is made of hard organic tissue, though, and the key they are placed on bladed weapons to coat them with the
does not trip the mechanism. Instead, the symbiotic key poisonous secretion.
stimulates a reflex within the creature-lock to clench or
unclench its clawed clasp. When purchased, the lock Scrubslug (Creature): As its name suggests, this
comes with the symbiotic key, also made from hard, creature looks like a large, foot-long slug. It moves silently
organic tissue. (The key is not alive, but rather an organic through a home or business place devouring dust, lint, dirt
product.) This lock can still be picked. and other particle matter. It also absorbs spilled liquids,
crumbs, and food messes. It converts these materials into
Lock, Soft Key (Creature): This is a special lock, a quick-drying waxy polish that is excreted in a slimy
resembling no other on Athas. It has a clawed clasp, trail behind it. It is organically programmed to move
but there is no key hole, or at least not a conventional methodically over floors and walls, leaving behind spotless,
one. The main body of this lock appears to be a simple shiny surfaces. Since they move slowly, large buildings are
pod with the ability to chemically decompose organic best served using a number of these creatures.
molecules and “read” them, identifying patterns unique
to each living creature. The only way to cause the lock Sensor (Creature): This creature looks much like a
to open or close is to place specifically designed living pair of pods, 6 inches in diameter. The pods stick together
tissue against the pod, allowing the chemicals within the with a sticky sap, but they can be pulled apart easily
pod’s outer layers to read the tissue’s organic signature. A without harm to either. One is the sensor pod, and the
soft-key lock can be tailored so that the required tissue is other is the baffler. As long as the baffler is within 50
the flesh of a specific individual. Thus, the lock can only feet of the sensor, the sensor remains inert. If the baffler is
be opened or locked only by the touch of a particular removed, however, the sensor begins to constantly monitor
person. The key could also be another specific shaped that area for its return. As a consequence, if anything
creation, such as a warstaff, or a coolcloak, or a special larger than an insect enters the radius without the baffler,
living key can be made to fit the lock. There is no way the sensor begins to emit an alarming screech until the
to pick this lock. baffler is brought back. The sensor is actually a motion
detection alarm system. It can even observe invisible
Lockpick (Creature): This creature is made of malleable creatures moving through its radius, but not those that are
tissue that can be inserted into a hard key lock. It adapts ethereal or out-of-phase. While one is useful, a number of
and attempts to match the shape of the key required to these can protect an entire complex.
open the lock.
Shockwand (Tissue): A shockwand is a rod of
Malleable Tool (Creature): Similar to a lockpick, this hardened tissue, 6 inches in length. The wand absorbs
creature’s tissue is malleable, and can be shaped like static electricity from its surroundings, storing it for later
putty. It can be worked, however, only with smooth, soft use. When one end is squeezed, the other releases an
strokes. It is resistant to firm pressure and hard blows, electrical charge. The shockwand was designed for use
making it a useful tool when shaped into the form of a in the life-shaping process (where electrical stimulation is

49
Life-Shaping

often necessary to achieve the proper biochemical reaction and stores up to 50 gallons of water in the bowl. The bowl
state), but it can have other uses as well. It is useful for can be covered by a flap of skin to prevent evaporation.
prodding along large herd beasts and for interrogating It condenses water automatically and continuously until
prisoners. it senses that the bowl is full.

Slicksuit (Tissue): This full body suit is crafted solely Watersponge (Creature): This creature can expand
to fit halflings and halfling- size humanoid – no other up to five times its normal size of 2 feet in diameter,
sizes exist. Its surface is very smooth and it secretes an absorbing and storing all water with which it comes in
oily, slick liquid that coats the entire suit. The effect of contact. Pressure forces it to expel the liquid on demand.
this is similar to the magical oil of slipperiness, making
it impossible for the wearer to be grabbed, grasped, Item Price
constricted, or hugged by an opponent. Bonds such as Air Burster 50
ropes, chains, and manacles can easily be slipped loose.
Air Filter 25
It requires a great effort for the liquid to be generated by
the suit, however, so once used, the effect lasts for only Acidic Spawn 35
four hours before the tissue suit requires a full 24-hours Bond 14
to replenish its supply of oil. Breather 16
Chameleon cloak 90
Stealthboots (Tissue): These seemingly normal leather Climbing Boots 60
boots are grown in a way that reduces the amount of Climbing Gloves 55
noise made by a wearer’s footsteps. The boots can be Clingbag 10
designed to fit any size humanoid up to a half-giant. Clingpad 5
Clingrope 5 per foot
Storage Pod (Creature): These creatures are egg-
Coolcloak 25
shaped, with dark shells covering their hides. They open
Directional Sensor 27
by peeling down their outer skins to expose large, empty
cavities. Up to 5 cubic feet of material can be placed Disposer 60
inside one of these pods and then sealed within it. Either Dry anchor 15
hard or soft keyed locks may be attached to keep the Drycloak 30
contents secure, but soft keys are preferred. Gillmask 45
Glowpod 10
Warmcloak (Creature): Similar to a coolcloak, this Grasping Hook 25
thick wooly cloak maintains a high body temperature Grasping Rod 30
that keeps the wearer quite comfortable in cold weather. Lifechair 10-30
There is little call for this item, Athas being what it is Lock, Hard Key 75
even on the cliffs, but the shapers make a few of them
Lock, Soft Key 100
for climbers who must deal with harsh night winds out
Lockpick 65
on the open rock. Then too, tragic experience has taught
the shapers that when an item ceases to be crafted, the Malleable Tool 40
knowledge of its making is soon lost. These cloaks can be Poison Nodule 55
altered to accommodate any humanoid creatures smaller Scrubslug 5
than half-giants Sensor 80
. Shockwand 30
Water Condenser (Creature): This creature looks like Slicksuit 42
a 3-foot diameter bowl. It extracts moisture from the air

50
Life-Shaping

Stealth boots 55
Storage Pod 10
Warmcloak 12
Water Absorber 35
Water Condenser 55

Transport
The creatures in this classification are animal-based
automatons. Some resemble natural beasts, but they
obey their masters mindlessly – operating without fear
or emotion, and without any inherent drives or instincts.
Most of these shapes are windriding mounts, well-known
to most, but available to only a select few.

Ber-ethern (Creature): Ber-ethern means breeze sprites,


and these creatures are the smallest of the windriding Transport Cost
mounts. They are insect-based flyers with room to carry Ber-ethern 500
only one halfling rider and 25 pounds of cargo. They can Dhev-sahr 350
fly up to 75 miles per hour fully loaded. Gon-evuth 800
Yihn-eflan 500
Dhev-sahr (Creature): The dhev-sahr is the only land-
based mount made by the rhul-thaun life-shapers. Its Guardians
body is round with four long legs allowing it to move very
quickly. Two halflings can ride comfortably on top. The term guardian applies to any life-shaped creation
designed to actively protect or aid a rhul-thaun in combat.
Gon-evauth (Creature): This windrider mount is also Thus, creatures to assist in stalking and hunting prey
called a soar whale and sometimes (usually by outsiders are included as well as those that watch over homes
who see them from afar) an airship. A gon-evauth is huge and villages. Like transport shapes, the creatures in
and balloon-shaped, able to keep itself aloft in the winds this classification are animal-based automatons. Some
of the cliffs by filling its large inner cavities with hot, resemble natural beasts, but they obey their masters
moist air. Windriders ride either atop the floating beasts mindlessly, behaving fearlessly, emotionlessly, and without
or in a gondola affixed underneath the beast that can any instinctive drives.
carry up to eight halflings or one windrider and a ton of Each guardian creature is created with a set of
cargo. Fully loaded, a soar whale moves at a top speed of instructions about those actions it should or shouldn’t
30 miles per hour. perform. Additionally, the climbdog, protector, and
shieldswarm obey simple, verbal commands.
Yihn-eflan (Creature): Yihn-eflan are windriding
mounts whose name means gust climber. Larger than a Climbdog (Creature): This beast resembles a wolf with
breeze sprite but smaller than a soar whale, the yihn-eflan wide, grasping paws and extremely flexible legs, to allow
is an avian creature with huge, oversized wings. One to them to climb even sheer, rocky slopes. They accompany
three riders can ride safely on its back, or 200 pounds of climbers, providing them with protection and aiding them
cargo and a single rider. Fully loaded, a gust climber can with keen senses of smell, hearing, and eyesight. These
reach speeds up to 50 miles per hour. senses are all twice as good as the average halfling’s.
In times of danger or combat, they sacrifice themselves

51
Life-Shaping

without hesitation to protect their masters.

Darkstrike (Creature): These guardian creatures are


attached to walls, doors, or other surfaces, with an adhesive
like that of a clingbag. If possible, a darkstrike blends
into the shadows. Usually, they are placed within nooks,
alcoves, or around corners so that they can hide, waiting
to pounce. When preselected conditions are met, this
snake-based creature strikes at any and every available
target with a fearsome bite. The darkstrike has the ability
to sense motion even in the dark (with sonar similar to
a bat’s), so conditions are usually based on movement.
Conditions include the detection of movement based on
the amount of light (day or night), the number of figures
passing by the creature, the size, race, or species of the
figures passing by, or any similar criterion.
Rhulisti Artifacts
Protector (Creature): This creature is essentially a
Also called special creations, these are shapes that can
guard dog, although it actually appears more feline. It
no longer be produced, yet one or more of them do
can be instructed to recognize intruders and attack. The
exist. Most of these were made by the rhulisti, who knew
protector can flawlessly discriminate between those it is to
secrets that enabled their shapes to live much longer
protect and those that present an obvious danger.
than those produced by modern life-shapers. Note that
the prices presented below do not take into consideration
Shieldswarm (Creature): These insectoid creations are
such factors as rarity or cultural significance.
6 inches long and can fly up to 30 miles per hour. A
swarm consists of 50 to 100 of these creatures, individually
Dark Cloak (Creature): These shapes are the result of
called shieldbugs. They accompany windriders on their
an accident, and, unknown even to the life-shapers who
mounts (usually resting on the windriding mount until
created them, they have acquired psionic powers similar
needed), flying up and around their master screening
to wild talents. A dark cloak is really a psicloak, a living
out intruders and attacks. Each can detect a light ranged
wrap that gives its wearer psionic protection.
attack and the swarm as a whole can obscure the rider.
They can also be commanded to swarm and harass the
Eyehand (Tissue, Graft): An eyehand is a strange graft
rider’s foes in battle.
that can be placed on the palm of a humanoid’s hand.
It resembles a flattened eye and feeds visual information
Watcher (Creature): A watcher is a reptilian creature
through the nerves in the host’s arm as if it were a normal
with large, bulbous eyes possessed of virtually 360 degree
eye. When the eyehand is used, the wearer’s normal
vision. If the watcher observes a specific sight preselected
eyes should be closed to prevent sensory overload and
by its master, it lets out a loud keening sound.
disorientation. The eye has a thick eyelid that closes
Guardian Cost when the hand is used so that the eye is protected. The
Climbdog 80 eyehand is useful for looking backward, peering around
Darkstrike 60 corners, and similar situations.
Protector 100
Shieldswarm 150 Eyestalk (Tissue, Graft): This graft can only be used
Watcher 80 if the host has an available empty eye socket. The graft

52
Life-Shaping

is placed within the socket and is indistinguishable from


a normal, natural eye most of the time. It operates as a
normal eye, but has the added feature of being mounted
on an extendable, prehensile eyestalk measuring 1-foot in
length. The eyestalk is not visible until it is used. The
stalk allows the eye to move up and around the host’s
head, peering around corners, behind the user, and into
small openings.

Life-Leech Sword (Creature): This halfling short sword


rapidly absorbs nutrients and water from its victim. The
first strike of a life-leech sword injects a mild sedative
around the wound. The sedative reduces the effect of
further attacks so that additional hits on the same target
within a 24-hour are less effective. used to make decisions or evaluate probable outcomes.
This creation is 8 feet high and just as wide, made of
Lightning Generator (Creature): This creature is tissue resembling the gray matter of a humanoid brain.
a barrel-shaped pod approximately 4 feet tall and 2 The lower portion of the creation has a normal, halfling
feet wide. It generates and builds up static electricity size mouth placed next to a single ear. The overmind
within specialized organs, releasing the energy as a 6d6 has no means of perception other than hearing (unless
lightning bolt cast by a 6th-level wizard. The lightning it is connected to another creature via a senselink – see
bolt is directed by an operator with a 3-foot long wand below), so it must have information spoken to it, in as
connected by a flexible cord to the generator. These tools much detail as possible. The overmind can formulate
are actually parts of the creature itself. One bolt can be decisions and make evaluations based on probability and
fired every 15 minutes, but the generator only produces logic, limited only by the extent of its knowledge (which
if left idle (that is, it cannot be jostled, damaged, carried, is quite extensive). There is a good chance that it gives
or otherwise disturbed). This makes a useful weapon for the correct answer or best decision if given adequate data.
defense, but it cannot be carried into battle. If placed in
the carriage of a soar whale, there is a chance that even Recorder (Creature): This device resembles a cube,
the slow, gentle movement of that creature prevents it 5 inches to a side. In a manner unknown to even the
from operating at any given time. most enlightened modern shaper, the cube is able to
capture sounds and replay them any number of times.
Mimicskin (Creature): This is applied much in the One recording of up to 10 minutes in length, can be
same way as sheath armor. It provides no protection, stored for each cube face. There is only one known in
however. Instead, it can obey the mental commands of the existence today, and it is never used to store new sounds.
wearer and alter his outward appearance (making it one It holds the Dal-erat, or the word of the people, a message
of the most sophisticated of all artifact-shapes.) The limits from ancient times regarding the values of life spoken by
of this disguise are as an alter self spell. Simply put, the an unknown lifeshaper or high lord.
wearer can appear as any humanoid creature with half of
his mass. The skin, however, can only make the wearer Senselink (Tissue): This strange organic cord is 3
appear the same size or larger, never smaller. feet in length. Each end has a small nodule that can
be placed on the temple or forehead of any creature.
Overmind (Creature): Only one of these creations Through the senselink, a user can view the memories of
is still known to exist. It is an artificial brain, designed another creature. Any sight experienced by one can be
only to hear, think, and speak. The overmind can be

53
Life-Shaping

viewed by the other, any sound encountered by one can Engines


be heard by the other. Thoughts, ideas, and opinions
cannot be transmitted, only actual memories. Those with An engine is a living organism life-shaped to move in a
access to these rare devices often send out a trained particular way or to generate energy. These creatures are
animal or lifeshaped guardian to explore an area and, usually large and complex, powering or driving operations
when the beast returns, use the senselink to experience with great energy. They each require 10 doses of cam-rahn
exactly what the creature felt. A senselink could also be each day because of the requirements of their massive
used to preserve an image of the past and pass it down size combined with the tremendous power they generate.
through many generations. Because of cost and upkeep considerations, these drivers
are beyond the reach of the average citizen.
The Womb (Creature): This singular creature is
unlike any other life-shaped creation. It is truly ancient, Air Pump (Creature): This creature has a huge,
its workings and creation completely unknown to even the expandable lung as well as a large, central organ that
most experienced life-shaper today. The womb’s only use holds air. The creature uses two trunk-like appendages
is the testing of potential lifeshapers. The creature rests to draw in and exhale air. A single air pump can draw
within and completely fills a 100-foot square chamber up to 30 cubic feet of air per minute. The creature itself
within the Sanctuary of Thamasku. At sometime during is a bulbous mass of flesh with a prehensile trunk on
their indoctrination, young life-shaper trainees are literally either end. Its body is 10 feet across and each trunk is 6
dropped into the womb. They pass through long, intestinal feet long and 3 feet around. Sometimes branch tubing is
tubes, through peristalsis, into strange organic chambers. installed in the exhalation trunks to direct the airflow to
What actually occurs within the creature is unknown different locations. This creature is useful for circulating
because all memory of the experience is erased from the air in large structures, ridding enclosed spaces of befouled
minds of those that emerge. Those accepted by the womb atmospheres, and providing underwater chambers with
are placed, unharmed, in a chamber below the womb. fresh oxygen (large pipes or tubes often connect one trunk
These individuals can go on to become life-shapers, for with the surface if deep underwater).
it is assumed that the forces of life have bonded with
them and pervaded their beings. Those subjects rejected Furnace (Creature): This globular creature is about 3
are deposited either dead or comatose. The comatose are feet across. It generates an inordinate amount of heat –
nursed back to health and returned to their families to the equivalent of a several large, roaring campfires.
take up some other occupation, wearing their shame all
their lives. Motive Engine (Creature): This creature is made to
drive or move simple machines like flour grinders, pulley
systems, elevator platforms, and even gates. A motive
Rhulisti Artifact Cost engine looks like a large mass of muscle with one to four
Eyehand 300 huge arms that pull, push, turn and manipulate large,
Eyestalk 350 simple objects.
Life Leech Sword 500
Lightning Generator 1,000 Water Pump (Living Creature): This creature has a
Mimicskin 900 huge, expandable lung as well as a large stomach organ
Overmind 10,000 that holds water. Two appendages shaped like trunks draw
Psi-cloak 1,200 in and expel water. A single water pump can displace up
to 10 gallons per minute. Like the air pump, the creature
Recorder 600
is a bulbous mass of flesh with prehensile trunks on either
Senselink 850
end. The creature’s body is 10 feet across and each trunk
Womb 50,000 is 6 feet long. Sometimes tubing reeds are attached to

54
Life-Shaping

the expulsion trunk to allow the water to travel greater Glow Graft (Tissue): These grafts are similar to glow
distances. pods. They create light through bioluminescence and
produce light to equivalent to that of a torch.
Engine Cost
Air Pump 500 Lens Graft (Tissue): Appearing as tiny, clear, concave
lenses, these tiny scraps of tissue attach directly to a host’s
Furnace 650
eyes. They improve the host’s vision, allowing him to see
Motive Engine 750 twice as far as normal while still viewing close objects as
Water Pump 350 usual. A single graft is not enough to produce the effect
– using one lens only results in blurred vision. A pair of
Grafts lenses drains a host as would a single graft.
Grafts are life-shaped creations that physically bond
themselves to other living creatures. They always provide Lightvisor (Tissue): This complex and sophisticated
some useful service and, in exchange, they gain sustenance graft fits over the eyes of a host like a blindfold or a
from the body of the host, forming a symbiotic relationship. mask, although it can be pushed up onto the forehead
All grafts may be attached, removed, and reattached to when not in use. The visor resembles a hat brim. When
the flesh of a living creature. When attached, the graft the host looks through the reddish membranes covering
holds itself in place with a mild adhesive and inserts the eye holes, the lightvisor allows him to see normally
microscopic filaments into the host through which it in situations where there is very little light. It is useless,
drains tiny amounts of water and nutrients. After removal, however, in total darkness.
the flesh of the host displays a redness and a slight rash,
but no other lasting effects are evident. The rash fades Swim Fins Graft (Tissue): These grafts attach themselves
after 24 hours. to a host’s hands and feet. As the name suggests, they
Unless otherwise noted, a graft requires its host to are swimming aides. Swim fin grafts can increase a user’s
increase his food and water intake by small amount. speed and the amount of time he can swim without tiring
Failure to do so results in damage to the graft. Short-time by 50%. Each of the fins absorbs nutrients from the host,
graft connections, for a few hours each day, result in no so wearing four can be draining.
noticeable draining effects.
Touch Pads Graft (Tissue): These grafts are tiny,
Cosmetic Skin Graft (Tissue): These grafts are minor circular pads that attach to the host’s fingers and hands.
and the drain upon hosts is negligible no matter how They increase the host’s sensitivity to touch. Usually these
long they are worn. Most of them are designed as symbols are used to help with picking locks. One is needed on
displaying the wearer’s membership in an organization, each finger, thumb, and the palm to be effective, although
such as the vher-elus. These are often called badge grafts, six of these grafts only drains the host as much as one
others are merely decorative. normal graft.

Glider Graft (Tissue): Composed mostly of large, Graft Cost


thin membranes, these grafts attach to their host’s back Cosmetic Skin Graft 25
and the backs of his arms. Most of the time, they are Glider Graft 90
compactly withdrawn, curled up in the small of the host’s
Glowing Graft 20
back, looking like small back- allowing him to soar and
glide through the air. The user must launch himself from Lens Grafts (pair) 50
a height of at least 30 feet, and can then glide up to 100 Lightvisor 75
feet for every 10 feet of launch-height. Swim Fins (four) 50
Touch Pads (six) 40

55
Life-Shaping

Producer Cost
Food Producers
Bar-edum 8
Don-eguth 5 per bulb
Chuhn-egil 10
Vash-erat 10
Textile Producers
Drun-sahn 9
Fis-evar 10
Ghov-erad 15

Building Materials
Like all operations involving life-shaping, only life-
shapers are able to construct organic structures for the
halflings. This is one of the few shaping processes that
the public ever gets to see. Nen, an organic stone-like
Producers material, is grown from a single sponge creature and
Producers are shapes designed to create useful raw shaped as it grows into its desired form. This process takes
materials and finished commodities. They make food, one to three weeks of constant attention on the part of a
fluids, medicines, textiles, and other goods. These creatures team of life-shapers. Once formed, the nen dies and the
demand the most attention from tenders. Presented here structure that remains never changes.
are a few of the most common producers, although there Rahn-rath is a living building material grown in shaper
are others that create even rarer products. laboratories and brought to construction sites in pieces.
Shaper skills then fit the pieces together and meld them
Food Producers (Creatures): Food producers come in into a single organism. Rahn-rath structural shapes can
many varieties. Baredum are soft-backed, turtle creatures be altered, with the attention and care of at least one life-
that produce eggs. Don-eguth are small tree growths shaper and a skilled tender. Walls, doors, windows, even
that sprout from bulbs and produce sweet, reddish fruit. entire rooms can be moved or altered in just a few days.
Chuhn-egil give milk from their bulbous bodies and vash-
erat sprout large amounts of tiny grains on their body that Medicinal Applications
is then sheared and ground into flour. Inherent within the art of life-shaping is a fairly detailed,
albeit ritualized, knowledge of the processes of life and
Textile Producers (Creatures): The shed skin of the medicine. Rhul-thaun healers are able to use medicinal
snakelike drun-sahn can be cured into strong leather, herbs and preparations to aid the wounded and sick.
while the slow-moving herd animals known as fis-evar Besides these basic healing arts, life-shaping has produced
grow long wool that is sheared and spun into fabric. The some cures and restoratives of its own. These applications
ghov-erad is a flat, nonmobile creature that secretes a thin work on both shaped and natural creatures.
film. The film hardens into the material used to make
drycloaks. Bloodclot (Tissue): A bloodclot shape is small, 3
inches in diameter, a circular patch of flesh. When placed
on a wound, it stops all bleeding.. After 10 minutes the
wound heals completely, leaving some of the bloodclot
flesh enmeshing in the patient’s own flesh. The excess

56
Life-Shaping

Tending the Shaped


skin tissue from the bloodclot flakes away, dead.

Detoxifiers (Creatures): These tiny creatures are Taking care of shaped objects once they are fully mature
suspended in a liquid that the patient consumes. These is so important that the tenders’ job is one of the most
tiny, virtually microscopic organisms enter the patient’s common occupations among the rhul-thaun. The tenders
bloodstream and vital organs, isolating all toxic substances. are the caretakers of life-shaped creations and most of
In 5 minutes they completely neutralize all poisons. They the time tenders take care of the class of shapes known
do not repair damage already sustained, but they can as producers. They usually specialize, taking care of a
prevent damage from occurring if taken in time. Once specific class of producer or other shaped creation.
they have performed their function, they are flushed from
the system and die.
Nourishment and Rest
Healing Patch (Tissue): More potent than bloodclots, All shaped, living creatures require nourishment, water,
which they resemble, these fleshy patches release healing oxygen, and other substances for maintenance. The life-
chemicals and medicines into the systems of the creatures shapers bottle a nutrient solution called cam-rahn that
to which they are applied. After this immediate use, they supplies the shapes with food and water. Shaped creations
wither and die. require one or more dose of cam-rahn per day, costing
1 ghav-egoth per dose. Nearly all of the creatures are
Joiner (Tissue Graft): A joiner is a sophisticated equipped with the ability to inhale and provide themselves
healing graft that facilitates the rejoining of severed limbs. with oxygen. Shaped living creatures can exist for up
It is a thin mass of tissue that is literally placed between to 5 days without nutritional supplements; shaped tissue
a severed limb and the stump to which it was formerly creations survive but 3 days.
connected. The joiner mends bone tissue, reconnects All living shapes need rest at least equal to the amount
blood vessels and muscle tissue, and reestablishes nerve of time of use, and no constant use may last longer than
connections. For 7 days after this operation, the patient 24 hours. If a shaped engine works for eight hours, it must
cannot move at all. After this period there is a good rest for eight. If it labored around the clock, it should rest
chance that the joiner has successfully facilitated the for a full 24 hours. While not in use, creations of
reattachment of the limb to the body. At this point, tissue are suspended in an organic, oxygenated solution
the graft becomes part of the host, and no longer drains called lor-rahn. When they are in use, tissue creations
nutrients. If the part to be attached was not an original must be immersed in lor-rahn for at least 30 minutes
limb of the patient, the chance of success is reduced. every 24-hours. Lor-rahn costs 1 ghav-egoth per gallon
Shapes that are living creatures outlive those that are
Preservation Fluid (Product): This organic soup simply masses of tissue. Treated well, a life-shaped creature
preserves organic material from decay and decomposition. lives for up to 12 years. Tissue creations’ life-span is only
It may be used to preserve severed limbs so that they can 2 years. Organic products are not alive and continue to
be reattached with a joiner. function until damaged or worn out.

Medicinal Application Cost The Effects of Magic


Bloodclot 5 Because many of the shaped creations are actually living
Detoxifiers 5 creatures, certain magical spells affect them in strange
Healing Patch 15 ways. Generally, a living creation can be an applicable
Joiner 20 target for any spell that affects living creatures. Life-shaped
Preservation Fluid (25 gallons) 25 objects cannot be summoned like animals or monsters.

