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Published by Capn_Ragnar, 2022-12-22 00:44:23

AD&D - The Lost Handbook (1e)

AD&D - The Lost Handbook (1e)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG

Dragon 298

Horned Society: Pressure by the nobles holding the Shield Vol. VI, No. 6

Lands prevented the all-out move which the Hierarchs have resting and regrouping, and followed after Rostal, trying to
long wished to make down the Ritensa River to the northern make contact by means of the 2,000 or so horsemen who had
shore of the Nyr Dyv. The diabolical leaders of the Horned joined them at the rendezvous.
Society would gladly have allowed luz his hoped-for gains to
their west, in order that they themselves might take Willip and The cavalry under Plar Rostal was far away, however — in hot
overrun the Shield Lands. Instead, the Hierarchs, ignorant of pursuit of a enemy, or so they supposed. Rostal’s pursuing
luz’s plans, spent themselves in dribblets, first against Fury- force was drawn out on the steppes and then assaulted by a
ondy and the Shield Lands and then in defending against nomad horde of about equal numbers, nearly 1,000 of whom
mounting incursions of war parties from the north. Just as their were centaurs lately joined with the Rovers nation against the
forces were about to turn southward again, reacting to the enemies to the south. The Hierarchs’ cavalry were severely
contest between luz and Furyondy, a major raid struck into the handled and forced to break off the action, retiring to the
Society’s north, and the Hierarchs’ army had to turn around and northwest and allowing the Rovers and their allies to slip
move with all speed northward. Some 5,000 cavalry moved to southwards to harass the approaching infantry force. This
block the further penetration of the raiders, while a formidable move was screened by no more than 1,000 horsemen and a few
army of 5,000 humans, 2,000 goblins, 4,000 orcs and 7,000 score of centaurs, enough of a force to make Rostal believe that
hobgoblins followed. This strong show of force was assembled the entire horde he had faced was following him. This ruse
because several reports from survivors of raided settlements worked for several days, but as soon as it was discovered, the
claimed that the attackers numbered 10,000 horse and included Plar’s cavalry scattered the meager band of opponents and
several thousand Wegwiur. Allied bandits and brigands were rode at all speed back toward where Rostal knew the following
called upon to rendezvous with the Hierarchs’ thousands of army of foot should be.
troops at Dingaverge, a small town on the edge of the Fellreev
(A4-54 on the WORLD OF GREYHAWK™ map). The cavalry The commander of the Host of the Hierarchs was Hierarch
arrived at Dingaverge, led by Plar Rostal, a renowned fighter Blontug, a much-feared half-orc of great power (cleric/fighter
(11th level) and his leman, Seenia, a renegade (sylvan) elf /assassin, 4th/9th/9th). He was wise enough not to march his
(fighter/m-u/thief, 6th/6th/6th). Within a sennight, several thou- footsoldier force into the vastness of the rolling plains, but
sand bandit horsemen had gathered, and with a force of over instead used the western edge of the Fellreev Forest to cover
7,500 cavalry, Rostal began aggressive probes north and the right flank of the northward-moving army. A screen of light
northwest to locate the enemy. Bands of kobolds and un- cavalry scouts alerted the Hierarch that the enemy was ap-
mounted bandit troops similarly prowled the nearer reaches of proaching, and Blontug arrayed his troops along the edge of
the Fellreev, for Rover wardog footmen, as well as elves had the woods so as to prevent cavalry maneuvers against it.
also been reported.
On that first day of contact there was only light skirmishing,
During the Dozenmonth of Reaping, CY 578, the remainder as the Rovers and their allies probed for weaknesses, and the
of the Hierarchs’ army arrived at Dingaverge, spent a few days Hierarch in turn attempted to discover just how powerful an
enemy he faced. On the next day, kobold and bandit scouts
prevented an attack from the forest coming as a complete
surprise. The attacking footmen and elves were easily repulsed,

20


December 1981 Drago29n9

while the well-trained humanoid infantry, supported by missile ceded the land between the Griff Mountains and the Zumker to
troops and light horse, withstood several determined charges Tenh, and all of the Free Lords of the Combination swore to
by the other contingent of the invaders. A stand-off of several refrain from raiding Tenh. Thus freed of immediate warfare on
days’ duration ensued, with Blontug growing progressively their east, all of the leaders turned westward to confront the
more certain that his enemy was not numerous enough to be a Horned Society, with the express aim of recovering the lost
real threat, but unable to bring them to battle because his force states and taking reprisals in addition. Recruiting of mercenar-
lacked sufficient mobility. ies and masterless men brought the forces under command of
the Combination to the following totals in the spring of CY 579:
Then Rostal’s cavalry rejoined the main body of the Host of
the Hierarchs, and on Goodmonth 26, CY 578, the force rolled Warfields: Guardian General Hok (fighter, 11th level);
forward. The whole of the cavalry swung in an arc from the left Cavalry 300, infantry 500.
flank. Its aim was to act as the hammer to the infantry’s anvil.
The movement was met by fierce rushes by the centaurs and Wormhall: Baron Oltagg (fighter/thief, 4th/9th level);
the light horse of the Rovers, while the remainder of the nomads Cavalry 150, infantry 400, humanoids (gnolls) 100.
escaped to the northeast. A major victory was narrowly missed
by the Hierarch, but his aim was accomplished. The allied force Freehold: Eab Huldor, Master of Freehold (magic-user,
was beaten and driven off, although cavalry losses on the part 9th level); Cavalry 350, infantry 800.
of the Society were excessive, and the enemy had established
itself firmly in the northern portion of the Fellreev. Before action Kor: Rhelt Abbarra (assassin, 10th level); Cavalry 400,
could be commenced to remove this minor irritation, news infantry 600.
came from Rookroost that the Zumker had been crossed in Tangles: Earl Renyard (bard, 8th level — fighter/thief,
force by Duke Ehyeh, and the Tenhese were sweeping through 6th/7th level); Cavalry 200, infantry 550.
the Bluff Hills to clear them of resistance before turning south
toward the open country beyond. The normally independant Rift: Plar Lintoff (thief, 13th level); Cavalry 150, infantry
and warring leaders of the Bandit Kingdoms had rapidly de- 350, humanoids (gnolls) 200, (bugbears) 50, (ogres) 10.
clared common cause against Tenh, and all the units with the
Hierarchs’ army rode off, despite the threats and imprecations Reyhu: Tyrant Celdro (fighter, 10th level); Cavalry 300,
of Blontug. infantry 700.

There was great wrath in Molag when the Unnameable Hier- Redhand: Price Zeech (cleric/fighter, 5th/8th level);
arch learned of all that had transpired. Blontug and Rostal were Cavalry 100, infantry 300.
sent across the Ritensa to punish the bandits for deserting the
Hierarchs’ Host, and their force of about 10,000 horse and foot Artonsamay: Duke Nebon Gellor (fighter, 9th level);
easily captured the lands of “General” Hok and Baron Oltagg of Cavalry 250, infantry 250.
Wornhall. This territory abuts the Shield Lands and runs north-
ward into the Fellreev, so there is some question as to its actual Stoink: Boss Dhaelhy (fighter/thief, 8th/5th level); Ca-
value to the Horned Society. Nevertheless, the Hierarchs now valry 200, infantry 650.
reign over it. The associated bandit leaders have renounced all
dealings with the Society on this account, and their agents are Dimre: Szek Winvid (cleric, 10th level); Cavalry 300,
said to be recruiting mercenary troops in Urnst County and infantry 550.
from the border territory between Nyrond and the Pale. The
Hierarchs, in turn, seem likely to continue eastward expansion Johrase: King Selnon (fighter, 11th level); Cavalry 350,
in CY 579. infantry 550.

Bandit Kingdoms: The usual turmoil of competing states Midlands: Graf Venholtee (cleric/fighter, 3rd/7th level);
Cavalry 200, infantry 450.
preying upon one another and any available neighbor outside
the territory sums up activity within the area until CY 578. Greenkeep: Lord Yanboli (half-elf fighter/m-u/thief,
Bandit groups made forays into Tenh, the Pale, Nyrond, 5th/5th/5th level); Cavalry 150, infantry 600.
County Urnst, and even the Shield Lands and portions of Fu-
ryondy. Most groups were mounted, but the usual number of Rookroost,: Plar Teuod Fent (illusionist, 9th level); Ca-
river raiders and buccaneers from Redhand plied the waters. valry 250, infantry 450.
Prince Zeech’s ships and galleys actually staged a major action
against the Duchy of Urnst, managing to slip in through the Fellands: Avaerd, Lord Despot (fighter, 10th level); Ca-
easternmost portion of the Cairn Hills, loot and pillage, and valry 300, infantry 850, humanoids (orc guards) 100.
then escape with their gains. The western bandit lords — Gen-
eral Hok, Guardian of Warfields (fighter, 11th level); Oltagg, Grosskopf: Baron Skiven (fighter, 11th level); Cavalry
Baron of Wormhall (fighter/thief, 4th/9th); Kor, Rhelt of Abbar- 150, infantry 300, humanoids (ogrillons) 50.
ra (assassin, 10th level); and the Master of Freehold, Eab Hul-
dor (magic-user, 9th level) — actively co-operated with the Totals: Cavalry 4,100; infantry 8,900; humanoids 510.
Hierarchs of the Horned Society. However, when the banners The above estimates are likely to increase by 10% to 20% due
of Tenh crossed the Zumker River, laying waste the Barony of to last-minute recruiting and enlistments. The force is most
Groskopf, and then entered Fellands, the Combination of Free dangerous because of the unusual concentration of high-level
Lords summoned all members to arms to defend the east. When characters and their lieutenants.
even the western states responded, the Hierarchs were en-
raged, for they needed the bandit troops to eject the nomad and Duchy of Tenh: In CY 575, Duke Ehyeh II began an active
Rover invaders from the Fellreev Forest and the steppes of the
Opicm. In a punitive invasion, the Hierarchs’ forces seized and campaign to clear the Troll fens and border area on the west
occupied both Warfields and Wormhall. A very tenacious de- bank of the Yol. Considerable numbers of fortifications were
fense by the Abbarrish, reinforced by the survivors from the built, and this two-year effort was deemed a general success.
conquered territories, and scrapings from Tangles and the The Theocrat of the Pale concentrated his attentions south and
Freehold, caused the halt of the Society’s penetration in the eastwards because of the strong show by the Tennese.
autumn of CY 578.
In 577, the Duke began early actions to the north, working
A truce was negotiated with the Duke of Tenh; Groskopf into the mountains and fortifying the southern end of Rockegg
Pass, some 20 leagues above Catbut. The Duke was himself
killed in fighting against the Holders, whose units of “fists”
resisted with great ferocity the closing of the pass. Despite the
death of their leader, the Tennese (now under Marshal laba)
finished what their liege had willed, thus effectively securing
the Duchy on two sides. At a convocation in Nevond Nevend
during Neefest, 578, Ehyeh III was crowned Duke, and the
Tennese celebrated greatly. The old Duke’s son was more war-
like than his doughty father, and his early training as a fighter
on the frontiers made Ehyeh III particularly anxious to secure
all avenues against invasion. In the spring, the young Duke
organized a force of 2,500 horse and 6,000 foot, while leaving
strong garrisons at all key points. He personally led the army
across the Zumker River.

Duke Ehyeh’s plan was to sweep west to the junction of the

27


Dragon 300

Bluff Hills and the Rakers. He then would move north into the Vol. VI, No. 6
hills, clear them in a rapid westward push, and garrison any
strongholds found there. He would then swing back southeast Rovers of the Barrens: The young tribesmen who matured
to overrun the land between the Bluff Hills and the Zumker. Any into warriors during the last two generations avoided their old
bandit forces caught by the move would be trapped and de- battling and hunting grounds along the Fellreev Forest and the
stroyed. With this accomplished, the next move would be to plains of the Dulsi, for they feared the might of luz’s hordes.
bring a second force across the Zumker, just above the Arton- Instead, these nomads and woodland hunters withdrew to the
samay. The two would then handle expected bandit lord reac- steppes and other sites to the north and east. Their numbers
tion, take Rookroost, and secure all of the territory as far west increased, and they practiced their fighting skills against the
as the Fellreev. Contemplated along with these actions was an men of the Hold of Stonefist and the savages and humanoids
even more ambitious plan to begin the next year, which would they met on raids into the Cold Marshes. Despite the difficulties
secure all the land west of the Artonsamayas far as the Tangles. of communication, the western tribes of the Rovers of the
Barrens actually made alliances with the Wegwiur. In 566 there
The plan worked with precision, but as soon as the Theocrat were a few light raids into the northeastern edge of the Fellreev.
got wind of it — and his spy system is legendary — disturbing In a few years, wardog parties were reported in the forest west
reports began to reach the young Duke. The Prelate’s growing of Cold Run. By CY 577, a conclave of all the clans staged a
military strength was at Wintershriven, and the Faithful Bands great beast hunt in the central portion of their territory, with
were being called up. The Tennese companies originally being many visiting Wolf Nomads taking part in the sport. The census
readied for action elsewhere were sent from Redspan on a long sticks showed that clan warrior strength was as follows:
march to reinforce the Yol. Woodsmen were ordered to keep a Great Stags 5,200 11 tribes; eastern area
close watch in the Phostwood Forest. The Duke entrusted the Bear Paws 1,150, 4 tribes; southeastern area
army in action against the bandit states to the redoubtable Red Horses 2,700 6 tribes; northwestern area
Marshal laba so the new threat could be under his own com- Black Horses 3,350 8 tribes; northwestern area
mand. When the Combination of Free Lords sued for peace Gray Lynx 1,450 5 tribes; northern woodlands area
near mid-summer, the suit was welcomed, for it ceded a con- Horn Bows 1,800 4 tribes; west central area
siderable portion of land to the Duchy, guaranteed bandit neu- Sly Foxes 850, 4 tribes; southern woodlands area
trality, and allowed the Tennese military forces to meet the Wardogs 3,100 fighting society; all tribes
threat now posed by the Pale. Duke Ehyeh brought a combined White Wardogs 950 fighting society; north tribes only
army of 4,000 horse and 11,000 foot across the Yol at the edge Tribes not attending probably accounted for about 2,000
of Phostwood in Dozenmonth Ready’reat, 578 CY. This host additional warriors, while allied northern peoples number al-
struck east and is wintering in the Pale. The threat to Winter- most 4,000 additional warriors.
shriven is obvious, and events of the year 579 should prove At the great conference, the Rovers agreed to a plan to make
interesting indeed. Ehyeh III (ranger, 11th level) will either be war upon the Horned Society to attempt to regain their lost
acclaimed as a military genius and savior of his nation, or else territory around the Opicm and in the Fellreev. The help of the
Tenh will fall under the heel of the Theocrat. Wolf Nomads was not promised, but the Rover tribes knew it
would certainly come if possible. The Sly Fox Clan, always on

22


December 1981 Drago30n1

good terms with the sylvan elves of the Fellreev Forest, were to raiders back south to finish their destruction, but before any
harass the enemy from the woodlands, while the western clans, real penetration of enemy territory could be made, a large army
the Red Horse, Black Horse, and Horn Bows, rode south and of footmen was located. These humans and humanoids were
made war upon the hated peoples of the Horned Society. attacked, but they easily withstood the clan assaults despite
Chada-Three-Lances (fighter, 8th level) was made War Sa- some heavy losses. The whole attack was then called off when
chem, and in the spring of 578, he led some 6,000 warriors on a scouts detected enemy cavalry moving to encircle their en-
campaign to accomplish the recovery of the lost lands. With the campment. In a nip-and-tuck retreat, the whole force managed
force went a party of about 900 centaur warriors. The latter had to escape with losses considerably less than those of their
been displaced from their territory in and around the western enemy. The Sly Foxes and their elven allies had been quite
end of the Fellreev, so they were more than eager to take part. successful in gaining the initiative in the Fellreev. Expected

The warfare was at first easy; many of the enemy were slain countermoves failed to materialize, and now many tribes of the
and their villages sacked and burned. But as the Rovers moved Gray Lynx and Wolverine clans have moved into the wood-
further south, they met greater resistance. Then word of an lands. (The Wolverines are a Central Woodlands clan which
approaching enemy body of cavalry caused the Rovers to pull was driven north and was not represented at the great confer-
back and go into council. The bulk of wardog soldiers were sent ence. There are seven tribes in the clan, but each has only about
into the Fellreev to aid the Sly Foxes and their allies. Companies 100 warriors.) Scattered and disaffected tribes are likewise
were also sent away with the loot and prisoners already cap- returning due to the minor successes gained, and it is likely that
tured, so that the remaining band would not be encumbered. the councils of 579 will see a larger number of warriors ready
With the Wolf Nomads who had recently joined, the warriors and willing to take up the lance and go against the enemy. If
then numbered 7,000 plus some 900 centaurs. These troops continued cooperation between the Rovers clans and the Wolf
savaged the cavalry from the Horned Society and sent it flying Nomads persists, even luz could be in trouble.

Convention scheduleaway. The Rovers feigned pursuit and instead sent about 6,000 Stay tuned for more next issue!
WINTER FANTASY, Jan. 9-10, 1982 — Role-playing games, DUNDRACON VI, Feb. 13-15, 1982 — The famed Dunfrey Hotel

miniatures battles, mah jongg, an auction, hot dogs and a fun in San Mateo, Cal. is the site of this convention, which features
time in the hometown of TSR Hobbies, Inc. Come to the Ameri- SF and fantasy role-playing games. For more information,
can Legion Hall, 735 Henry St., Lake Geneva, Wis., or write: write: DUNDRACON VI, 386 Alcatraz Ave., Oakland CA 94618.
Winter Fantasy, P.O. Box 756, Lake Geneva WI 53147.

GEN CON® SOUTH, Feb. 5-7, 1982 — The Cowford Dragoons FANTASYLAIR ‘82, March 13-14, 1982 — Ponca City, Okl. is 2

and TSR Hobbies, Inc. again sponsor this wintertime retreat at hours from Wichita, Oklahoma City, and Tulsa, and 6 hours
the Jacksonville Beach (Fla.) Covention Center. For more in- from Dallas and K.C., according to the sponsors of this event,
formation, write GEN CON® South, P.O. Box 16371, Jackson- the Oklahoma Dungeoneers. Continuous gaming of all types,
ville FL 32216. and a “Monster Mash” ball Saturday night will be open to the
first 1,000 people. Admission is $4/day for members, $6/day for
VIKING CON III, Feb. 5-7, 1982 — Author Poul Anderson is the non-members, and $10/day after Feb. 1. Write: Northern Okla-
homa Dungeoneers, P.O. Box 241, Ponca City, Okl., 74602.
guest speaker for this weekend of SF, fantasy, horror, comic
books and games (AD&DTM games, Traveller™). The conven- SPRING REVEL, April 3-4, 1982 — More fun from TSR Hobbies,
tion, at the Billingham, Wash. Holiday Inn, is sponsored by the
SF and Fantasy Club of Western Washington University. For including all of our— and your—favorite games, food, etc. Just
more information, write: Mark Cecil, Viking Union Building, find the American Legion Hall, 735 Henry St., Lake Geneva,
Western Washington University, Billingham WA 98225. Wis. or write: Spring Revel, P.O. Box 756, Lake Geneva WI
53147. Admission: $3 for the weekend, $2 per day.
MANNHEIMERCON, Feb. 19-22, 1982 — Sponsored by the
MARCON XVII, April 30-May 2, 1982 — The University Hilton
Grenadierstrasse Kriegspiel Society, the second Mannheimer-
con will feature AD&D™ games and more. For more informa- Inn, 3110 Olentangy River Road, in Columbus Ohio, is the site
tion, write the society, c/o: Raymond Norton, 181st Trans. Bn. of this convention, which features guest-of-honor Hal Clement.
APO New York 09166, or call Mannheim Civilian 731-0576 or Admission: $12.50 through April 1, $15 at the door. For more
Mannheim Military 8281. information write: P.O. Box 2583, Columbus OH 43216.

23


January 1982 Dragon302

Developments
from Stonefist to
South Province

by Gary Gygax Stonefist: The harshness of the rule cause the Ducal army real concern. Of
© 1981 E. Gary Gygax and the severe tests placed upon those the two dozen warbands which respond-
desiring to do so have combined with the ed to the Tennese action, over half were
All rights reserved unfavorable climate of the Hold of Stone- killed to a man. Only the arrival of over
In my last column the events which fist to keep it from becoming a serious 2,000 light cavalry and about half that
spanned the north central portion of the threat to its neighbors. number of light infantry from northern
Flanaess, from the steppes of the Wolf tundra of the Hold prevented the Ten-
Nomads to the mountains of the duchy The Coltens, despite generations of nese from moving into the interior and
of Tenh, were reviewed through CY 578. servitude to the invaders, have slowly taking Purmill. The Ducal troops under
This issue will cover the activity in Stone- emerged as a competing form of leader- Marshal laba numbered 500 cavalry and
fist’s Hold, what the northern barbarians ship, offering their method of election of 5,000 foot. While the Hold itself was rela-
are doing, the events in Ratik and Bone the most popular warrior as an alterna- tively safe from invasion, the Master,
March, and then slip down all the way to tive to the Rite of Battle Fitness. So many Seuvord Redbeard, and his Atamen and
Aerdi’s South Province to view what has aspiring leaders were slain in the often- chieftains were faced with a dilemma.
happened there — particularly in rela- useless raids of the latter method that its
tion to Sunndi, Idee, and Onnwal. proponents have grown scarce. When The Rovers of the Barrens were un-
For those of you who wish to plan Ratik and the Fruztii made peace, the doubtedly gaining in numbers once
ahead, Rob Kuntz will cover the action subsequent battles for the Kelten Pass again, so no easy raiding prospects ex-
surrounding the Sea Barons, Spin- brought several telling defeats to “fists” isted to the west. Likewise, both south-
drift Isles, See of Medegia, Almor and the led by the descendant warband leaders. ern passes to the rich state of Tenh and
Kingdom of Nyrond. Meanwhile, I’ll skip The Hold was then divided between the lands of the Fruztii were closed to all
to the Lordship of the Isles, the Scarlet those who followed the laws laid down but a major effort. A major effort was
Brotherhood, Hepmonaland, the Olman by Vlek Col Vlekzed, and those who impossible because of the near-revolt of
Islands, and on into the Amedio Jungle. claimed that Stonefist’s methods are no the eastern (mainly Coltens-descendant)
Next will be the Pomarj, Wild Coast, Ce- longer appropriate and the Coltens Feo- bands under Ataman Dyerg Keda (fight-
lene, and the three Ulek states, Then dality should be restored. The nomads er, 12th level) and supported by over a
comes Greyhawk, Urnst Duchy and Coun- and settlers west and around the Frozen dozen chieftains and subchiefs. Seuvord
ty, Furyondy, Dyvers and the Nyr Dyv, River championed the ways of Stonefist. Redbeard, being both tough and intelli-
Verbobonc, and the Temple of Elemen- The population around Kelten and the gent, refused to be drawn into a civil war,
tal Evil. A discussion of Veluna, Highfolk, Hraak Forest wished to establish new for then the surrounding enemies of the
Bissel, Ket, Perrenland, and the Tiger forms of leadership. Hold would surely take the opportunity
Nomads will make a very mixed bag in- offered and destroy the remnants of the
deed for a future column. The Valley of Strong action by the Duchy of Tenh in state. As Seuvord also wished his own
the Mage, Geoff, Gran March, Sterich, the Rockegg Pass was successful due to line to retain the Mastership of the Hold.
Keoland, the Yeomanry, and the Sea the division amongst the peoples of the as a hereditary right, he called a great
Princes covers the southwest nicely. The Hold. “Fist” units — warbands consist- council at Purmill, with safe conduct for
last major portion discussed will be the ing of five “fingers” of some 25 fighters all who attended.
Caliphate of Ekbir, Tusmit, Zeif, the Pay- each, plus a “palm” of about 75 to 150
nims, UII, and the Dry Steppes. —counter-attacking the Tennese fought Many observers were surprised that all
When all that is done, it will be up to without quarter and did considerable of the principal leaders of the Hold took
you readers as to whether we cover harm. But their attacks were too disor- part in the convocation, but those aware
another swing around the continent, to ganized and their numbers too few to of the cleverness of Seuvord knew that
deal with specific — and unusual —areas
such as the Bright Desert, Sea of Dust, 13
Burneal Forest and Blackmoor, etc., or
treat the adjacent lands not covered on
the map. It is up to you to let us know!
Now to the inhospitable reaches of the
Hold of Stonefist...


Dragon into the tundra which the King of Cruski 303
claimed. The few wandering tribes of
he was certainly responsible for the Coltens there welcomed the invaders, Vol. VI, No. 7
showing. What was put forth at the coun- while surviving Cruskii headed east as
cil by Seuvord Redbeard was that the quickly as possible. The returning war- the Loftwood. A nucleus of about 2,000
Hold must adapt to the changes taking riors were enraged at the boldness of the infantry and 500 light cavalry, with noble
place and the new alliances against its invasion, and it is likely that the attention and chief contingents of about five times
people. He asked the assembled leaders of the Cruskii will be trained on a war that number of foot, makes King Ralff a
to grant him the hereditary title of Rhelt; with the Stoneholders in 579. Some 50 power to be reckoned with in the Thillor-
he asked that Atamen also be made he- ship captains are already pledged to sail, ian area. It is also rumored that certain
reditary leaders, and also that the chief and more are expected. mountain dwarves have been won over
men of each area be given the right to to the king by large gifts of gems and
elect the warband leaders. The Rite of Snow Barbarians: Events amongst the gold taken from actions in the eastern
Battle Fitness was not to be done away Schnai were quite similar to those of end of the Griff Mountains. If this is actu-
with, however. Instead, it would qualify their cousins to the north, in that they ally so, then it is quite possible that Ralff
warriors for service in the standing army generally raided southwards and carried has greater plans than are now evident.
to be formed immediately, with those of heaps of goods back to towns of their
exceptional capabilities to be made lead- realm. Unsettled conditions in the Great Ratik: The newly proclaimed Archbar-
ers, companions of the Rhelt, or even Kingdom made for rich loot; coupled on of Ratik frantically organized his for-
war chiefs whose right it would be to with the payment made by the Cruski for ces after the joint Ratiker-Fruztii foray
expand the realm through conquest and the return of Ustula, the men of the re- into the Bluefang-Kelten Pass. The hu-
occupation. gion were pleased indeed with their manoids so soundly defeated in the cam-
wealth in currency, goods, and slaves paign of 575 were again raiding over the
There was considerable dissension, (thralls). Mutual cooperation between border, and the gnomes of the Lofthills
particularly from the direct descendants the Schnai and Fruztii, and the Schnai (west of Loftwood) were being continu-
of Stonefist, but enough of them, as well and Cruskii as well, was at a high level, ally besieged. Losses from the campaigns
as of the nomadic chieftains, agreed to and the raids from the Hold of Stonefist in Bone March and with the Frost Barbar-
Seuvord’s proposal to sway the entire at a very low level. CY 579 is likely to be ians could be replaced by mercenaries
assembly. In CY 578, shortly after Tenh particularly good for the Snow Barbar- and volunteers from foreign lands only.
had coronated its new Duke, the Master ians, for with their northern neighbors
of the Hold became Rhelt Seuvord I of looking elsewhere, and the Frost Barbar- The manpower pool of the Archbar-
Stonehold. Several of his cousins took ill ians busy with Ratik, the choicest areas ony was totally dry in 577. Because of the
from a mysterious flux shortly after the for raiding will be left to the Schnai. relatively good relations between the
coronation, and about a dozen others Fruztii and Ratik, the woodsmen and
were reported fleeing into the Griff Moun- Frost Barbarians: The Fruztii sent raid- elven warders of the Timberway were
tains with a small band of loyal followers. ing bands to sea with the Schnai, but due moved south to the Loftwood, and new
to careful urgings, numbers of mercen- recruits were formed into units of light
The former Hold of Stonefist is now ary troops also moved southward into troops called the Volunteer Borderers.
divided into four Atamanships: Vlekstaad, Ratik and joined the Baron’s troops there. Most were likewise stationed along the
Purmill, Kelten, and Bastro. Four Great These Fruztii returned with knowledge southern edge of Ratik, from the Loft-
Chieftains were also created: Reindeer, of organized warfare and good-quality wood through the hills and mountains of
White Bear, Walrus, and Forest (Hraak) arms and armor and formed the core of a the Rakers’ eastern thumb. Fortunately,
People. The word of these Great Chief- new standing army organized by King Archbaron Lexol had ample funds for
tains is equal to that of an Ataman. Final- Ralff II in 578. The four companies of these undertakings, as the treasure tak-
ly, war chiefs of the west, south, north, foot and one troop of horse actively pa- en from the campaigns of the previous
and east were appointed to raise bands trolled and brought most of the realm two years was more than sufficient to
of fists to keep the land safe until the under order. Chief men and nobles not support the army and equip new units.
Rhelt’s own army could be formed. Only raiding were prevailed upon to contrib- The standing army of 2,225 foot and 500
about 1,000 personal guards are in this ute men to patrol their own territories, so horse was augmented by four compan-
standing force as of 579, but the war that by the end of the year, the frequency ies of borderers (900 men) and the cadre
chiefs have been relatively successful, of banditry and humanoid raiding bands for four more such units. Levies and mil-
especially in the east. There, the frontier had been reduced to an all-time low. itia totalling about 4,000 were also equip-
of the Stonehold has been pushed past Even the high country around the head ped and put into training. Lastly, some
Big Seal Bay (in column K2 on the of the Jenelrad River was peaceful, and 600 sylvan elves were enlisted for the
WORLD OF GREYHAWK™ map, north of its Jarl swore an oath of fealty to Ralff. Loftwood.
the Corusks) 80 or 90 leagues into terri- Without actually declaring independence
tory claimed by the Cruski. from Schnai overlordship, the King of Missions sent to the gnomes and moun-
Fruzti showed that he was again capable tain dwarves brought back confirmation
Ice Barbarians: The attention of the of fielding an army capable of either de- that both groups were quite willing to aid
Cruski was directed wholly to the south, fending his territory or taking another’s. Ratik, although the dwarvenfolk refused
where choice plunder could be gained The Schnai conveniently ignored the to leave their mountain strongholds due
during the summer raiding season. After resurgence, probably hoping that the in- to continual warfare going on at the time,
a particularly successful venture in 577, volvement in Ratik would again reduce for large bands of gnolls and like huma-
the Cruski and Schnai sat down together the Frost Barbarians to vassal status. noids were attempting to move north-
to bargain on a division of the spoils. In ward into the central Rakers. Therefore,
the end, the Schnai agreed to give up the CY 579 can be the year of the Fruztii if only about 3,000 gnomes could be count-
land south of Glot along the east coast. things go right. If an alliance to conquer ed on to join forces with the Archbaron’s
The Snow Barbarians gained more gold Bone March is struck, the price to arch- army against an invasion from the south.
and silver, while the Cruski regained baron Lexnol will probably be the entire
their southern harbors. This made the Timberway forest. If, instead, the Snow The usefulness of the new Volunteer
raids into North Province and the Isles of Barbarians choose to turn upon their al- Borderers was proved in the summer of
the Sea Barons all the easier next year, lies, they might indeed take all of Ratik to 578 when one of this formation’s patrols
and most of the able-bodied men were discovered that the orc tribe of the Vile
away on those journeys when the war- 14 Rune was indeed moving northward. In
bands of Stonefist (now Stonehold) rode addition to 5,000 tribe members, the
force had 2,000 goblins, 1,000 norkers
and xvarts, and 1,000 hobgoblins, orgril-
Ions, gnolls, and ogres. With this detest-