57
Other Planes

onOther Planes
Though markedly different in their approaches to life travelers to break the monotonous emptiness. The cords
Athas, all three priest classes draw their magical spells are links between a traveler’s physical body and his astrally
from the elemental planes. Powerful sorcerer-kings and projected form.
templars have contact with beings on those planes, and Again, from the prime point of view, the outer planes
the beings can channel magical energy to the desert world lie beyond the astral. These so-called planes of power are
of Athas. vast realms with terrain and material forms not unlike
the prime material. Each separate outer plane is strongly
aligned – both good and evil creatures there have designs
The Big Picture on the prime material plane. The distinctions between
For this discussion, the planes can be divided into five the many outer planes is unimportant to this discussion;
categories: the prime material plane, the ethereal plane, suffice to say that outer planar creatures tend to be highly
the inner planes, the astral plane, and the outer planes. polarized (either extremely good or terribly evil).
Athas resides on the prime material plane.
Actually, it is on but one of many alternate prime planes, Mapping the Planes
but these alternates have no impact on Athas. Adjacent
The prime material plane is directly connected to both
to the prime material plane is the ethereal plane, a realm
the ethereal and the astral planes; travelers can readily
of proto-matter . material items in the ethereal plane pass
employ magic that will take them from Athas to either of
easily through one another since nothing there is truly
these destinations.
solid. Within the ethereal are many floating demiplanes,
The ethereal plane is surrounded by the border ethereal,
islands of solid matter with their own character, but,
an overlap between it and the prime material or the inner
again, these have no impact on Athas.
planes. A traveler at the border ethereal can see into
From the viewpoint of a person in the prime material
both planes (ethereal and prime material) and walk fully
plane, the various inner planes lie beyond the ethereal.
into one or the other from the border area. With the
The inner planes represent the material building blocks
appropriate magic, a traveler could walk from the prime
of the universe. The elemental planes of earth, air, fire,
material into the ethereal and then beyond into one
and water are each realms dominated by their element.
of the inner planes; he would pass through the border
The positive energy and negative energy planes are also
ethereal twice on his journey.
storehouses of fundamental power in the inner planes.
The inner planes are also connected to the prime
The paraelemental planes are regions of mixed materials
material plane via vortices. Commonly known types of
where the elemental planes border on one another. Where
vortices are free-standing and temporary. A freestanding
the elemental planes instead border on the positive and
vortex to the elemental plane might be in the heart of a
negative planes of energy there are quasi-elemental planes.
volcano, for instance. A temporary vortex is most often
All of the elemental, paraelemental, quasi-elemental,
a spell such as plane shift. Less commonly known or
positive, and negative energy planes are part of the inner
acknowledged are the living vortices, creatures of great
planes. None of the inner planes is particularly aligned
power, described later.
to good or evil, and in fact the creatures there display a
Going the other way. from the prime, if you will, a
marked indifference toward affairs outside their particular
traveler can journey through the astral plane. The astral
plane. Why some powerful beings of the inner planes
spell allows him to leave his physical form on the prime
have become so interested in Athas as to lend spell
while his astral form moves through that plane. His astral
energy to its priests is explained later.
form, its silver cord trailing behind it, can then travel
Also connected to the prime material plane, but not
to other locations on the prime material plane or it can
directly connected to the ethereal or the inner planes,
move to the first levels of the outer planes. Within the
is the astral plane. The astral is largely a void, with
unending grayness of the astral the traveler can find color
only floating bits of solid matter and the silver cords of
pools, gateways to alternate prime material planes and to

58
Other Planes

the first layers of the many outer planes. Communication: Direct communication with beings in
The direct paths from the prime material to the the elemental planes can be accomplished with commune
outer planes are called conduits. Anchored firmly at spells and similar divination magic. Clerics, druids, and
two locations, one on the prime and one in an outer rangers have indirect contact with the elemental planes
plane, these wormhole conduits ferry beings back and every time they draw upon the magical energies there
forth regularly. On the prime, fixed locations such as for spells. It is extremely rare that a creature from the
temples are ideal anchors for conduits. Jealous of the elemental planes initiates contact with the prime material
unique relationship between the elemental planes and plane.
the prime material, some dark powers of the outer planes
have fabricated living conduits that masquerade as living
vortices, so that they might meddle further in the affairs
The Black
of the tiny world of Athas. The Black is one of two planes that directly touch the
prime world of Athas; the other is the Gray. The Black,
Travel: An Athasian’s most common means of travel a realm of chill darkness similar to the Demiplane of
to and from the various planes are spells, psionic powers, Shadow, can be accessed wherever light creates shadows.
and magical items. Plane shift and astral spell are the In the absence of light, no connection to the Black exists.
most common personal spells available to them. With This vast dimension of darkness separates everything
the former, he can travel bodily to any other plane. The that exists from everything that doesn’t. It’s an absence
astral spell is somewhat more limited, however, allowing filled with numbing cold, endless darkness, and even
the caster to take an astral form on that plane or form a living beings. Shadow people, who some erroneously refer
second physical body on a distant outer plane.anything to as shadow giants, live as part of the Black. These
happening to these other bodies can have disastrous one-time halflings were the loyal servants of Rajaat the
effects. First Sorcerer. To complete their betrayal of Rajaat, the
Champions trapped the halflings in the Black, and now

59
Other Planes

Rajaat the First Sorcerer languishes in a prison formed of


treachery and magic.
Shadow wizards tap into the Black to gain the energy
needed for their magic. Indeed, those who follow shadow
sacrifice a portion of themselves to the Black, becoming
part shadow. They depend as much on light as they do
darkness for the power they wield.

The Gray
The Gray is a dreary, endless space, the place Athasians
go when they die. This infinite expanse of ashen haze
attracts the spirits of the dead once they give up the
confines of their mortal raiment. In the Gray, the dead
exist in a sort of limbo, floating aimlessly in the ether or
assuming the forms they held in life. Eventually, the spirits
of the dead are dissolved and absorbed into the Gray,
much as their corpses are slowly obliterated by rot and
decay on Athas.
Some spirits don’t suffer this fate. They are sustained by
a force more powerful than the Gray – their everlasting
faith in a cause greater than themselves. The wraiths who
serve Borys the Dragon are such spirits, surviving centuries
beyond death thanks to their dedication to Borys.
Spirits of the dead coalesce out of the Gray; when the
living enter this plane they are drawn through it. Most
spirits can’t leave the Gray once they become mired in
its ashen haze. Only those spirits that are classified as
“undead” have this ability. Spirit undead can freely pass
from the Gray to the material world of Athas, but they
must return to the ashen plane at regular intervals to
sustain their existence. Corporeal undead can’t enter the
Gray, but they still draw sustenance from it.
The Gray surrounds the portion of the prime that
contains Athas. It separates Athas from the Astral and
the halflings can only interact with the world through Ethereal, making planar travel difficult. In the case of
shadows. the Astral Plane, the Gray forms a wide buffer, making
The Black lurks below the surface of all things, like the the Outer Planes seem almost unreachable. The buffer
leathery shell of a great egg, buried shallow and about isn’t nearly as wide between Athas and the Ethereal.
to hatch. The world of Athas exists outside the shell of Therefore, the Inner Planes are relatively closer, and the
this egg. Inside, cold gloom fills the plane, the entirety of elemental conduits that provide energy to priests have less
which is a dark stain visible only as an absence. Deep metaphysical distance to travel.
within the shell lies the Hollow, a realm of absolute Necromancers reach into the Gray for energy to cast
nothingness. Within the vast emptiness of the Hollow, spells. This source of power gives these wizards a compelling
connection to the dead and undead, a connection that, in

60
Other Planes

turn, influences the wizards. They have the look of death Most are simply too weak to effectively unbalance the
about them; it hangs like a dark aura or burial shroud equation. Only the powerful elemental clerics and spirits
around them, marking them as death wizards to those who of the land are invoked by their patron planes to deal
can interpret such signs. Others simply feel ill at ease in with a particular battle, threat, or invasion.
their presence. There is a strange symbiosis between the elemental
planes and the Prime Material Plane. The actions of
You Can’t Get There from Here the defilers and the natural decay of an environmentally
Barriers exist between Athas and other places. In the ravaged land eats at the power and the souls of elemental
case of other planes of existence, the Gray impedes travel. spirits. Yet, there is also a connection between battles
In the case of other places in the Prime Material Plane, fought on the inner planes and the success of particular
the crystal sphere surrounding Athas is impenetrable. elements on the surface of Athas.
Consequently, travel via spelljamming is impossible, and Recently, the Estuary of the Forked Tongue has risen
planar travel is much more difficult. almost an entire foot! Simultaneously, clerics of silt have
When it comes to magical means of planar travel, the been heard to proclaim that their patrons had won a
buffer formed by the Gray imposes some restrictions. Both major victory over elemental earth in the inner planes.
wizard and priest spells that provide access to or contact
with other planes, from astral spell to gate to planeshift, Travel in the Inner Planes
have difficulty cutting through the barrier formed by the To enter the elemental planes, a traveller must possess
Gray. A priest reaching out to his patron element doesn’t the means of admission. Powerful druids have an innate
need to make this difficulty. ability to travel to the inner planes. Clerics may be
The same holds true for those trying to contact or reach transported by their patrons, and others may use magical
Athas. The barrier formed by the Gray impedes travel in items or spells to accomplish a transformation to the
both directions. ethereal state.
A traveler becoming ethereal slowly fades from the
Lost in the Gray Prime Material Plane, and rematerializes in the elemental
If someone tries to travel to or from Athas in a planar plane of his choice. He may leave the ethereal plane at
fashion, there’s a chance he’ll get lost in the Gray. will, and rematerialize one round later on another plane
- either elemental or prime material. Once the being
has entered another plane, he cannot travel again for a
Inner Planes minute. Phase spiders and other creatures with phasing
The inner planes of earth, air, fire, and water are con abilities are adept at this procedure.
stantly at war with the growing power of the paraelemen While in the inner planes, combat, movement, and
tals of silt, magma, and sun. Elementals and creatures other activities are treated as if they were taking place on
native to those planes constantly patrol their borders, the Prime Material Plane - except that a traveler may
fighting encroaching neighbors in smoky, blazing battles find himself hopping between clouds rather than treading
of sun, fire, and magma or mud-encrusted affairs of silt, the deserts of Athas. A character can ‘fall’ in the inner
earth, and water. Lightning from furious air spirits and planes (though no damage is taken in the plane of air),
fierce storms from the crazed creatures of rain accentuate drown (though not in the Plane of Water), or suffocate
the madness. They all draw on their servants and prime (but not in the plane of silt).
material connections to aid them in the chaos, and Time passes slowly for travellers in the inner planes at
frequently the servants lives are wasted in a futile attempt a rate of 10 to 1. This means that an attack that aged a
to throw back a blazing spout of magma, or stop a never character 40 years would actually age him only 4 years. If
ebbing tide of silt. a spell or device is being used to transport someone to the
The priests of Athas rarely participate in these battles. ethereal plane, he is ejected when the ethereal equivalent

61
Other Planes

has passed. Oil of etherealness that lasts for one hour foes. Other deposits may have been created by magic, the
would actually last 10 subjective hours for the character. whims of the creatures that live there, or may have washed
Food and drink of some sort must be scavenged or over from a neighboring plane.
reated by visitors, but at one-tenth the normal rate Between an element and the paraelements it borders,
required by the traveller’s race. the composition of the land slowly changes from one to
Finally, many strange and fantastic creatures make their the other. Between magma and fire for instance, there are
homes in the inner planes. They are populate with jutting pillars of earth that appear as if the very stones
beings native to the planes as well as ethereal equivalents that comprise them are about to melt.
of other creatures from related terrain types. On Athas, the plane of earth is a vast desert ridged on
all sides by majestic mountains and jagged outcroppings
The Elemental Realms of rock. The land is dotted with tunnels and caverns, and
strange rock islands float lazily in place of clouds.
The inner planes that surround the world of Athas The realm of fire is a reddish land awash in labyrinthine
are made up mostly of the elemental and paraelemental walls of flame. Great gouts of fire shoot randomly from the
planes, and the quasielementals are but a small portion crimson earth, and the shimmering heat gives everything a
of the larger bodies. The quasi-element of lightning, for hazy, hellish look. Far in the distance, the horizon seems
instance, is incorporated into the paraelemental of rain. to be made of impassable fires the size of mountains.
Whether the distinction is real or simply perceived that Water’s plane is a series of sandy islands, drifting through
way by the travellers there is unknown. from the Plane of Earth, and surrounded by muddy tides
Each of the eight elemental and paraelemental planes of murky brine. Most of the spirits live beneath the
resembles an area composed almost entirely of the raw rippling surface, and one may venture anywhere without
material of that plane. Foreign elements often exist in fear of drowning. Here, a traveler will see little but water
these planes for several reasons. Some material has been and the pillars of sand that form the islands.
left behind as a result of battles or captured elemental The Plane of Air is a vast, seemingly endless expanse

62
Other Planes

of nothing - except air. Dark clouds from the plane of sky lined with a carpet of clouds, though no wind dares
Steam sometimes float through here, and a traveler can disturb them. The glorious sun hangs forever in the sky,
leap from cloud to cloud without fear of falling. If he falls, and its golden rays are actually visible as they shine down
he simply lands on another cloud. The creatures that live upon the brilliant clouds below.
here float on fierce breezes, or dwell in secret in the very As inhospitable as the realms of sun and silt are, they
center of a floating cloud. are nothing compared to the terrible plane of magma.
The realm of silt bears a striking resemblance to the Giant volcanoes surround travelers here, spewing smoking
Sea of Silt on Athas, and some wonder if the similarity streams of fiery magma over the glowing coals of earth
is more ominous than anyone imagines. that line this place. Dense clouds of smoke and ash fill
A traveler in the realm of silt quickly sinks beneath the skies, and the spirits that live here dwell in the huge
the surface and finds that he can move by swimming, as bank of molten earth that roll ponderously over the land.
if he were in the Plane of Water. Visibility, however, is The sphere of rain is a dreary place. Dark, funnel-
nonexistent, and the creatures that live here seem to sense shaped clouds cover the sky, pierced only by the jagged
visitors by other methods. Of all the ethereal planes, silt lightning bolts that blast the wet mud on the ground into
is one of the most uncomfortable to visit. crater size puddles of liquid.
The sun’s realm is similar to that of air. It is a great

63
Advanced
Beings

Advanced
advanced forms are Beings
Echoing the opposition of preserver and defiler, 350 pounds. The dragon may gain bulk while retaining
the ultimate expressions of each its original size, may grow up to 8 feet in height, or
path of magic. Dragons are defilers who have undergone may increase in density without apparent changes in size
a transformation process that makes them far more or bulk. These changes are unpredictable and can’t be
powerful than they could ever be in their human form. controlled. While the dragon still retains many humanoid
Out of an all-encompassing lust for power, they have characteristics, it develops a slight elongation to the face
abandoned their original humanity, undergone horribly and nostrils. A more pronounced spine and rudimentary
painful alterations to their bodies, and are emerging shoulder and back scales also mark this stage of the
as the ultimate expressions of evil, greed, savagery, and metamorphosis process.
selfishness. Avangions are the exact opposite of dragons.
These beautiful, delicate creatures are preservers who 2nd Stage Dragon
have undergone their own sort of transformation, emerging This stage involves further alterations to the dragon’s
like butterflies from cocoons to become the crowning physical form, resulting in an increase in size to as tall
achievement and ultimate expression of good on Athas. as 10 feet and in weight to approximately 450 pounds.
When spellcasters a very high level of power, they have Other changes include a more pronounced elongation of
a choice to make. At that time they may elect to begin the face, the beginnings of scales on the dragon’s now-
the transformation process. This process involves a drastic prominent snout, a further delineation of the spine, and
and painful metamorphosis, a mental and physical change the emergence of a tail stub.
so great that it makes the advanced being one of the most
powerful creatures on Athas. Once a wizard begins the 3rd Stage Dragon
transformation into an advanced being he is immune to
the effects of age and will never die of natural causes. In the third metamorphic stage, the dragon increases
in weight to 650 pounds and gains an additional foot
in height. A drastic lengthening of all limbs, including
Dragons fingers and toes, occurs. The neck lengthens dramatically
as well, lifting the now-markedly reptilian head and face
Becoming a Dragon high above the shoulders. By this stage, body hair has
Becoming a dragon requires that the human undergo a vanished.
lengthy metamorphosis as he rises from in power. It’s a 10-
step process begun when the wizard first casts the defiler 4th Stage Dragon
metamorphosis spell. During each stage, the defiler’s form At this stage, the dragon’s original humanoid form
changes, soon becoming unrecognizable as human. The is nearly impossible to distinguish. Weight increases
figure undergoes tremendous growth and acquires great to almost 900 pounds and the dragon may reach 12
mass. Scales and wings form, and the dragon undergoes feet in length (or height). Full scales cover the dragon
a period of complete savagery before regaining his senses. except for the underbelly and the underside of its limbs.
Any interference with its casting or failure to follow exactly The dragon’s legs lose their human structure, developing
the steps outlined by the spell results in the failure of the huge thighs, sharp-angled, bony calves, and taloned feet.
spell and the death of the caster. Some dragons also develop a prominent hunch about the
shoulders and waist.
1st Stage Dragon
At this level, the individual undergoing dragon 5th Stage Dragon
metamorphosis enters the first of 10 stages which result In this stage of the metamorphosis, the dragon reaches
in the alteration of his physical form. The humanoid a full 12 feet from snout to tail and weighs nearly 1,600
form of the dragon doubles in mass, attaining a weight of pounds. Its scales harden further and the dragon is

64
Advanced Beings

impervious to non-magical weapons. The jaws become


prominent, endowing the dragon with a vicious bite. The
tail continues to grow. During this phase, the dragon
enters what is known as an “animalistic period” during
which its savagery becomes hard to control.

6th Stage Dragon


At this stage, the dragon now weighs 2,000 pounds.
Its form is completely hunched into the classic dragon
posture, but erect stance is still possible. The dragon’s
height can reach 16 feet.

7th Stage Dragon


During this stage, the dragon’s weight doubles to
4,000 pounds and its length increases to 20 feet. Most
importantly, the dragon develops the ability to use its
breath weapon, a cone of superheated sand up to 50-feet
long.

8th Stage Dragon


In this stage, the dragon’s weight again increases, this
time to 10,000 pounds. Its now full-grown tail extends the
dragon’s length to 25 feet. The dragon’s tail is developed
enough where it can attack with it and it’s scales continue
to harden.

9th Stage Dragon


By this stage, the dragon’s length increases to 30 feet
and its weight to 20,000 pounds. The dragon now sprouts
rudimentary wings allowing it limited flight.

10th Stage Dragon


This is the final stage of the dragon metamorphosis.
The original humanoid form of the dragon disappears
completely, leaving only a pure dragon in its wake.
The newly metamorphosed dragon is 40 feet long and
weighs 50,000 pounds. Its wings are fully formed while its
scales offer the dragon very good protection and a strong
resistance to magic.

The Sorcerer-Kings
The sorcerer-kings who were Rajaat’s Champions are all

65
Advanced Beings

66
Advanced Beings

dragons in the midst of their transformations. Some have to non-magical weapons.


chosen to stop pursuing the metamorphosis at particular
stages. Although the sorcerer-kings are able to endow their 3rd Stage Avangion
templars with clerical spells, this is a function of their At this level, the avangion can no longer pass for
original linking with the Dark Lens. At that time a vortex human, as enormous gossamer wings sprout from his back
opened to the elemental planes, granting them the ability and shoulders. Filmy and translucent, the wings span
to access elemental clerical spells, but not to use them 20 feet. The avangion’s eyes become bright silver, and
themselves. That linkage is not available to anyone else sunlight causes his skin to glitter. With his wings, the
attempting to become a sorcerer-king or dragon. All the avangion can fly.
other powers can be gained, but none but the Champions
of Rajaat have the power to grant clerical spells to their 4th Stage Avangion
minions. Note that the sorcerer-kings rarely appear in
their true forms. They usually reveal themselves wrapped By this stage, the avangion is only vaguely human in
in illusions that project their original human appearances. form. All body hair is lost and filmy webs of winglike
material develop between arms and torso. Fingers and toes
also display this weblike connective tissue. Multiple folds
Avangions appear in its wings, which can now extend to 25 feet.

Becoming an Avangion 5th Stage Avangion


For the human preserver, becoming an avangion is At the midpoint in the metamorphosis, the avangion’s
the ultimate goal. Like those who become dragons, the human form becomes nearly lost in the many wispy folds
human who wishes to become an avangion undergoes a of its wings, which now boast a 30-foot span. The jaw
10-step metamorphosis. Rather than becoming a fearsome retracts into the now-oval head, and the eyes enlarge.
dragon, however, the preserver emerges as a beautiful, The avangion’s arms dwindle in musculature and his
fragile creature that looks much like a gossamer-winged legs atrophy, becoming too thin to support his body. The
butterfly. Like the dragon, the process is begun by casting avangion instead travels by floating or flying. It becomes
the preserver metamorphosis spell. impossible for the avangion to use hand-held weapons or
employ physical attacks.
The metamorphosis often calls for periods of peace,
isolation, and reflection. Like dragons, avangions become 6th Stage Avangion
effectively immortal. At this stage, the avangion gains in mobility and grace.
Its ethereally beautiful wings grow to 40 feet in width.
1st Stage Avangion The body of the avangion is nearly engulfed by the wings,
The physical form of the metamorphosing avangion whose many folds often conceal it entirely from view.
alters only minimally during this first in a series of 10
transformational stages. The facial features assume a 7th Stage Avangion
nobler appearance and the eyes develop a silver or golden By this stage, the avangion’s physical body consists
sheen. of only a torso and head, and even these are hard to
distinguish within the multitudinous folds of its wings,
2nd Stage Avangion which span to 50 feet at full extension. The magical
During the second stage, the skin acquires a metallic nature of the avangion-form provides strong physical
glow, similar to the avangion’s eyes, and the hair becomes protection and immunity to magic half the time.
white. Otherwise, the avangion retains a human appearance.
Natural magical protections give the avangion immunity 8th Stage Avangion

67
Advanced Beings

68
Advanced Beings

During this stage, the avangion first acquires its aura the relative power of his elemental form.
in the form of a brilliantly radiant light that extends A cleric elemental must assume his elemental form
from the creature for 90 feet in all directions. This aura exactly once per day, no more or less. Lower stage
functions as a permanent protection from evil spell as elementals retain human form for all but a short period
well as dispelling all magical darkness it encounters. The each day. Higher-stage elementals can only retain human
wingspan of the avangion increases to 65 feet with a form for half the day or less. At 10th stage, the elemental
corresponding improvement in flight. The evangion is can never assume human form again.
impervious to all but the most powerful magical weapons.
From human to elemental form: The cleric must
9th Stage Avangion decide when during the day to take on elemental form.
In the penultimate stage of metamorphosis, the For this purpose, a day begins and ends at midnight. If
avangion’s aura extends to a radius of 150 feet and gains the character fails to decide, his body naturally transforms
the ability to function as a ray of enfeeblement affecting at the last moment possible.
all evil creatures in the area. The avangion’s physical form The transformation takes one minute. During this
grows larger, as its wings evolve a span of 80 feet, nearly time the clerics body becomes ethereal. Only weapons
overwhelming the torso and head. Viewed from afar, the that can affect ethereal bodies harm it. The cleric cannot
avangion appears to be all light and wings. perform any actions during this time.

10th Stage Avangion From elemental to human: The cleric has no control
over this transformation. It takes place after the cleric
In the final stage of metamorphosis, the avangion’s has spent the entire duration in elemental form. The
remarkable wings achieve a maximum span of 90 feet. transformation takes one complete minute, during which
Its aura extends to a radius of 200 feet and acts as the character can take no other action. The cleric takes
a globe of invulnerability in addition to the powers it on an ethereal form for the round, so attacks that don’t
already possesses. The avangion is now almost completely reach into the ethereal cannot harm him. Once the
immune to magical attacks. transformation is completed, the character reverts to his
original human form.

Elementals Summoning Other Elementals


High level clerics have the option of forgoing their
regular form and taking on that of an elemental. The A cleric elemental is able to summon lesser elementals
exact elemental form taken is that of the original cleric.s at the 6th stage and standard elementals at the 9th stage.
focus of worship. For example, an earth cleric transforms These elementals appear under the control of the cleric
to an earth elemental, and an air cleric becomes an air elemental.
elemental. The discipline necessary to specialize in one
form of elemental magic prohibits crossover from one Stage Duration as Lesser Regular
elemental form to another. Elemental Elementals Elementals

Becoming an Elemental 1 10 minutes - -


2 30 minutes - -
A cleric elemental’s transformation is quite different
from that of the other advanced beings. The cleric can 3 1 hour - -
attain full elemental form even at the lowest stage, though 4 2 hours - -
only for a limited time. The amount of time the cleric can 5 4 hours - -
spend as an elemental increases with the stage, as does 6 6 hours 1/day -

69
Advanced Beings

7 8 hours 2/day - grew powerful enough to merge with his lands, and a new
8 12 hours 3/day - protector was born.
9 16 hours 4/day 1/day
10 24 hours 5/day 2/day - Hezzerat’s Transformation

When a druid has made the decision to metamorphosize


Spirit of the Land into an advanced being, after becoming a powrful druid
and psionicist he can become a spirit initiate.
Hezzerat became a legend long ago. Now, as the
A druid does not actually become a spirit of the land,
ancient druid began to look deeper into the nature of
rather, he is melded into one. Most of these spirits are
his lands, he felt a compelling urge to become one with
the repositories of thousands of years of human experience
them. He spoke with the spirit that dwelled in the canyon
and wisdom.
He guarded, and learned that it was composed of a great
As a druid advances he slowly takes on the physical
many of his own, powerful predecessors.
and mental characteristics of his guarded lands. This is
His magical transformation took years to accomplish. It
known as melding, and can take years to complete. The
started with rugged, ruddy features, which resembled the
druid gains certain characteristics as he transmogrifies, as
valleys that ran through his lands. A year later, his skin
well as powers.
grew as hard as the stones of his boulder fields. Three
Like the clerical transformation to an elemental
more years passed, and he was as hardy as an oak and
being, the druid’s assimilation into his guarded lands is
three time as tough. And then finally, the ancient druid
irreversible.