January 1982 Frost Barbarians remains firm. With a Dragon304
able agglomeration were nearly 2,000 secure rear, Ratik can attack Bone March
bandits and brigands serving as mer- (probably the region around Johnsport) throughout the area, the force under
cenaries. Its forerunners were worg- and greatly decrease the threat of further General Reynard’s command grew from
mounted goblins, a handful of whom humanoid incursions into the realm. If 2,000 horse and 5,000 foot to 3,000 and
were slain to obtain the intelligence. that is accomplished, manpower will be 7,000 respectively. Vacillating petty no-
less likely to be a concern, for volunteers bles hastily bowed to the Herzog, aban-
Thus alerted, the Marshal of the Arch- will flock to a successful commander. doning the Censor and sending con-
barony laid a trap which the unsuspect- Ratik most desperately needs an effec- tingents with the Provincial army. Furth-
ing invaders blundered into. The human- tive naval arm in the coming years, and ermore, recruiting, mercenaries, and ir-
oid horde moved north along the fringe the Fruztii alliance would facilitate this regulars (brigands and bandits) allowed
of the Loftwood where it butts against eventuation, providing the pact holds the Herzog to place over 3,000 troops in
the hills. At the northern terminus of the through the next two or three years. garrisons and still field a growing and
trees there awaited the full army of Ratik, more effective force.
its numbers made to appear three times Bone March: Three major groups vie
greater by magical means. The gnomes for control of the whole of the Bone In CY 578, Chelor himself took the
held the western (hillside) flank, while Mark. The most powerful group, until the field, leading a host of 1,000 heavy caval-
the light forester troops and elves formed Battle of the Loftwood, was the huma- ry, double that number of lighter horse,
the other arm of the “U,” well concealed noid group under the orcs of the Vile and some 4,000 mercenary infantry. This
in the dense timber. Rune. Now paramount are the orcs of the force massed around Zelradton, while
Death Moon tribe. Both groups have the army under General Reynard moved
The Battle of the Loftwood saw con- considerable numbers of various sorts of westward once again, passed the Glori-
siderable magical competitions in addi- humanoids serving them. Both are also oles, and scourged the area between the
tion to the standard hand-to-hand com- led by half-orcs and assisted by evil hu- Grayflood and Rieuwood.
bat between the strongest fighters on the mans The third power group is a force of
opposing forces. The real fighting was ogres and gnolls based in the hills at the The Iron League was now forced to
between the masses of troops, however, head of the Teesar Torrent. This force is guess which army would strike where.
and this was fierce in the extreme. At one commanded by ogre magi. Many inde- Would each move southward? Would
point, a score of foreign volunteers saved pendent bands contest any attempt at one move across the northern Hollow
the day because their leader, Queg, a overlordship, and evil men now control Highlands to join the other? Could they
Fruztii, had prepared an extensive am- many areas on the march, hoping to dis- aim at taking the Iron Hills and Hollow
bush with rocks, tree trunks, pits, and place and enslave the humanoids and Highlands preparatory to a campaign
trees to set fire to. This action turned rule the whole region. The ogres were against ldee next year?
back 250 or more hobgoblins, killing or badly beaten in 575, and the Vile Rune
wounding half of them, so that the flank orcs in 578. The Death Moon orcs are Men of Sunndi harassed the flank of
of the Archbaron’s army couldn’t be now moving out of the Blemu Hills into General Reynard’s force from the safety
turned. Simultaneously, the gnomes on the vacuum left by the losses experi- of Rieuwood, but this was a mere annoy-
the left flank were nearly broken by a enced by their rival tribe. ance, and late in the summer, the general
rush of gnolls, bandits, and goblins, and led his force across the arm of the Hol-
were saved only by the superb slinging The action in the Mark has caused a low Highlands. The plan was to march
of a flanking group of the Hillrunners great influx of both humanoids and evil the combined force south into Idee, not
and the innate tenacity of the gnomes humans, many traveling through the stopping until reaching the Azure Sea.
themselves. Gamboge Forest and the upper end of This move would effectively sever half of
the Flinty Hills to reach Bone March. ldee and all of Sunndi from Irongate,
Finally, the scale was tipped by an at- Humanoids and giants in the Rakers are Onnwal, and aid from Nyrond and Al-
tack on the right (of the orc horde) by the also pressing eastward to aid in taking mor. Herzog Chelor strengthened his
elves and foresters. The humanoid in- and looting more territory for this new force with several thousand humanoids,
vading force broke and fled, and in the “promised land.” Knurl, an independent but this did not suffice; an army of 6,000
rout there was a great slaughter. Only town under the control of evil humans, is men, 3,000 gnomes, and 10,000 dwarves
about 1,000 orcs died in the battle, but said to be recruiting hobgoblins and any drove the surprised Herzog’s troops into
fatalities among the other sorts of hu- other willing humanoid types for a cam- a defensive position to the north, where
manoids ranged from 50% to 75%. paign to capture all the land between the their superior cavalry made it impossible
Kaye River (west fork of the Teesar), the for the League’s forces to overwhelm
Most of the bandits and brigand mer- Flinty Hills, and the Adri Forest. The them. Thus, Reynard’s troops arrived
cenaries were killed or captured. About Herzog’s patrols from North Province do only in time to let the Herzog to achieve a
1,000 were willing to join the Archbar- not venture within 10 leagues of the cautious advance, at best.
on’s army, so that effective losses to that Blemu Hills.
force, after lightly wounded soldiers re- Chelor instead opted to winter at Zel-
turned to action, were less than 5%. South Province: Herzog Chelor, third radton and draw in yet more forces. As of
Furthermore, the loot gained from the of that name to rule the once-greatest the spring of 579, the following roster of
invaders was considerable, and the re- fief of Aerdy, scion of the House of troops is expected:
nown gained from the victory brought a Naelax-Selor, spent two years securing
stream of new mercenaries to Ratik. Best his base of power. In 577, Chelor sent Heavy cavalry: 3,000
of all, Archbaron Lexnol was able to troops from the Thelwood (at the head of Medium cavalry: 3,000
prove that the free town of Dekspoint the Thelly River) along the east bank of Light cavalry: 5,000
(Z-17), long suspected of aiding the the Thelly. At the junction of the Gray- Regular infantry: 3,000
enemies of Ratik, was supplying various flood, these soldiers crossed the Thelly Mercenary infantry: 6,000
forces in Bone March. This evidence of and swept along the south bank, secur- Levies & noble contingents: 15,000
active support of an enemy gives the ing all of the land between the river and Humanoids (various): 5,000 +
Archbaron just cause to add the town to the Glorioles and Hestmark Highlands to This force may well be sufficient to
his holdings — provided he can capture the point where the Flanmi is joined by accomplish what none of the Herzog’s
the place quickly enough. the Thelly. Despite leaving garrisons ancestors could ever manage to do —
regain ldee and spell the end of the Iron
The coming year is likely to be crucial 15 League, for the defenders cannot gather
to the survival of the new Archbarony, a force so large to oppose Chelor.
and much of the fate of the state hinges Sunndi: Other than the usual border
upon whether or not the alliance with the actions against the would-be humanoid


Dragon 6,000 men against the invaders. King 305
Holgi chased the Provincials back, but a
invaders, CY 577 was a peaceful year for rift developed between the Count and Vol. VI, No. 7
the County. When the Herzog began his the Dwarfking.
campaign to bring the whole of South available to defend Holgi’s realm, the
Province under his firm control, Count At the close of CY 578, the army of addition of the lrongate contingent is
Hazendel alerted his liegemen in the Count Fedorik was composed as follows: hoped to make the prospect of contend-
Rieuwood and Glorioles-Hestmarks. ing with such a force in the rough hill
When no attempt to invade Sunndi was 1,000 heavy horse country unpalatable to the Provincials.
made, it became obvious that Chelor 2,000 medium horse At the same time, Cobb Darg is using all
was securing his own fief preparatory to 1,000 light horse (mercenary) of his efforts to heal the breach between
some major undertaking. Thus, in 578 3,000 regular infantry ldee and Holgi Hirsute, for a united front
Count Hazendel was prepared for an in- 2,000 mercenary infantry will certainly be more able to withstand
vasion of his land, and a force of about 5,000 levied infantry (60% hillmen) the expected onslaught.
2,000 elves and woodsmen shadowed It is expected that only about 2,000
General Reynard’s advance along the dwarves —and possibly half that number Onnwal: Several naval actions were
north edge of Rieuwood. Troubles with of gnomes — will join the Count, since fought in 577 between Onnwalish ships
invasion from the Vast Swamp prevented King Holgi has refused to leave the Iron and Provincial ones. These battles took
the Sunndians from mounting a full- Hills. Fedorik refuses to retract his state- place in both Relmor Bay, where the
scale attack upon the Provincials, but ment that the Dwarfking’s long beard Herzog wishes to close off trade be-
plans were made to react to whatever caused the dwarven contingent to move tween Nyrond-Almor and the Iron
moves the Herzog made, and these plans so slowly against Herzog Chelor, for the League, and in the Sea of Gearnat. No
involved all members of the Iron League. Count’s own troops were mauled when decisive engagement occurred, however.
the dwarves were late in arriving during
When the dwarven folk of the Iron Hills the pursuit of the retreating Provincials. Coupled with the usual freebooting
marched against Chelor, the Count of There is no question but what the de- and piratical activities common to the
Sunndi dispatched a force to serve with fending army of the Iron League will be waters around and the waters frequent-
his ally to the west. Some 1,000 light badly outnumbered due to the rupture, ed by the shipping of Onnwal, Count El-
horse and 3,000 infantry joined the ldeesh but the Iron Hills are still relatively se- verd (of the House of Destran) had no
above Naerie, with 3,000 gray elves rein- cure against invasion even though Holgi easy time. CY 578 was better, with victo-
forcing the unit. In addition, a regiment of Hirsute stands separately from the allies. ries over the Pirate Blidg Fanger fought
dwarves, gnomes and halflings of the Irongate: For all intents and purposes, near Blue (Pomarj) with a huge amount
Hollow Highlands, over 3,000 strong, the Free City of lrongate is a confederate of loot captured, and then a squadron
moved into the hills above Newkeep (a of Onnwal, with or without the consider- action off Norland Point when raiding
town of some 2,500 persons located at ations of the Iron League. Cobb Darg, ships from Ahlissa were caught in Dun-
V2-149). These troops have effectively Lord High Mayor, is an able and intelli- head Bay (between Onnwal and South
committed Count Hazendel to the def- gent statesman. While his economic ties Province) by four warships. The latter
ensive in his own realm, for only a small with agrarian Onnwal are as close as can brought considerable irritation to Her-
mobile force remains within Sunndi. be, the Mayor carefully nurtures Iron- zog Chelor, for Onnwalish vessels then
gate’s relationships with all members of began raiding in Relmor Bay and along
If the Censor of Medegia would choose the Iron League, the Dwarfking of the the coast of Ahlissa from Prymp to Gal-
this time to invade through the Hest- Iron Hills, and the courts of Chathold dol below the Tusk (ES-159 and F3-160
marks, the County would be hard pressed and Rel Mord. respectively). This caused the Provin-
indeed to defend itself. No more than 500 Cobb Darg observed the events of the cials to withhold several thousand troops
cavalry and about 1,000 infantry remain. preceding two years with considerable from the army being mustered at Zel-
Sunndi militia numbering about 6,000 interest and great concern. When Her- radton.
can be raised, and there are the foresters zog Chelor took the field, lrongate called
and several thousand elves of the Rieu- up its companies of (pole-armed) infan- A council of men and demi-humans
wood. Likewise, the hillmen, gnomes, try and alerted the general militia of the was held at Killdeer (H3-158) in the au-
and dwarves dwelling in the Glorioles- city to be ready to stand to arms. The tumn of CY 578. It was decided there that
Hestmarks constitute a formidable body majority of Irongate’s light infantry bor- the dwarves and gnomes of The Head-
of troops, but each force is needed to der guards were sent to discover what lands would help in the defense of Iron-
guard their respective border area. the Provincials’ movements were, and gate if need be, but otherwise they would
1,000 of these troops actually assisted not become involved in human affairs.
Idee: Fedorik Eddri, Count of Idee, has Holgi’s army when it defeated the Her-
developed the trade of his realm to a zog’s force in 578. When the Provincial The Free City, however, was indeed
point where the populace, are prosper- armies joined, the 1,000 armored cross- grateful for the promise of such aid, for
ous and happy. Perhaps more revenues bowmen of lrongate were sent by ship to nearly 1,600 gnomes and over 2,000
should have been expended in fortifica- Idee. The Free City’s forces now stand as dwarves of excellent fighting skills helped
tion, however, for the line of strongholds follows: assure Irongate’s ability to withstand
along the northern border of ldee are not attack.
fully manned and not in perfect repair. 200 light cavalry (scouts)
1,000 regular infantry (marines) Szek Elverd and his peers decided to
The action to the east in 577 lulled 2,000 levied infantry (at ready) reinforce the marine contingents about
Count Fedorik into a sense of safety, and 2,000 light infantry (borderers Onnwalish war vessels and to increase
it wasn’t until the next year, when Herzog the size of both the regular army and the
Chelor took the field, that ldee was and hillmen) militia. From a strength of 1,600, the reg-
called upon to ready itself for full-scale These troops can effectively defend ular army was brought up to 2,400 men
warfare. Veterans were recalled to bring Irongate, and some 5,000 are available to and 600 sergeants and officers. The mil-
the standing army up to full strength, aid the demi-humans of the Iron Hills, itia now trains all able-bodied men be-
and the militia was also called up — should the need arise and no direct tween the ages of 15 and 45. There are
mostly to man and repair border posts. threat to the Free City is being posed. about 4,000 now in training. One-third of
When the Provincials began to advance Although no more than 8,000 — 10,000 the standing army, all light infantry, are
southward, it was the Dwarfking Holgi dwarves and 2,000 — 3,000 gnomes are to be sent eastward in the spring of 579,
Hirsute who took to the field with his either stopping at Irongate, or moving on
troops, for Fedorik was able to send only 16 to aid ldee if the Free City is not being
threatened.


306

GREYHAWK’S WORLD

NEWS, NOTES AND VIEWS
OF THE GREYHAWK CAMPAIGN

EVENTS OF THE
EASTERN AND
SOUTHERN FLANAESS

by Robert J. Kuntz cluded are no fewer than six large gal- bent on other matters. This left His Grace
© 1982 E. Gary Gygax. All rights reserved. slehyispsa.nTdhpeerthraopospsa wsceorree doifviodtehedr awfater-r wwiothrnthaerraoyppaonrdtunsietyektorereinsftorhcisembeantttles-.
landing into main and reserve groups. oBfotahll EaavsatfialairblaendmeEnd,geafdiedldingwearestsiftfreipnpinegd
Much has transpired concerning the veTtehraenmhaeianvfyorfoceot,maecno, nwteinllgaernmt eodf 6a0n0d of cavalry and missile troops to the le-
Grorneda’ts Ktrionogpdsomstiallnadreitsmeunsvteirroinngs.. TNhye- aarnmolirgehdt, iannfdanatrysi,mwilaitrh-sizseudppuonrittinofgvleigtehr-t vaiveadilafoboletmmeann. pTohwisereixnhathuestewdhoalell ooff tthhee
gathering forces might well see action crossbowmen, javelineers, and elite light North Province, for the east had already
bbeuffoferer byeeatwr’seeenndN.yArlomnodr’asnpdosthitieonGaresaat cmaovvaelrdy t(o1j2o0ininHeerazcohg cGornetnineglle. nInt),adhdais- beTehnecatilmleed gurpaonntetod tthoeHfuelrl.zog Grenell
tKhiengmd.oAmlthisoulegshs tphaelafteaabrleatnhdanhaetvreerdfoorf ttihoen ltioghptrouvniditsingarae sroelpidutienfdantotrybbelofcinke, wloawsedindtheeedinftoergtruantaiotne ofofrthheimn,eaws uitnaitls-
the Overking remains unabated, Almor sccoomumtsaannddeaddedpirteacttlryaidbiyngL.oTrhdisCfoarpcteaiins tirnationehdistoarmsoymaenddeegnreaeb.leWditthhethme taodbdei-
dboaettslenboettwweisehntothebelcaorgmee pthoewearrsenoan foeritha- Aldusc, a doughty fighter (9th level). tion of the contingent of troops from the
emremhabnerd.thTehIeroncuLrereangutea, ttweimthptthetocoduisn-- Wboidthygtuhaerdcsa, patafionrcaereofhsisomhean3d0-phicokrseed- aSpeparoBacahreosnsa, tshtreenHgethrzoofg1’s0,a0r0r0a,yaangdaaint-
tpelar-caectAiolmn oinr SinoaunthuPnraovvoinidcaeb,lesepeomsistiotno meTnh,earlleosef rtvheemfor1cset-4htahslesvtaeyl efidghinterBse. ll- tHaeinriznoggthinattosiinzietiawtinogulda lcikaemlypparigonmpotf thhies
where she can do little but call up all of port to assure that a secure base is main- omwend.iaItfetlhyefohrcuemtahneoiidssbuaen, dGsrednoelnl omt igimh-t
thoerthfeorAceesrdai nbdefhoorepethteoytackaen tmhearfcighhitnintog toafin1e2d0. vTehtiesracnonhteinagveyntinifsanstaryid, 1to20cornesgius-t well turn the tide of affairs. If there are
AlmDuorri.ng the period of CY 577 to 578, the lpaartrcorloasnsdbodwomsceonu,ti2n4g0inligthhet innofartnht)r,ya(ntod tmheajoprremseonvcees ofrfotmhethtreoonposrtfhr,omthethneeSveena
machinations of the See of Medegia iHstiss.LTohrdisshlaiptt’esrOfowrnceCiosmapabnoydyofofAsrtoillmere- oBfarinovnasdmingayhnuomtasnuoffidicse btoenstteomn sthaecktiindge
tsheeemMeadlaacihmiteed Taht rsoanpepiangs tmheucshtreansgtthheoyf m12a0na4rtihlleearivsytsaanndd6enligghinteceartsawpuhlotsndoew- theMwehaonlwehlailned, . patrols from Edgefield
schoiuvtvhieadntdheeaGsrte. aLtikKeiwngisdeo,mth’seepnreidmeifeusl fending Bellport’s landward approaches. have been probing the Blemu Hills and
tSheeair Bowanroennsdasp. pTehearwedhebeel ntutronns.l.y. upon Tohf iSsircoRnatidnoglepnht Giserudnidoe, rUtnhdeecr-oAmdmmairnadl tohteheerwneismey.keOebpviniogusalyc, othnesrteanist wcoantcshideorn-
THAEsShEaAs bBeAeRnOdNoScumented earlier, the NanodrthecurnrreFnletetS. econd Captain of the aflablnekcoofnctheernpthroavt iancmeaijsorbtehirnugst rienatoditehde
tLhoerdsuHmigmh oAndsmoirfatlhreeaOctveedrkpinrogm—ptlythtios fproomssibsolymtehwehneorerthaerornunAddrthi eFoBrleesmt.usW, iothr
despite some severe raiding from the Traffic between the cruising squadrons Kponiuntr,l tahes ianvasdueprpslywibllabseehaarnddtoradlelyfienagt
nlyordthiseprnatbcahrebdariaanssi.zaAbspleercdoi nhtainsgreenctenotf- tariaonpndidoBlyfe.allSpnohyrotsuoisldrtc, wofonilrtliinbnuesatacl,onamcnemd, utihnnefioctraomtweadn- decisively.
sehssipesncaen,dthmisenfotrocethreepNroersthenPtsroavinscqeu.aIdn- be attacked from land, the fleet elements zoBgeGcareunseellomf tihgihst tdhoornweinll htois rseicdoen, sHideer-r
aronsoolifdwbalroschkipsoftofigchotnintrgol mtheens,ema,owsthiolef ccoouulldd anlostoolnalnydswupeplllyovite,rb1u,t0t0h0esmeasrihniepss bhiesssttrbaetelgoyo.sHeids obanttale-wreeasdtwy aurnditsthmruigsht,t
them veterans of skirmishes with barbar- and sailors to reinforce the garrison if while the right conducts a holding action
ian raiders, stiffens the forces of the tnaecekdedb,et.hLeiykecwaniseb,eifatshseursehdiposf aaresaafte- wofithfroBnetsllpworiltl ansotabehindgifefi.cuTlht ibsescwaiutcsheinogf
HCaeLpreztaodignb. yAltdhuescA,dkmniorawln’s aesldeastressopne,cLtaobrlde tpoowrtn.under the frowning parapets of the tahned Htheerzroeglia’sblpeogsaitriroisnoinngant eBaerllpEoarst.tfair
ccoonmvmoyanrdeearchaendd Beexcllpeollertnat bsotruattemgiisdt-,yethaer wNOiHthRidsTrHfeowrPceRtshOebVmaINttCetoEreda, HpoesrzitoiognGwrehnicehll maInndfearctf,orrutmheorWheassteirtnthAaptparonaechwescohmas-
in CY 578. The warships are now report- masked both Edgefield and Eastfair — tbroeoepn aarrpivpaolsintaerde.saTihdetonbeewunpdroevrincocmia-l
ed to be operating along the coast. In- and no enemies pursued, they being
DRAGON 15


307

umnatnridedofinonaenyGemnaerjoarl Haocotioglnis,hH. oTohogulisghh tmiparokfeLt oafttwDoeokdspPoeinntin(asut ltah)eoeraastteMrnamrnoesrt be able to accomplish the penetration of
breomasatisndoefrcoaflmthinegoKrcnucrllaannsd(rseemnndainngtsthoef in Ratik. Sunndi. But the mere attempt, however
the Vile Rune and the ever-strengthening cbolesetdlyStounthnediHaondlyhCeernaslloiers, wasillwseelrl.veThtoe
hbaocrdketso othfethReakDeersa.thIt Misokonnowonrctso) Hfleeerzinogg SEE OF MEDEGIA tohtrheeartwwisilel ablseouoscecduptoy ctroonofprsontht aHtecrozuolgd
fGavreorneofll htahvaint ghiasnyneowf thgeentreoroaplsisfronmotthine doifeAn5fc7tee7r,topthuterhseuHinMoglaylahCcisheintoeswoTnrhradoiemncesidwfeoodrulomdbobese-t ChTehloer’OsvaerrrkaiyngleidntebnydGsethnaetr,aol nReeywnaayrdo.r
Sea Barons with the main body of the a better course to follow. Severe losses another, the Iron League will be fatally
aNnodrthdisPtrruosvtinsctihael aerarastye.rnHoisolagnlisdherds.etFersicts- in manpower due to the successes of his achrenipdappIledpdeaeret.hnSrtolypuigcdahenn’ttshalrousissetsaeaiwthgieallriinnwsgat tyoS. ouIlfn, ntfhoderi
tGioenn,eirnacl’lsudcionmg minasnudltsa,nisd rtifheatbeotfwLeoernd tAhel- etbivnroeeumignihevtsa,asbciooonuuptblteyhditshwecithhOanvthegrerekaiontsfga’ostftifatourdpceue.nsi,- war goes in favor of the Great Kingdom,
tdinugsec.ntHoofoagblisohu,t 5w0it0h, naemarelyrc2e0n0arryegcuolna-r During the remainder of the year, and tMiaelldyegtoiathweillvhicatovery.coIfntirtibfauitlesd, tshuebsHtaonly-
heavy cavalry, and over 2,000 levied wofelflreinntozieCdYa5c7t8iv,ittyh.eSSpeideehnassa,beHeins aEqhuivite- tCeennssibolyr)chaanv’tebceomblmamitteedd, haiss ehveerwyilal v(oasil--
tmroyopfosr,cbeetlhieavtecsohmeescaangahiannsdtlheiman.y ene- able Nemesis of Medegia, is now heavily able unit to the plan.
muTshtenoHteornzloygreisgaininacoqmuapnledtearcyo,nftoror lhoef siniotonstheevcidoeunntclyilsfoorfgiIvveidn., Pthaest atrracnhs-cglreersic- creInamacotfuaMlietyd,egitia’iss tbroeolipesveadrethreamt athine-
his own territory but also be ready to whaiths binesetrnucntiaonmsetdo Igmaptheerriaal nCoarnmstyabalned, finegwewriththathne 6H,o0l0y0C“egnusaorrd. sT”heorfevaarreiounos
cfuornnifsrohnttraotoiopns tboeOtwveeerkninhgislvmidawstheernatnhde send it deep into the heart of Sunndi. tsroeyrt;sthaet tWheORcLaDpitOalFcGityRE(wYhHiAchWKis™MGena--
SNeyaroBndarooncscuwrserseonoont. oTnhlyesfeonrct etos hoimf thbey THpahesessrtemtharaorrkuegHhmigtahhnelaynGdtlorsar,icoaklnessd,tahatnroldeuabgsyht motnhidee- zetteer erroneously labels Rel Astra, a
ttrhoeopOsvaesrkwinegll., but they are excellent year the following troops were said to be astrneodmopai-sbinocduatenp1,ef0on0ld0loewmnoturcepitayat, vPaiocsntottyhrliveoeurcs.aTpfohiteraaslye)
marchihnegatvoywcaardvaslrtyhese heights1:,000 into Sunndi, cover a retreat, or see to the
Dare he risk failure in a battle once light cavalry 1,500 arch-cleric’s personal safety.
Taghraoinne??CYaent, hifeHoofofeglnisdh tahleonMe aclaanchdiete- rleevgiueldarinifnafnatnrtyry 21,,420000 cgoivToehpneetrhHaetoiolOyn,vCeherakndinsgolvrimdwoaorleuloldwwheliodkleehlhyisehanrateevwde
freyatfotrheGhreunmealnlohidims saenldf! wWinhaaltl,hwohnaotrgfloor- mmeerrcceennaarryy cinafvaanltrryy 2,130000 Imperial Constable to conscript troops
North Province! Best of all, the Sea Bar- humanoids (orcs, etc.) 4,000 + forfomtheROelveArsktirnag,’scoomwmn asnodldiaersc,onatnindgeans-t
oprnosvicnocniatlintgroeonptsc, othuulds baellosweinngt inthleieHueor-f doSepsencoutlabteiolinevheasthiitstahramt ythweilOl avcetrukainllgy
azogagint.o rebuild an effective force once
SOLNOR OCEAN

During the season of 577, much minor
aNcotritvhityPrtoovoinkceplaancde oaflfotnhge tnhoerthceoranset nodf
owfertheemIestlaannddoafcAtiosnpserwdei.reSofomugehrt;aisdoemrse
slipped through, some turned elsewhere.
Rloenpgosrhteipdslywaersequsaedtruopnoonf wsehvilesnt sSinckhinnagi
tthhee hveuslksselosf MtwaornptigrovainndciaSlomlose.rcGhuaindtesd,
bByartohneiasl mwaorksehiapsndsuflrapmriseesd, atheflobtaillrabaorf-
ians. Three of the Schnai were rammed
falangdshsiupnokf. tIhnehbaanrbda-troia-nhsa’nfldeeatcwtiaosn,ctahpe-
teusrceadp,ebdutafttheer jtehtrteiseonreinmgaainllinogf tlhoenigrschaipps-
tured cargo.
heTlpheofflpargissohnieprswwashoocbcroukpeiefdrewe idthurtihnge
tvheessceol’nsfussaeild. Jfiagrhl tFinrgozatinltdh,sleetadfireer otof tthhee
Stucrhendais,hmipanwyeoref haisll mtaekne,natnod Athsepecradpi-.
News of this success was said to have
greTahtilsy ehveeanrttenneodtwtihthesHtaenrzdoingg., many of
tahgeevetossaevlsofirdompatthreolclinolgd nwoarrthshdipidsmaannd-
successfully raid North Province and the
dBeasriorendialweIsalepso.nsCaarpetusraeidd ctoarfginod aandreaudny-


308

sHaeurlztogSuCnhnedliorw’sithfooructesin.teTrhfeereHnocley Cfreonm- byTnheewHsothlyatCtehnesdowraisrvheism, sgenlofmtreosu,balendd of some 2,000 forester infantry. No hu-
sor disdains the Herzogal troops and hillmen of the Glorioles and Hestmarks Gmeanneoraidl pGraishoruneisrsmwisesriengtaaknedn.pCreaspumtaeind
wbrisinhgesthtaot acorenaqutheer t“hlieghst”ouotfhhhisimrusleel.f, to awraerlrikeespmonadninnegrtoanhdisminavsassiniogn tion asmmaossht slain. Early reports said that less than
thiCshdeoluobr lies-dreepaolirntge.dHlyenhoat su,niat wisasreaido,f atenryritoatrtye.mpted movement through their 2m0o%nthof(Wtheeaalsrumny 5s7u8r)vivsetrda,ggbluetrslatberrouthgahtt
asked lvid to send a Marshal (one of the tMheostot tcaal souf aslutirevsivowrserteo hsuligmhtalynooivde,rs3in0c%e.
sDtoroonmg)etsotinosfptehcet tDheemSeoeniacnKdnreigphotrst oonf And worse still is the news from the tohfetsheet“rfoleoepisngw”ewreoomdosetlvaersd.ent in pursuit
tithse recaamdinpeasigsn,toshfuorunlidshthme oerfefotrrtoboepsprfoor- wnoorotdh.eIlnveGs raannddfwooreosdteFrsorheasst,daearlat iadsbey- With the continued hostile activity in
torfacctoeudr.sDei,schouvmerilyiaitnethainsdmpaonsnseirbwlyoduilsd-, tvheerewbeslotwbatnokMoef dtheegMiainkatrroRoipvesr.hAolndiensg- tshoer’sGrsaonudtwhoeornd caasmapamigennacpelantos,thheeCheans-
grace the Holy Censor. Already some of teimlvaetsedanfodrcme eonf mluorreedthaahno3s,t00o0f nsyelavarlny bhaled, Dtorasxtr,ikteheaMpaacytorwoithf RaefleAlloswtraC. oInnsrtea--
dhiosneinagstethrne anorcbhle-scleharivcefodresseerrtveidc,eawbaitnh- 5,000 humanoids and somewhat fewer turn for sworn support for Rel Astra’s
SRpeiydneanrsda. Stoucyhieldanupinshpisecrteiosnerwveosu,ldanfodrcine pmicekned(mcoasvtalylryl)evaiewsaybufrtoamlsothesiormeenc3a0m0p+- tacrogonrletbineyudethtdoe fiMnudranelaipscehhndisteuenpTcpheorrotonffeod,riDrtherceatxCcheoanns--
all likelihood they would fall to the com- Gmeennet raanl dGadhereup, cinotmomthaendfoerreosft.thCeapCteanin- sor’s tattered forces guarding the forest’s
mHoalnydCoefnsHoerrzisogusCinhgelaolrl.oTf hheisreifnofrluee, nthcee sorial army, blundered into a carefully sbaoirddetorsn. uTmhebeRresloAmsetra2n,0c0o0ntminegnenatnids
and wiles to avoid the Herzog’s attempts hhiisddceanmtpra. pThlainidkinagbotuhtat4hleeawgausespuwressutinogf 1,000 humanoids — although orcs and
atobIlmveidap,noeasulistviooenrre.hpiumteidnltyoathwiasrheigohf llyesvsultnhearn- mhiamrauudnianwg arareidse,rsthwehoCahpatdaicnomGeenueproanl tliekreOTvtrheoerokpGinsrgaanrlevdiwdnooiotsdca.ulrsroenrtelyaecatignegr to en-
full cooperation on the Censor’s part, pmuisshhiengd aaghaeiandst, aenngeangeimngy iwnhloighwtasskairl-- to the
does not wish a rebellious servant in yet wwaasysspjursutnogu. t of reach . . . until the trap Captain General’s defeat. Because the
talihknreeolyethtsehiadrteqsthuaealrrHeteoarldy,ybC. eTeinhnsegorrepfworerilels,bsieet diskemfprotomisnt hinahtaebdittahnetsMoaflathcheitfeorTehsrtohnaeveanadlwsauyps-
line by the continued threat of an inspec- The trap consisted of two elements: an tpoorintetrdudtheeuIproonn Ltheeagnueest, lovfidrehbaeslsdweicthideadn
ftiaosnhaionnd, sailnlocweetdhetofoprrcoeceheed hinashivsooluwnn- wareella-ploafcendeaurnliytsimofpealsvsesabalnedtemrreani.nW, ahnedn Imperial force led by General Banwald.
teered is probably sufficient to meet the missiles from bow, sling, and crossbow TFhoirsesitmmpeigrihatl inindtreuesdiofnlusinhtoouGtrtahnedwdiososdi-
desired goals of the Overking. bbeugnachnetdo trraoionpusp, oitnwGasahtrouo’slantoew. Aclpoasneilcy dinetnot pinlahya:bWitainll tsth,ebufot racensewsefnatcttohrerceomjeeos-
egrnasteudedw,haennditthweasaramttayckveirdtubayllya driessienrtvee- pIraonrdiLzeeagIvuied’sanmdaNinyreofnfod?rts against the

General Banwald (8th level fighter)
commguaanrdds litghhet fcoallovwalirnyg force: 240
gImuapredriacl roosrcsibsohwmen 120

foot guards 240
mmeerrcceennaarryy icnafvaanltrryy 3,751505000
hhuummaannooiidd rlieggh.t iinrrfaengturlyars 6,000
ThIims pfoerrciaeliswtoooddrsivmeeenastward thr6o0u0gh
tthhee fMoreedset gfoiar naspblaynnlaetde caountjuumncnti.oInt whaiths
been told that General Banwald would
smitoesot fetnhjeoyCceonnsofrro’sntdinegbahcilse,foneoswocnaltlheed
“Gahru’s Folly” or “Grandwood’s Grand-
einsgt”. Idnepaennydeinvgenot,nthwehi“cshcosuidrgeinigs aspcteioank”-
tishecearrteaainfotor yperaordsutcoecaomrees.uIlft tdheecwiseivaethteor
hinogldfso,rcaendcatnhemteweot,pthinecerersbeolsf tahreeadttoaocmk--
seod.aYmebt itthioeures aarnedmdaifnfiycu“litfst”oincoaosrdchineamtee.
wilIlnbteheincnleuxdtedinsretapllomrtesnot fosfotmheesestrnaontgees
events supposed to have taken place on
ttheresdoisf ttahnet sSppininddrirfitftSIosulensd,anadgorenatthseeawain-
iitns Aowlmnorrighatn. dAlsNoycroovnedre—d wpillobrteenetvioenutss
happenings, indeed. . . .