70
The Veiled
Alliance
In my seventh year my family visited the elven
Themarketplace,
Veiled Alliance
on secrecy and on requital, the notorious prohibition
amid Tyr’s slave warrens. Through a mob of against resignation from the Alliance. Most important, all
haughty merchants and greedy tradesmen I saw a squad Alliances obey the Five Aims.
of King Kalak’s soldiers moving from booth to booth.
People crowded into the bazaar as tight as kanks in
harness, yet they gave the patrol plenty of room. Scope and Motive
A soldier spotted a thin old woman in Raamian silks. The Veiled Alliance exists to protect preservers from
He cried out and the leader, a big mul, grabbed her. He physical, mental, and magical attacks by all enemies:
demanded, “Where is he? What’s the contact word?” sorcerer-kings, templars, defilers, the general citizenry,
The crowd around me fell silent. I could feel their and even the dragon. Preservers automatically earn its
tension and their hostility to the patrol. “One of these protection, but not all automatically acquire membership.
days...” one man whispered. A companion hushed him. A wizard must earn affiliation. Other characters may join
The woman spoke, in what I took for a foreign language. under certain circumstances. These “auxiliary” members
Her words echoed strangely. The air in the marketplace, also gain protection. Defilers cannot join the Alliance.
still and charged with energy, as a calm before a storm. Only good or neutral characters may join.
Then she hobbled away. The soldiers stood stock-still, but The organizations undertake many varied activities,
they trembled. I noticed a plant seller’s booth behind the yet all serve this relatively narrow purpose. If anything
patrol; the green plants trembled in the same way. threatens a preserver or preserving magic, the Alliance
The old woman spoke again as she walked, muttering, vows solemn opposition. Conversely, the organizations
yet every word carried perfectly. Waves of air rippled (as opposed to individual members) care nothing about
about her, the way the air waves on the horizon. The blur threats to others. No Alliance takes official action to free
vanished in the crowd. ordinary slaves, for example, nor to provide disaster relief,
I saw a heavy fist rise into view, then another, then nor to battle monsters.
vanish again. She cried out. Others attacked her. A Vigorous Alliance chapters exist in all seven city-states.
round me, people shouted, urging them on. “Witch!” they Minor Alliances, or sometimes single contacts, also exist
chanted. “Kill the witch!” By the time the soldiers woke, in the village of Altaruk and a few other scattered villages
the crowd had finished her off, and worse. The mage’s and oases. These typically take orders from the nearest
death did not satisfy the mob; her body suffered much city-state chapter. No known Alliance chapters exist in
more. When the mul leader shouted, “We’ll take her and the Crescent Forest, on the islands of the Sea of Silt, nor
burn her!” they cheered. in other remote areas.
For the only time in my life I saw a crowd cheer
Kalak’s guards. For the first time I saw wizard’s magic. For
the first time I understood its peril. Size
No one but its leader knows a chapter’s size – the
No all-encompassing Veiled Alliance exists. Rather, a result of the need for secrecy common to all underground
different Alliance holds power in each city-state. All serve movements. No member knows many others, lest the
much the same functions, but each operates in a unique, member be captured and betray vital secrets under
strongly independent style. This text calls these Alliances interrogation.
“chapters,” but remember that the individual chapters An effective chapter generally must include at least
obey no central, over-arching authority. a few dozen members, and in large cities membership
Though independent, the chapters recognize one another could reach over 100. The actual size should remain
and maintain friendly, if guarded, relations. They share unspecified in the campaign. Wizards comprise about
a common system of recognition signals, so that refugees half the membership; auxiliaries, supporting members from
from one city may safely contact another city’s chapter, other classes, make up the other half.
and certain customs and principles, such as a reliance

71
The Veiled Alliance

Activity good wizards from the wrath of a society that does not
understand them. Despite the changes that beset Athas
Only the leader, if anyone, knows all of a chapter’s today, citizens still revile all wizards, including preservers.
activities. No other member ever sees much of the whole. The Second Aim remains vital. The Alliance devotes
Alliance members work in a fog (or, more appropriately, itself to guarding preservers and their magic, even wizards
a sandstorm), seeing a few others now and then; perhaps who claim no membership in the organization.
a shadowy figure or two in the distance, and nothing The most common methods of Alliance protection for
beyond. preservers include:
Occasional reports passed through a chapter may help
explain strange occurrences in the city-state, but these Safe Harbor
usually come after the fact. Spectacular incidents surprise
everyone except those directly involved in planning and Every chapter maintains numerous hideaways around
execution. This fog makes adventures in the Alliance its city-state. A member in immediate danger may shelter
mysterious affairs. Small events can have great effects, there for an hour, a day, or a month.
and the characters seldom know what their missions will
achieve until they’ve succeeded. Transport
A wizard or auxiliary who cannot find long-term safety
must leave the city-state for good. The Alliance arranges
Goals and Doctrines safe, one-way transportation, usually non-magical to avoid
All Alliances have vowed allegiance to a set of five detection.
goals, or “Aims.” Only members know the Five Aims,
ranked here in order of priority. Transplants
When receiving a wizard from elsewhere, an Alliance
The Chief Aim: Protect the Alliance chapter can create a new, secure, and permanent identity
In the past this goal often meant “maintain secrecy. “ To for the refugee. This includes a name, home, position,
date, the Alliance has survived only by stealth, and acting and fraudulent records of birth, tax payments, and so on.
only covertly. Powerful defilers and agents of the sorcerer- They may use illusion or polymorph spells to expedite the
kings constantly search for Alliance members, hoping security of the transplant. The Alliance generally executes
to track them to the chapter headquarters. Preventing this difficult task only for important and powerful wizards,
discovery has led to many harsh measures – principally and seldom if ever for auxiliaries.
requital, the fabled “resign and die” policy.
As the winds of change sweep over Athas, Alliance Recruitment
chapters debate the meaning of the Chief Aim. Now that Chapter members who discover a novice with native
Tyr’s sorcerer-king has fallen and more may follow, some magical ability but no training can try to recruit the
believe secrecy no longer serves the organization. In Tyr novice for the Alliance. This delicate operation involves
particularly, a few vocal members support “Divulgence” – a long probation period, while senior members investigate
public disclosure of the Alliance’s existence and activities. the recruit for any evidence of deception.
They would accompany Divulgence with public
education about the differences between preservers and Instruction
defilers. Then, at last, the long breach between the
A wizard who demonstrates a need for a particular spell
preservers and the populace would begin to heal.
or magical item may contact the Alliance. They may refer
the wizard to an instructor.
The Second Aim: Protect Preservers
The Veiled Alliance began with the need to protect

72
The Veiled Alliance

Rescue Theft
Enemies who capture a preserver seldom execute the In contrast, no one in the Alliance disputes the practice
wizard outright. They usually confine and interrogate the of stealing a defiler’s spell-books and magical items.
prisoner first. During this period, before the inevitable The Alliance always prefers stealthy burglary to direct
execution, the Alliance may try to rescue the wizard. confrontation with the owner.
They first try to subvert a guard or extricate the prisoner The chapter leaders claim magical items (usually with a
through stealth. If this fails, an open assault on the jail cut for the burglar). They only debate whether to destroy
cell may follow. This desperate stroke, involving grave stolen spell-books. Preservers cannot use defiler’s spells
danger to the cloak of secrecy, occurs only to rescue an as written, but (rarely) they can adapt the spells. The
extraordinarily important prisoner. leadership sometimes keeps defiling spells in its library.
The rationale: “Know your enemy.”
The Third Aim: Protect Auxiliaries
Vandalism
“Auxiliaries” are non-wizard members of the Alliance.
These supporting fighters, priests, psionicists, and When you can’t steal, destroy. Known defilers in secure
(occasionally) rogues and druids, human and nonhuman, lairs may find their entrances booby-trapped, food spoiled,
lend their special skills to Alliance missions. The founders and sleep impaired by sudden noises outside. A harassed
knew that they must offer protection to auxiliaries in order defiler may rashly expose magical ability publicly, or
to ensure loyalty and preserve needed skills for future at least decide to move elsewhere. (Note that Alliance
missions. vandalism never destroys living plants or animals.)
The motive behind the Third Aim betrays an
underlying cynicism, but in practice the Alliance respects Subversion
its auxiliaries, and some achieve very high status. If a member discovers a novice defiler, the local chapter
often covertly contacts the beginner. The wisest preservers
The Fourth Aim: Oppose Defilers remove the young defiler to the wilderness and discuss the
proper ways of magic, hoping to convert the defiler to the
To some, defilers embody the worst imaginable evil. To
study of preserving magic.
them, defiling magic does not just destroy, it offends the
The next step varies among chapters. Some
universe. But most oppose defilers for practical reasons.
organizations demand the defiler’s conversion on the spot,
Active defilers call undue attention to magicians –
and permanently disable or eliminate any who refuse.
hostile attention. Defiling magic ruins the land for future
Others, more humane (or more naive, according to
spell-casting, let alone anything else. Defilers compete
viewpoint) return the defiler safe and sound, hoping the
with preservers for valuable spell components and magical
defiler will voluntarily take the new path and join the
treasures. Some chapters crusade to destroy defilers for
Alliance. “Members by choice do better than members
ideological reasons.
by compulsion,” they say.
Chapters almost always avoid direct confrontation with
Both approaches have imperfect records of success.
powerful defilers. The Alliance usually attacks defilers
Most chapters decide methods case by case. A chapter
indirectly:
never tries to subvert an obviously experienced defiler, for
they assume the student has irrevocably taken the path
Whispering Campaigns
of the defiler.
The people of Athas hate all magicians alike. Some
Alliance members covertly circulate rumors that expose Ambush
defilers, hoping to provoke mob justice. To other members
Alliance leaders of neutral alignment may actually lure
this tactic itself seems evil. The practice raises controversy.
powerful defilers to a prearranged location, then pounce

73
The Veiled Alliance

in surprise. The leaders reserve this desperate method for Sabotage


immediate and extremely dangerous defiler threats. On Food consignments mysteriously spoil, weapon carts
the other hand, chapters led by lawful good characters en route from the armory to the palace throw wheels
tend to prefer the... and collapse, or swords and arrows break. The roof of
a templar headquarters collapses, apparently from faulty
Duel construction. All of this keeps the Alliance’s agents busy.
Every decade or so a lawful Alliance leader becomes
so concerned with some particular defiler that the leader Betrayal
actually challenges the defiler to a wizard’s duel. The “The enemy of my enemy is my friend.” Members
participants in these single contests always fight to the sometimes learn information that could damage a
death. A defiler who refuses the challenge becomes fair sorcerer-king if revealed; for instance, army deployments
game for ambush and other tactics. in hostile territory. The Alliance anonymously passes this
Duelists fight fairly – on the Alliance side, at any rate. information to an audience that can use it best, often a
The challenged party wins about a third of the time. A rival sorcerer-king’s agents.
victorious defiler may leave the scene unhindered, and In most cases the Veiled Alliance has found it too
the Alliance makes no official reprisal. As a practical dangerous to infiltrate or try to subvert a king’s orces.
matter, the defiler may soon vacate the city-state anyway Most chapters rely not on spies but on close observation
as unofficial retaliation becomes a constant nuisance. or reports from sympathetic allies. The exceptions, the
Draj and Raam chapters, use a risky but productive
The Fifth Aim: Undermine the Sorcerer- strategy of large-scale infiltration.
kings Sometimes chapters honor an Aim more in the breach
than in the observance. This happens most often with
The Alliance also opposes the sorcerer-kings for practical
conflicts between the Chief and Third Aims, when
reasons. Only the monarchs possess the strength and will
attempts to rescue a member would violate secrecy.
to eradicate a chapter. The kings and their templars
In practice, an individual member often attempts such a
initiated the war, but every chapter stands ready to
rescue, especially when he regards the victim as a valued
continue it. This Aim, in principle, calls for the overthrow
comrade. The senior leaders seldom encourage such rash
of the kings. In practice this amounts to constant small-
action, but they usually ignore the violation – as long as
scale harassment.
the rescue succeeds!
This war remains undeclared. Most Alliance chapters
They handle other conflicts less easily. A chapter’s
have avoided open attacks against a king’s interests which
leader usually resolves them, deciding (for instance)
could fatally endanger the veil of secrecy. They have acted
whether a particularly bold sabotage attempt merits the
entirely covertly-to date. Now some chapters debate open
risk, or whether to send valued, high-level preservers to
warfare as the counterpart to “Divulgence.”
invade a powerful defiler’s home.
The Alliance’s most common methods of fighting
sorcerer-kings include:
Other Goals
Propaganda The Alliances share obedience to the Five Aims.
Efficient rumor mills circulate news (usually even true Individual chapters sometimes have additional goals,
news) of slave uprisings, betrayed templars, and covert unique to their situations.
resistance. Naturally, no one who hears these rumors ever
learns their source.

74
The Veiled Alliance

Structure and
back and forth through a long chain of cells in a bucket-
brigade fashion.

Communications
The leadership ranks cells according to how far from the
Council they are along the chain. These do not represent
Chapter organizations vary slightly, but leaders always military rank, power, or seniority, merely location. First-
keep them deeply secret. The rank and file gain only rank cells link directly to the central leadership. Second-
sketchy information about the methods of operation. rank cells link to firstrank, and so on. The link structure
Anyone caught and interrogated can’t endanger much of resembles a pyramid, with the Council at the apex, three
the organization. first-rank cells just below it, and the rest arranged in ranks
down the sides.
Each cell in the second rank connects directly to one of
Organization higher rank, two of the same rank, and (in large chapters)
Like other revolutionary groups, the Alliance uses a three of lower rank. Each subordinate cell thus becomes
“cell” structure to ensure that no member outside the the apex of its own pyramid. All these links represent one
core leadership knows much about the organization, and member in a cell, who knows one contact in an adjacent
cannot betray much under interrogation. cell.
With three first-rank cells, and three more ranked just
Hierarchy beneath each one, the number of cells in a rank multiplies
Outside the central leadership, or Council, the quickly: 3, 9, 27. By the third rank, the Alliance has 39
membership falls into small groups, or cells. A cell cells. No chapter has yet needed a fourth rank.
typically holds three to six members, occasionally more –
in other words, one group of player characters. Cell names
The cells are linked to the central leadership and each Each cell code name comprises two parts. The first
other by lines of communication. Cells pass messages takes the name of the first-rank cell above it. For instance,

75
The Veiled Alliance

a third-rank cell under the first-rank cell Mekillot always to initiate operations. In practical terms, these powerful
has the first name “Mekillot.” The cell members or their mavericks don’t pay much attention to rules. If they see
contacts outside the cell select its second name. an immediate need, they may ferret out a particular cell
How it works: As shown in the diagram, Judriath, and take command. They send the cell members on the
Phronta, Dahn-gen, and Kyuln belong to Mekillot Fire, operation, then vanish mysteriously.
a second-rank cell. Judriath (alone) knows one member Council leaders often come from the highest ranks of
of Mekillot Cleric, the first-rank cell above her own. She society, and each commands enormous power. Every junior
receives messages through that contact, then spreads the member soon learns to heed the Council’s infrequent
news to the other three in her own cell. pronouncements closely. The Council sends orders down
If anything happens to that Mekillot Cleric contact, all the branches of the pyramid.
Judriath knows an emergency contact in Inix Silt, another However, for the most important matters the organization
second-rank cell. The contact in Inix Silt can pass Council reserves a secret and powerful instrument.
messages sideways to Judriath’s cell.
What happens then? Phronta takes Judriath’s message Cathexis
and passes it to her own contact in Mekillot Earth, one Several Alliance practices arouse controversy. How can
rank below. Dahn-gen does likewise for his third-rank an organization that keeps its membership secret ever
contact in Mekillot Water, as does Kyuln for his in have open discussions and debate? Psionic and magical
Mekillot Air. In case anything happens to Judriath, each communication can take care of some conflict. But
of them also has a unique, same-level emergency contact what about disputes that involve the entire society? The
(different from Judriath’s) in Inix Silt or Inix Dust. solution: Cathexis.
Note: Phronta does not know the others’ contacts, nor In most chapters Cathexis marks a rare and momentous
do they know hers (or each other’s). They don’t even know event. It simultaneously links the active membership of
how close their cell lies to the Council. So, if captured, an entire city-state. Though vast, time-consuming, and
the victim knows only the other three in Mekillot Fire, dangerous, the psionic undertaking produces rewards. In
plus one emergency contact and (in Judriath’s case) one under a minute of shared telepathic contact, dozens of
higher-level contact. wizards and auxiliaries can voice their opinions and reach
Now suppose the templars destroy Mekillot Fire. If even consensus.
one member escapes, that member can pass the news up Each participant, located anywhere in the city, feels
or sideways along the chain of cells so that it reaches the a psionic contact. The willing participant’s physical
leadership. If no one escapes, the orders still get passed surroundings seem to vanish with an immediate shift to
down to lower levels by the emergency routes. an imaginary psychic space. Each perceives the space
differently, but always in neutral or comfortable terms.
Communication Time Other individuals in the Cathexis appear to the observer
A typical cell meets weekly. The meeting days stagger as unrecognizable points of color, and they communicate
between ranks, so that cells of a lower rank meet the day soundlessly, guaranteeing anonymity. Leaders appear as
after those of a higher rank. This lets messages filter down especially bright or large spheres of varying colors.
to all members within a few days. Then the leaders jointly propose the issue of debate.
The Council can adjust meeting times to reverse the Each speaker in Cathexis may present or absorb an
flow, in cases when information-gathering becomes vital. opinion with the speed of thought. Debate can proceed
They can also call emergency meetings, but the time of hotly and heavily for several exchanges, then closed, voted
transmission seldom falls to less than a day-the price of on, and Cathexis cancelled. When the participants return
secrecy. to physical awareness, only a minute or so has passed!
Other lieutenants work as special envoys or The great virtues of Cathexis entail great cost. Only
elite advisors. Strictly speaking, they have no authority teams of high-level psionicists may execute one, and then

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The Veiled Alliance

only after elaborate preparation. The process physically no larger than a gladiator’s helm. Yet nothing in the
drains the executors and has sometimes killed them. desert’s larger predations so conjures in me true fear
Therefore, leaders usually reserve its use for emergencies. as that vision of pitiless patience, that silent unblinking
In a given chapter Cathexis has seldom occurred more alertness for a single mistake, mingled with a rending,
than once in a decade. bloodthirsty ferocity at the kill.”
This account may have helped name the newest menace
Watching the Troops to the Veiled Alliance: the Myrmeleons, agents of the
The cell structure prevents a chapter’s leadership from sorcerer-kings who have nfiltrated the chapters. After
knowing its membership. Some leaders who find this generations of security many now fear a strike from within.
unacceptable use a spell called watchful eyes. Awareness of this new threat grew slowly. First, a few
A wizard or priest casts a watchful eye spell on a missions went dangerously awry. Soldiers arrived with no
collection of small items: feathers, coins, daggers, or warning, or searchers found no treasure where sources
anything portable. For the duration of the spell (a matter had reported great amounts. This led to the destruction
of a few days) all spellcasters who attended the casting of entire cells.
may “tune in” any of the objects and sense anything in
their vicinity as though present themselves at the scene.
The spellcasters cannot cast magic or use psionic abilities How to Find the Alliance
through the eyes. Do They Really Wear Veils?
The short answer: “No.”
The eyes in use: The three Alliance lieutenants each
take a third of the enchanted objects. The leaders pass The short answer requires qualification. Many people
the eyes to the first-rank cells with the command, “Divide in all seven city-states wear full or partial veils. Veils keep
these evenly among your members at the next meeting the omnipresent desert dust and grit out of the eyes and
and have them pass the items down the chain. Have every nostrils. If a member happens to wear a veil, the wizard
cell repeat the process.” looks no different than half the people on the street. Some
The eyes gradually filter out through the Alliance chapters do wear veils during rare, secret ceremonies, but
structure. The Council’s spellcasters follow their progress, not in public.
noting the carriers at every step and the faces of those Contacting the Veiled Alliance would be simple if all
who attend each meeting. Beyond the second rank the members had to go about veiled. Defilers and sorcerer-
eyes become so diffused that the casters look in only kings alike would applaud this policy, but “Veiled” in
sporadically. After the spell lapses, a new command filters this sense means “secret.” Secret societies don’t get far by
down the line: “Destroy the objects.” imposing dress codes.

Subversion and Threat Likely Contact Sites


Scholars of nature (such as exist on Athas) have studied In most city-states the Alliances instruct members to
a tiny insect they call the “myrmeleon,” commonly known watch for and protect preservers, following the dictates of
as the antlion. the Second Aim. Because Alliance members function at
“Excavating a conical hole in the desert sand,” writes all levels of society between sorcerer-king and (usually)
Davester of Tyr, “the creature burrows out of sight at the slave farmers, they cover their territory well. Furthermore,
base, then waits, sometimes for days. Ants and crawling the search for exotic spell components may send them far
mites stumble over the rim of the hole. The quarry-tumble afield into the surrounding territory.
downward, where the sly myrmeleon leaps from the sand Auxiliaries work in guild halls, thieves’ warrens, and
and pounces, fixing the victim in fearsome mandibles. taxidermist shops... even in guard barracks! In Raam and
“The entire squalid drama takes place within a round Draj, the royal palace itself harbors Alliance members!

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The Veiled Alliance

Recognition Signs gesture with a meaningful stare or nod.


On Athas, usually only merchants and the nobility
The unified system of recognition signals that works shake hands. In an Alliance handshake, each person
in all cities gives the Alliance a double-edged sword. applies slight pressure first with the thumb then with the
Travelling members need set signals to gain Alliance little finger. This works only for humanoid races, of course;
recognition and help in new cities, but established elves rarely shake hands.
signals open the chapters to infiltration. Frequent change
seems unworkable, so the chapters agreed to live with General warning
the situation and redouble their vigilance. During the
campaign, infiltration may prompt them to reconsider this This is useful when the speaker is being coerced into
decision. But for now, these remain the standard signs: luring other Alliance members into a trap. To indicate
danger, use a simple rub of the right eyebrow, three fast
General recognition coughs, or some version of “it smells strange here.”
The first speaker in casual conversation uses the password “I seek contact”
phrase “My father is a templar.” The listener responds
with “My mother is a gardener.” The first answers, “You Rub the left hand across the bottom of the face, as
come of good stock.” though imitating a veil. In conversation, ask to find a
In the silent recognition signal, a member holds the merchant who sells fresh fruit, “but not too sour.” Variants
two middle fingers of one hand together, separating the include meat (not too dry), pottery (not too expensive),
first and little fingers from them slightly. Other members etc.
respond in the same way, or (more often) acknowledge the

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The Veiled Alliance

“Need help quickly!” Recruitment


Clear the throat three times rapidly, look up, and The Alliance, of course, constantly seeks new members.
conspicuously straighten the shoulders as if stretching. Secrecy makes recruitment a slow, delicate matter. Make
Help seldom arrives immediately, as members exercise this process a deeply mysterious, atmospheric event in the
extreme caution in a crisis. campaign.
First, the recruiter drops subtle hints that “others like
“This place is unsafe” you live in this city.” To non-wizards (known associates of
Draw a long breath through pursed lips, then exhale a preserver) the recruiter may say, “Others like your friend
through clenched teeth, or observe that “it’s getting hotter could use your help.”
here.” If the candidate shows no interest, the attempt usually
ends there. Given even tentative interest, the recruiter
Contact Procedures says, “If you wish to learn more, go about your business.
For some time we will watch you. If we like what we see,
When an Alliance member meets someone who we’ll contact you again,” and never mentions the Alliance
purports to belong, wishes to join, or is seeking assistance, by name.
the member exercises caution. The member agrees to little Next come days of observation. A candidate need never
at the first encounter and arranges a follow-up meeting become aware of the scrutiny, and members don’t: help
within a few hours (if the situation permits). the candidate except in grave danger. The observers look
Then, by regular or emergency channels, the member for evidence of non-evil alignment, non-defiling magic,
calls in several others, usually the rest of that member ‘s useful skills, or simple bravery.
cell. One, the “spotter,” can detect lies either magically After an interval, a second contact leads to a formal
or psionically. The spotter accompanies the member at invitation. The recruiter names the Alliance, describes
the next meeting. Other members offer back-up, hiding its mission, outlines the local chapter’s doctrines, and
inconspicuously with weapons ready or surveying the stresses the policy of requital – a candidate who accepts
scene clairvoyantly. membership and later quits becomes a fugitive marked
for death.