DRAGON 17


309

GREYHAWK’S WORLD

NEWS, NOTES AND VIEWS
OF THE GREYHAWK CAMPAIGN

EVENTS OF THE
EASTERN AND
SOUTHERN FLANAESS

BY ROB KUNTZ

©1982 E. Gary Gygax. All rights reserved. of undisclosed origin is said to have sha- and discussed, with mysterious notions
A great sage of Keoland once said in dowed a group of three Duxchan mer- continually coming to mind. It is true that
chant ships, the Meles, Gloful, and Ti- some mariners who pass these shores
connection with the many rival powers in gress, which were bound from Ountsy never return, and that those who set out
the east: “Behold the sapping of strength, enroute to Sulward with a load of grain to look for these souls share a similar
continuous and unabated, checked only and spices. Fortunately, these three ves- fate. Recently a story has arisen amongst
by the ferocity of battle, and erstwhile sels carried, divided between them, a certain merchants who ply the waters of
victories. Be aware that these powers company of mercenary foot and an en- Spindrift Sound and visit the Isles as
never cease turning over the old stone in voy of his Lordship, one Lieutenant well. The story, though received second-
search of the golden nugget placed there Skould, their acting commander. hand, is believed to be true:
by those who didn’t care. Be it known
that such odious men as these that Before nightfall on that day the pirate A certain merchant of Medegia who,
thwart men’s survival, these are con- ship fell upon the Meles, which had having been blown off course for many
vinced that such nuggets are as plentiful lagged behind, being laden with the ma- days while sailing in his schooner, was
as the languages of Oerth. Be still, peo- jority of the grain. A terrific boarding ac- washed ashore with his most able body-
ple, lest by your movement you attract tion took place; the captain of the Meles, guard, on land which they claimed later
the attention of the “mad ones,” for Sir Rawthers, was killed in the fighting. to be Lendore Island. What this mer-
nuggets may remain buried beneath an Before the ship could be claimed by the chant and his companion claim to have
old stone, or in combination with others aggressors, the Gloful came alongside, witnessed and heard told to them is very
be used to adorn a conqueror’s breast as and with Skould and many handpicked strange indeed, as was their subsequent
a necklace.” mercenaries retook the Meles while driv- return to Pontylver via Sulward on a ship
ing the pirates before them. The Tigress, they said was made of glass and pow-
This passage, based upon the political which had been positioning herself for ered by the breath of gods not of Oerth.
and military upheavals which seemed an ramming, did so. The pirates, hammered
unavoidable and recurring theme of and trapped, surrendered. In fact, they went through much. After
those eastern powers, and especially the having been washed ashore, they were
Great Kingdom, came to light during a It was later found that this ship was a immediately beset upon by a band of
time of continued procrastination by hired buccaneer, paid for by certain un- kobolds. These kobolds were said to
many of the major powers, and as quick- nameable noblemen of Rel Astra, and differ from the usual, having grayish
ly as it was once assimilated and then that these nobles had been contributing eyes and short, stub-like black fur remi-
dismissed as unportentious, it has now heavily to the piratical raids which were niscent of cropped porcupine quills.
been re-enlivened by the many leaders frequent and so well planned that never Thinking that their death was nigh, the
of modern thought. previously had information concerning men entreated the sea god in repentance
their nature been discovered. for their squandered lifetimes. As if in
During CY 578 (late Needfest) a proc- answer, a man appeared in a cloud of
lamation of war was issued against the It is known that Rel Astra has had greenish smoke. His presence had an
Great Kingdom and her satellites by the many dealings with the Great Kingdom adverse affect upon the kobolds, and
Kingdom of Nyrond, the Prelacy of Al- and its new Constable, the Lord of Men- they dispersed. This man wasted no time
mor, and their allies. This, in conjunction trey, Spidasa. To have this information in telling the travelers that he was an
with the various military activities al- concerning Rel Astra makes the plot extension of the wizard Lendore, and
ready in motion, makes the southern and thicker than the Duxchans would like. A that it was he who had drawn the mer-
eastern portions of the Flanaess as busy naval and land expedition will possibly chants’ ship to the island.
as the marketplace at Rauxes, and the be launched later next year, with the ex-
masterless men gather round as a pack press purpose of putting down the raids The wizard then led them to a cliffside
of famished wolves clusters near weak- along the Aerdi Sea and in Spindrift and, pointing inland, laid bare to them a
ened prey. Sound. Until then, political pressure and great spectacle. Off in the distance, near
threats are expected to keep buzzing be- the middle span of the island and stretch-
Elsewhere, mysterious happenings tween Sulward and Rel Astra. The Dux- ing some three miles further into the
abound and the portents of war are in- chans are demanding recompense, while north, was a city — a city of glass. This
creased. . . . Rel Astra turns a deaf ear to concentrate might not have been overly peculiar to
Spindrift Sound on its commitment to the See of Medegia. these men, for they had heard and seen
Spindrift Isles many strange and wondrous things in
A minor naval action was fought here their trafficking, except that this city was
during late summer as the merchants are Though much removed from the main- suspended in the air, hovering magically
abundant upon the sea lanes. A war ship land, these isles have been often viewed at least a half-mile off the ground and

DRAGON 77


310

GREYHAWK Almor’s Field Army: (-50% but rising) Nyrond above all else has a flexible
Commander: Arch-Cleric Anarkin field army and fleet. Through its many
shining with the same greenish, vapor- Base: Chathort sorties and missions adorning its glor-
like hue which embroiled the wizard’s heavy cavalry 400 ious past, it has grown under the leader-
demeanor. medium cavalry 2,000 ship of some of the best tacticians this
light cavalry 4,000 side of Keoland. Now directed by very
The wizard then recounted a tale from armored foot 1,500 competent strategists, among them King
ancient times which said that this city pole arm infantry 6,500 Dunstan himself, the Nyrondian force is
would be the last refuge of the inhabit- light foot 8,000 formidable indeed. At the current time,
ants of this chain of islands once the levies 30,000 Nyrond’s armies are divided into two
calamity struck. The aspect of Lendore archers (mixed) 5,000 camps — not counting garrison units
pointed out that this calamity was near, In addition to this force, the western and certain mercenary bands which are
and was coming in the form of an inva- nobility has raised sizable regiments stationed along the northern and west-
sion of these islands by the Lordship of based at and around Oldred. These for- ern borders, and those units currently at
the Isles and their allies, certain mer- ces are primarily volunteers, with many sea:
chant clans from Medegia. Both, he said, petty commanders and adventurer-types
hoped to exploit the Spindrifts for out- present. Still awaiting orders, these con- Nyrond’s armies
ward bases and possible wealth that was tingents are willing to be sent anywhere Main force:
rumored to exist here. where the fighting is thick, though it is Commander: King Dunstan
thought that their primary objective will Sub-Commanders: Generals Garzenth
The wizard then regained his compo- be Scant along Relmor Bay. and Bellord
sure, having been engrossed in the sto- Relmor Bay Fleet: Base: Rel Mord (enroute to Mithat)
ry. Looking out upon the Aerdi Sea, he Joint Command: Admiral Auriel Lexis light cavalry 2,000
spoke indecipherable words, and with (Nyrondian), Count Stephen Bulhart medium cavalry 3,000
this done summoned a ship of glass to Base: Oldred heavy cavalry 5,000
the shores of the island. The two story- warships 13 armored foot 8,000
tellers were then magically transported large galleys 8 pole arm infantry 3,000
across the Aerdi back to Medegia via transports 57 light foot 1,500
Sulward. With them went a message to marines 1,000 mercenary foot
the Duxchans and the See of Medegia, (Nyrondian) (mixed) 1,000
Spidasa, as well as to the Sea Barons and light cavalry 700 levies 9,000
the free city of Rel Astra, who all have heavy foot 1,000 light archers 3,500
strong interests in the Spindrifts. light foot 2,500 Secondary force:
levies 3,700 Commander: Earl Harhing
The message states that if any attempt Almor will await the coming of the Base: Innspa (enroute south)
is made to invade the islands, there Nyrondian field army near Mithat before heavy cavalry 2,000
would occur a most dreadful power it attempts operations on its own, with heavy foot 4,000
struggle. Those “forces” involved would the hope that the Iron League (and espe- light foot 3,000
not be limited to the defense of the Spin- cially Sunndi) can hold out during this levies 4,500
drifts alone, and, as it was intimated, interim. When the two armies come with- fight archers 2,000
many of the attackers’ homelands would in operating distance of each other, the
come under a tremendous assault for Almorian army’s aim will likely be to The primary aim of these two forces
this breaching of territory and honor. move to Prymp and down the coast, driv- appears simple. Dunstan will move south
ing a wedge in Herzog Chelor’s back along the coast of Relmor Bay and cross
When the two “messengers” returned while Nyrond’s army moves up with the the Harp River, near Chathold, in sup-
to Pontylver they were detained by Spi- bulk of heavier forces to establish a port of the main Almorian army, which
dasa’s guards and questioned thorough- smooth operating front, without supply will have started south upon the arrival of
ly. Though they had seen many won- and communication problems. Dunstan’s advance guard at Mithat. The
ders, they had seen no army. Everything secondary force will proceed south
seemed lifeless except for the kobolds The Kingdom of Nyrond along the eastern bank of the Harp and
and the apparition of the wizard. Were In the not-so-distant past, Nyrond has engage any force attempting to attack
the Olven folk present? “No!” said these the king’s flank or rear. With an Almorian
two, but those of grander station knew had to take upon her back the monetary army threatening from Relmor Bay, and
that the Lords of Lo Reltarma would burden of her allies (the Iron League and another besetting Prymp, King Dunstan
bless any undertakings for the defense Almor) to supply mercenaries, arms and should have little or no opposition on his
of their islands. The last piece of infor- armor, and foodstuffs to these areas. way toward taking the banks of the Grey-
mation regarding this subject is also These supportive measures, which were flood River by next month. With this
strange, but not unexpected: The mer- aimed at creating and maintaining a move comes the threat to Herzog Che-
chant and bodyguard were summoned buffer between Nyrond and the degen- lor’s rear. Chelor will have to turn about
to Mentrey under heavy guard, and to erating Great Kingdom, were frowned to face Dunstan, thus alleviating the
this day their names and families are not upon by the nobility of Nyrond, for taxes pressure on Sunndi, or be “run through
known, only this second-hand account. remained at an all-time high to continue the back.”
to pay for this support. Now the same
Prelacy of Almor nobility which claimed “gouging” on And to insure complete victory in this
The prelate Anarkin hopes to have his Dunstan’s part are convinced of Ivid’s undertaking, Dunstan has called upon
attempted takeover everywhere, just the aid of both the County and Duchy of
armies up to quality and number so as to when they had assumed that Chelor was Urnst, thus securing a further allotment
be able to deal with the threats that the cornered and could not launch more of well trained elite footmen — in excess
Great Kingdom and (especially) Herzog than a punitive effort against the Iron of 10,000 — who will be at the Relmord/
Chelor are posing at this time. League. Woodwych area within three months.

Subsequently, the levy pool, which
stood at 7,000 months ago, has been
steadily increasing so by next year (CY
579) at this time it should have reached a
respectable 30,000+. As they stand on
paper, Almor’s armies are as follows:
12 SEPTEMBER 1982


311

GREYHAWK’S WORLD

NEWS, NOTES AND VIEWS
OF THE GREYHAWK CAMPAIGN

EVENTS OF THE
EASTERN AND
SOUTHERN FLANAESS

by Gary Gygax It is told that Raxivort began life centuries ago as a normal
©1982 E. Gary Gygax. All rights reserved. axvllaxrvt.aDrtsu,eatnodhbisecsauupseerioorf cgarepaatbsileitirevsic,ehteoraosdeemtoolnea(sdoemrsehipsaoyf
The pantheon of deities in the Flanaess is very broad, and GMraaszt’ezrt)o, fRSalxaivveosrtowf athsegdreamntoend. cReartxaivinorpt ofewigenrsedangdrataitpupdoeinatendd
hmaavney ahnumasapneocidt sthaant dexdaecmtlyi-hmuamtcahnessstehreveradceeitiiensqwuehsicthiond,obenoitt bknidoewdlehdisgetimaned. Epvoewneturatloly,lothoet tchuenndienmg oxnv’asrtsgtraoinnge-drosoumff,icaienndt
dowf adrevmeni-,huemlvaenns, oorrcishhumoarnwoihdasteovuetrs.idHeowhuemvearn, faorreacsomomf usneitttieles- with this new arsenal attempted to wrest control of the Abyssal
mneeendte,do.rFfoorr lsaurcghe, eyonuclashvoeusldthfeereelinco, msofomrteabrlaeceiaml pdleoiytiiengs athree nPelaitnheerfrosmideitsbeloinrdg.aTbhlee tboatbtleettwerasthteitaontihcear.nd lasted for months,
“Nonhumans’ Deities” section of the DEITIES & DEMIGODS™
Cyclopedia, but with the following changes: At last Raxivort sought a truce and departed for the wildly
Maglubiyet’s plane is Gehenna; Kurtulmak’s plane AcvhobarytsnnsgaoinlwgPrlpealniagenneshseinohfluaPdxauntraydk,eewmnh,oiblneuiutdmec,amrgroiyvninisnggshoufupfngthhreeimatp,osarpntoidoilnso.noRef at(hxaei-t
is TArechaetrfolinn;dsGrausumgnsho’lsls,ploagnreilloisnsGaesheeninthae.r orcs or least) plots a black revenge.
soeglreecst,ioannodf naodrkeeitrysoafsthgisobsolinrts. for the purpose of terRear.xHivoertcaisn Ltaokrde othfeXfvoarrmtkiondf ,aPxavcakrmt, arastte, rorofgiRaanttsb, aNtig(mhtobFalutt;-
Shaman maximum levels are: Ogrillons, 3rd level; tsaekeedoiftfheerernht ummoavne,mdeenmt riahtueminadni,caotredhuamboavneo)id—guoirseus. eRmaxaivgoicrtt’os
FliWndistchanddocntoorrkemrsa,x5imthumlevleelv; eXlsvaartr,e:7tNholrekveerl.s, 2nd normal form is xvart, of course, with bright blue skin and burn-
level; Xvart, 4th level. Ringaxoivraonrgteweeyaerss. Hsiilskefenatguarersmaernetsgroosvseranbdluueglmy ainil,thteheexwtrehmolee.
reTchoemremiesnodn.lyThoanteaaddddiittiioonn tiso tthhee lxisvtaortf ddeeiittiye,sRwahxicivhoIrtw. oTuhled shimmering as if aflame.
statistics and details of this deity are provided below: daRggaexrisv,oartndfasvhoorsrt sswmoarldl,s.bHlaedecdanwheuarlpaonnysssuucchhwaesapkonnivweisth,
gthreroawt aincgcukrancivye(s+4an“dtodhaitg”)g. eHres,saenlddomwhheans hfeuwrleerdthbaynhaimdtohzeeyn
RLeAsXseIVrOGRoTd strike as +4 magic weapons. Raxivort also has a falchion of
ARMOR CLASS: -1 shmisahlal nsdizseit(eaqcutsalatsoaa+s5howretaspwoonr,dw) ibthutthgerepaotwmeragtoicpaalrpaolywzeero. nIne
MHIOTVPEO: I1N2T”S(:1244”6as mobat) wspeeacpiofinc itsypaectiovfatcerde,aatunrdei.tUrepmoanincsoamcmtivaenfdo,rt1h-e6 phoowuresr; tohfetnheit
SDNPOAEM. COAIFAGLEA/TAATTTATTCAAKCCSKK:S:4:BSyeewebaeploown type (+6 strength bonus) is dormant for one day. The sword, “Azure Razor,” can then be
WASSMLIPAOZIEGGERC:NISCISMAHLREI(P4NEDE’STtERa:ISFSll)ETC’ ANhANaSLoCEIGtSiEcN:: :S4e0veCi%elhaboetilcowevil (xvarts) caIllnedadudpiotinontotopehrifsoromthaegr apion.wers, Raxivort has the ability to
TSCSPMFMPHYILSL:OGAAIEMI1EGONHNR8BFKTNIEIC/O/CE/0AI:BC-L/R0SUDA:P:SSRRAIHa:A1EDBUna2S1dIR:IntLD8Shed/III:TmNNLWleYoiL8o:lv:f:tnUeh1if1VSlul0a8mIlItemOhvDeNelse:lISv2(ceTb0llel:urCaie6cs):tsh1as8lesviCneHl :m-a4gic-user tgheeneproawteeras bolfubeobthlazfierefraonmd haicsidle. fTt hheanbdlu.eTbhliaszfelafmanescooumtbfirnoems
theirsmhinaunsd. tCoreaadtuisretasnccaeuogfht2”i,nwtihthisammagaixcimaucmid-fwlaimdteh omfu2s”t astaivtes
cttpwhaoainwcneeurssoieaxrnhttdaiimskreeebdlsufuuepclleebdsrlaadhzmaiesaygo.aentIt—ltayctao5kksn-2ec0besypeboovunietnlryty1sofsoonefuegr-fimhrreaoelufnd,ntadi.metso.aag2enemdp. penRrlooaryxomiuvtohonrerdet
rather than 4.
guRaradxihviomr.t hLaiksewmisaen,yhceohmapsapnaiecsksofoxf vthaert lfaigrghetesrtsgtioansterravtes aanndd
scores of mobats at his beck and call.
thhaeSndh7atshmymalenbvsoellsooeffrtvhcienleigrridcRaeailtxya.ivbToilhritteys.aelMwsaahgyasimc-adunisssipnlcgaaynwtiahtctethaibndlouacest-ofhlraisgmhcinaagns
attain 4th level. (Note that their spells are limited, but some have
gained burning hands spell ability.)

DRAGON 13


312

The sketches accompanying this introduction detail some of Lesser Gods: e(2ff)ect Polymorph others (2)
dtheeitireespuctoemd matotrniblyutaecstiavnedapnodw/oerrsknoofwanstmoaalldvneunmtbuererrosfatnhed Anti-magic shell Protection from evil/good,
tdheoitsieeswhhaovetracveertlaitnhespreeall-clihkeespoofwtehres Finlacnoamesmso.nI.nTgheonseerafal,mailll- Command, (1)
iar with the DEITIES & DEMIGODS™ Cyclopedia will note that 3 rd. +2, 20’ radius
tdinhegeitsiefeosrattrbheielaitstieeedsebasyrteeMefeamsresmdrso.arWuethaeroxdrtsea,nnIsdivvKeeuntnthutazre.nAttoht otshsueegrgliissektsetodfthfsoaprtettahhkee- Control temperature, 10’ r.
powers and abilities of the deities of the Flanaess are, in fact, Cure serious wounds (3) Quest (1)
coTmhmeo“nSttoanmdaorsdt oDthiveinr edeAitbieilsitieass” woeflld. eities, given below, are Death spell (1)
divided into three groups according to the general power of the Dispel (evil/good, Remove curse
dTehietylicsotinncgebrneegdin; si.ew.,ithDtehmoisgeoda,bLilietisesseranGdopd,owanedrsGthraeat taelrl tGhroede. illusion, magic) (4 each) Remove fear
gtyrpoeuspsofadreeitdieesschraibveedininctohme mlaottne.r Dpiaffret roefntchees lbisetitnwge;etnhethsee Gate (2)
differences can be actual spells usable by one group but not Heal (2) Restoration (1)
agnivoetnhesrp, eolrl mcaenreblyeausdeisdtinbcytioanminemthbeenruomf baerceorftatiimn egsropuepr. day a Holy/unholy word (2)
Improved invisibility Resurrection (3)
Improved phantasmal force Summon3
Minor globe of Symbol (2)
invulnerability (1)
Trap the soul (1)
STANDARD DIVINE ABILITIES Demigods:
coAmlml doeni,tieesachhavuesathbelefoaltlowwililn:g powers and abilities in Anti-magic shell (1’) True seeing (3)
Command, 2 rd. effect (1)
Astral & ethereal travel Geas Wish (1)
Comprehend languages Infravision & ultravision Cure light wounds (3)
Continual darkness Know alignment Dispel (evil/good, Phantasmal force
Protection from evil/good,
illusion, magic) (2 each)
HFGieanatgele((r11)o) f death 10’ radius
Holy/unholy word (1) Raise dead (3)
Remove curse (3)
Invisibility Remove fear
Summon4
Limited wish (1)
Symbol (1)
True seeing (2)

Wall of force

Continual light Levitate
Cure (blindness, deafness, Mirror image
disease, feeblemind, Polymorph self N1 o—tesC: ontrol environment subsumes both control temperature
insanity) Read languages & magic
Detect (charm, evil/good, Teleport (no error) and control weather. It actually allows the greater god to
illusion, invisibility, Tongues adjust the surroundings of his or her immediate environment
lie, magic, traps) to suit his or her desire, even if the change is radical. The
In addition, each group of deities has other particu- area of control extends from a 12” radius to a 72” radius
lar powers and abilities, as described below. A number depending ognodhocwanrasudmicmalotnhefrocmhaonngee required is.
in parentheses after a listing indicates the times per 2 — A greater to six creatures of the

day the power can be used; lack of a number means the same alignment as the god, and all of the same type, with the
power is usable as often as the deity desires. total hit dice of the creatures so summoned not to exceed 40.
3 — The summon power of a lesser god can bring from one to
Greater Gads: three creatures of the same alignment as the lesser deity.
Protection from evil/good, Each must be of the same sort as the others summoned. No
Anti-magic shell (2) +3, 30’ radius more than 25 total hit dice of creatures can be so called.
4 — For demigods, the summon power is limited to one or two
CCoomntmroalnde,n4virrodn.meeffnetc1t (2) Quest (2)
Remove curse creatures of not more than 20 total hit dice. Again, creatures
Cure critical wounds (3) must be of the same alignment and (if more than one is
Death spell (2) Remove fear summoned) of the same type.
Dispel (evil/good,
Regenerate Note that the psionic disciplines possessed by deities are not
illusion, magic) (8 each) Restoration (3) gkeiveepnin.gEianchmiDndMthweillodtheecridpeowpeerrssoannadllygewnhearatl tbheensteoafrtehetodebiety,
Resurrection in Fqiunealslyti,onb.rief information regarding the worshippers and cler-
FGlayte (3) SShuampmeocnh2ange (3) iicssgoefneearaclhadnedityshisouglidvebneinexepaachndienddivuidpuoanl.trTehaitsmednote. sThineclduadtea
Symbol (3) snpoelslppeocwiaelrspoowreorthoerrasbpileitcyiaisl agbivileitine.s of clerics of deities where
Globe of invulnerability (1)
Time stop (1)
Heal (3)
Holy/unholy word (3) Trap the soul (2)
Improved invisibility True seeing (5)
Improved phantasmal force
Vision (1)
Polymorph any object (1)
Wish (2)
Polymorph others (3)

2 3D R A G O N


HEIRONEOUS he has the power to create an illusion 313

(LTehseser InGvoindcible) which makes him appear as a young boy, roneous triumphant. A copper statue of
a mercenary soldier, or an old man. In the deity, armed with a silver battle axe
CARhiMvaOlrRy, CHLoAnoSrS, :Ju-4sti(cpelu,sVaarlmoro,r Daring the latter guises he will be garbed ap- sainlvdercobvoeltrsedraindisaitlivnegr mfroamil, wbeithhinsdevheins
bonus, propriately, but he always wears a suit of head, typically stands behind the altar.
typically +5 for a -9 AC) f+in5e. ,Amt haigsicbairlthc,hHaienimroaniel owuisthhaadbhoinsusskionf
MOVE: 21” imbued with a secret solution. Weapons
HNDOAITM. POAOGFIENA/TATTTSAT:CA2KC1S7K::
4 under +2 value cause him no harm, shat-
1-8 +4 (magic tering upon contact (scoring a hit).
weapon bonus) +8 (strength bonus) tWheeiarpnoonrsmoafl +d2amquaagleit,y wschoilree +o3nlyw2e5a%ponosf
SSPPEECCIIAALL DAETTFAECNKSSE:S:SSeeeebebleolwow
MAGIC RESISTANCE: 80% sccaoursee5f0u%ll .dOamnlayg+e4. oNrogteretahtaetr wweeaappoonnss
SIZE: M (6%’ tall) whose magic power would normally
ALIGNMENT: Lawful good sroenveeor ubso,dayltphaorutsghwitllhneoyt wdoillsionftlioctHfeuil-l
WORSHIPPERS’ ALIGNMENT: Lawful damage.
SCPYLLAEMNRnBeEICOu:t/LrDSa:Rle,SvUleialInvDwe:fHruellNiaggivlhoetonndsin, gorbnoeltutral good
His personal weapon is a great magi-
tcwael nbtaietttlhe aoxfeit(s+4n)owrmhaiclhfisvher-ifnokost tloenognteh-,
FIGHTER: 17th level paladin/ worillbinagcksutcohf.uTllhsuisz,ei,nuapnoonthHereigrouinseeo, uhsis’
TMHAIGE1FI2C/tA-hUSlSeSvEAeRSl /SrIaLINnLgU: eSNrIiOl NIST: Nil
weapon is not noticeable.
In addition to his normal attacks, Hei-
MONK/BARD: Nil fdrroornamewotuhsaencPdaonslioltoiovoesseeMaathteberoisaltel oPfllieagnnheetr.ngyiHnedgr-alciwaknen
PSIONIC ABILITY: II
Attack/Defense Modes: All/all
S:20 I:18 W:19 D:20 srotruonkdess,absutfrheequceanntlcyaasst nooncmeoerevetrhyan7
C:20 CH:19
seven such bolts in any given week.
Creatures of the Prime Material Plane
suffer 5-30 points of damage from a
ssutrfofekreo,ntlhyo5s-e20ofptohinetsEolefmdaemntaagleP, laasnedso
ftuhlosNeeouftrtahl-eClhaateortaicl nNeeuutrtaral lp).laTnhees (eLnaewr--
gy bolt does no harm to inhabitants of
tthhee UPpopseitrivPelaMneaste. rIitaclaPulsaense1o0r-6th0opsoeinotsf
of damage upon those native to the Low- HEXTOR
er Planes (Lawful Evil-Chaotic Evil),
and to all undead creatures as well. Den- Lesser god
izens of the Negative Material Plane AWRaMr,ODRiscCoLrdA,SCSo: n-f5lic(tp, luFsitnaermssor bonus,
suffer 15-90 (15d6) points of damage
from a stroke. (A wand of negation or a typically +3 for a -8 AC)
sdpishcehraergoef thaennsihtriolakteionwitchaonut effectively HNMOIOT.V+POE6O:F(I2sNA4tTrT”eSTn:Ag2tCh0K0bSo:n2u,s4), or 6 (see below)
harm.)
The bolt strikes but a single target. It is
not magical in nature. It always hits its
target. Range is 70’. Casting time is 1 DAMAGE/ATTACK: By weapon type
segment. Duration is instantaneous. (see below)
Heironeous has all of the powers typi- SPECIAL ATTACKS: See below
cal of a lesser deity. SPECIAL DEFENSES: +3 or better
There is great enmity between Hei- MAGwICeaRpoEnSItSoThAitNCE: 90%
roneous and his brother, Hextor (q.v.),
who chose a different course. Each seeks SIZE: M (6½’ tall)
toWdeosrstrhoiyppoerrsthowfaHrtetihroenoetohuesr.are found ALIGNMENT: Lawful evil
WORSHIPPERS’ ALIGNMENT: Lawful
everywhere, but are particularly likely to neutral, lawful evil, or neutral evil
be found among those who follow mil-
itary professions or do heroic deeds. SYMBOL: Six red arrows fanned
to point outwards
coHmebiraotnaenoduschisivathlreoucshadmepeidosn. Loifkeriwghistfeu,l Clerics of Heironeous are especially PCLLAENREIC:/DARcUheIDro:n Nil
he is the deity of those who fight for warlike, always wearing chainmail. Their
hHoeniroonreaonuds osfttreivnelefaovreosrdtheer SaenvdenjusHteicaev-? robes are dark blue with silver trim indi- FIGHTER: 16th level fighter
eMnasteirnialorPdleanr et,o amidoinvge haerorouicndcathuesePsriamned ocaf tHinegirtohneeirosutasticoann. ,Aitn1a1dthdilteiovenl,toclethriecsir TMMPHSOAIIGEONFIKNC//AIB-CUSASSRAEABDRSI:L/SIILNTINLYilU:: S1III2OthNIlSevTe:l Nil
chHameiproionneionugsLiaswtafulll, Gwoitohdc.oppery skin, normal spells, use a bolt of energy once assassin
auburn hair, and amber eyes. However,
per week. Places of worship of Heirone-
24 NOVEMBER 1982 ous are usually adorned with blue trap- Attack/Defense Modes: All/a//
pings, silver, and occasionally windows S:18/00 I:18 W:16 D:19
of colored glass depicting scenes of Hei- C:20 CH:18 (-2)