Joining The candidate can refuse now without prejudice. As a


formal courtesy, the recruiter asks the candidate to keep
Short-Term Assistance the meeting secret, but this promise does not bind the
non-member. The same candidate may even receive later
Most preservers belong to the Alliance. If a member invitations from others of different cells. If the candidate
identifies a non-member preserver, the member teaches accepts the invitation, the initiation begins on the spot.
the signs for “I seek contact” and “Need help‚” without
mentioning the Alliance. “The signs are presented as a
general, “If you’re in trouble, try these.” Initiation Ceremonies
This means that when an Alliance member helps a All Alliance chapters begin initiation with the same
preserver, the member doesn’t even know whether he first step, but thereafter each follows its own procedures.
rescued wizard belongs to the organization. After giving Initiation tests two criteria: first, that a candidate-wizard
the help, the member may try recognition signals or uses preserving magic; second, that the candidate shows
subtle questioning to find out, perhaps with the idea of intense commitment to the cause.
recruiting the rescued wizard. More often the member In the first step, called “the Green Test,” heavily armed
simply departs. members of a cell take the candidate wizard to a grassy
or forested area, where entry may entail great risk (for
instance, getting into the sorcerer-king’s gardens). They

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The Veiled Alliance

cast illusions and protect themselves from observation. Aims, nor does it restrict movement. Members may come
Then, surrounded by vegetation, they ask the candidate and go freely from the city-state.
to cast a spell. When an entire cell leaves a city, simple etiquette calls
If the wizard claims not to have any memorized spells, for a farewell message, delivered by the usual channels,
the members allow the candidate to study an elementary to the Council. They usually find out soon anyway, and
spellbook entry suitable for apprentices, such as a cantrip a polite message, followed perhaps by magical or psionic
or light. If the wizard refuses to cast a spell, the members communication with a Council lieutenant, forestalls any
may attack or simply leave, depending on circumstances suspicion of an unannounced resignation.
and suspicion level; in any case, the candidate fails the If a group of depart a city without this courtesy, they
test. may find an unwelcome surprise when they return!
Of course, if the candidate casts a spell and vegetation
dies, the members attack the defiler. Meetings
Illusions Most cells meet every five to seven days and meeting
times vary around the clock. A group of adventurers, as a
Now that defilers have begun infiltrating the Alliance, single cell, automatically fulfills the duty to “hold regular
most members inspect Green Test candidates more alertly. meetings.”
They question every spell effect as a potential illusion; they
may recruit psionicists to check for psionic manipulation; Circumstances
they sometimes frisk the candidate for concealed magical
items. Discovery of deceit usually leads to confrontation. Meeting dates may move in response to changing
situations. For instance, a sorcerer-king’s crackdown on
The second step Alliance activity may delay cell meetings. By contrast, in
a crisis the Council could accelerate the meeting schedule
Non-wizards, and wizards who pass the Green Test, to daily or even more often. In campaign terms, adjust
now receive a mission – a proof of their commitment, the meeting times freely to suit a story’s needs.
“Test of Action.” The Alliance may ask the candidate
to steal a local defiler ‘s powerful magical item, rescue Activities
a captive preserver, or undertake some other dangerous
adventure. Meetings usually serve just to inform the cell that all
When they fulfill the mission, the candidates take oaths its members still survive. That done, they may pass on
in a solemn ceremony and become full-fledged Alliance messages from higher or lower in the hierarchy. Then
members. Groups form their own cells; individuals may members discuss problems or discoveries or simply gossip.
join an existing cell or start their own.
Locations
At the end of every meeting, members determine a
Duties new site for the next meeting. The locations never repeat
Recruits vow fulfillment of these duties: more often than once every few months. Inconspicuous,
1. Obey the Five Aims. open sites work best to avoid both scrutiny and ambush.
2. Obey Council orders. Typical locations include private homes, back rooms of
3. Hold regular meetings but vary locations. taverns, shop attics, or prominent features outside the city.
4. Cautiously seek new members.
5. Never resign, and enforce requital on those who do. Passwords
Along with the next meeting site, each meeting ends with
Some chapters may require additional duties. The a choice of password. Members must give the password
Alliance imposes no code of behavior beyond the Five at the next meeting. This helps detect helps shapeshifters

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The Veiled Alliance

and other impostors. Passwords are often obscure magical Through routine channels
terms like “Cathexis.” The Council usually employs either psionics or an item
enchanted with a spell. The Council spellcaster describes
Emergency meetings a member of the cell and sets the spell to trigger when
Each cell member knows where and how to reach the that member enters the object’s presence, then passes the
other members of the cell. In an emergency a member object down the hierarchy with specific instructions that
rushes to another and gives the appropriate signal. The guarantee it will reach the appropriate cell.
two, having agreed on a meeting site, split up to summon Alternately, the enchanted object may let a Council
the other cell members. mage or psionicist “home in” on a particular contact’s
mind. After the contact touches the object, the link opens
Operations and the Council official gives the mission details.
The Alliance campaign focuses on missions from the Faster methods
Council hierarchy or other sources. Remember, though, all
mission types may require support from other character A Council lieutenant may simply drop in on a meeting.
classes. The Council mages have tremendous abilities, and if they
want to find a meeting location, they can. A high-level
Mission Notification visitor usually carries a token of identification or has
a display of appropriate skill ready. Though risky, this
The Council originates most missions, passing them method gets a mission off to a dramatic start.
down to the appropriate cell in several ways.

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The Veiled Alliance

Typical Preserver Missions campaigns against defilers or the local sorcerer-king.


Because the Council itself commands such magical
power, it need not call upon any particular preserver for Typical Rogue Missions
magical protection. Instead, the Alliance usually assigns “Steal the local defiler’s favorite magical item” –
missions to more inexperienced preservers that involve this is an easy and frequent choice for rogue missions.
important but troublesome detail work. Others include tracing a sorcerer-king’s agents or defiler
For example, the Council may send a preserver and movements, and whispering campaigns.
companions to a distant oasis to obtain an exotic spell One risky mission inverts the traditional theft mission.
component. The preserver might visit a library to obtain The Alliance sometimes places magical eavesdropping
a scroll or research text. devices in a defiler’s hideaway or in templars’ quarters.
On the other hand, the Council may specifically pass These devices work for only a short time and require
along a truly challenging mission such as, “Kidnap the frequent replacement. Rogues enter the strongholds by
local defiler’s apprentice.” The leaders could handle this stealth or trickery and replace the items.
themselves, but they might wish to test the preserver’s skill
or leadership qualities. Typical Psionicist Missions
Like rogues, psionicists engage in reconnaissance,
Typical Warrior Missions sometimes without ever leaving their chambers. Clairsentient
Most chapters think of warriors as muscle, and their scanning, object reading, probability travel, telepathy, sight
missions reflect this attitude. Orders may come down to link, and many other disciplines fulfill a role in Alliance
rendezvous with and guard a visitor from another city. If missions. The Council often assigns psionicists to parties
a fugitive preserver needs sanctuary, a fighter sets up the of adventurers who lack their skills.
refuge, then guards it. Powerful psionicists typically either rise to Council
They may receive escort missions. When fugitives need positions or ask the Council not to bother them much.
safe passage from the city, rangers guide them to a new When in the mood to help, a powerful psionicist may
and distant home, using their knowledge of the desert to teleport a fugitive to a safe haven, plant subconscious
ensure safe passage. impulses in the brain of an Alliance enemy, or wipe a
troublesome enemy’s mind altogether.
Typical Priest Missions Very powerful psionicists eventually come to the attention
Any priest auxiliary can count on missions to heal a of the Order. This shadowy and secretive organization
wounded preserver. This may call for a routine trip across tolerates the Alliance, but forbids entanglements in its
town to a wizard’s hide-a-way or the infiltration of a slave intrigues.
camp.
But the priest has other roles in the Alliance. Even in a Requital
world without gods, human societies have rites of passage, The Alliance uses “requital” as a euphemism for
and elemental clerics can administer these where templars assassination of departed members.
are not welcome. These ceremonies include confirmation Requital goes back to the Alliance’s earliest days. In
of birth or adulthood, naming, feast, fast, atonement, the centuries since many members have argued for the
purification, and any number of calendar ceremonies such policy’s repeal, but supporters point out its invaluable role
as planting and harvest. in the Chief Aim of protecting the Alliance.
The Alliance may call upon druids to negotiate with Every few decades the controversy leads to a split,
other druids for safe passage through guarded lands. This with part of a city-state’s membership starting its own
could expedite an escort assignment. requital-free Alliance. This naturally leaves the apostates
Finally, priests often command powers of oratory and vulnerable to requital by loyalists, and civil strife follows.
persuasion that the Alliance exploits in whispering

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The Veiled Alliance

So far the loyalists have always won a pyrrhic victory. The exhausting process lasts at least eight hours. A sorcerer-
squabbling cripples the chapter, creating unrest in other king, an advanced being, or a psionicist of the Order
chapters for decades. could conceal ill intent from this scrutiny; lesser mortals
cannot hope to do so.
Procedure A member who fails this test suffers a mindwipe,
When a cell learns that one of its members has defected, feeblemind, or other awful punishment, followed by
it must immediately notify the Council by all feasible execution. A member who passes the test enters a period
channels, and then hunt down and kill the member. The of probation. The Council circulates a message calling off
message prompts emergency meetings and so reaches the the kill order. Close day-to-day scrutiny follows, similar to
Council with unusual speed, perhaps a day at most. the original admission process, but more strict. A Council
Then the Council contacts the original cell, learns what member may subject the probationer to psionic scrutiny
it can, and verifies the resigning member’s death. If the at any time, and often does.
member has not died, the Council sends emergency hunt- If the member endures all this, the Council begins
and-kill orders, with a detailed description of the target, initiation anew, with a Green Test and Test of Action.
to all members. At the same time it begins its own hunt. A member who passes these can rejoin the Alliance,
The powerful wizards of the Council can search a city- theoretically without taint of suspicion. In practice, the
state quickly using magic. If they cannot find the target in taint remains until the member carries out some unusually
the city, they send the news by the fastest means to the rigorous or exceptionally dangerous service.
Councils of other cities’ Alliances.
Members hunt the escapee as a matter of principle, or
as a result of orders. Others may join the hunt for more Tyr
tangible rewards. The Alliance anonymously circulates With King Kalak dead, Tyr’s members hotly debate a
a reward notice for the target’s body. The reward ranges central issue: Divulgence. Those who argue for immediate
from 50 gp for a rank and file cell member to 5000 or revelation include several Myrmeleons. Others favor
more for a renegade Councillor. The Council uses every continued secrecy. On each side a few members argue for
magical and psionic means to guarantee the authenticity a middle course of gradual revelation.
of any body offered. In this turbulent time, the player characters can exercise
If the whole cell has gone renegade, the departure decisive influence. If they support Divulgence, they face
probably goes unnoticed until 24 hours after their next the long-term challenge of revealing the Alliance to the
meeting was to occur. Then a Council member tries to public without invoking a mob attack.
contact the cell leader by magic or psionics; success in
the attempt depends on circumstances. If this does not History
allay suspicions, a renegade party that remains in the city
soon encounters the full might of the Council. Tyr’s Alliance, now some 400 to 500 years old, has
endured longer than all Alliance chapters. In the king’s
Healing the Breach ages since, the Alliance here struggled against Kalak’s
particularly vigorous persecution. Simple survival has
Can a renegade return to the Alliance? Possibly, but become its most notable success.
it takes work. The repentant member must first reach The society owes much of that success to its longtime
a Council member and explain his reasons without leader, a transmuter named Acritus. For three centuries,
getting killed. If the Councillor believes the member’s or so legend says, Acritus diligently followed the Five
story, several psionicists scrutinize the member’s brain Aims and the principle of requital, permitting no
intensively for lies, suspicious memories, and post-hypnotic controversy on that sensitive point. He owed his success
suggestions. They search for any evidence that the member to a keen understanding of Kalak ‘s mentality. Legend
betrayed other members or Alliance secrets. This long and claims Acritus gained this understanding as a boy, when

83
The Veiled Alliance

he studied psionic disciplines with Kalak himself, but few which have burning torches in the sconces outside their
believe this legend today. doors.” Suspicious and shady characters dwell here in the
Much given to shapeshifting magic, he evaded certain Elven Market, so many that one more (such as a mage)
doom on at least two occasions by its use. Acritus usually escapes notice.
polymorphed a volunteer or prisoner (accounts disagree
on this point) into a copy of Acritus’s own form, then Initiation
had the subject slain in public (or apparently slain, again
accounts disagree). In both cases, though the victim’s In a time beyond living memory, Tyr’s founders built
death dispelled the shapeshift, too little remained of the this city in a green forest. In later centuries the forest gave
body to allow identification. way to a tremendous swamp, as Athas began the gradual
The aforementioned uncertainty of historical accounts decline into its current sorry state. The original city sank
suffuse almost all matters involving Acritus. His greatly in the swamp, but King Kalak ordered a new city built
extended lifespan, triple the human norm, has led to over the old one. The dark, echoing ruins of that earlier
much speculation that the original Acritus died after a city, UnderTyr, now offers the Veiled Alliance an ideal
normal lifespan, and a dynasty of wizards impersonated testing ground.
him in the following centuries. Other rumors say that the After the usual Green Test, candidates enter the
wizard shapeshifted into a large brown stone and still undercity by any of various routes. The trapdoor beneath
lives, if such a state can be called “living,” somewhere out a stone table in the Drunken Giant gets little use. Instead,
in the desert. Probably no one will ever learn the truth, candidates use other entrances in deserted parts of the
for no one has seen the wizard in the last two king’s ages. Warrens, free from unwanted observers. They must enter
Since Kalak’s death and Tithian’s succession to the UnderTyr, find their way through the vast labyrinth to
throne, official persecution of the Alliance has ceased. one of the temples of the forgotten past, and enter the
Perhaps the role of the sorceress Sadira in elevating temple. Only good and brave characters may enter; the
Tithian contributed to this happy change. Certainly the wraithlike “crimson knights” who serve the ancient powers
chaos that long besieged the city also played its role, for turn others back. Then candidates return to the surface.
the government had many higher priorities. An Alliance psionicist or mage clairvoyantly follows
But the public’s resentment of magicians continues the candidates’ progress. If they succeed, an Alliance
unchanged. The disappearance of one old threat and the cell waits to accept them as they emerge from UnderTyr.
presence of the other has led to the current controversy But if the crimson knights turn away a candidate, the
over Divulgence. unlucky person finds a powerful corps of Alliance wizards
and warriors, who either kill the unfortunate candidate or
pronounce a sentence of exile. Having learned too much
Contacting the Alliance about the Alliance, the candidate must leave the city by
The Tyr Alliance, small like all Alliances (it currently the next sundown or face requital.
has fewer than 100 members), cannot monitor the city-
state and surrounding territories in depth. But because Leadership
Tyr covers so little area, hardly more than a square mile,
open display of magic in any public place often alerts at Matthias Morthen: Matthias, now in his late forties,
least one member wizard. If the foolhardy public mage has served the Alliance since age nine. His father, a
avoids instant lynching, the Alliance may soon contact Council lieutenant, raised him to carry on the family’s
him or her with warnings or aid. mission. But Matthias worked his way onto the Council
Those who want to contact the Alliance without by his own merit, through careful study and attention
throwing fireballs on a crowded street should look for a to detail. He has never known much life outside the
plaza “bathed in bright yellow light... surrounded by six Council.
wine shops, two brothels, and a gambling house, all of Matthias’s profound learning, skill, and experience have

84
The Veiled Alliance

earned him wide respect and have brought Tyr’s Alliance a scroll, and discovered an innate talent for magic. Her
through difficult times under Kalak. So far as everyday victim tracked her and recruited her into the Alliance,
administration goes, Matthias surpasses all others. But where she eventually rose through diligent service to the
now that Kalak has died, some say the times demand new position of Council lieutenant. From this point her story
strategies such as Divulgence. resembles Matthias Morthen’s, and she admires him
For new strategies though one cannot look to Matthias. devoutly. Many regard her as Matthias’s “other self.” But
His lengthy tenure has taught him strength, but has also Romila, who is more worldly, knows the need for change.
given him the limited outlook of a (albeit competent) mid- She has become the chief proponent for Divulgence.
level bureaucrat. He resists all arguments for Divulgence, Recently Romila secretly fell in love with another
citing many reasonable lessons from his three decades of Council lieutenant, Athrialix. He seems to recognize the
experience. pressures she endures and the sense of duty that motivates
Matthias is balding, jowly, with pendulous earlobes, but her. In contrast, no one recognizes the true Athrialix – a
genial, possessing an incongruously wise look. He dresses defiler, and the highestranking Myrmeleon infiltrator in
simply, except for two enchanted copper armbands, which any Alliance. He has been quietly urging her and her
are legacies from his father. sympathizers to a dramatic Divulgence. His plan sounds
Matthias has keen political skills and avoids offending reasonable, but he knows it would bring disaster on the
anyone; he comes across as compassionate and avuncular, entire chapter.
with a pleasant wit. People who deal with him regularly Romila feeds and looks after a ragtag band of urchins
gradually notice his stodginess in trying new ideas and who live a hand-to-mouth existence on the streets. These
his lack of vision. Ragtag’s serve as her eyes, ears, and early-warning system.
Small, thin, and intense, she looks younger than one
Romila Parthian: Romila grew up as a street urchin in would expect (about 24). She has a poise beyond her
Tyr. As a young girl she picked a wizard’s pocket, found years. A convincing advocate for Divulgence, Romila

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The Veiled Alliance

seems disturbingly eager. She shows a sensitivity to any Headquarters


questions about Athrialix.
The marble ruin of Kalla-Kouro lies in Tyr’s northwest
Athrialix Denestor: The late King Kalak gave Athrialix Warrens, about as far away as it can get from Kalak’s
many small, concealable magical items and sent him to ziggurat and still remain inside the city wall. The
spy on the Alliance, but the young defiler didn’t locate its building’s reputation as a haunt of ghosts (and worse)
headquarters until just after Kalak died. Now, mistrusting keeps most superstitious citizens away. The falling rocks,
the new King Tithian, Athrialix ponders what new patron strange noises, and festering odors fend off the rest. Only
to seek-local templars, or another city’s sorcerer-king? members of the Veiled Alliance enter this ruin. for it
Meanwhile, the young man is plotting deep trouble for holds their headquarters.
the Alliance, so that he can spring a plan to “rescue” In Tyr’s ancient history Kalla-Kouro served as a public
them and thus take control. His well concealed streak of bath. Today Athasians can barely imagine the idea of a
megalomania convinces him that he could then lead the single bath, let alone a public bathhouse, and so the large,
Alliance’s wizards in a massive assault on the dragon and high building has become a mysterious antique. A decade
wrest from it the secret of immortality. Athrialix conceals ago the Alliance found it, excavated a small subterranean
this mad notion behind his most potent psionic and headquarters, and began an elaborate charade to repel
magical screens. casual visitors.
Athrialix is a very thin, prematurely balding young man Illusionists created spectral forms. odd sounds, and
with a few strands of blonde hair combed high over his other eerie illusions. They placed magic mouth spells on
tanned pate. His high-boned cheeks bear gill-like slits, a the entrances triggered to shriek menacingly when anyone
curious congenital defect without function except that he entered. Their illusions made chunks of rock seem to
can open and close the gills at will. They lend him a fall from above as an intruder crossed the tilting floor.
perpetually haggard look. He dresses conventionally and Rogues and clerics passed chilling rumors throughout the
walks with a stealthy, shuffling gait. Warrens.
Within a week citizens deserted the Warrens around
Hephaestus Domitian Darian Twile: This young the Kalla-Kouro ruins. Now Alliance members live in
street urchin leads the Ragtags, the gang of children that the vicinity or hold cell meetings in the area’s many
Romila has befriended. A charming fast-talker, Twile gives tumbledown structures. Only the most resolute intruders
the player characters occasional gossip and insights into visit the former bath-house, ignore its illusions, carefully
recent events. But he always wants a price, whether it’s a cross the upthrust tile floor, and venture into the sunken
ceramic bit or just a mouthful of water. “Hey, gov, a bit bath itself where the headquarters entrance lies cunningly
of information can fetch a good price in the right market. concealed behind a pile of debris. There hidden psionicist
You want I should take my merchandise elsewhere?” guards place strong fears or disquiet in the minds of
Twile entertains suspicions about Athrialix, but he persistent visitors.
won’t mention them as long as Athrialix continues to If all these measures ever fail to protect the headquarters,
make Romila happy. The party also can’t rely on Twile’s Gonazz and Murth stand ready inside the entrance. These
information regularly because they can seldom find him. two half-giant guards carry crossbows and obsidian knives,
The Ragtags wander the city (and undercity), leaving a and they stand (or crouch) ready to mow down anybody
trail of petty thefts and minor mischiefs. If the player who can’t give the right recognition signs. Unfortunately,
characters ask others for Twile, they discover he gives the recognition signs change a little faster than they can
a different name to everyone he meets, and grafts new remember, so they oftenargue with people asking entry.
additions at will to his already formidable name. The Council hollowed out this divided chamber by
magic and main force. The twin arms of the chamber
originally served two separate functions. Mission planning
on the left, led by Matthias, and routine administration

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The Veiled Alliance

on the right, supervised by Romila, have recently become An Alliance member who whispers the phrase “Free Tyr”
by unspoken agreement separate headquarters for the in the back alley triggers a passwall spell that allows entry
chapter’s pro and anti-Divulgence factions. through a plain adobe wall.
The small, dark shop holds a store of food and water,
The left half: The three rooms comprise Matthias’s a dozen sets of templar robes and other costumes in
spartan living quarters; a large research and testing room, assorted sizes, and first-aid equipment such as bandages,
a guest room, used as a refuge for fugitives or interrogation herbal medicines, and tourniquets.
of prisoners, and a meeting room. The Alliance operates similar safe houses around the
The testing room currently holds several obsidian city, changing their locations every year or so. The entire
spheres, taken from King Kalak’s ziggurat after his death. Council can relocate to any of them at a few hours’
Kalak required these spheres for his attempt to transform notice, making its new headquarters there.
into a dragon, as detailed in the Dragon Kings rulebook.
The spheres’ magic vanished with their owner’s life, but
Alliance specialists have diligently tried to unlock their Balic
secrets nonetheless. Balic’s Alliance has found itself powerful allies. The
Dictator, Andropinis, continues to oppress and enslave
The right half: In the various chambers along this Balikite citizens. One by one, non-wizard nobles and
hall psionicists take shifts, clairvoyantly surveying the artists have resorted to the desperate measure of Alliance
surrounding area, sending routine messages to other initiation. Most of those who know of the Alliance view
Council members, and so on. One room holds a small it as one way to strike back at Andropinis.
selection of spell components and scrolls, packed in a The current Council leader shows such wisdom that the
couple of trunks for easy portability during an evacuation. Balic Alliance, unlike all others, consents to follow a non-
The sick room holds healing herbs and poultices in clay wizard. The former slave Ramphion, a popular rhapsode
jars, along with several padded cots and clean linens. (poem singer), leads the city’s wizards though he knows no
magic. How did he attain this post? In Balic the members
The “Second Room”: Romila has converted one of the elect their leader.
spare rooms here into another meeting room, where her
pro-Divulgence supporters gather to debate strategy. All
visitors to the headquarters understand that the second History
meeting room represents a silent, non-threatening symbolic The Veiled Alliance arrived late in Balic, because most
gesture. citizens here showed slightly more tolerance for magicians.
Since this “Second Room” debuted, Matthias has found In the last century Darminius the Abjurer visited Tyr
excuses to avoid entering this half of the chamber, nor to procure a spell component, the hair of an elf maiden.
has Romila entered his half. If Matthias summoned her He learned of that city’s ancient Alliance while fleeing a
there, she would go-probably. Tension in the stronghold pack of elf women who resented his inquiries. Fascinated
has increased perceptibly, as everyone waits to see what with the idea of a secret society, and fully convinced of
happens the day Matthias actually sends for Romila. its need, he returned to Balic and began organizing his
own chapter.
Safe House The society’s message of struggle against the sorcerer-
king found little favor until recently. For a long time the
Another sanctuary in the Tradesmen’s District, once the electorate tried to reform the government through election
official Alliance headquarters, still serves as an emergency of templars. This method failed.
hideout for wizards far from Kalla-Kouro. A small and After a disastrous visit from the dragon 50 years ago,
unassuming shop that once sold musical instruments not Andropinis cracked down even harder on the populace to
far from the arena now appears closed and boarded over. get them to rebuild. Amid this latest oppression, reform-

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The Veiled Alliance

minded candidates for templar often won elections, but of Council leaders, the membership voted Ramphion
most soon perished in unusual “accidents.” The others its leader. In his four terms since, he has brought the
mysteriously lost their reforming zeal after a visit to the Alliance to a new height of influence.
dictator’s palace.
The turning point for the Alliance came with the recent Contacting the Alliance
death of the templar Rampholon. This high-minded
reformer won a sweeping victory in the last election a Visitors from other cities who try the usual recognition
decade ago, and survived long enough to repeal several signals usually elicit a whispered mesage or enigmatic
hated edicts taxing the sale of salt, forbidding certain note: “Attend the play.”
marriages, and restricting the growing of oranges and other Theatrical performances or rhapsode recitations occur
delicacies. Then his son, Ramphion, woke one morning to almost daily at various amphitheatres around the city,
an anonymous telepathic message. Following its directions, usually starting in early morning and finishing before the
he found Rampholon’s body on the outlying reaches of heat of noon. The works’ not-quite open expressions of
the estate, buried under a pile of salt. The same day, rebellious spirit may astonish the newcomer. These plays
Andropinis reinstated the edicts. enjoy such popularity that the dictator must tolerate their
The templar’s removal stilled the open unrest, but in subversive tendencies.
the next play competition Ramphion offered a stunning Some works even present wizards in a somewhat
drama called Hero’s Burial. It retold a well-known myth sympathetic light, or indicate an awareness of the difference
of a hero’s protest against, and punishment by, evil spirits, between preserving and defiling magic. These usually
but recast the story in symbolic terms that alert audience mean the author or presenter belongs to the Alliance.
members could not mistake. Following the play’s victory in The visitor who wants to contact the Alliance may start
its competition, the Alliance recruited Ramphion and he with the performers and follow a chain of references to a
quickly rose to its Council. In the next Cathexis election cell member. Auxiliaries of the Alliance may even work