314

Hextor, Champion of Evil, Herald of smlpayoyamwsgbeitcorh-,leuassldpethwero,lelubo{gumdhtieshorcenoblyriysdom)anlaescsoreealiyfpbehlterreatdcowianeyug.sreetHhaaee Whether Iuz is a human who has be-
Hell, Scourge of Battle, is the deity of symbol with his finger. come demon-like through the centuries,
many soldiers and fighters who deem or whether he is a semi-demon (as some
lawful evil most fit to rule, admiring war Hextor also is prone to carry a magic suggest, a by-blow of Orcus), no mortal
and discord. Of course, others besides device, the Trumpet of Acheron, with knows. He is, however, the first known
those of military calling follow him. Hex- him. This instrument can be winded godling of Chaotic Evil; his wickedness
tor dwells on the Planes of Acheron, but coanclles feovrethryfrsoixmda6y-6s.0Wskheelnetsoonusndwehdi,chit and treachery are infamous throughout
cvaannaw.aMndoesrt tforetqhuoseentolyf,Htheolluogrhe,vHenexNtoirr- obey Hextor’s command. Once every six tiGthicReaElFYhlHaeAnaWadeiKns™gs.IuG(zSa.)zeeettetehre, uWndOeRr LthDe pOoFl-
otref awdasrftahereP, raimideinMg alatewrifaullPelavnile, oinppsoesairncgh years, the Trumpet of Acheron can
good. Especially does Hextor seek to asnudmm30o-3n00a hzoomrdbeieos.f 60-600 skeletons This cruel being can appear as either a
coel(aqhvvw.iiveelf.,ur)f.StlheTignrnohoceoewemdH,lyathHe.ttoxeeWtsxroethoriserwsnohaepisrHstveaeihdnliwragotlaofn-yHbessroeeouirintrvshofeeencrrleiahooawornusftudoesl fmeaatsusrievse, (r7e’dtdailsl)h, fsaktinm, apnoinwtiethd deeamrso, nainadc
his half-brother, the Lords of Evil grant- Hextor otherwise has the powers typi- wlorningk,lesdtemelaynfninikginerosf, socraarcselayn5’ohldeiagnhtd.
ed Hextor six arms, instead of only a pair, cal of a lesser god. Either or both might be Iuz’ true form.
so as to be able to best Heironeous and
all other opponents. Places of worship of Hextor are grim, Iuz rules a portion of Oerth, a horrid
soHmeexmtoarnawppheeanrisn adsisagunisoer,mfoarl,hheacnadn- tdeamrpkl,esanadrebulosuoadllyy. bMuialtjoorn sshormineefsieladnodf territory which bears its master’s name,
cause four of his arms to meld with his slaughter. His clerics wear black robes, from the cursed city of Molag. Few crea-
torso whenever he so desires. His com- adorned with white skulls or gray vis- tures beyond the boundaries of this do-
plexion is fair and his hair jet black, as ages embroidered thereon. Only the mhimain. will speak his name, let alone adore
are his eyes. He is well spoken and ahingdhedri-slecvoerldcilnerircesd,halovweearr-rleowvesl ocflehraictes
charming, a hale fellow and a man’s man, being permitted gray ones. Much chant- In his demoniac form, Iuz prefers to
vyeertsierrewsiitshtibsalegetos,wroemaseonn. Hwiethcapnhilcoosno-- ing accompanies all ceremonies honor- wield a great, magical +3 two-handed
phers, argue with clergy, discuss arcane ing Hextor. Wind instruments sound dis- sword, although he can use other wea-
sheiscrterutse wfoitrhm,dwhoewoemveerrc,raHeeftxetorsr. isWghreany ionf cordant tones, shouts and screams are cpeopntsio. nInalalynylognugisea,nIduzsicnaenwuysedihgiistsexto-
sbkuinlg,inlagnkfr-ohmaireadv,iswaitgherehdo-rrrimibmleetdo eloyoeks voiced, and iron weapons are struck dur- claw and strike and strangle. If he strikes
upon. Then he cares only to fight and ing such an offery. Priests of Hextor are thus twice, a strangling grasp is indicat-
slaIyn. battle, Hextor draws two great bows trained in assassination, so that at the ed, and the victim will die in 2-5 rounds
(24” range) which fire iron-barbed shafts gaining of sixth level of clerical ability, unless freed. In his mannikin-like form,
of +3 quality and inflict 10-15 points of one level of assassin ability is also Iuz has the ability to generate a disgust-
edammpalogyes(dtw6+o9)sppiekrehdit.bAutckclleorsse aranndgefohuer gained. Thereafter, every two levels of oinngcesppeitrtlerouwnhdi.cThhihsesucbasntanecxepeacgteosrathtee
weapons. The bucklers can be employed advancement in clerical skill means one victim struck by 1-6 years (no saving
oasr fweewaeprolnesveiflshisorophpitodniecnet;sohtahveerweiisgeh,t level of gain in assassin ability. The max- throw) and withers the area struck,
Hextor attacks four times per round. His imum. level attainable in assassin ability numbing a member and making it use-
typical weapons are: is sixth, which is reached by a cleric less for 2-5 rounds. His wrinkled visage
upon attaining 16th level in that class. has a negative charisma of -4. This
Two bucklers, 7-10 (d4+6) each KinHgedxotomr. is much honored in the Great causes awe (revulsion) of -55% and af-
OOnnee ++32 sfocrikm,it9a-r1,610(d-187+8(d) 8+9) fects creatures with up to 6 hit dice.
One +2 flail, 10-15 (d6+9) IUZ
One +3 morning star, 11-17 (2d4+9) Iuz is rumored to have a soul object
Hextor wears armor consisting of iron (DtheemiOglodd) secreted on the Abyssal Plane dominat-
scales’ with strips of metal at shoulder Oppression, Deceit, Wickedness, Pain wedhobmyhteheis kdneomwonnteoscsonZsuogrtg.tHnoeyi,s twhiuths
and cuff. A corselet of iron guards his free to roam outside his domain without
wThaiisstaarmndorgirso+in3. aHnisd leevgesryawrehegreredaevecod-. AMROMVOER: 1C8”LASS: -4 (-8 with cape) fear of permanent harm. He is also said
rated with skulls. Around his neck is the HIT POOFINATTST:A1C6K5S: to wear an old, short cape. This covering
Symbol of Hate and Discord, the six red NO. 1 or 2 aconcneveaynsdasneravdedsitaiosn+a4l 2p0r%otemctiaognicasrewsiesltl-.
arrows of Hextor, hanging from a chain DAMAGE/ATTACKS: By weapon type In addition to his various abilities listed
of crudely wrought iron links. or 2-5/2-5 (+9 strength bonus) here, Iuz also has all powers typical of a
In addition to the powers normal to his SPECIAL ATTACKS: See below demigod.
station, his fighting ability, and his as- SPECIAL DEFENSES: +1 or better
dsaisscsoirnd’sinskaillr,aHdieuxstoorf i6s0a’.bFleriteondarsouwsiell weapon to hit DRAGON 25
argue with friends, irksome things will 45%
become hatreds, and petty jealousy will MAGIC RESISTANCE:
grow to seething rage. Victims with 7 or (65% with cape)
more levels or hit dice are given a saving Evil (any)
throw versus magic. The effect lasts six SIZE: M
rounds. Without his Symbol of Hate and WALOIRGSNHMIPEPENRTS: ’CAhLaIGotNicMeEvNilT:
Discord, Hextor does not have such SYMBOL: Grinning human skull
CPLLAENREIC:/DPrRimUeIDM:a1t6erthialle(vOeel rcthle)ric
FIGHTER: Nil
MAGIC-USER ILLUSIONIST: Nil/Nil
THIEF/ASSASSIN: 16th level assassin
MONK/BARD: Nil/Nil
PSIONIC ABILITY: III
Attack/Defense Modes: All/all
S:21 I:18 W:20 D:18
C: 18 CH:18 (-4)


315

St.ThCeurethbisergtre(qa.tv.e).nTmhitiys bisetcwaererinedIuoznanbdy
tfohlelowseerrsvaanstswoefll.Iuz and St. Cuthbert’s
Clerics of Iuz dress in rusty black
(their master’s favorite color) or white
streaked with rust-red blood stains. At
third level they gain the ability to change
scelulfdoenctheepbeurrndianyg. Their ceremonies in-
of foul-smelling sub-
stances, the beating of great drums and
the clangor of bronze bells, and blood
sacrifice whenever possible. Places of
sdearrkv.icAeltator sIuezrvimceusstarbeetyopldic,aflillythoyf,baonnde
and include many skulls.

ST. CUTHBERT

(. . . of the Cudgel)
Lesser god
Wisdom, Common Sense, Truth,
ARFMorOthRrigChLtnAeSsSs,: Dedication, Zeal
-3 (-8 if in
his plate mail)
MHIOTVPEO:IN21T”S: 224
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type,
+8 (strength bonus) touch); know ‘alignment (once/day); places of worship, wayside shrines and
rteomngouveesc;uresxeor(c7isetim(eosn/wcee/emk)o.nth); and small, crude chapels are usual. His fol-
SPECIAL ATTACKS: See below intSetr.esCtuisthibnelratwhaatneds oervdile,rbauntdhtishemdaujoarl lowers are found mainly in the Central
SPECIAL DEFENSES: +3 or better Flanaess, around Greyhawk, the Wild
MAGwICeapRoEnSItSoThAiNt CE: 80% TCV1oil.laa)sgAte, gUorerfnaHsttor,imvaamnlrdlyeVte,exDirsbutosnbbgoeentocw.ne(eSMneoethdoTushleee
SIZE: M wbaocrkk-solifdcinognvbeyrs“tiroune abnedliepverersv.e”nHtieonseol-f who follow St. Cuthbert and the follow-
ALIGNMENT: Lawful good (neutral) ers of Pholtus (of the Blinding Light).
WORSHIPPERS’ ALIGNMENT: Lawful dom leaves his plane, unless some great
SYMgBooOdL:—Wloaowdfeunl neutral duty brings him forth. When on the
billet, starburst, Prime Material Plane he will sometimes
crumpled hat appear as a manure-covered yokel, a
PLANE: Arcadia brown-and-green-robed wanderer, or a
CLERIC/DRUID: 22nd level cleric/ slight and elderly tinker. In these guises
8th level druid he tests the doctrine of the faithful or
seeks new converts. He can gate to or
FIGHTER: Nil from Arcadia or the Prime Material Plane
TMHAIGEFIC/A-USSSEARS/SILINLU: NSiIlO/NNil IST: Nil/Nil at will. He otherwise has the powers of a
MONK/BARD: 7th level monk lesser god.
PSIONIC ABlLITY: VI There are three orders of the priest-
S:A2t0taIc:k1/0DeWfe:n2s3e DM:1o9des: All/all hood of St. Cuthbert:
Members of the order of the Cahllapweeauaxr
C:25 CH:19 dress in varying garb, but
crumpled hats. They seek to convert
St. Cuthbert appears as a stout, red- people to the faith. When they attain
faced man, with a drooping white mous- gthairidn ltehveel,acblielirtiycstoofctahset Cohnaepesahuixlleolradgehr
sthaiimschpheleelmapnleadtteifslomawaiicnl rgoufmw+ph5leitmde ahhgaaitci,r.vaaHnldueeaw. Aestataorrps- spell per day.
Members of the order of the Stars wear
hbiusrscthoefstr.ubies set in platinum hangs on dark green robes with a starburst holy
spyemnbdoinl gofoncotphpeeirr, sgtaoltdu,s)o.rTphlaetyinusmeek(dteo-
In his left hand he carries a billet of retain doctrinal purity amongst the faith-
wood. This bronzewood cudgel is actu-
ally a +3 weapon equal to a morningstar ful. Clerics of the order of the Stars gain
tionucShte. dCbuythtbheisrtw’seagpraosnpm. uAsntysahvuemvaenr- the ability to cast one ESP spell per day
upon attaining fourth level.
sus magic or be beguiled for 5-20 turns. Members of the order of the Billets are
In his right hand is the fabled Mace of St. the most numerous, serving as ministers
hC(aiuts”thsabceomrtr.aecToehfiosaf weapon is +a5n,ddisarnuypti“ntog and protectors of the faithful. Clerics of
ndaistruurpatlio2n0), permanently this order, upon attaining second level,
gpearindtahye. Tahbeilyitydrtoescsaisnt soinmeplferiebnrodwsnspanedll
reduces by 1 point the intelligence of the russet garments, and wear a holy symbol
creature struck (magic resistance check
withstanding). This mace also has the of an oaken or bronzewood billet.
following powers: (by tapping While St. Cuthbert has many large
bless

26 NOVEMBER 1982


316

topaz, jacinth, ruby) blazing with the col-
orsCoeflefasrtiasnunhs.as no personal weapon
which is always with him. He will typical-
ly caaarr+y+in43olesnlopnenegagothrrbwbomhuwoitcrwhdeaiatrohtpsfp2teoh0auert+sft3ootolla1orb0wreo’iwnlebgsnu:gt t5h’
(The Far Wanderer) a +5 short asxweotrhdat
a +3 battle can be hurled 40’
Stars, Space, Wandering a +6 dagger of unbreakable metal
Often he will go unarmed, for Celes-
Lesser god tian has, in addition to magic spells usual
ARMOR CLASS: -5 to a 14th level wizard, the following sin-
MOVE: 18” gular powers:
HIT POINTS: 242 Aurora Borealis: A spell-like power
NO. OF ATTACKS: 3 which causes a sheet of dancing, shift-
DAMAGE/ATTACK: By weapon type +6 ing light to encircle Celestian, or as
many creatures as will fit within its 1’ to 7’
(strength bonus) ruapdituos7. ”Tdhiestaanucroer.aItbloarsetaslisfocra7nfublel tucransst
(or until Celestian chooses to dispel it).
SPECIAL ATTACKS: See below The 7’ high sheet of fiery light will cause
SPECIAL DEFENSES: See below t3o-u24chpinoginitts—of edxacmeapgteitstocaasntyerc,rweahtouries
MAGIC RESISTANCE: 90% immune to its force.
SIZE: M Comet: This power brings a flaming
ALIGNMENT: Neutral good missile which will strike one individual
WORSHIPPERS’ ALIGNMENT: Good target, up to 7” distant from Celestian,
SYMBOL: Black circle with seven stars igniting all combustible substances on
PLANE: Astral the subject and inflicting 5-30 points of
CLERIC/DRUID: 4th level cleric daHmeaagteLfigrohmtninflgam: Aingb, opltoiosof nlioguhstnginagsesis.
FIGHTER: 15th level ranger cwaillllesdtridkoewann iinnsdtiavnidtluyabl ytatrhgiestpuopwteor.7I”t
MAGIC-USER/ILLUSIONIST: 14th /eve/ dmisatgainctalfrmometaCl etolefsutsiaen,ancdauinsifnlicgtinagll n5o-5n0-
points of damage.
magic-user Meteors: By use of this power, Celes-

THIEF/ASSASSIN: /Vil/nil tian causes 2-5 (1d4+1) stone spheres of
MONK/BARD: Nil/nil about one-half foot diameter to shoot
PSIONIC ABILITY: II from his hand up to a distance of 7”.
tFiaronm’s 2o-p5titoanrg) eftosr w5i-ll8bpeosintrtusckof(adtaCmealegse-
Attack/Defense Modes: All/all per meteor.
S: 18/00 I: 20 W:18 Space Chill: A spell-like power which
D: 20 C: 20 CH: 19 enables Celestian to bring a wave of
(q.Ivt .i)s asraeidbtrhoattheCreslewsthiaonfaonllodwFehdarslaimngihlanr
but different paths. While the latter chose
tdhreawdnisttaontcheeseonfdtlehseswreoarlcdh, eCseolefstthiaenswtaarss
anTdhteheFaArstWraal nPdlaenree.r appears as a tall,
elebaonnymhauneoaf nmdidsdmleooyetha.rsH.isHeisyesksinaries ooff
tahnedsaabmseoluctoelolyr saislenhtisinskhinis. Hmeovisemqueinctk.
oHfedsepeepakbslabcukt,sbeuldtosmo.mHeiswghaerrmeehntes wariell
always wear his symbol: seven “stars”
(diamond, amethyst, sapphire, emerald,

DRAGON 63


317
1st Order: Cleric of levels 1-2
cold, 4” wide, roiling from him out to a
evmadacaxuriumemau.mkOilltsdhiesartllalivnveicngegeottahftiin7og”n.siInwtsitlhlcetoalkdaeffae2nc-td8- FHARLANGHNwruhboy waesatrheligmhtaibnlugeemrobinest,hheasvyema-
points of damage from the vacuum con- bol, and have feather fall as a spe-
daigtieonfroamndth2e-8chaidlld, iitfioanpapl lipcoaibnltes. of dam- croiab2lenssdp,eOjlalr.cdienrt:hL, ejuvmelps.3-4, light gray AH(LDeRowsrMisezOelolreRnrgs,oCodDnLAistShtaSen:cHe-o6sr,izRoona)ds, Travel
whSittaersShheineet:oWf lhigehntthisissuisescafsrot,ma Cblealzeinsg- HNMOIOT.VPOEOF: IANAnTTyST:A2C6K2S: 2
atiasnf’asreayweasy, eansve7l”o.pTinhgisusphetoen4bclrinedastutrhees 3rd Order: Levels 5-6, violet DAM(AstGreEn/gAtThTAboCnKu:s) 5-20+2
subjects for up to 1 turn. (See power rroobb45eetthhss,,OOteorrddmpeearerz::r,aLLlleedevv,veietlsaslspte9id7.-e1-8r0,,cbdlilamurekb-.gbrlauey SMSSPPIAZEEGECC:ICIIMAALLREDASETIFTSEATNCASNKESCS:E:S: Se8ee0e%bebleolwow
cwuorerd,thbelinbdlindfonresthseppriororcteosesxupisraatbiolen toof rpoub6repthsle,Osroradbpeepsrh:,irLaeem, vfeleytlh.sys1t1, -d1im5,ednesieopn WASLYOIMGR(BNnSOeMHuLEItP:rNaPDlTEi:spRcrSNew’feeituArhrtLreaaIdGl)cNuMrvEeNdTli:neAny
theTheuffnedcet.r): This power causes a great, diaEdbteaolal7coychtrkhu. psrOoponberdeceesina,rtl:edsrLiiapnemegvloelanlissddi,f1gfet6aerileenanpentoddortri.udmpem,r,eis- across it (the horizon)
rolling thunderclap to sound directly in addition to all other normal cleric
toshtvueenrdneCedietylefoshrtiiam1ns’rsoeulhfn,edwadait.nhdAinlldaecar3ef”eanrtuaerddeisuf,osrsaa2vr-e5e spells, and cannot be used more than
rounds, no saving throw. Those at a dis- once per day. Thus, a priest of the 1st PLANE: Oerth (Prime Material Plane)
toannlyce(soafvfirnogmth3r”owto a7p”pwlicilal bblee)d.eafened 7OtrhdeOr rhdaesr ohnaes sspeevceianl dsipffeellr,eonntespoef cthiael TCFMMPHISLOAGEIIGEONHm9RFIKTNtCIha/C/EAIB-CgU/RSlDAeicS:SvARR-EeAuNBDUlRsSiI:IlLedD/SIIrrLT:INu/NL9Yii9dlU:t:hthS2I I0lOleethNvveeISllleTvcil:elleul 9rsitctihho/inelfiesvt el
toAelml opflothye. sEeacphowiserusstaabklee bountce1 pseegrmdaeyn.t spSelelsr.vice and worship are always con-
Celestian must be under the open sky to ducted in the open, during the night,
uresseisatannyceof cthheecskespoawreerasp, phloicwaebvlee.r.SMavaignigc pmraenfeyrsatbalrys awrheevnisitbhlee. sky is clear and
tfthhoerrIoyntwhaaserdevdtehmitriuasondundesteoamrthap-ig3soi.wcseeavrls,eonasasppnpeolcyteia(del)xp,cobewup-tt
ers, and magic spells applicable to a 14th Attack/Defense Modes: All/all
alenvyelmmaaggicic-supseellr,oCf emleosvteiamnecnat/ntraevmelploony S:18 I:18 W:20
sadpnimidueennrlismciloiitmendbd, bofaloys,ri,st.elelTevhpiteoasrttee, ,asnpfedeallsjtuhmeinrpcl.ufadlel,: D: 20 C: 20 CH: 19
gaCteeilnes2t-ia5nacsatrnaltrdaevvealsa(sqt.rva.l)lyu.nHdeerctahne
starry sky, otherwise only 1-3. He has all roAadssC, ehleisstiealnde(qr .vb.r)owthaenrdeFrhsatrhlaensgthanr-
tuhaeClleyploekwseteeiarpsn’htsyipmhiacfabrliotsomfaacnldolessdesiseaprsogssooitdico.inatiuosn- irso,aimn sfatchte, rfeoguarrcdoerdnearss tohfethgeodwoofrltdr.avHeel
and involvement with other gods. He taenrds tdhiestaEnlecem.enFthaal rPlalnagnhenofsoEmaertthim, ebsut ehne-
hkiansd.bTuht oasesmwahllofoinllvoowlvinegthaemmosneglvsetsmwainth- seldom enters the Plane of Air and shuns
the cosmos or the sky — scholars, as- tahnoyseInonferFiPrelaanned, hWoawteerv.eHr.e can travel to
tgteriaaomtnnouorflsamaitte—ihnrfgsum,lt.ahaHkeseiitsrroudplpoerigiettehysertssw,bhwudealrknneedaovemfertrehtrhepseo,Cslnaesalniebvdslie,-- Fharlanghn, Dweller on the Horizon,
byTthraevreelianrgethseevreenacohredserosf ospf athcee.priest- barpopwena,rsletaothbeerya smkiind,dlcer-esaizseeddmbayn,mwainthy
fheoreondtioafteCdeilnesftoiaunr .wTahyess, easorgdieversn abreelodwif-. swereinmkliensg. Hagise.brFighhatrlgarnegehnn’esyemsovbeemlieenhtiss
Tahceeretaxipneroierdnceer islevgeivl ernanfgirest,afpopllloicwabelde btyo slyeemmovseloswqaunicdklmye—asuersepd,ecbiuatllyhewaitchturael--
the color of robe worn by members of gard to actual travel. He always moves as
ftohratthoartdoerrd,etrhe(thme aoinnegienmtheinctehnetesryomf bthoel if hFehwarolraengbohontswoilfl csotrindvinegrsaendresapdriilnyg,inagl-.
sacnlyedmrictbhouelp,sospnuercarioattluasinnpdienelgldwmbhyeicmthhbeisersgsiaxhiinpoetdihnebtrhysa)a,t tchlootuhginhghoefisplnaoint lostquuffacsiuocuhs.aHselefaavthoersr
order. and unbleached linen. His symbol is a
ewnotoindgenthdeishco,riwzoithn aaccrousrvsinitgs luinpeperer ppraerst.-
It is said that the deity himself wears
Tsuhcihs saysmymbobloli,skmnoawdneaosf tmheanOyersthorDtsisoc.f
wwiothoda, Obinreilgrathhidt Dgwoisiltdchewnjiallsdudenepasincetdt aintnutyorqaiutr.eoaiseo,f
The
sthime psluyrflaocoeksouf pthoen wthoerldD.isFch,acrolanncgehnn-