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The Veiled Alliance

the productions themselves! about the chances of overthrowing Andropinis. But he


has come to respect preservers as “fellow artists.” Magic
Inititation fascinates him, though he has no aptitude for it himself.
Ramphion’s skillful oratory and political savvy brought
After the usual “Green Test”, the Council currently him enough votes to lead the chapter. Now in his fourth
favors missions that hurt Andropinis, however little. term, he has done well.
“Go into his palace, break a vase, and bring back the He is a hale, hearty man in his early forties, well
fragments.” “Go into his library of scrolls and steal the dressed, perhaps a touch vain about his carefully curled
oldest one you can find,” and so on. hair and beard.
Less capable candidates must enter the orange groves
and bring back oranges. The dictator allows only his Zaethus Nauripides: This once prosperous patrician
highest templars and staff to enter these gardens. The devotes his small remaining fortune to the Alliance. He
more fruit candidates bring back, the better their chances. also provides its headquarters. A close friend and ally of
Sometimes it’s even easier, depending on the Alliance Ramph ion, Zaethus has known the leader longer than
patron administering the initiation. Given the electioneering anyone else in the Alliance.
that goes on for the leadership, a patron may prefer to Zaethus, though a patrician, drew his family’s scorn
induct new members sure to vote his way, waiving the because theater fascinated him. He even took to the
usual requirements “for a while.” This has led to some stage under an assumed name. He met Ramphion when
Myrmeleon infiltration in lower ranks. he acted in one of the playwright’s first works, and they
became friends. Zaethus joined the Alliance along with
Leadership Ramphion, gave up the theater, and redeemed his family
Elections standing just in time to inherit the estate. Zaethus still
secretly indulges his passion for acting in a way that not
Balic cherishes its strong tradition of voting on important
even Ramphion knows about.
issues. Granted, the votes for the last thousand years have
Zaethus wears a ring of polymorphing that allows him
made little difference and only a small minority, the
to change shape three times a day. An elderly Council
patricians, can actually vote. Nonetheless, the idea of free
wizard bequeathed it to him as a legacy, in thanks for
elections permeates the entire society.
his loyalty to the Alliance. Now Zaethus uses the ring to
Leaders in other cities usually choose their own
impersonate any of several imaginary “henchmen” whom
successors. In Urik, rival factions literally fight to replace
he pretends to employ.
their lost leader. Only in Balic do Alliance members vote.
He journeys to a hideout on his estate under cover
The election for a leader and three lieutenants takes
of psionic invisibility (his native wild talent), then takes
place in a Cathexis ceremony. An election usually lasts
another form. Zaethus uses three forms, representing his
about one minute. The winner assumes office after 10
three nonexistent henchmen: Mord the mul, a half-giant
days.
named Hrink, and an elfwoman, Davriana.
Elections occur every three years; the next election takes
The nobleman plays all these roles to the hilt, coloring
place in the year of Priest’s Reverence.
his portrayals with distinctive behaviors and background
details. Just as someone begins to wonder why the three
Ramphion: Ramphion had already won more than one
henchmen never appear together, he (as Mord) may
play competition before his Hero’s Burial took the Golden
drop a remark alleging intense dislike of Hrink, or paint
Leaf ten years ago. He became disaffected and distrustful
Davriana as untrustworthy. In this way, observers fall to
of the city government only after the death of his father;
wondering about the individual mysteries, ignoring the
originally he saw the Alliance as a worthy cause because
larger mystery.
it fought the dictator.
In true form Zaethus appears tall, thin, in his mid-fifties,
In the years since, Ramphion has grown less optimistic
with silver hair and lined aristocratic features. He dresses

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The Veiled Alliance

in highest fashion, favoring paisley designs, and moves He is of medium height, wiry, and in his mid-twenties;
with conscious grace. a seasoned fighter. Sestus wears armor as heavy as the
As Mord, he wears an apron and sandals of inix leather, heat permits, and carries a broadsword in a sheath of
and sports elaborate abstract tattoos on the shoulders and oiled leather.
back.
In half-giant form, vestigial tusks grow from his upper Headquarters
jaw. Long, incongruously blond hair tumbles down his
curved back. He wears only a breechclout and a burlap The lovely but faded villa of Zaethus Nauripides
cape. stands on a small plantation near the city gate. Over the
In Davriana’s form he appears a willowy young elf woman generations, both the sorcerer-king’s ruinous taxes and the
with yellow eyes, tight brown blouse and leggings, leather surrounding estates’ shady maneuvering have eaten away
boots, and a hooded poncho with brown camouflage at the Nauripides lands. Now, surrounded by thin fields
pattern. “Her” brusque and arrogant manner provokes of low, dry wheat plants, the villa displays the last faded
suspicion in everyone around. elegance of a once great family. Zaethus lives here with his
elderly widowed sister, Venithia, and four domestic slaves.
Sestus Dimosthenus: Zaethus recently recruited
Sestus as another vote for Ramphion. In fact, Sestus, a Exterior: The house has two stories, the second of
Myrmeleon agent, serves Andropinis. Trained as a warrior which is smaller and set forward, leaving an open second-
and spy, he showed great ability, and so Andropinis gave story platform in back. This balcony has no rail or curb,
him minimal instruction in magic (defiling, of course), nor a door into the house, but Zaethus sometimes secretly
provided him with magical items to pass the Green Test, climbs here when in elf or mul form, then invisibly spies
and told him to locate the Alliance headquarters and on those talking in the upstairs rooms or in the portico
leadership. below.
So far Sestus has completed most of the assignment. He The walls of thin brick do little to keep the house’s
has heard Ramphion speak to his cell, and he has talked temperature consistent, but they protect against most
his way into a Council meeting at the Nauripides villa attacks and resist breakage well.
headquarters. Sestus could go to Andropinis right now
with enough information to destroy the Alliance. Interior: Chalk-white flagstones pave the courtyard and
But Sestus has ambitions. He believes the Alliance portico. Rich tile covers most other floors, and expensive
holds a treasure trove of magical items somewhere in Raamish rugs adorn the bedroom floors. The furniture
Balic, and he wants them for his own. He won’t report in every room, though old and worn, shows elegant taste.
anything definite until those items appear and he can grab Scented candles light (but don’t heat) each room during
them. He now believes that only winning the position of the cold desert nights.
Council leader can achieve this.
Sestus spreads anonymous lies about Ramphion’s plans, Andron (reception room): Zaethus and Venithia greet
and he has begun to sabotage meetings of Ramphion’s visitors in this tasteful room, serving sweet hayfrond tea,
supporters. With the dictator’s cooperation, he has sprung sesame wafers, goat cheese, and various condiments.
more than one disaster on the Alliance, disasters caused
by Ramphion’s “errors.” Workshop: This windowless room has thicker walls
Soon Sestus will announce his own bid. He will get than the rest of the house. Here Zaethus supposedly
Andropinis to donate magic sufficient to throw the dabbles in woodworking, pottery, and other respectable
Cathexis election to Sestus. Then he will have power noble hobbies. In fact, the clutter simply conceals the
enough to head to the Forest Ridge, root out and enslave trapdoor entrance to the family tomb beneath the villa.
the halflings, and found his own citystate. Sestus dreams When the Alliance meets below, they wizard lock both
large dreams, and only this has kept the Alliance alive. this trapdoor and the workshop door.

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The Veiled Alliance

Underground: The family catacombs now hides Tectuktitlay, for obscure reasons, to hunt wizards with
the Veiled Alliance. Rough-cut stones line the passage, great vigor. To escape the dragnet, the preserver Diatlaxi
or dromos, to the tomb’s antechamber. The dusty rooms fled by night to nearby Raam. There he met more danger
leading off this chamber each hold the remains of many from the local mansabdars, who at the time were waging
past leaders of the Nauripides, now one with the dust one of their countless minor wars with Draj. They almost
that coats every surface in the tomb. These rooms hold arrested Diatlaxi, but by chance a Councillor of the local
no treasure, only a jumble of tattered cloth, meeting and Alliance happened on the scene and together the two
killed everyone except the witness. The rotted wooden men overcame the troops and escaped.
shields, and other once-prized heirlooms. Diatlaxi befriended the Raamish wizard, named Virvidna.
The room marked “Library” currently holds the Balic The Councillor, learning of preservers’ problems in Draj,
Alliance’s voluminous records of its history, meetings, showed Diatlaxi secret Raamish intelligence records that
research notes, and so on. told of a passage (then sealed) into Tectuktitlay’s palace,
The antechamber leads to a domed tomb, or tholos, the Father and Master Temple.
a circular room with a vaulted ceiling propped up by a Impressed with the idea of the Veiled Alliance,
square pillar. This tomb once held the remains of the heretofore unknown in Draj, Diatlaxi joined the society.
Nauripides founder, and it may yet – but Zaethus has After a month or two, though, the “licentious and libertine
emptied the room of all epitaphs and memorabilia. In atmosphere of Abalach-Re’s pestilent domain” (as he later
this room the Alliance holds its meetings, hides refugees, put it) forced the puritanical Diatlaxi to seek Council
and sometimes experiments with new spells or recently permission to leave the city. He returned to Draj and
acquired magical items. founded the chapter there. After long study and planning,
the group secretly entered the king’s pyramid by the lost
passage, explored, and finally set up headquarters.
Draj Despite this audacity, the Council never succeeded
Draj’s sorcerer-king, Tectuktitlay, hungers to find the in attempts to infiltrate the palace staff. The Raamish
local Alliance headquarters. From his throne Moons, he Alliance could capitalize on the sorcerer-queen’s apathy
has ordered three dozen searches throughout the city. toward her underlings, but Tectuktitlay oversees his Moon
All the while, the Alliance leaders plot further attacks Priests with relentless zeal. He would spot and destroy
in their stronghold, a few dozen yards beneath the king’s spies within a week. The Council dares not magically or
sandalled feet. psionically eavesdrop on the king, only a few dozen yards
Impossible? No. Tectuktitlay built the Temple of above their heads, for he would detect these and discover
Two Moons long ago as a shell directly over an earlier, them.
centuries-old pyramid. This meant a larger pyrasmaller, The society has tried much but accomplished little
buried pyramid, surrounded by Draji skull racks that around the city. It has successfully promoted a few
animate and chatter in the presence of defiler magic. rivalries among the Moon Priest templars, but then those
probably would have occurred anyway. The whole chapter
appears ripe for better organization.
History Unfortunately, no likely prospects to provide this
Draj’s extremely remote location explains the youth leadership have appeared. The founder, Diatlaxi, died of
of its Alliance chapter, the newest of any in the Tyr old age a few years ago, after a lengthy reign. He appointed
Region. Historical records fix its inception firmly in the no successor, over the decades he grew still more austere,
year White Jaguar 1 of the Draji calendar, corresponding and no current member has satisfied his stringent tests
to the Tyr calendar’s “Year of Desert Defiance” in the of morality. (Most agree no one could have.) The current
189th King’s Age. leader, Chimali Zaachila, governs well enough, but she
In that year the messenger filled the sky with unusually carries a deep secret that prevents solid action.
brilliant light, visible even in daytime. The omen prompted

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The Veiled Alliance

Contacting The Alliance Rescue


Close by Two Moon City, hundreds of merchants pitch At any time many prisoners await judgment on the
colorful awnings or tents. In their shade they lay out pyramid. Most of these prisoners committed either major
food of all kinds, clay pots, feathered headdresses, bolts or minor crimes; any infraction in Draj brings the death
of cloth, hemp rope, twisting sticks of mint candy, rabbit penalty, except in rare cases (usually involving the nobility)
skins, gourds, woven mats, curios, and spices. Some offer when the king commutes the sentence to exile. Preservers
many strange items of mysterious purpose: trinkets, luck and auxiliaries never receive this mercy, so the Alliance
charms... spell components? often takes a hand, testing candidates in the process.
Draji society has no concept of “jail,” so the guards
Initiation hold prisoners in detention pens-lines of small wooden
pens at various places around the city. Their lax security
A wizard candidate here faces the Green Test in one measures make rescues easier than they sound. With
of the hemp fields outside the city. Draj’s hemp plants proper tactics and courage, a party can spring a prisoner
tower eight to ten feet tall, with thick stalks and high unnoticed.
branches that bear deep green, fern-like leaves. Here, in
the dead of night, a well-armed cell asks the candidate to
cast a spell. If the plants die, so does the defiler. Unlike Leadership
other Alliances, the Draji leave the body in the open, as Chimali Zaachila: Like Balic, the Draji Alliance has
an example. a leader of minor magical abilities. Unlike Balic, the Draj
After the Green Test, the cell usually requests a further chapter doesn’t realize this.
test. After two or three days, during which the request Many years ago Chimali, an anonymous sage in the
filters up by the usual channels and back down, the Two Moon City, researched the cultivation of corn. In her
Council usually assigns a rescue mission. spare time she studied the history of magic and wizards.

92
The Veiled Alliance

Chimali grew obsessed with learning some real magic. She the templar departed, leaving behind a genuine gold coin.
deduced that a mul slave, Cocoton, served as an auxiliary Gold! Nauhyotl had almost never seen it, let alone
in the Alliance. She asked to join and study magic. owned it. He decided a hundred times to throw the coin
Impressed by her intelligence and personality, Cocoton away, and reconsidered each time. He hardly knows what
took Chimali to Diatlaxi, the Alliance leader. Chimali to do.
impressed him also. He took her on as aide de camp He is a bright, upstanding-looking young man, thin and
and apprentice, and he kept her low skill secret from wiry, with an owl-like stare.
the Council. Chimali pretended to higher powers, in
order to serve her leader; Cocoton helped her conceal Headquarters
the deception.
When Diatlaxi died, Chimali boldly took the lead, The Alliance headquarters resides beneath the shell
bluffing her way by using her extensive lore. She has of Tectuktitlay’s Temple of Two Moons. The king built
subordinates to cast spells as an “exercise.” Cocoton this pyramid five centuries ago over the shell of a smaller
protects her with psionics. one he had built eight centuries before that. He has all
Chimali is an impressive old Draj woman who appears but forgotten about the smaller pyramid, and none of his
trustworthy and wise. She usually wears a bright smock Moon Priests have ever heard of it.
and fringed poncho. She draws her long black hair up in During the larger pyramid’s construction, a band of
a topknot held with a wide copper band. audacious thieves bribed several templar foremen to alter
the plans. They built a secret entrance from the palace
Cocoton: Diatlaxi recruited Cocoton into the Alliance grounds inside the jaguar breeding cages to the interior
while the mul was still young. The founder saw in him an pyramid. They planned to steal into the new palace from
ideal warrior and spy. He secretly taught him to read and underneath, then loot the place and retreat the same way.
write, and ordered a psionicist to train his mind. After the thieves escaped the palace with their plunder,
Only the mul knows Chimali’s secret, and he uses the templars turned them in to Tectuktitlay – though a
every power at his disposal to conceal it. Cocoton serves portion of their loot “mysteriously” vanished. Tectuktitlay
Chimali loyally, in more ways than anyone else suspects. had the secret tunnel sealed-but not filled in. Perhaps
He believes she can benefit the Alliance, given experience. he ordered this, but the templars failed to carry out the
Big and muscular, Cocoton looks dumb and impassive, orders. The tunnel remained intact, and generations later
for he conceals his native intelligence. He wears padded the Alliance discovered it.
cloth armor of Draj make, and has tattooed both arms
with the city’s usual symbols of war. The King’s Palace
The upper levels of the Father and Master Temple
Nauhyotl Chalca: Nauhyotl served Diatlaxi well, and (those built on the shell of the earlier pyramid) contain
the young man fervently admired the founder’s piety, even many administrative cells, a large holding cell, a kitchen,
though, in the elder’s opinion, Nauhyotl fell far short and domestic rooms. A lower level holds rooms where the
of that ideal himself. Now, Chimali leads the Alliance, king confers with his templars and generals.
and Nauhyotl serves her too, despite her obtrusive mul The lowest levels of the outer pyramid contain treasure
guardian. But something about her bothers him... rooms and living quarters for Tectuktitlay and his queen,
Because of this uncertainty, Nauhyotl hasn’t yet Tionaca, called the “Flame Woman” for her red hair.
reported the templars’ latest attempt to infiltrate the These levels have no living guards. Only a Black Guard,
Alliance. A mysterious old templar visited Nauhyotl in aided by lesser magical sentinels, protects them.
the night. He hinted that Nauhyotl knew something of (Red hair? Tionaca grew up in Raam of Balilan parents,
magic, and of many who practice magic. If so, Nauhyotl refugees from Andropinis’s occasional purges. Draji soldiers
might gain wealth and influence in return for cooperation took her prisoner during an incidental war with Raam 20
with the king’s worthy goals. Nauhyotl said nothing, and

93
The Veiled Alliance

years ago. Tectuktitlay saw her among the prisoners, took Over many years Diatlaxi laid permanent detect evil
her as his concubine, and eventually married her. He gave and alarm spells on some of the skulls. The alarm does
her the Draji name Tionaca, meaning “firelight”, and not produce a loud ring, which might alert those in
forbade her from using her given name, Niobe. She has the outer pyramid overhead. Instead, it sets the skulls’
strongly mixed feelings about Tectuktitlay.) teeth clattering. As soon as the guards hear this either
The Black Guard does not patrol the lowest level. they open fire or they ask for the password (“Beneath
No one enters this level except the king and queen. It the king’s feet”). Only those who answer correctly may
contains just one room: Tectuktitlay’s Crystal Garden. enter. (Optionally, this version of the detect evil spell can
instead detectonly defilers, whether neutral or evil, and
The Crystal Garden not other evil beings.)
The room offers no cover. The only exit, a thick door of
For 14,000 years the finest jewelers of the Seven Cities agafari hardwood, locks from the other side, and Alliance
filled this room with perfect quartz replicas of plants. preservers can wizard lock it at short notice. A sharply
Here are ferns, each tiny leaf a faceted stone; spike-leaved bending anteroom beyond the door leaves intruders
maguey cactus, their serrated edges fracturing the light vulnerable to attacks from the arrow slots.
into rainbows; translucent marigolds and camellias, and
towering palms; even tall corn plants and cotton bushes,
every frond and twig translated into glass. The Headquarters
Council members disagree on the room’s purpose. They A round the stairwell barricade the Alliance has taken
know that conventional jewelers crafted the crystal plants, over a dozen small rooms, all on the same floor. The
and they hold no magic except curses inflicted upon society has not moved further into the interior of the
anyone who breaks the fragile leaves. Some speculate that pyramid, because it does not need more space yet, and
Tectuktitlay practices new curses here, using the crystal the lower levels hold long standing dangers that rose from
plants as victims. the centuries-old evils of Tectuktitlay.
Each of the twelve rooms has foot-thick sandstone walls
The Entrance and a low arched entrance with a thick wooden door.
The secret passage begins in the jaguar cages of the Two At any time, up to a half-dozen Councillors may occupy
Moon City, directly abutting the pyramid. Xicotencatl, private quarters in as many rooms. The remaining rooms
a young Alliance auxiliary who works in the breeding hold items recently acquired, spell components, a non-
pens always keeps the passage’s cage empty and escorts magical scroll library with documents dating back before
members to its floor trapdoor. All members must give the the Draj Alliance’s founding, and two shelters for refugee
password, “Have you fed the jaguars their erdlu wings wizards. Chimali discourages magical experimentation
today?” here, for fear of detection from above. Most masking spells,
The unlit passage, three feet wide and seven high, leads such as non-detection, require expensive spell components
up a very long slanting staircase and levels off after a rise that the Alliance can hardly spare. In emergencies she
of 150’, at a 30’ tunnel. It ends in a 10’ square room lit allows it, so long as the spellcasters erect proper magical
by a single torch that burns endlessly, without smoke. A camouflage.
narrow (5’ wide) staircase leads down 15 feet.
The open stairs going down end in another, smaller
room lined with wooden racks of human and demi-human Gulg
skulls of those who have died in service to the Alliance. Gulg’s Alliance survives mainly because it avoids
Between the racks, on all sides of the room, run long directly opposing the city’s sorcerer-queen, Lalali-Puy. The
vertical slots. Guards staff these arrow slits, ready with organization does not see her as a great danger despite
bows, crossbows, and missile spells. Priests stand ready to her infamous personal cruelty – citizens recognize her as
cast silence, 15’ radius, and other defensive spells. the Tyr Region’s only benevolent dictator.

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Instead, the Alliance here pursues a still more farfetched its crusade against defilers reduced their numbers greatly.
goal. Alone among the seven chapters, Gulg’s Alliance The Gulg Alliance pursued a low-profile, defensive
works aggressively to restore Athas to its former verdant strategy, and in this it has succeeded.
glory.
Attainment of this dreamers’ goal has met little luck. The Setback
The principal reason lies with its sole leader, who blindly Ten years ago, Lalali-Puy’s templars discovered its
follows the orders of an entity called “the Shadow headquarters. They assaulted the stronghold, taking the
Tree.” He believes this tree of life, hidden underground, Council by surprise. Only one Councillor escaped.
represents a reborn deity. The tree actually harbors a Ordinarily a survivor would retreat for a time, then
duplicitous, irrational ghost whose instructions will drive return in secret and gradually recruit a new Council. But
the Alliance to ruin. not this time.
The survivor, a young and talented man named
History Aukash-Pad, went mad from grief, or perhaps from a
Some evidence indicates that the same wizard founded templar’s curse. Aukash fled into the forest, hiding in the
the Alliance chapters in both Gulg and distant Raam. queen’s forbidden baobab grove. After days without food
After Tyr, Urik, and (probably) Nibenay, Gulg and or water, he saw a vision of Athas restored to beauty, its
Raam may harbor the oldest Alliance chapters in the Tyr stark hills shimmering with fields of clover, shaded by
Region. No one knows which has seniority. mighty trees, its sky filled with clouds, and the Sea of
Both chapters claim descent from Clennay the Silt transformed into a blue-green ocean. With the vision
Impetuous, described as “a wild-eyed foreigner from the came the conviction that Aukash, himself, must lead the
west.” Possibly Clennay never existed except in legend, for Alliance to achieve this goal.
the two cities report his eventual fate differently. But a ghost resided in the baobab grove; an incorporeal
In Gulg, Alliance record keepers claim that Clennay defiler, centuries dead, in life named Portynx. Perhaps
tried to create a bear fetish but failed because he had not because he had died trying to drain life from others to
undergone the passage rite at puberty. The fetish spirit nourish his own, Portynx in death had grown fond of
consumed him, transformed him into a bear, and he fled the essence of the trees of life. He developed his taste
into the forest forever. in Lalali-Puy’s own orchard near the palace, but the
In Raam they say that hunters from Gulg spotted templars discovered and expelled Him.
Clennay and hunted him for sport during a savage Finding Aukash and divining his situation, Portynx
Red Moon Night. Clennay fled to safety in Raam the ghost psionically sent a vision into the preserver’s
(conspicuously avoiding Nibenay, for unknown reasons) mind: the hallucination of a restored Athas, loud with
and founded the Alliance there. This account makes bird calls and green with rain forests of broadleaf ferns,
no mention whatsoever of fetish magic. Instead, it claims of creeping vines, towering locust and cypress and cashew
that Clennay died in heroic battle against the sorcerer- trees, a vision to serve the ghost’s own desires for life to
queen’s templars, his spirit journeyed to Gulg to curse drain and destroy. Portynx camouflaged his motive, and
the wizards there for their cowardice, and the repentant Aukash took the vision as a prophecy. Still deranged, he
wizards founded an Alliance to avoid his curse. Gulg’s fell completely under the vision’s sway, never knowing its
Alliance denies this story but offers no speculations about source.
the origins of the Raam chapter.
In the centuries after its founding, the Gulg Alliance The Wrong Turn
espoused no goals beyond the Five Aims. In fact, it paid Portynx sent more psionic images into Aukash’s mind.
only lip service to any goal beyond protecting preservers. Following these instructions, Aukash used a move earth
Gulg had less urgent need to overthrow its sorcerer-king spell to hollow out a space in the grove beneath a dead
than other cities, and Nibenay’s vehement prosecution of baobab tree. Then, guided by the ghost, he bravely stole

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The Veiled Alliance

one of the sorcerer-queen’s trees of life and transplanted often in the forest, and provide the requested assistance.
it to the underground lair.
Portynx has persuaded Aukash that the tree represents Initiation
a deity of the Sphere of Water, long absent from Athas
but now returned to make the world green again. The The Gulgs dislike foreigners as a rule, and their
ghost actually wanted the tree as an endless source of life Alliance feels much the same. “Outlander” wizards
energy for its insatiable appetite. Residing in it, Portynx receive protection as always, but they cannot usually gain
has grown drunk on its energies and now sends images membership unless they have accomplished some great
to Aukash almost at random. The deranged wizard often deed or otherwise endeared themselves to a member. In
reads commands into these hallucinations, then sends this case, the member may agree to initiate the candidate.
instructions to the Alliance based on them. The results Gulg’s culture stresses the importance of the hunt.
vary from fair (researches into high-level spells to restore To qualify for the Alliance, candidates must hunt the
vegetation) to disastrous (public attempts to grow grass in member who recruited them, or another mage from the
city streets). same cell. At sunset the wizard shapeshifts into an animal
Aukash now leads the Alliance alone. He has dispensed form, then runs into the forest. (The wizard cannot, under
with lieutenants, giving orders directly to his contacts in the rules, take on a new form during the hunt.) After
the first-rank cells. When recruiting a new cell, Aukash an hour the candidate follows, charged with locating and
makes it first-rank under him, but never tells its members subduing the prey before sunrise without killing him.
that he himself leads the Alliance. Instead, he conveys This policy has alienated many members, who
orders as though “from the Council.” Few suspect that cite it as evidence of Aukash-Pad’s poor leadership. Since
the conventional pyramid structure has vanished, replaced he instituted this initiation procedure, few have tried to
with a dangerously loose arrangement of cells that only recruit new members. Aukash himself became the main
one commands. recruiter, creating cells answerable directly to him, though
the members don’t realize this.
Contacting The Alliance
Leadership
Visitors to Gulg with patience and a taste for forest life
can find a local mage by staking out a forest source of Aukash-Pad: Aukash-Pad grew up in a small forest
spell components. These may include mushrooms, odd- village. He showed magical talent early and unwisely, then
shaped leaves, hardwood, and other items. Then they wait; fled the resulting mob and took up residence in Gulg.
eventually a wizard should come harvesting. There he joined the Alliance, received excellent training
For those with tighter schedules, a journey through several in magic, and eventually joined the Council.
clusters of houses may turn up one that appears more This did, in fact, prepare him for the shock of Lalali-
cluttered and more strangely decorated than the rest. Few Puy’s attack on the old headquarters, and even for the
Gulg homes have doors, which makes the search easier. greater shock of surviving alone. He could have resurrected
Magical decorations don’t appear obvious, for obvious the Alliance, given time and his sanity. Unfortunately, a
wizards suffer instant retribution. But adventurers with curse gone wrong took much of his sanity, leaving him
experienced eyes may spot a concealed glyph or ward, a open to the ghostly vision.
curious item that might serve as a spell component, or a Aukash’s lunatic attempts to restore Athas to its former
resident who spends much time home, studying. glory have produced an unexpected result. He studies the
A visitor who finds a presumed mage cannot rely solely ancient lore of the Elemental Plane of Water, hoping to
on the usual recognition signs. Gulgs generally mistrust find wizard spells to bring rain. He scribbles meaningless
outsiders. The visitor must present signs of friendship, “spell research notes” about water, meditates endlessly on
such as a token gift or service (a rare spell component them, and performs purifications he thinks they require.
usually works). The mage may then offer a rendezvous, As a result Aukash has become a cleric without knowing

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it! Each morning he “memorizes” both his normal spells serves as an unofficial Alliance auxiliary.
and his scribbled nonsense, meditating all the while upon None may cut dead trees in a Queen’s Grove, on
the green visions Portynx has placed in his mind. This penalty of death, for even dead trees shelter animals in
meditation gains him the priest spells that his scribbles their branches and rotting trunks. One shelters the leader
alone could never obtain. In the same way he “studies” of the Veiled Alliance.
the spells granted to him by the tree of life in his lair.
Aukash is about 35 years old, tall and slender like Entering the Lair
most Gulgs, with very dark skin and shaved scalp. He Deep in the grove stands an especially large, dead
wears a long linen skirt, yellow with maroon stripes, and a baobab, surrounded by a ring of sterile dirt-the sign of
necklace of many small bird claws and feathers. defiling magic. At the base of the massive trunk a jagged
crack leads down to darkness. No one suspects that
The Shadow Tree (Portynx): Portynx, if driven from beneath this dead tree, surrounded by dead dirt, lives
his haven inside the Shadow Tree, looks tall, bald, and Aukash-Pad, the wizard committed to the greening of
emaciated, with far too broad a grin and too many teeth Athas.
for a human. His skin, once dark, has grown pale. The Using magic, Aukash vastly enlarged an existing grotto
ghost wears protective goggles of the kind many living under the tree. Then he transplanted a tree of life from
defilers wear (they protect against ash and dust). Leather Lalali-Puy’s own groves. He cast magical light on the
pouches seem to dangle from a sash across his chest, grotto walls to keep the tree alive, and a darkness spell on
but these have no more substance than he does. A the entrance to conceal it.
glowing, prismatic haze around Portynx’s body shows his
incorporeal nature. Security
Chkak-a-chakk: This druid guards the baobab grove Aukash has contrived similarly inelegant workarounds
that conceals Aukash-Pad’s lair. An unofficial auxiliary to protect his home. A small iron needle, embedded in
(one of very few thri-kreen in any Alliance), Chkak cares a knob of wood in the entry crack, carries an avoidance
little about the Alliance. It respects Aukash-Pad, the only spell; the magic throws back anyone except Aukash who
member it knows, and his vision of a restored Athas has touches the knob.
won it over. It keeps the wizard’s secrets, but it does not The same trigger also activates a spell that creates the
guard the lair from intruders. sound of panthers roaring within the crack. This scares
away all but the most motivated intruders. It also alerts
Aukash below, giving him time to cast minor globe of
Headquarters invulnerability and other defenses.
Gulg natives name several forest preserves outside the
city as “The Queen’s Groves.” Lalali-Puy has forbidden The View
citizens to enter several areas over the centuries, usually Anyone struggling down through the dark crack and
because her armies won victories there in minor wars onto a wide ledge will find the view startling. Where
against an army of Nibenay. One of these, the Grove they would expect a cave, they see (from above!) a huge
of Mysteries, also serves as an important ceremonial site. tree of life, the Shadow Tree, growing green under bright
In a different, unnamed grove stand many huge, sunlight. The cavern’s ceiling glows in perpetual noon.
odd baobab trees, sometimes called “upside-down trees” The majestic, beautiful tree almost fills the entire room,
because their twisting limbs look like roots. Most of some 90’ tall and 30’ in diameter.
these trees died 200 years ago in the battle this grove A yard-wide path leads down from the ledge and spirals
commemorates. Some few survive, though, and so the thri- in a gentle incline around the circular chamber. This
kreen druid Chkak-a-chakk guards the grove. The sorcerer- gives characters a fine view of the tree from all sides as
queen tolerates its presence. She doesn’t know the druid they descend. This may tempt them to ignore the six

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patches of wall where Aukash has placed more magnetic uses actual mulberry-wood paper, pilfered from the stores
needles with avoidance spells. Anyone who touches these of Lalali-Puy’s templars. He ties the pile of irregular sheets
areas, visible on close inspection as slightly discolored with thin hemp cords.
patches of rock, gets flung out from the wall and falls at The room connects with the larger cavern by an open
least 70 feet. archway and has no other outlet. The air can become
stifling, but Aukash refreshes it with cantrips or greater
The Cavern Floor magic.
The path has no other traps. The cavern floor, hard-
packed dirt covered with shadows, holds the knotted roots
of the Shadow Tree and a wooden water basin, a shallow Nibenay
dish about 2’ in diameter. The basin, of living wood, The Alliance in Nibenay finds the Shadow King so
grows out of the trunk at waist level. Beside it lies a pile shadowy, so distantly powerful, that it holds little hope of
of incense granules. fighting him. No more could one stop a sandstorm, they
Aukash uses the basin for the magic font spell that the say. Instead they simply protect the city’s wizards as best
Shadow Tree bestows on him daily. He pours clear water they can – Preserver wizards, anyway.
down the trunk, purifying it by the time it reaches the More than any other Alliance, Nibenay’s opposes
basin. The basin holds up to 20 vials, but he seldom uses defilers with a genuine passion. Elsewhere, Alliances
that much. Aukash uses the incense for the divination regard defilers as competitors or troublemakers. Here, it
spells that the Tree grants him. regards defilers as an offense against the universe. The
In a loose patch of earth beneath the scrying basin Nibenese Alliance espouses that rarest of commodities on
Aukash has buried a leather pouch containing a dozen Athas, idealism.
carved wands of baobab wood, each six inches long and In its cause the Alliance employs (or tries to employ)
inlaid with small gems. He uses these non-magical tokens an ancient spiritual force called the zwuun. This being
in the augury spells he gains from the Shadow Tree. resides in the hot springs outside the city. Alliance
members never feel certain of their success when enlisting
The Walls this fickle creature. The red sun shines on Nibenay as
Scrawled writing covers the walls from waist level to as strongly as anywhere, yet shadow shrouds the results of
high as Aukash can reach. He studies this barely legible many actions.
mess each day to “learn” the clerical spells he unknowingly
gains through meditation or from the Shadow Tree. Much History
of this foretells the days of glory when the Shadow Tree Nibenay’s Alliance chapter, probably the third founded
will cause all Athas to bloom. in the Tyr Region (after Tyr and Urik), started 300 to
350 years ago, about a king’s age after Tyr’s. Its founder,
Aukush’s Chamber Khmal Langgan, apparently received his early magical
Because prolonged contact with the Shadow Tree training as a defiler within the Shadow King’s massive
exhausts Aukash, the wizard usually lives and sleeps in temple complex. In his youth he escaped (some say the
a small (15’ diameter) adjacent cavern. He has cast a templars expelled him), and he gave up defiling magic
light spell on an ordinary wooden globe that he can cover for good.
when he sleeps. The clean, bare room contains only a Khmal travelled the land, started over studying magic
straw sleeping mat, a water basin, a clothing hamper, and with a preserver in Tyr, and learned of the Alliance.
routine necessities. Returning to Nibenay under an assumed name, he
Here Aukash hides his spellbook, in a wall cranny started a chapter there. He apparently confided something
concealed by illusionary wall and by misdirection to delay important to his fellow Council members about the
detection. Unlike most Athasian spellbooks, Aukash’s Shadow King’s activities. However, he instructed them

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to let this information die with him, and they did so. circumstances allow.
Now, evidently, no one survives who knows what Khmal
found about Nibenay’s activities, nor has anyone found Leadership
a remnant of his copious records about his days as a
defiler in Naggaramakam. Unfortunately, Khamal died Thagya Phon: Thagya’s hatred of defilers borders on
before confiding to his Alliance comrades the location of obsession, but no one knows the real reason why. Until
his records, said to include a detailed floor plan of the recently, he succumbed to depressions that arose from his
sorcerer-king’s palace complex. wife’s betrayal. Thagya compulsively dwelt on the memory
The Nibenese Alliance developed its particular hatred of his wife in the arms of a defiler. Could he have
of defilers when Thagya Phon rose to the leadership prevented their union? Avoided driving her away to the
about 20 years ago. Even then, he did not notably oppose accursed defiler? Could he rekindle their relationship?
defilers until after he returned from a desert sojourn In time, Thagya escaped the spiral of depression and
with his family, some two years after that. On the trip a accepted the loss of his wife. To this day, he maintains that
defiler’s tribe attacked them, he said, and killed his wife. a defiler murdered her. He will never publicly acknowledge
Since then, the society has achieved significant success in that she has chosen a new life as an apprentice defiler. If
its crusade. No one in the Alliance suspects that Thagya any of his comrades suspect the truth, they respect Thagya
Phon has distorted the events of that trip. too much to confront him.
Except for Alliance business, he seldom leaves the
Alliance’s underground headquarters. He avoids close
Contacting The Alliance relationships with others, keeping even his trusted advisors
The dance festivals offer a way ti be introduced to at arm’s length. A loyal halfling, Horga-at-Horg, provides
the Alliance. The society always has several members in his only real companionship. His interests include not only
attendance, observing the defilers who cast the illusions. magic, but military history, engineering, and mathematics.
A courageous person could cast a visible spell, then Thagya finds solace in nature, and his compassion for
(try to) get away before the mob attacks or the defilers animals nearly equals his contempt for defilers.
capture him. The Alliance would likely follow or shelter A gleaming obsidian pedestal rises from the floor of
the person. Thagya’s spartan quarters. “That pedestal,” he explains
Otherwise they could try to observe someone at the grimly to new initiates, “awaits the head of the sorcerer-
festival who shows perhaps too much interest in the king.”
defilers. Then a discreet inquiry or recognition sign may Years of depression have taken their toll on Thagya.
produce results. Stooped, haggard, and pasty fleshed, he looks more like
80 than his true age of 54. One eye remains permanently
Inititation dilated (the result of an injury), giving him an unsettling
gaze.
In the last decade the Alliance has asked candidates Personal hygiene ranks low on Thagya’s list of priorities.
for initiation to sneak into a powerful defiler’s home. The He seldom bathes, his clothes hang on him like rags, his
society has located almost all of them, but it stays a safe beard grows in shaggy strands, and dirt cakes his long
distance away. The candidate must appropriate a magical fingernails. Horga-at-Horg urges him to take better care
item or other valuable items. of himself, but Thagya dismisses manicures, shaving, and
Less potent candidates who require a less stringent similar activities as a waste of valuable time.
assignment should try to find a templar from Naggaramakam
and learn something, anything, about its always-secret Horga-at-Horg: About five years ago, Horga-at-Horg
activities. The candidate who returns new information to wandered into the forests near the Plain of Burning
a contact may expect acceptance as soon as the Council Water and spotted a plump bird perched high in a
can confirm the report – a matter of hours or weeks, as tree. Horga climbed the tree, but as she reached for the

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bird, she plummeted to the ground, breaking her leg. On She prefers not to wear shoes or sandals; thick calluses
one of his rare sojourns outside Alliance headquarters, protect her feet.
Thagya discovered the moaning Horga, helped her back
to the headquarters, and nursed her back to health. In Headquarters
the process, Horga developed a strong admiration for
the stranger, which soon grew to a deep affection. Horga The Alliance’s headquarters lies beneath an area of
asked to remain with Thagya, volunteering to serve as rolling hills about a half-mile north of the city, adjacent
his bodyguard and companion. Perhaps because of an to the Plain of Burning Water. An opening five feet
aching loneliness, Thagya accepted Horga’s offer. Soon wide at the base of a weed-covered hill leads to the
they became fast friends-but she never explained why she headquarters. The zwuun frequents the waters near the
left the Forest Ridge. opening, intrigued by the comings and goings of Alliance
Horga’s loyalty to Thagya knows no bounds. She protects members. The sudden appearance of the zwuun often
him from danger, reminds him of his appointments, and startles visitors. It rises in a swirl from the water’s surface,
chastises him for going too long without rest. Horga peers intently with its multiple faces, then disappears in
understands little of the Alliance’s goals and cares less, a cloud of mist.
but she devotes herself tirelessly to the cause; the enemies The opening leads to a low-ceilinged cavern. A shallow
of Thagya are her enemies. A ravenous appetite remains pool of still water, fed by underground streams, fills most
her only vice; she devours anything even remotely edible, of the floor. Bones of rabbits, birds, and other creatures
and sulks when Thagya refuses to let her feast on defeated litter the narrow shore surrounding the pool. The water
enemies. emits the faint aroma of lemons, but otherwise appears
Horga’s pock-marked face and bulky body give her a normal. However, Thagya has poisoned the pool with
monstrous appearance, sharply contrasting with her kind a mixture of salts to discourage trespassers. A filter in
blue eyes. A smock of lizard hide covers her tanned skin. the stream that feeds the pool keeps the poison from

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spreading throughout the water system. Moth Hatchery


Glowing isha moths cover the walls of this cavern,
Horga-at-Horg’s quarters packed so densely that their light burns the eyes. The
East of the entrance cavern, Horga-at-Horg serves as moths spin silken webs like spiders, making nests for their
the guardian of the headquarters. She frightens away eggs. The nests hang from the ceiling like heavy curtains.
or murders trespassers who aren’t discouraged by the Shallow pits dug in the floor hold fungus and fresh water
poisonous pool. If the trespassers appear formidable, for the moths.
Horga secretly escapes through the emergency passage
that links her quarters with the main chamber and warns Workshop
the Council. Horga eats small animals that die drinking Storage shelves packed with beakers and canisters, long
from the pool; an antidote supplied by Thagya guarantees wooden lab benches, and towering stacks of scrolls fill
Horga’s immunity to the poison. this cavern. Thagya and his aides use it for magical and
A large boulder against the north wall conceals a narrow scientific research.
passage that slopes gently into the earth for about 20 Thagya’s current project involves an intriguing
yards, opening into the main chamber of the headquarters. application of the isha moth webs. Thagya discovered
that soaking the webs in a solution of salts and herbs
The Main Chamber makes them waterproof and elastic, capable of being sewn
Here general Alliance meetings take place. Many alcoves into airtight balloons. Thagya envisions immense hot air
and ledges serve as storage areas and sleeping platforms balloons made from the treated webs. Carrying baskets
for guests. A clear pool provides a source of fresh water. of passengers, the balloons would make aerial assaults
Long stalactites hang from the ceiling, and trimmed and against the sorcerer-king’s palace.
sanded stalagmites form crude but comfortable seats. Though he has prepared enough webs to manufacture a
A soft yellow light bathes the entire chamber, courtesy large balloon, Thagya has yet to find a suitable mechanism
of the thousands of isha moths clinging to the ceiling. to direct airborne movement. Nor has he come up with
The subterranean isha moths co-exist peacefully with the an altitude unit to let the passengers control how high the
Alliance. The moths share their natural fluorescence, and balloon rises. Research continues.
the members grow and harvest a special fungus to feed
the moths and keep them healthy. Fungus Farm
A broad crevasse snakes across the floor of the east Long troughs cut into the cavern floor hold abundant
end of the main chamber. Instead of filling it in, Thagya clusters of greenish fungus. Thagya’s aides monitor the
ordered the crevasse covered with a lattice of branches fungus, adding fertilizer and other nutrients as needed.
and a layer of dirt spread across the top. Should intruders Harvested fungus fills wheeled storage bins, which aides
invade the chamber, the Alliance members try to maneuver push to the hatchery to feed the moths.
them into the crevasse, where they drop 30 feet and land
on sharp stones. Storeroom
A network of passages links the main chamber with
several smaller caverns, each with a designated purpose: This room holds poisonous salts for the entry cavern
pool, antidote wafers for the poison, dried foods, medicines,
Thagya’s Quarters and weapons.
This sparse room contains only a floor mat, several Dormitory
storage pots with Thagya’s spellbook (actually a disordered
pile of non-magical scrolls), and the dusty obsidian Alliance members and their guests use the many bunk
pedestal intended for Nibenay’s head. beds here. Some mischievous members have carved an
unflattering caricature of the Priest Child Siemhouk in

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the wall. For amusement, they conduct mock tributes in arrival of Nanda Shatri, a determined, visionary Offspring
her “honor.” who promised a new direction for the Alliance, one that
stressed long-term goals and careful planning. The new
Infirmary Alliance, she pledged, would prize intellectual talents as
This cavern contains beds with soft mattresses-of well as magical skills. Under this sensible and inspiring
feathers and moth wings. The ailing and the wounded woman, the ranks of the Alliance soon swelled.
recover here. A staff of trained aides, including clerics Shatri made three fundamental changes in the Raam
with healing magic, attend to patients’ needs around the Alliance. First, she has organized the chapter into a rigid
clock. Both members and animals receive equal care. chain of command, with Shatri herself as Commander.
Current patients include an immature kank with a Just below her, two aides of equal authority, the Sub-
cracked exoskeleton, an erdlu with a chronic indigestion, Commander and the Secretary, have responsibility for
and an abandoned mekillot egg which the staff is administration and general counsel. Shatri divided the
attempting to hatch. Healers scatter the bones of animals city into four sectors, each with an overseer called the
that don’t recover on the shores of the poison pool, in the Sectorate. Each Sectorate commands five officers, in charge
entry cavern, to intimidate intruders. of Research, Security, Finance, Training, and Information.
In turn, each officer commands a varying number of
lieutenants.
Raam Second, Shatri cultivated contacts in every level of
the government, including the sorcerer-queen’s court, the
The Alliance in Raam negotiates a difficult middle army, and the templars. She used various techniques to
course between the Grand Vizier’s tyranny and the keep the informants in line; bribery proved far and away
anarchy that her rebellious nobles are creating. In this the most effective. Shatri also managed, by lining the
turbulent city, Alliance members have heavily infiltrated pockets of the proper authorities, to install a few Alliance
the mansabdars, the local constabulary and soldiers. members in key positions.
When the authorities apprehend a preserver, they quietly Finally, Shatri allocated the lion’s share of the Alliance’s
funnel the wizard into the Alliance. resources to spell research. Shatri hopes to develop spells
With this leverage, the chapter might act more that will make the Alliance invincible in a violent
aggressively than it does. However, Raam citizens have confrontation with the sorcerer-queen. More importantly,
never regarded mundane power as fashionable, outside Shatri wants to create a spell that will facilitate her
of Abalach-Re’s palatial court. The Alliance’s current transformation into an advanced being whose nature she
leaders (including, bizarrely, at least one elf) pursue more barely glimpses: avangion.
intellectual goals, notably spell research.
Junior members and visitors sometimes feel frustration
at their Council’s abstraction. The leaders may yet redeem Contacting The Alliance
themselves, if their current research bears fruit. Shatri has become increasingly fussy in accepting
candidates for the Alliance. She discourages direct contact;
History if she wants to meet someone, she arranges an encounter
herself. However, determined searchers who make subtle
For obscure reasons, the origin of Raam’s Alliance has inquiries around town eventually find a crematory on the
become linked with that of Gulg. Consult the Gulg entry city’s outskirts.
in this chapter for more information. The personnel at the crematory deny knowledge of the
For obscure reasons, the origin of Raam’s Alliance has Alliance, but if the questioner is persistent, Nanda Shatri
become linked with that of Gulg. Consult the Gulg entry offers a temporary position as a corpse hauler. Questioners
in this chapter for more information. who accept the position traipse around the city to pick
A new dawn for the Raam Alliance came with the up bodies for cremation, an awful job designed to test

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The Veiled Alliance

the candidate’s mettle. Shatri’s aides observer candidates the crematory, comfortably financed by its profits.
during this period. Following a discussion with her Sub- A few years ago, having gone as far as she thought
Commander and Secretary, Shatri may set up a meeting. possible in mastery of magic, Shatri discovered vague
references to a highly advanced creature called an
Initiation avangion. Investigating further, she found hints that she
herself might become such a creature. But the process
Induction into the lower ranks of the Alliance, typically required elaborate preparations, extensive time and
as a lieutenant in the Security or Research Office, requires resources – more importantly. She needed to cultivate the
a routine test of courage and ability, involving a quest for ways of the mind. Only a psionically tuned mind could
an unusual spell component or exposing the identity of handle the vast magical energies that the transformation
previously unknown kuotagha. required.
Those wishing to rise in the ranks must bring Shatri With typical resolve and secrecy Shatri abandoned
a spell that neither she, the Sub-Commander, nor the development of her consummate magical skills and, at
Secretary have ever seen before. Candidates may find such age 53, joined a class of seven-year-old noble children at
a spell through diligent research, in an unexplored ruin, a psionics academy, as they fumblingly began their studies
or through purchase from a wizard with no connection to in the way of the mind. Happily, Shatri progressed well,
the Alliance. and now she takes day-long personal lessons from the
Alliance’s powerful psionicist auxiliaries
Leadership Meanwhile. Shatri has set the Alliance researching
Nanda Shatri: An outcaste but supportive family of avangion transformation spells night and day. They hardly
palace servants adopted the 177th daughter of Abalach- understand what they search for, but they follow her with
Re. Nanda Shatri grew into a determined and resourceful ardent devotion. They race against the chaos that must
young woman. She traveled to many villages outside surely envelop Raam soon.
Raam, where her lowly caste held no meaning. Earning She is in her late fifties, small and heavy-set, with
a fair amount of money through many enterprises, she unusual poise. Shatri maintains a shabby appearance,
invested it in the finest teachers of magic she could find, appropriate for an outcaste. She wears ragged brown
gradually becoming a mage of formidable skill. smocks and scuffed sandals, tying her stringy gray hair
Following the death of her adoptive parents, Shatri into a waist-length pony tail. She has sparkling green eyes,
returned to Raam and boldly requested an audience with a knowing grin, and a contralto voice almost as deep as
the sorcerer-queen. Intrigued by Shatri’s audacity, the a mans.
sorcerer-queen set up a meeting. Much to the sorcerer-
queen’s surprise, Shatri requested authority over the city’s Kalihana of the Ormul: Born to elven merchant parents
crematory. “I was raised by outcastes and have the soul in Raam’s vizier caste, Kalihana grew up discontented
of an outcaste, despite my heritage,” Shatri said. “I feel with city life and finally ran away to join a nomadic elven
no shame in seeking an outcaste’s job.” Shatri asked only tribe. Life in the desert proved more difficult than he’d
that she be allowed to run the crematory as she saw fit imagined. After a year of sandstorms, belgoi attacks, and
and keep whatever money she could earn. The sorcerer- too much kank nectar, Kalihana retreated to Raam.
queen quickly agreed, happy to delegate the distasteful However, during his desert sojourn, Kalihana had
but necessary operation to someone of competence. befriended a preserver and had secretly begun study
Within weeks after assuming control of the crematory, of the magical arts. Back in Raam, he contacted the
Shatri turned it into a profitable enterprise. More Alliance. For the last six decades he has continued study,
importantly, the crematory became a base for the Raai seeking greater command of magic and all known lore of
Alliance, of which Shatri had recently become leader. For magical items.
the last 20 years the Alliance operated undetected from It has fallen to Kalihana to lead the Alliance as Nanda
Shatri’s Sub-Commander while Shatri pursues her distant

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goal. Kalihana only vaguely knows her purpose, but he citizenry and the government leave Shatri to her own
pleasantly accepts it as a sign of typical human insanity. devices, inspecting the crematory only rarely. Consequently,
Kalihana has a lean frame, spindly arms and legs, a it makes an ideal location for the headquarters of the
pointed chin, and narrow gray eyes. He prides himself in Raam Alliance. Thanks to Shatri’s shrewd business sense,
his appearance and primps before a mirror until every the crematory turns a profit that fills the Alliance treasury.
hair on his head lies perfectly in place. He wears stylish Two small buildings stand adjacent to the crematory
shirts and trousers made from the finest material he can on either side. The west building, a one-room shack
afford. with brick walls and a thatched roof, serves as Shatri’s
private quarters. It contains only a sleeping cot, a shelf
Headquarters for personal items, and a small desk with a rickety chair.
The ramshackle structure and modest furnishings give the
Exterior Just beyond the western wall of the city stands impression of poverty, an impression Shatri intentionally
an imposing granite structure, its walls windowless and cultivates to discourage the interest of nosy officials.
featureless except for a set of double doors on the south The east building houses a pottery shop, staffed by three
side. A cylindrical brick chimney rising from the back Alliance members who manufacture and sell funerary
of the building constantly belches spirals of thick black urns. The back section of the building contains potters’
smoke. The dead of Raam make their last stop here, at wheels, barrels of clay, and other equipment. The front
the city’s crematory. section, the only part of the entire complex that anyone
The outcaste Offspring, Nanda Shatri, operates the other than an outcaste dares enter, displays the wares for
crematory, and has for nearly three decades. No citizen sale.
in Raam has more job security than Shatri, for few would
perform the service for any amount of money. Both the Interior

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The Veiled Alliance

Subdued torchlight illuminates the polished granite Library


walls of the entryway. Two huge memorial chambers open Neat stacks of scrolls fill this room, sorted by author and
on either side of the entryway. Hundreds of filled urns subject. For easy reference, lists of the general contents
line their wooden shelves from floor to ceiling. A ceramic of the stacks cover the walls. The scrolls include research
plaque secured to the shelf below each urn identifies the data, personal information about the sorcerer-queen and
remains. her aides, maps of other cities, and reference material.
Shatri charges a modest monthly maintenance fee to
store the urns. Should a family miss payment for three Storage
consecutive months, Shatri sends word that they have 30
days in which to claim the urn and remove it from the Emergency rations, weapons, clothes for disguises, and
chamber. If the family fails to remove it, Shatri empties spare lab equipment.
and returns the urn to the pottery shop for resale.
Eight small meditation rooms supposedly serve friends Conference room
and relatives visiting the crematory. In theory, visitors take This small room contains only table and a few chairs,
urns from the memorial chamber into these private rooms, used by the Sectorates for planning sessions.
which contain candles and benches. City laws require
these rooms, but in practice, no one but outcastes ever Infirmary
use them, for fear of pollution. Shatri and the Alliance A recovery area for sick and injured members, also
sometimes appropriate them for the society’s business. occasionally used as a guest room.
North of Shatri’s office lies the workroom where Shatri
and her aides process and cremate bodies. The cremation Research laboratory
chamber consists of three cylindrical iron ovens and two
small alcoves. One stores coal for the furnace; the other Shatri and her assistants use this sophisticated laboratory
contains a pit to hold excess ash. (Shatri sells the ash to conduct magical research. It holds equipment and
to farmers for fertilizer.) All three ovens share a common supplies for researching both magical items and spells.
chimney. Stacks of scrolls, comprising the spell research library, line
long shelves against the walls. Tables and shelves hold
Secret Chambers test tubes, burners, beakers, potions, and herbs.
The center oven serves as a tunnel leading to a
nonfunctional furnace with a trap door in the center.
The trap door opens to a stairway leading down to the
Urik
Alliance ‘s secret headquarters. These rooms include: Templars in Urik teach the citizens their sorcerer-king’s
approved doctrine of order and of change. These abstract
Meeting Room principles underlie all of existence, the doctrine says.
Order means death or stultifying misery, whereas change
A Security lieutenant always sits at desk at the bottom liberates vitality. Hamanu, the Mighty King, clearly has
of the stairway, noting the comings and goings of Alliance high ambitions to create change throughout the Tyr
members. The-lieutenant ‘s meticulous records tell Shatri Region.
the whereabouts of all high-ranking members at any time. The Alliance in Urik concerns itself with change of a
The meeting room contains several comfortable chairs, different kind: overthrowing the king. However, Hamanu’s
a roster of the members’ code-names and their current powerful army makes this unlikely. Furthermore, the
assignments on one wall, and a detailed map of the city Alliance’s longtime leader has vanished mysteriously,
on another. leaving two rival Council factions to struggle for the
society’s leadership.

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History Observatory (home of a dowdy and doddering old diviner


named Thassaphar), or in the Potter’s Court, the nominal
Urik’s Alliance chapter almost certainly arose soon headquarters.
after Tyr’s. By ill chance Kalak identified one of Averil’s Actually the characters contact only one of the two
original seven Council members in Tyr, a summoner factions, and they can’t control which one! This becomes
named Vintalus. Warned by his familiar, Vintalus fled important when they choose a side, for they automatically
the city moments before the guard patrol destroyed his make enemies in the other faction. The player characters
hide-a-way. He took refuge with friends in Urik, instructed can encounter either faction; choose the faction they meet
them in magic, and slowly built a Urikite Alliance. according to the needs of the story.
The chapter’s eventful history in the four or five
centuries since encompasses unusual highs and lows. Magical Pots
Popular legend tells of a “wizards’ war” some time in the
foil owing century, when the open desert between Tyr and Three Alliance members work among Urik’s potters.
Urik flamed in the night with magical lights. The next Acting on Council instructions, these wizards cast
morning, investigators found bones, splotches of odd fluid, magic mouth spells on bricks and pots, or sometimes
fused black glass, uncanny crawling things, and other on the government’s message tablets. The spells convey
evidence of wizardry. information to other members.
This battle marks the only direct conflict recorded Every pot with a message carries a symbolic pair of lips
between Alliance chapters. Fragmentary records indicate worked into its design, either embossed or painted. A
that one society wished to unite with (that is, gain control second symbol represents one Alliance cell; each cell has
of) the other. Even at this late date, each society blames its own symbol, such as a dotted square, a candle flame,
the other for the aggression. In the event, both sides lost or a cat’s eye. After completing the pot and casting the
and retreated, not unlike the recent conflict between Tyr magic mouth spell, the wizard carries it to the marketplace,
and Urik following Kalak’s death. Both Alliances grew where one of several merchants (all auxiliary members)
perilously weak for a generation, and no Alliance has puts it on sale at a ruinously high price.
tried to control another city’s chapter since that time. A cell member who sees this pot for sale offers a price
When the Urik Alliance returned to strength in the containing an agreed-upon password – for instance, “This
following centuries, Hamanu learned of its power and pot looks likely to crack around the rim, but it looks
hunted its members mercilessly. He made repeated worth a ceramic piece.” The merchant then sells the
inroads against them, and the last incursion fragmented pot to the member, though both may put on a show of
the society for many years. Decades ago, a great preserver haggling, if observers notice. The member carries away the
named Morlak finally restored the Alliance, and under pot to a safe place and speaks the keyword to activate the
his leadership the chapter has taken particular interest in spell. Each cell has a unique keyword that always activates
overthrowing the sorcerer-king. the messages for that cell. The pair of lips animates and
Unfortunately, Morlak recently disappeared without a speaks the message. Then the member passes along the
trace and without a successor. The squabble over the information at the next meeting.
chapter’s new leadership and direction has led to a new Myrmeleon infiltrators sometimes argue that the
fragmenting – two rival factions. Player characters who Alliance should use the spells to foment unrest among
arrive in Urik encounter not one, but two Alliances. the citizenry. For example, the spell should activate when
anyone approaches, speaking words such as “Hamanu
must fall!” This plan, of course, would implicate the
Contacting The Alliance potters’ guild, which has heretofore escaped connection
Visitors and novice wizards know nothing of the recent with wizardry.
split. So far as they know, they’re simply contacting the
Urik Alliance, whether in a tavern, marketplace, at the

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The Veiled Alliance

Inititation worse, asks a stranger to care for the pot, fails the test.
Should the candidate wait patiently at the location for the
Though other chapters like to offer initiations based specified individual to arrive, the tester sends a different
on breaking into the sorcerer-king’s palace, in Urik this person who does not fit the description given. This new
presents little challenge. Destiny’s Kingdom covers a vast person tries to convince the candidate that the Alliance
area, and the guards cannot hope to protect every foot of sent him. A candidate who refuses to hand over the pot
its wall. An intruder can walk almost openly inside the passes the first part of the initiation. A successful Green
compound without expecting to see a patrol. Test ensures acceptance by the faction.
Instead, each Alliance faction has adopted alternate
initiations designed to evaluate a candidate’s integrity. The Tests in Practice
Leoricius’s Faction Failure to join one faction actually increases the
candidate’s chances in the other. Also, each faction
The candidate stands before Leoricius and a cadre of competes strongly for the allegiance of members, or
his trusted aides, or before a cell contact, and answers potential members. So a contact may coach the player
questions. Typical questions include, “If magic brought characters before the initiation, saying, “We prize lucidity
this plight on our world, should we not, for morality, of thought,” or “Don’t trust everyone you see in Potter’s
outlaw magic altogether?” and “Should a wizard devote Court.” Better this, they reason, than letting potential
most of his energies to improving his own skills or members get away to the rival
should he concentrate on devising ways to help others?”
Leoricius has no right or wrong answers; he wants to see
the candidate ‘s ability to reason. All too often he hears Leadership
the worst possible answer, “I don’t know.” Morlak: Morlak assumed leadership of the fractured
Finally Leoricius gives the candidate a small flask of Alliance in the wake of the “Week of the Red Hood,” an
water, then leads him to a dying plant. “Assume this intensive seven-day sweep of the city by a vicious security
is your entire ration of water for the day,” he tells the force hand-picked by the sorcerer-king. The soldiers, their
candidate. “Would you use it to revive this plant, or would faces concealed by red hoods, ferreted out members of the
you save the water for yourself?” Ideally the candidate Alliance and slaughtered them on the spot, killing dozens.
saves the water for himself. (“Even now, plants outnumber Outraged, Morlak organized an underground network to
strong men and women.”) hide the survivors. For some time after the Week of the
However, a candidate who answers in the “wrong” has Red Hood, Hamanu believed he had wiped out the
the opportunity to defend his answer. A well-reasoned Alliance. In fact, two dozen members hid in safe houses
defense carries the same weight as the “right” answer. throughout the city. When they emerged, they proclaimed
Morlak the new leader of the revitalized Alliance.
Thania’s Faction Their confidence lay in Morlak’s inspiring demeanor,
Initiation here involves a simple task, compounded by compassion, and careful decisions rather than in his
an unexpected problem that tests the candidate’s ability background. Morlak had no close friends and kept his
to think quickly. For instance, the candidate may receive upbringing and personal life secret. He said only that he
a pot inscribed with a pair of lips, with instructions to take had misspent his life as a withdrawn scholar before he
it to Potters’ Court and give it to a particular individual, joined the Alliance. “I knew first-hand of Hamanu’s plan
whom the Alliance tester describes in detail. to destroy the Alliance,” he said cryptically. “Yet I did
Unknown to the candidate, no such individual will nothing. The blood of our brethren stains my hands as
appear. Instead, an aide follows the candidate and much as it does Hamanu’s.”
observes how he handles the situation. A candidate who Morlak seldom asked others for advice. A smile only
leaves the pot unattended in the designated location, or rarely creased his face, yet he seemed to find pleasure in
the oddest things. He would watch in fascination as an

107
The Veiled Alliance

ant struggled to drag a crumb to its hill, or study the denounced Leoricius and his followers.
edges of leaves for hours. Faced with a difficult decision, The members who stayed with Leoricius hold him in
Morlak ascends to the sum mit of a high hill where he high regard, impressed with his magic abilities. Leoricius
spends the rest of the day alone, in thought. specializes in combat. He developed a single-minded
During such a period of meditation, Morlak devotion to Invocation and Evocation spells in his early
disappeared. One morning he walked to the hilltop and years as a sorcerer’s apprentice.
settled comfortably on a bed of weeds, just as he had In his late 30s, he looks younger; he is of medium height,
done countless times before. When his bodyguard, the has a strong build, curled brown hair and beard; flaring
trusted Leoricius, returned for him at sunset, Morlak had eyebrows and intent gaze; blue eyes. He has a strong
vanished. To date, no clues regarding his disappearance baritone voice and carries himself regally; he frequently
have surfaced. Most in the Alliance fear the worst, though oils his smooth skin to give it a lustrous sheen. He wears
some suspect Morlak vanished for reasons of his own. baggy linen trousers and prefers to go bare chested – to
Gaunt and pale, with sunken eyes and thin lips, Morlak display his rock-hard muscles.
resembled a corpse as much as a healthy 50-year-old
man. He moved slowly and deliberately, speaking in low Lodo Gansky: Lodo served Morlak as aide and secretary,
tones, almost a whisper. He favored long white gowns that and he now serves Leoricius the same way. Over 40 years
covered most of his bony body. So heavy were the gowns ago the dwarf found his focus, “Help the Alliance leader,”
that most would find them unbearable in the heat of the when Morlak and several Council members saved his life.
day, yet Morlak showed no discomfort. By chance the young Lodo had been wandering by a
former Alliance headquarters just as Hamanu’s forces
Leoricius the Untameable: Leoricius supervised security discovered and assaulted it. Morlak and the rest drove
for Morlak. He a ways assigned at least two veteran off the attackers at great cost, and incidentally, Morlak
guards to Morlak wherever he went. One morning Morlak rescued Lodo from certain death at a half-giant guard’s
announced he would spend the day meditating atop a hands. The young dwarf, searching for a life purpose,
high hill outside the city. Leoricius dismissed the security resolved on the spot to help the Alliance in all things,
guards, taking that duty on himself. and in practice this amounted to helping Morlak.
While Morlak meditated, the bored Leoricius wandered With Morlak’s unexplained disappearance and the new
the area. He discovered a shallow valley occupied by factional dispute, Lodo endured a brief period of doubt (a
several sunbathing maidens. Leoricius concealed himself rare and shameful experience for a dwarf), then decided
behind a rock and watched the maidens for the rest of to choose a leader and stick by him. Leoricius does not
the day. At sunset, the maidens departed, and Leoricius measure up to Morlak in the dwarf servant’s eyes, for the
returned to Morlak’s hill. But Morlak had disappeared, Invoker does not have Morlak’s long perspective and wise
with no evidence of a struggle and no sign of a trail. management skills. Yet how much better a choice than
Leoricius blamed himself for Morlak’s disappearance. Thania – not only selfish and short-sighted, but an elf!
He vowed to take over the leader’s responsibilities, an Despite misgivings, Lodo still devotes all his energies to
action he felt sure would meet with Morlak’s approval. “I protecting his chosen leader and the Alliance cause. The
was closest to Morlak,” said Leoricius. “I knew him best. membership likes and respects him greatly.
He would want me to carry on his work.” With that, For a dwarf, Lodo appears rather thinly built, almost
Leoricius closed the subject. like a heavyset halfling. He wears a gray knee-length skirt
Many members of the Alliance, however, did not share with a white belt – commoners’ garb. No one ever sees
Leoricius’s assumption. They believed that the ambitious him without his heavy work gloves, a type well known
Leoricius had disposed of Morlak himself. Led by the among laborers in Urik.
half-elf Thania, they left the old headquarters in Three
Sisters Observatory to form their own faction in Potter’s Thania: The daughter of two healers, Thania received
Court. Leoricius denounced them as traitors; they likewise an extensive medical education as well as training in the

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The Veiled Alliance

magical arts. Her medical skills served the Alliance well named Rumirock, died in a mekillot accident, leaving
in the aftermath of the Week of the Red Hood. Thania Thania alone with their baby. Though Thania has so
risked her life on several occasions to tend to the wounded. far neglected neither the Alliance nor her son a growing
One time she single handedly drove off a continent of number of faction members wonder if her devotion to
ten Red Hoods to rescue an elderly and badly beaten Tasham will ultimately weaken her effectiveness as a
wizard. Her courage earned her Morlak’s admiration and leader. The sickly Tasham, who seems susceptible to
an honored position on the Alliance Council. endless afflictions, demands more and more of her time.
Following Morlak’s disappearance, Thania disagreed Thania has small black eyes, short silver hair, and small
sharply with Leoricius about the direction of the Alliance, ears pressed flat against her head. She wears a flowing
advocating patience and negotiation instead of violent white smock and long black scarf embroidered with red
confrontation. Leoricius dismissed her as a weakling. lace. At just over six feet tall, she presents an imposing
Thania responded by leaving the Alliance, taking with figure, offset by an easy smile and melodious voice.
her a large body of the membership who feared Leoricius’s
headstrong obsessions. Headquarters
Thania believes that Hamanu retains a strong grip
on power, at least compared to the late Kalak of Tyr or Council leaders originally met in the Three Sisters
Abalach-Re of Raam. Therefore she intends to lie low, Observatory. They found it ideal, for the sorcerer-king’s
executing covert actions to disrupt the status quo, but astronomers no longer used it, after the construction of
generally remaining out of sight until and unless a full- the more elaborate Royal Observatory on the opposite
scale citizens’ uprising occurs. side of the city.
To complicate matters, Thania must juggle her Alliance With the recent split, Leoricius (at Lodo’s urging) has
responsibilities with raising her infant son, a six-month- taken unofficial control of that headquarters. Thania’s
old named Tasham. The father of her child, a merchant faction has moved to a new location, a small shop in the

109
The Veiled Alliance

Potter’s Court. Each faction knows the other’s location, but Grounds
neither has yet contemplated any drastic, self-destructive Several statues representing some of Urik’s greatest
action such as attacking the rival stronghold or reporting astronomers circle the observatory. Near the east entry
its location to Hamanu. If tension escalates, Myrmeleon stands a modest guardhouse made of mud bricks, the
infiltrators may counsel these disastrous actions. domain of Thassaphar, an elderly diviner and friend of
the Alliance. When strangers approach the observatory,
The King’s Cup Thassaphar intercepts them, politely inquiring about their
Dozens of craft shops line Potter’s Court, ranging in intentions. He psionically transmits what he learns to an
size from spacious warehouses containing pottery of every Alliance member inside the observatory, via mindlink.
conceivable variety to small specialty stores featuring If the strangers look young, naive, or easily intimidated,
only a single product, such as eating utensils or storage Thassaphar impersonates a stern bureaucrat, demanding
jugs. One shop, the King’s Cup, specializes in drinking to know their birthdays, work history, and other personal
mugs, sparsely decorated but well-made and affordable for information. He stalls them while he meticulously writes
commoners. Located in a secluded corner of the court, down their every word.
the shop does a modest business. If the strangers look like representatives of the king
Inside the shop the visitor sees display racks, storage or other officials, Thassaphar peppers them with flattery
pots, and two potter’s wheels-one of which always seems (“Oh, such handsome sandals! Did you purchase them in
to be broken. The broken wheel stands on an frayed the city, or are you from out of town?”), groveling requests
mat bearing the symbol of two lips. The mat conceals a (“Look at the shape of this observatory. Surely, kind sirs,
stairway leading to a basement room that Thania’s faction someone as close to the king as you can pull some strings.
uses as a headquarters. You can get an audience with the king, can you not?”),
or friendly banter (“Military men I served myself, you
The Three Sisters Observatory know. Ever heard of General Johorequ?”). He tries to
Named for the three identical granite hills nearby, the learn as much as he can without arousing suspicion.
Three Sisters Observatory once functioned as the main
observatory for Hamanu’s royal astronomers. Since the First floor
construction of the Royal Observatory, the Three Sisters The eastern entrance opens to a large anteroom. A
now officially serves as a storage area for astronomical black and white ceramic mosaic of the constellations fills
records and equipment. most of the floor. Should anyone step on the mosaic, the
The observatory bears no resemblance to terrestrial pressure triggers a mechanical device in the Alliance’s
equivalents – no telescopes yet exist on Athas. Instead, the secret basement room, alerting them. Walking on the
two-story building offers observation balconies, oversized green ceramic borders of the constellation mosaic avoids
measuring devices, and a flat roof accessible by a staircase. activating the alarm. The Alliance has embedded similar
Leoricius’s faction meets in a hidden basement room. warning mosaics in the floors, just beneath the sealed
The observatory stands on a high hill known as Sunrise windows, in case an intruder dislodges the mortar trying
Point. It resembles a squat cylinder about 70 feet in to enter this way.
diameter and nearly 50 feet tall. Chips and scratches Most rooms on this floor originally served as conference
mar the obsidian walls, giving the appearance of decades and study chambers. After the construction of the Royal
of neglect. The Alliance has sealed most windows to Observatory, these rooms became storage areas. Some
discourage intruders, and it has also closed off the western now hold ancient records (mostly old and outdated
entrance with rubble. Candles, torches, and ceiling globes astronomical charts) or spare equipment (barrels of
imbued with continual light spells illuminate the interior. graphite for polishing lenses, stacks of blank papyrus
scrolls, and rulers of various lengths). One conceals the
secret weapons cache: knives, daggers, and blowguns.

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The north wall looks like solid brick, covered with a floor, as well as several private offices originally belonging
mural of the phases of the moons. By placing a hand on to the observatory’s one time resident scholars. Now that
the image of the waning moon, a visitor can open a secret the scholars have died or relocated to the new Royal
panel, revealing a stairway that leads to the Alliance’s Observatory, these offices contain desks, chairs, empty
basement headquarters. shelves, cabinets, and not much else.
The largest office belonged to a brilliant and eclectic
Basement researcher named Ubukez, whose interests included
The Alliance headquarters consist of a single room not only astronomy and mathematics, but medicine,
with tile floors and ceramic brick walls. One wall bears anthropology, and meteorology. About a century ago,
the etched names of Alliance members lost in the Week Ubukez wandered into the desert, presumably on a
of the Red Hood. Eachmeeting begins with members research project, and never returned. Most of his records
touching the wall and bowing their heads for a moment remain in his office. Alliance members have examined
of respectful silence. Ubukez’s records, but have found nothing of interest. An
A round wooden meeting table stands in the middle open skylight lets observers study the skies above.
of the room. A trapdoor beneath the table leads to an
escape tunnel that winds deep into the earth, opening in Roof
a weed field about 100 yards away. Obsidian tile covers the roof, except for the open
skylight that serves as part of the second floor ceiling.
Second floor Reclining chairs enable astronomers to observe the stars
The second floor has storage areas like those on the first without straining their necks.

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Villages and Oases


belief that all thinking beings have a right to literacy.
When the House of Wavir appointed him to supervise
The Veiled Alliance maintains a strong presence in the their trading post at Altaruk some three decades ago, he
trading outpost of Altaruk and a small contingent in the quietly began implementing his ideas. As long as the
slave village of Salt View. Urik’s mining village of Makla baiante sheets continue strong, the sponsoring merchants
usually bring in one or two preservers with every slave look the other way.
shipment, but these don’t live long enough to develop a Arisphistaneles is age 54. He wears Balican clothing,
useful support structure. No known members live in the the chiton and chlamys, and leather armor. He is of
villages of North and South Ledopolous, Ugo, or Walis. average height, muscular build, though paunchy, and bald
The many smaller towns that dot the desert landscape – in fact, completely hairless. Some speculate that the
may include one or two citizens who know the society’s Captain must have dwarf blood in his past. However, a
recognition signals, but these owe allegiance to no chapter small proportion of Athasian humans have no natural
and make no reports to a council. No Alliance member body hair.
should rely on these contacts, who often prove only The Captain exploits this using his wild talent.
temporary. Arisphistaneles can change his facial features and
fingerprints, the shape of his hands, and so on. He can
grow webs between his fingers and toes, or point his ears.
Altaruk He sometimes uses the last trick to impersonate a mul, a
Only in this small village does the general populous handy disguise.
realize the distinction between preserving and defiling
magic. This has made life much easier for the Alliance. Salt View
A round the fortress walls grow tall pyracantha thorn
bushes. These provide some defense, but mainly they In contrast to nearby Altaruk, people in this boisterous
serve another function. Every guard on the battlements slave village hate wizards as much as other Athasians do.
knows of the Green Test. When any wizard asks entry, The uneducated, even savage residents form mobs and
the guard demands to see a cantrip or other spell. He lynch those even suspected of magical ability. Between
observes the thorn bushes closely during the spellcasting. lynchings, they spend their leisure time in an endless
If they survive, the guard allows the wizard in. Otherwise cycle of gambling, drinking, and brawling. For a change
he sounds the alarm. of pace they stage cruel animal fights, more ruthless than
Of course, a crafty defiler can easily foil this crude those in any city-state’s arena.
test, but its very existence shows that attitudes in Altaruk
differ greatly from the rest of the region. Wizards at the Old Hildera: Citizens of Salt View know of only one
outpost thank the one person responsible for this. wizard , an aged woman who once lived in Tyr as an
Alliance apprentice. But many decades ago, someone
Arisphistaneles: Born to cruel slave parents in Balic, discovered her powers and her teacher had to smuggle her
Arisphistaneles ran away at the age of 10. He promptly out of the city ahead of an angry mob. He sat her up
fell into trouble with a templar, but a passing wizard in this distant village, where she cleans shacks and tents
rescued the boy and adopted him. Arisphistaneles using cantrips and unseen servant spells. In the decades
developed intense admiration for magic, but little talent since she came here, she has never found anyone who
for spellcasting. Still, he joined the Alliance in Balic and could instruct her further in magic.
served it loyally. Because of her gentle nature and low prices, the villagers
His real talents lay in business. After managing his tolerate her, though no one will appear in public with her.
adoptive fathers’ affairs, the youth joined the merchant Desperately lonely, she has Begun instructing a few village
house of Wavir and rose rapidly in the firm. He never lost children in minor magic. Should the adults discover this,
his commitment to magic, though, nor an accompanying they would instantly hang her.

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The Veiled Alliance

travellers to any Council member who asks. He enjoys


Phriantus: A Balikan defiler who once served talking with visitors and would gladly reveal his abilities
Andropinis. He plundered one of the king’s most advanced to another preserver.
spellbooks and several devices that hid him from magical
or psionic pursuit. He fled Balic and reached Salt View Lost Oasis
before discovery of the theft. None in Salt View are aware
of his magical abilities. Lionus: Many years ago one Lionus, an invoker from
Since then Andropinis has slain more than a dozen Balic, discovered ancient scrolls relating to the early
templars, by way of encouraging the survivors to hunt history of the dragon and the sorcerer-kings. He never
Phriantus more aggressively. But Phriantus has changed told anyone what he found, but he left shortly after and
his appearance, aura, profession, and habits, while he took up residence at this oasis, near the ruins of Kalidnay.
waits out the king’s wrath and studies the spellbook. It The old hermit has explored the ruins ever since, growing
holds spells that far outstrip his ability – nothing less riper and hairier with each season.
than psionic enchantments, the most advanced magic on Despite a lack of results and numerous close calls with
Athas. death, Lionus still believes the destroyed city holds some
powerful secret. He tells visitors, with some excitement
if not coherence, his theory that the dragon destroyed
Grak’s Pool the city. “The sorcerer-king here tried t’ do somethin’...
Grak the half-elf employs many mercenaries, including against the dragon, maybe... dunno. Tried t’ kill a whole
one preserver-his own brother, Regg. The two stick by lot o’ folks. Maybe some kind o’ folks we never heard of.
each other in a world that mistrusts them both. Dunno why. You help me explore, I just know we’ll find
somethin’.”
Regg: A diviner who spends most of his days studying Lionus has explored some of the extensive ruins and
magic, sometimes via psionic communication with Alliance thinks he may have befriended the local druid, the
wizards in distant cities. In this way he learned the thri-keen Darwadala. Though not quite crazy, the old
Alliance recognition signals. Out of boredom, rather than wizard ha had little social contact for decades and barely
treachery, Regg passes reports of interesting or suspicious resembles his old Alliance associates.

113
Psionic
Organisations

Psionic Organisations
Hundreds of psionic organizations are scattered Iphignea is a cold. calculating person who shows little
throughout the Tyr region. Each city hosts schools of all
emotion. She polices her campus to make sure that the
sizes, Villichi communities lie hidden in the deserts. and dictator’s templars will not have an excuse to do it for
ancient brotherhoods unite masters from across the land. her. Iphignea is likely to turn in fugitives or troublemakers
Overshadowing all of these is the Order. a group so secret to preserve the university from the sorcerer-king’s anger.
that few know of its existence. However, she is no friend of Andropinis and will work to
frustrate his goals if she believes that the university will
not be endangered by her actions.
Balic
Balic is home to an excellent psionic university known
as the Cerebran. Andropinis, Dictator of Balic, believes Draj
that it is easier to keep track of the psionicists in his Tectuktitlay, sorcerer-king of Draj. is known for his
city if he sponsors a single training center. The people of intense interest in the Way. He personally supervises the
Balic are proud of their university and view it as a great House of the Mind, a psionic academy located in Two
accomplishment for their city. Moon City-the walled fortress in the heart of Draj. Every
The Cerebran is located on the outskirts of the city, by child with promise is taken to the House of the Mind
the shores of the Silt Estuary. It is an impressive collection and schooled by Tectuktitlay’s mindbenders.
of majestic marble buildings surrounded by groves of No one knows why the king takes such an interest in
olive trees. The masters of the university believe that the tutoring talented students. Some claim that the king is
tending of the groves aids young students in developing looking for a special and unique talent, others believe that
patience. the king wants to make his armies invincible by fielding
Andropinis allows the university to administer itself, more psionicists than other city-states, and a few whisper
and no templars or soldiers are stationed on its grounds. that Tectuktitlay is building a priesthood of mindbenders
This creates a seething hotbed of revoutionary ideas and or some dark purpose.
conspiracies. Unfortunately, the dictator has thoroughly Although Tectuktitlay devotes a good deal of time to
infiltrated the Cerebran with loyal spies who keep tabs on the school, he cannot be there constantly. The master of
the most disloyal. the House of the Mind is an aging psionicist known as
The Cerebran is led by an aging woman known as Ixtabai the Blind. He oversees the day-to-day operation
Iphignea, a powerful telepath referred to as the Speaker of the House and the routine instruction of the students.
of the Cerebran. Iphignea is not pleased by Andropinis’s Ixtabai is aided by two dozen lesser psionicists and several
rule, but she feels that the school will run better if the powerful Moon Priests.
dictator is not angered, so she cultivates an appearance More than 200 students are taught at the House of the
of loyalty. Mind, but only 15 or so have any real potential. These
The Cerebran currently enrolls more than 100 students, advanced students frequently receive personal instruction
but many are young patricians with little interest in the from Tectuktitlay, who trusts high-level training to no one
Way. else.
The House of the Mind is not a forgiving place.
Iphignea, Speaker of the Cerebran: Iphignea was The students are driven ruthlessly by the lesser masters,
raised in the noble family of Raxides and, like many of who seek to impress the higher masters by obtaining
her peers, was sent to the Cerebran to learn psionics at a results quickly. Students are often subjected to severe
young age. There, she proved to be unusually gifted. As a punishments for minor mistakes, and Tectuktitlay has
young woman she journeyed widely across the Tyr region been known to kill those who disappoint him.
and had many adventures before returning to Balic. She It is against the law to tutor a person in the Way
rejoined the Cerebran and eventually became its Speaker. outside of the House of the Mind. A few wandering

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Psionic Organisations

Gulg
masters can be found practicing their trade in secret in
the poorer hovels of the city, but no other psionic schools
exist. One of these masters, Tlotipec. is tied to the city’s The people of the Forest City are devoted to cultivating
Veiled Alliance and has accumulated several disciples psionicists. When a child shows psionic talent, he is
among the city’s slaves and criminals. brought to the Seers’ Dagada. Once inside, the child’s
family abandons him, and he assumes a new name among
Tlotipec the Wise: Tlotipec grew up as a merchant of the Seers. Unlike the brutal House of the Mind. the Seers’
House Tsalaxa and had no interest in psionics until he Dagada is patient and understanding. New students are
was forced to attend the House of the Mind. The difficult embraced as family members. Even students who fail to
regimen brought his latent powers to the surface. and master their powers remain, taking care of the physical
he emerged as a powerful teleporter. Tlotipec returned work that keeps the dagada running.
and used his skills on his family’s behalf for a time, but The leader is a psionicist named Agafari. Like the tree
recently left his house and struck out to work on his own. for which he is named, Agafari is tall and strong. with a
Tlotipec has turned his back on greed and slavery and deep and meditative nature. Although he disapproves of
works to make the world a better place. He has become the Forest Queen’s rule, he keeps his mouth shut. The
an important ally of the Veiled Alliance in Draj, and he oba would prefer a more malleable leader in the Seers’
is recruiting talented students from among the poor, the Dagada. but is satisfied with Agafari’s results.
criminal, and the enslaved. He hopes to lead a revolution The dagada numbers over 250 people. Half are failed
to depose Tectuktitlay. students, and one-quarter are young students. The rest
are psionicists of various levels. Many of these are gone

115
Psionic Organisations

for long periods of time, undertaking missions for the many close friends there and often visits them. He will
queen or journeying among the Seven Cities for their own not get involved in the day-to-day business of Ledopolus,
purposes. Gulg doesn’t bar students from going elsewhere. but if the village came under a serious attack. he would
but sending gifted children here is deeply ingrained in its help to defend it.
society. Psionicists who practice their skills outside of the
dagada are encouraged to live there.
Makla
Agafari, Leader of the Seer Dagada: The tall, Cradled in the fiery slopes of the Smoking Crown, a
dignified Agafari speaks rarely and carefully. Born in hidden monastery overlooks the Lake of Golden Dreams.
Gulg, he was raised as the son of a judaga. He did This is the home of an ancient society of psionicists known
not display his talents until late in his childhood, and as the Brotherhood of the Mind. The Brotherhood was
therefore remained with his father, learning forest lore long founded by a noble Nibenese psionicist named Liumakh
past the time when other psionic children are taken to almost 500 years ago.
the Seer’s Dagada. Agafari still retreats to the forest to Liumakh was a powerful telepath who dreamed of
meditate from time to time. unseating the Shadow King of Nibenay. He was convinced
Although he is only in his middle 40s, Agafari is that a sufficient gathering of psionic power could defeat
blessed with a preternatural wisdom. He is patient and the tyrant. Unfortunately, the Shadow King learned of his
observant, and he makes no decisions without careful plots, and he and his followers were forced to flee. At that
consideration. Agafari is beginning to realize that the oba time. Hamanu of Urik was feuding with Nibenay, and he
is nothing but a petty tyrant in disguise, and is giving gave them sanctuary.
thought to ways to oppose her rule. Liumakh and his followers constantly work to bring
down the Shadow King, but they’re never able to succeed.
Leodopolus In studying his enemy, Liumakh realized the nature of the
sorcerer-kings, and his secret order changed its goal to the
In the village of North Ledopolus lives one of the accumulation of raw power. He planned to destroy the
most powerful psionicists of the Tyr region – the dwarf sorcerer-kings and assume his role as the ruler of Athas.
Shardivan. Although he is growing old, Shardivan still Over the centuries, the Brotherhood’s importance has
accepts students. He guides a small school that flourishes fluctuated. Despite this, not one sorcerer-king has fallen to
in the village, though he is extremely selective in who he its plots. The Order closely watches the Brotherhood, but
agrees to teach. to date it has not achieved a level of power that would
Although no one in the village knows it, Shardivan is a require intervention. Hamanu of Urik pretends to ignore
member of the Order. He retired from active service after them, but he occasionally spies on the Brotherhood to see
the Dragon’s Crown incident, but still provides assistance what they are up to.
to passing members. Shardivan’s current focus is to train Currently, there are 12 members of the Brotherhood. For
his assistant, a half-elf named Terika, to take over the years, they have been engaged in a quest for ancient texts
school when he dies. of psionic enchantments. The Brotherhood is still led by
Liumakh, whose unending ambition for power continued
Shardivan: Shardivan is almost 250 years old, and he after his death. Liumakh’s followers are scattered across
is nearing the end of his life. He gave up adventuring the Tyr Region.
only a few short years ago and is enjoying retirement. He
spends his time working with promising students, trying Liumakh: Liumakh is an undead creature similar to a
to pass on what he has learned to the psionicists of yet ghost or spectre. Liumakh is immune to all mind-affecting
another generation. magic and can only be damaged magic weapons.
Although he no longer serves the Order, Shardivan has Liumakh is in search of more followers and will try

116
Psionic Organisations

to persuade any intruders in the monastery to join driven several students from the School of Augurs to the
his Brotherhood, particularly if they show any signs of city’s monasteries.
developed psionic abilities. If persuasion fails, Liumakh The city also maintains a psionic school within the
attempts to use his psionic abilities and Wisdom drain to walls of the Naggaramakam. The academy is part of the
coerce victims into following his orders. Chamber of Air, one of hierarchies that make up the
Nibenese government. The Chamber of Air is based in
the group of buildings known as the Temple of Thought.
Nibenay The head of the Temple of Thought is Siemhouk, the
Nibenay is home to a variety of schools. colleges, and High Priestess to the Shadow King.
circles. There are dozens of psionic schools in the city, Siemhouk is a young girl who stands at the right hand
ranging from tiny gatherings of four or five students in a of Nibenay himself. Despite her youth (she is only 14),
city park to powerful universities with scores of students. she is a powerful psionicist and high ranking templar.
Rivalry between the various institutions is intense. but Since her duties Teranya the Rain-bird often require her
violence almost never breaks out between the competing presence in the Shadow King’s court, she leaves the day-
factions. to-day administration of the psionic academy to a skilled
The largest university is the School of Augurs, a master named Chagrama.
powerful organization run by an enterprising dwarf master In recent years. Nibenay has seen revival in its ancient
named Djef. The school supplements its tuition income by monastic traditions. The monasteries of the Exalted Path
hiring out its students for telepathic message service and and Serene Bliss have grown in power and influence.
psychoportive parcel delivery. These services are expensive, Elemental clerics and psionicists have gravitated to them.
but reliable. Djef’s ambition and commercialism have The Exalted Path is especially attractive for psionicists.

117
Psionic Organisations

since the current abbot goes out of his way to recruit village’s principal instructors in the Way. She also accepts
young students of the mind. more advanced students from time to time. She strongly
The Exalted Path is led by Thong Nal, an ancient believes that the time has come for halflings to interact
cleric of air. Unfortunately, he has come under the psionic with the world outside the Forest Ridge, but her fellow
influence of Kayardi Drasad, a member of the Order tribespeople are not so quick to accept change.
posing as an acolyte. Drasad is using Nal to make the
Exalted Path monastery into a center for psionic learning
under the Order’s agenda. Raam
The ancient home of Tarandas’s first school, Raam
Ogo remains one of the leading cities for psionic research.
Dozens of small colleges, circles, and orders reside here.
The halfling village of Ogo is ruled by Urga-Zoltapl, an studying the works of Tarandas and expanding the
accomplished cleric and psionicist. Halflings prefer to pass knowledge of the Way. A number of these groups are little
on their wisdom in a single student-mentor relationship, more than misguided cults, but the largest organizations
but halfling psionicists tend to gather at Ogo. At any are making excellent progress.
moment, a number are there, exchanging ideas and The most prestigious psionic school in Raam, and
information. Most share their race’s values; strangers are possibly the entire Tyr region. is the Psiumarkh. This
enemies. non halflings risk their lives in the Forest Ridge. ancient school is descended directly from the order
Rarely, though, a visitor may win the halflings’ friendship founded by Tarandas herself more than 300 years ago.
by performing a great service to the forest. Some of these For centuries the masters of the Psiumarkh have carefully
forest-friends are psionicists who remain to study with the maintained a policy of strict neutrality, avoiding the petty
masters of Ogo. squabbles and intrigues of the city. This has allowed them
The most powerful psionicist in Ogo is Xaxachtel. to survive the civil wars and oppressive purges that have
A member of the Order, he monitors lesser halfling cycled through the city for decades.
psionicists. The halfling leaders have a fairly good idea of The Psiumarkh is currently led by a Grand Master
what the Order is and what it is up to, so Xaxachtel makes named Tierard, a wizened old man who sometimes is
no secret of his power or agenda. The most accessible distracted by strict adherence to propriety and form.
halfling psionic master is a young woman named Teranya, The masters of the various disciplines are beginning
a student of sorcery and the Way. Unlike many of her to maneuver for Tierard’s seat, which they believe will
people, she has adventured widely in the Tablelands and become vacant soon.
knows much of the other races. She enjoys exchanging Another school worth mentioning is the Yellow
news with travelers and has occasionally interceded with Monastery. The Yellow Monks form an order devoted
Urga-Zoltapl to spare adventurers or traders. to the development of telepathic powers. The Monastery
has a fair amount of influence in the city and is noted
Teranya the Rain-bird: Teranya is a cheerful and as a symbol of resistance to the rule of Abalach-Re.
curious halfling who is a cousin of Urga-Zoltapl, the The monks themselves are completely dedicated to a set
powerful chieftain of Ogo. She was raised to be a rain- of principles, including opposition to slavery, magic of
guardian, a halfling trained in both the Way and the any kind, and gladiatorial games. Students of the Yellow
arts of illusionary magic. Her insatiable curiosity drove Monastery almost always remain there to become monks
her to leave Ogo to explore the fascinating world around instead of moving on to different studies.
her. After many years of adventuring throughout the Tyr Some of the nobles of Raam are interested in psionics,
region, she decided to return to her homeland and report as well. The most noteworthy of these is Maraxes, a
her findings to her people. charismatic lord who has assembled a small court of
Teranya enjoys teaching children and is one of the mindbenders, clerics, and wizards around himself. Maraxes

118
Psionic Organisations

Tyr
claims to be opposed to Abalach-Re but he is secretly
under her command and acts as a magnet to attract
her enemies to one place. For now, the Great Vizier is The free city of Tyr is home to one major psionic
content to use Maraxes to gather information, but she school, the famous School of Thought, and a number of
may decide to destroy his followers the moment she deems lesser gatherings. The School of Thought is relatively new
they have become a real threat. to the city; it was founded only 30 years ago by the noble
Chessia. Before the School’s founding. almost all psionic
Maraxes, Lord of Darkara: Maraxes is a prominent training in Tyr was handled by individual masters who
noble who openly studies the Way. He is the leader of worked alone. Dozens of these masters still work in and
the Darkara family and can command the loyalty of three around the city.
or four lesser allied families. He was initially schooled While Chessia provides the funding to keep the school
in the prestigious Psionoramh, but left the college under open. she does not supervise it herself. The headmistress
mysterious circumstances 10 years ago. is a talented. enthusiastic woman named Sycia. She is
Maraxes is a handsome and charming fellow who well liked by faculty and students alike. Sycia is aided by
publicly denounces Abalach-Re’s rule and tries to bring two other masters, a half-elf named Fyrian Wynder and
other nobles into his opposition. Unfortunately, this is a a half-giant known as Crag of the Silt Islands. Advanced
charade. Maraxes is secretly loyal to the Great Vizier and students help out by giving basic lessons to beginning
reports to her frequently by mental contact. The Veiled students.
Alliance suspects his double-dealing and rejects his eager Sycia has not been the headmistress for long. Thanik
invitations. Arkos, the former headmaster, left only two years ago.
Thanik’s parting was quite unpleasant – he murdered one
of the other masters for a magical ring and disappeared.

119
Psionic Organisations

Urik
Thanik still lingers in Tyr, and has taken up the study
of defiling magic. He plans to make himself the next
sorcerer-king of the city. King Hamanu of Urik has issued standing orders to
The most prominent master outside the School of place any commoner or slave child who shows psionic
Thought is a battered old mul gladiator named Orosto. promise to Destiny’s Kingdom for training in the King’s
He lives in the city’s Warrens and tutors any who seek Academy. No other psionic schools are permitted to exist
him out, asking no tuition but that his students return within Urik. The brutal regimen of indoctrination and
the favor to another later on. The mul is supported by physical hardship proves to be too much for many of the
the locals of his neighborhood, and in return he watches students. Those who fail are returned to their families, but
over the area and keeps the peace. some never fully recover.
The children of templars, nobles, or merchants are
Orosto the Old: In the days before the Kalak’s fall‚ exempt from templar conscription and may be trained by
Orosto was an experienced slave gladiator whose career private tutors in their own homes. However, all practicing
had scarred him from head to toe. When Kalak was psionicists must register with the templars of the Bureau
killed. Orosto led the gladiators in a revolt against the of Security. In the city of Urik, they are required to shave
guards. Afterward. Orosto swore that he would never their skulls and mark their level of achievement with
fight for another’s entertainment again. and he turned forehead tattoos.
his attention to the study of the Way. Orosto uses his Although King’s Academy graduates aren’t required to
formidable mental and physical skills to protect the poor serve the state, a number enlist as templars or part of the
neighborhood he calls home, and he teaches any who city’s army. Psionicists are awarded officer rank in both
come to him. organizations and may be assigned as special agents or
aides to important commanders. For example, the High
Templar of Games has up to 10 psionicists working for

120
Psionic Organisations

him at any given time. many enemies inside and outside the templar priesthood.
Foreign psionicists entering Urik must register with the Turen knows that someone is concealing gifted children
templars of the gates and display a special ceramic token from him. but his investigations have led to dead ends so
on their clothing at all times. Violating this law can bring far. He suspects the Veiled Alliance is somehow involved.
a quick and severe punishment. Psionic crimes are dealt
with very harshly in Urik; the perpetrators are mindwiped
and then exiled. The Order
Despite this, some psionicists still choose to practice The Order is a society of high-level psionicists from all
their arts in secret. The largest group of these lawbreakers over Athas. It exists to ensure that strict neutrality and
is the Potters ‘ School in the city’s Craftsman Quarter. balance are maintained by masters of the psionic arts. In
In Urik, pottery making is a valued art; events such the Order’s view, psionics can be an unbalancing force
as weddings, funerals, and festivals are recorded by the and must therefore be monitored carefully. Only those
casting and painting of clay urns. with the wisdom to restrain themselves from interfering in
The Potters’ School is what it claims to be, and Athasian society can be allowed to continue using mental
more. In addition to instruction in artwork and claywork, powers past a certain point.
several young psionic masters meet covertly to practice The Order is composed of psionicists of extremely high
their art and instruct children in ways to hide their power. The members follow a common agenda, but rarely
talents from Urik’s templars. So far, Urik’s templars do try to coordinate efforts. There is one exception to this
not suspect. rule – when the Order decides that a rogue psionicist
The Potters’ School is supervised by an aging woman must be hunted down and destroyed. Members of the
named Temhia, one of the greatest clayworkers Urik Order never speak of the society’s existence to anyone
has ever known. Her masterpieces sell for hundreds of except another member or a psionicist being approached
silver pieces each. Temhia is not a psionicist and leaves concerning membership.
instruction in the Way to a young man named Erriok, The senior member of the Order in the Tyr region is
one of her more talented former students. He teaches a human named Mandalis‚ who lives in the city of Tyr
a small circle of about eight children who demonstrate itself. He is a mediator, or supervisor. of the Order. Five
psionic promise. entrants, or low level members, are assigned to him. The
Erriok is also associated with the city’s Veiled Alliance. entrants include members in Nibenay, the Forest Ridge,
He works constantly to foil Hamanu’s templars and Kled. Altaruk. and the Great Alluvial Sand Wastes.
advance the cause of freedom. He understands the value While Mandalis tries to keep an eye on local happenings.
of a good cover and avoids activities that would expose the Order’s leaders continue to meet in the ruined fortress
him to the templars. of Dasaraches to debate the organization’s future. Some
of them argue that the Order should disband completely,
Turen Taekad: Turen is the son of a minor human, others believe that the Order should openly declare itself,
merchant and an elf concubine. He was removed from and still others think that they should return to the old
his home at an early age and forced to attend the King’s methods.
Academy. This hardened him into a cruel young man
with a driving hunger for power.
Upon leaving the Academy, Turen joined the templars.
He has risen to hold the post of Special Aide to the High
Templar of Security. He monitors all psionic activity in
Urik and leads any investigations of psionic crimes. Turen
has concentrated his mental powers in arts of combat and
domination and has bested many mindbenders in his
time. He is still young and quite ambitious and has made

121
The
Life-Shapers

The Life-Shapers
and individually they garner great respect. People outside
the order view them as quasi-religious figures. Those who
do not particularly revere them, at the very least, respect
their skills and power.
Those few who know or suspect the truth, fear the
shapers. These fears are justified, for Gil-ogres is a ruthless
man who never hesitates to eliminate an enemy if the
need presents itself. The shapers actually have a covert
legion of assassins and thugs under the control of Gil-
ogres. The assassins are called the ghav-nosh and are
based out of the sanctuary in the village of Sahr-tosh.

Organizational Methods
and Goals
The life-shapers are a powerful and influential circle in During the formative years of their education, shapers
rhul-thaun society. Each shaper is rigorously trained and are taught that they are superior to their fellow halflings.
vigorously indoctrinated. Because of the limitations these Since their skills are beyond the ken of other rhul-
skills would place on adventurers, player character life- thaun and the preservation of shaper knowledge is the
shapers should not be permitted. Native Rhul-thaun life- most important duty a halfling can perform, they view
shapers would not be allowed to leave on adventures and themselves as the elite of rhul-thaun society.
they would never teach outsiders the necessary skills, even Their goals include the preservation and proliferation
if they were willing to devote the years of study required. of their art. Many shapers believe that if situations were
different, they could even regain some of the skills and
bits of knowledge lost over the centuries. They believe
Place In Society that they are the keys to recovering and rebuilding their
The apparent purpose of the shapers is to provide the civilization to its former glory, to the splendor it possessed
rhul-thaun with life-shaped tools and structures. Their true during the Blue Age of Athas. The restoration of ancient
purpose, however, like the shapers themselves, is cloaked greatness is their ultimate goal.
in the shadows of their sanctuaries. To further their ends, they believe that manipulating
Although the leader of the shapers is the well-known the larger society to foster lifeshaping is necessary as is
and highly respected Loi Far-oneth, those privy to the the reconstruction of the past. Gil-ogres believes that the
inner councils of the organization would say that it is complete domination of rhul-thaun society is mandatory
his right-hand man, Gil-ogres, who truly holds the reins if the shapers are to be allowed to properly fulfill their
of the group. While Loi focuses his attention on lofty, ambitions. Beyond the loftier goal, of course, his interest
philosophical issues – preservation of the old ways through lies in accruing personal power.
ritual and intense devotion – Gil-ogres manipulates the To manipulate and control the society in which they
shapers to do his will. He seeks total mastery of rhul- live, the life-shapers have a major advantage. They alone
thaun civilization. produce the most important commodities in the Jagged
Most people are not aware of these ambitions or of Cliffs. Their skills provide food, clothing, shelter, tools,
the organization’s questionable, subtle machinations. They weapons, transportation, and every convenience available
believe that the shapers are selfless creators struggling to to the rhul-thaun. Their control of these goods gives them
preserve the past and maintain the present. As a group the power to manipulate the economy, raising or lowering

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The Life-Shapers

Shaper Worldview
“Fear the future, revere the past. All good things are
ancient of days, Life now is dark and hard compared to
our time of glory and power. It is our duty to bring back
the days of triumph. We must return to the ways of the
past. We must recapture the essence of the old ones, the
essence of ourselves.
Today, people have no respect for these truths. They
reject the very idea of history as valueless. They hold
our most cherished rituals in contempt and scoff at the
recitations of our honored chronicles. Some even believe
that we should leave the cliffs to seek what lies beyond
them. It is our duty to guide our people along the right
path, whether they see the righteousness in that path or
not.
their prices as they see fit. A change in the prices of The mental aberrations* that befall some of our people
life-shaped products either inflates or deflates the value are not blessings, but curses. These powers appeared long
of money, thereby altering even the prices of products ago, true, but the rhulisti never had them and never
that have nothing to do the shapers. They are the puppet needed such crude, base skills. They relied upon their
masters of the rhul-thaun economic structure. intellects, imaginations, and ingenuities.
Further, the life-shapers can influence those in power. Other so-called intelligent beings are an anathema. In
The har-etuil are well accustomed to the subtle threats of ancient days, there were no races. The rhulisti were the
the shapers. If the judgment makers cross the lifeshapers, sole masters and controlled the whole world. Races such
their clan or community may lose access to life-shaped as the pterrans and bvanen had no place. The kreen are
goods. In sly whispers, the shapers have even suggested obviously the enemies of all that is good. We must not
to the Conclave that they might withhold all of their let our people have congress with those of lesser races, nor
creations from sale if their views did not prevail in certain should we allow them to pay heed to the rumors that even
key decisions. They also claim to have the means to more races exist beyond the cliffs.”
destroy all shaped creations with a powerful virus.
Not even most of the shapers are aware that the virus is Portion of a graduationr speech given by Loi Far-
a lie, merely a bluff. Their superiors tell them that it really oneth 10 years ago – still frequently quoted.
does exist, stored in a secret location known only to the
higher echelons. However, the shapers lost the knowledge
necessary to make viral constructs long ago, and there is The Life of a Shaper
no significant virus stored in any known location. Not surprisingly, most of a shaper’s day is taken up
Other clandestine operations that the shapers keep well- working the craft. The shapers conduct their rituals, working
hidden from public scrutiny are their experiments. In with pith in order to grow their creations. Furthermore,
order to regain the power of the ancient lifeshapers, they they must monitor the development of the new forms,
manipulate rituals for which they possess only fragmentary feeding and nourishing them as they mature. This is time-
records. These investigations are dangerous and supposedly consuming work, filled with long and complicated rituals.
forbidden. Unknown to them all, it was just such a trial The few moments remaining are devoted to the
that consumed the village of Bav-rem just a few months organization, carrying out required tasks, depending on
ago. station. These duties include delivering completed products

123
The Life-Shapers

to merchants for sale, carrying messages, and other menial


tasks. Shapers on errands within a community at least
reap the benefit of the respect that they receive from
others.
All shapers live in the sanctuaries that are found
in virtually every rhul-thaun community. Life in the
sanctuaries is communal, stark, and rigorously regimented.
Like any monastic religious order, shapers (particularly low-
level shapers) have a rigid structure of life that provides a
spare, meager existence. They devote all of their attention
and most of their waking hours to their craft.

124
Index

Index
Advanced Being............................................ 64
Arcane Magic.................................................. 2
Avangion........................................................ 67
Black, The...................................................... 59
Cleric
Air ............................................................... 17
Earth............................................................ 15
Elemental.................................................... 12
Fire .............................................................. 19
High Level................................................... 22
Magma......................................................... 27
Rain.............................................................. 28
Silt ............................................................... 25
Sun .............................................................. 26
Water........................................................... 21
Defiling............................................................ 4
Dragon........................................................... 64
Druid.............................................................. 28
High Level................................................... 32
Elemental....................................................... 69
Elemental Powers......................................... 11
Grey, The........................................................ 60
Guarded Lands.............................................. 31
Inner Planes.................................................. 61
Life-Shaped Objects..................................... 43
Life-Shaper.................................................. 122
Life-Shaping.................................................. 43
Order, The.................................................... 121
Power Conjunctions..................................... 32
Preserving........................................................ 4
Psionic Organisations................................ 114
Shrines........................................................... 32
Spell Book........................................................ 6
Spells................................................................ 5
Veiled Alliance.............................................. 71
Way................................................................. 35
Will................................................................. 35

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