64 DECEMBER 1982


318

trates, and the miniature image of the langhn also has the following spells cchoovekirnsga, nblainredaingofc4lo,0u0d0ocfudbuicstfeweht.icIhn
lparnoddudcetisoinre. dIt aisptpheeanrspoinssaib1le/1t2o,0te0le0proer-t mmfainveoadnvisleatihobeenleaprdtoahono,thrpa,, anfdlsyisus,pnieplmilmlapmnitrteoa,dgvpiecbad,assseinwiasvra:tihlsld,qiibugpia,loiktdlyeyi,--, wtshtiertihkliean,ttiebtrutotfoiatrmo1,b-sftohcoeutreerlasenmtgheeentavainlsdidoonceasoufsnaeolstl
T(whiethoOuetrethrroDr)istco wanilyl alolscoaleshsooopt ifcoturtrheda. dmrooocokrrp, thostomsneueldf,t,eptllr,aasnsstsopnwoerittthovoiafuletpslthar,antctsrea, ,nwspamllaluntoetf 1-4 points of suffocating damage each
burning, golden ray of varying intensity: thorns, wind walk. traolucnadn. Ibnethhearlmatetedr osntalyteb, ythmeaegleicm, ebnu-t
6n6e10s.s’ Altoonbgceo.anmTthinoisufarplaalyilgehisyt.eeTlqlohuwealbligienhatbmuripghhattos- iItt ccaann sbtaeysiunmamcolonuedd foonrlyoninly d3ryr,oudnudssty.
a diameter of 6’. He also has the following spells on a adirceEeaasretslheumcEhelenamtsael.dnetsael:rtAs, prairies, etc.
to26. 6A’ rlaoyngo.f bTrhililsianint tgeonldseenbceoalomr uips saieOlciimnvo.eHidnrliHt,tehep(eg1dciaot/ahsdnbon.adaadsHysr,ce)ietisoalhalm,dusenaspmdlsaaieounbpainnngihkil,ucdiastaamyisctgaeeaaetslotlgsedtiwdocdhaioe,:nethrtddaetun(oocr2oedntt/ha-dgcedsdaurhniymeamac)s.rrerameengoas,--f- typical, 16 hit
bright enough to cause any creature tures telepathically.
sbtlrinudcekdin(stahveeevyse.smtaogbiceappeprlmieas)n.eTnhtley onFrhoaardlasnagnhdnpiasthmsoosrt ianttleonngtivteuntnoeltsh.oHsee eaMrthagemleameEnletaml ednotinagl: 6A-3260phoiitntdsicoef
rinacyh’sesd.iaEmveentetrhoissejuwsht ousnadveer wehigehnt cinagn dsatrmikeagweithunhfiasiliirnognl-yshuopdonstaanff,yicnrfleicat-- dmaomneadgeonplyerinatutancdke.rgIrtocuannd baereasus.m-
stutrruecsk fwulilthininth3e’ eoyfesit,sasshwaeftll, awsilclrebae- ture he chooses. He can curse an enemy Mud Elemental: A 12 hit dice earth
dazzled from the brilliance and un- slnmeooaorgtnhmutaheat.lad.ItinsFiytsahtnrarecaremlvaeownlvgiwlalhhbtnailce’ksheoicnstwulygricsrbeeeyaatlaeasrsclttolehsnragiocnnao1esf delaemmaegnetapledroainttgacokn,lybu3t-1a8lsopoainbtles toof
ab3le. Ato csoereusfocrat1in-1g0rosdegomfebnutsr.ning, fi- sFohmarelagnogdhlninogfo1r0dtheilteyvaebl loer taobdooves,oo.r by ssqpureaared ifteseetlf aonvdersalonwarcereaaotufreusp ttoo 4h0a0lf
ery golden light up to 16½’ long lan- normal movement in addition to its
ctheisngfo.rthThteo srlaicye wthrilolugchutvitrhturaolulygahny6- If desired, Fharlanghn can summon onnolrymianl waetttacakre. aIts cwahnerbeemsuudmamlroenaeddy
iinnchoense obflasstot.neCroerathuarlef sanstirnucchk obfysttheeisl ealneeylmeDomeunnsetetanElotsalf:eltmdhoeeninftoaglll:ooAwnliy1n6g2-ht1yitp2depiscoeoinfeteasarotrhfth eFxhisatrsla.nghn uses all spells and powers
dpaemncailg-tehin(saravye svus.ffemra1g0ic-6n0epgoaitnetss aolfl damage per attack but able to form a tahtotuhgeh1h8ethislaecvteulaollfy p9rtohfilceiveenlc. yS,peevceianl
damage). The intense heat of this epulsoeewm,eserasnvtteaalkfoewrbhthuicethosnureemqsmueoigrnemisnegnotonfoeaf nrtiomeuaenrdttho.
bbleeamobjiencsttsanittlytosuecthseas.flame combusti- wThitehoeulet mduenretaslscfoomr eusp wtoillinognley taunrdn.serves
Fharlanghn can be hit only by +3 or
In addition to the spells commensu-
ruasteer,toillhuissiolenvisetl, ocfleerxicp,eratnisde darsuiad,mFahgaicr--

DRAGON 65


better weapons. He is never surprised on 319
the Prime Material Plane. Spells of earth
do not affect him. He regenerates 1 point EHLONNA
of damage per round.
The priesthood of Fharlanghn is of two F(oofretFhsetlo, wMFeoerrase,dstosFw)esr,tilAitynimals,
sorts, urban and pastoral. The former AMLSNDHeRPIAOOTsEMM.sV(CePOOAEsrOItGF:RAregI3LENAnoC2/TdgTAA”LSdtTTATh:eATTSs1CAAbsS8CoKC:0nSKK-u6::Ss3:B) ySeweeabpeolonwtype +5
wear brown robes and generally are SPECIAL DEFENSES: +2 or better
found in small chapels in communities. MAGwICeaRpoEnSItSoThAiNt CE: 75%
aUbribliatynocflearipcassosfwFahllasrplaenllgahtn7gthailnevtehle. WSASYLIOZIMGERgB:NSoMOMoHdLIEP,:NPaUTEnn:yRicNSGoe’ronuAotrdLha,IolGrnnNgeoMuotErdaNl T: Neutral
Those of the pastoral order wear green PCLLAENREIC:/DPRrimUeID:M1a1tethriallevel druid
robes and minister by traveling the FMIAGGHITCE-URS: E12Rt/hILlLeUveSlIOraNnIgSeTr: 10th level
highways and byways, occasionally stop-
ping at wayside shrines to Fharlanghn. magic-user
Pastoral aclepraicsss polfanFthsaprlealnl gaht n5thgaleinvethl.e TMPHSOAIIENtOtaFKNc//AIkBC/SADSRAeAfDBeSI:nLSsITNIeNYil::M1oN1di1les: All/all
ability of S: 18/99 I: 19 W: 18
Worshippers of Fharlanghn are most D: 21 C:18 CH: 21
active in the Central and Southwest re-
gions of the Flanaess. Followers of this
deity are typically merchants, adventur-
ers, itinerants, and the like. Services are
often conducted outdoors, under the
sunny sky.

66 DECEMBER 1982


paEtrholnoennsas ooff tahlel fFoolkre—stseilsvesna,idhtuombaenthoer cpaonwecrosmomvearndhournseicso;rnins.eHlveernhfiogrhm-p, itschhe- 320
oatnhderlowviseesu—chwsuhroroduwndeilnlgisn. wSoheodislalnikdes- eacrdseafwatuhr riasetwlweailycl aganlsacdaalyllleseaeigtrhvueeer.acEsrietahaetmurroesuonfrrttofmoofr
wanisdeotthheerdweisitey goafinthothseeirwlihveolihhouondt, ffrisohm, her. PHOLZUS
the forests. She is thus worshipped by icaSlhoef ahalsestsheeradtteriitbyu.tEeshlaonndnapoiswpeersrstoynp--
wraonogdecrust,teforsre, settecr.s,Mtorareppfeerms,alheusntthearsn, ally served by a planetar. (of the Blinding Light)
males serve Ehlonna. areBreoswpneiecsia, lleylvaettsu, ngendotmoetsh,isadnedityh.aIlffliEnghs- LightI,nfRleexsiboilluityti,onS, uLna,wM, Ooordner,
omfaIttlweis.oIpnfooshrmsuimbsl,aeanfohfrourEmmh,aloEnnhnolaorntaonnataewklveilelenhitahfveee-r tlhoantnameremqbueersstsofsseurvcihcera, citeiss w90ill%aidlikheelyr
either chestnut or black hair, while in in any manner she asks. She often trav- Lesser god
elven form her tresses will be pale golden elsClaemricosngofthEehsleonfnoalk.are able to track as AHMRIOTMVPOEOR: I2NC1T”LSA:S2S8:6-5
olinr gcobplpueeryorgvoilodl.eHt,earnedyehseracreomeipthleexriostnarits- if they were rangers, at a level of ability NO. OF ATTACKS: 2
fmroomst tchleoasreaonfdafahiur.nHtsemr agnarmorernatsngraenrgtoe eleqvueall ctloeritcheeirquleavlsel 1osft elexvpeelrieranncgee; ri.ea.b,ili1tys.t DAM(AstGreEn/gAtThTAbConKu:s3) -12 +2
thoEsheloonfnaanhealsveandapmrinacnetitses.bracers which aAnti5mthallefrvieenldthsehyipgsapinelal osfpedlrlueidqsu.aTl thoisthies SSPPEEwCCeIIAAaLLpoDAnETtTFoAEChNiKSt SE:S:S+e3e obrelboewtter
give her protection equal to armor class in addition to their normal cleric spells, SMIAZGE:ICMRESISTANCE: 85%
0allansdavininagdtdhitrioonwsbe. sStohwe ahabsonausloonfg+b2oown tuisseabelequoanl ctoe ptheer dcaleyri,ca’st aexlpeevreielnocfeexlepveerl.- AWLOIGRNSMHEIPNPTE:RLSa’ wAfuLlIGgNoModEN(nTe: uLtraawl)ful,
which always causes its arrow to strike theThaerewaofrroshmipthoef EWhilldonCnoaaisst ctoenthteereUdleink
2its1”t.aSrgheet,heavseanrraotwitss omfasxlaimyiunmg froarnmgeanoyf fiefs, from the Kron Hills to the sea. Her Lawful (evil), Lawful (good)
wHoeor dqluainvderchreoaldtusre4s0—arrboewasr,s,thsetabgasl,aentcce. colfeErichslonwneaararpeaalelwgaryeseninrsoyblveasn. Tseemttinpgless, STMSCPMPFHIYL:LSAOAGAEIMIGEt1NHOitNRlaB8FlIKTuCNEIcO/C/EAsk-B:IILUC/i/:RSoDAD1A:S:SnR7RAerTEciAfNDsUBheaRSWtie:nIIdlDL/SsiI:aLIS:Ie2NTNLi3liY2Ulv:M0e:StrNIhoyIIOIdilSleNesuvI:SneTlA:clll/earl1ilc2thlevel
dowafhgiwcghheirics.hEeaqhruloeanln+tao3.afiSg+hh6tesdhweafiteshnadbeolrot,hnagonfdswtahoe+rsd4e aloltchaotuegdhinsmviallall gsehsr.inSeesrvairceesococfawsioornsahlilpy D: 19 C: 23 CH: 20
abnladdesstr,ikoinftgentwdiceefewnditihngthweitdhagthgeers. word iionuvsolhveerbwso,oadnednthaendplhaoyirnngvoefspsiepless, vaanrd-
flutes.
In human form, Ehlonna has special

DRAGON 67


321

fsixueIntdsiseatss,atthihdeethrceeyscorllevegesuoolaffrPitthyheooltfmussouotonnr,sishaeorweanaadsll cause blindness or cure blindness by
creatures the One True Way, a strict path troaudciahti,oonrwshhiocoht pfolaryths afropmulsthinegifnlafrsahreod,f
which allows no deviation but gives ab- tinratoviothleet vsipseibclter,uman.dThthisrosupgehctinrutomthbeeauml-
sloowluetersasosfurtahneceBolinf driignhgtneLsigsh. tSoamcteuafollly- is 8’ wide and 80’ long. Any creature
dcleariemd itthies trhigeiidr dperoitgy,rePshsoioltnuso,fwthheo sour-n oasuftnnrutdahcbekleeSbvtyielovrieytrremymcuSoosumvtnesmaaitavnsendgdvbaeezrusetsutuefsrbroemjmedcatgthbitcoeyoeSrtathabceheff
and moon and maintains them in his reg- holder of the device.
imen. Such claims are not regarded as briIlltiacnacne,aalsno erexpleaansdeinga gsplohbeereofofgrliegahtt
doctrine. which begins from the staff and spreads
mPanho, lptuasleaoppf ecaorms palsexaiotna,llwainthd fslolewnidnegr t(oexace4p0t”Pdhioalmtuestehrim. Aselllfw) imthuinsttshaeveglovebre-
wwhhiicteh hthaeirfiarendofbdriegvhottibolnuetoethyeescafruosme Csmuuesrainnmgsagtohifcisthoberlinsbdteancfeof,msaseiwspisephromssaspnibeellnel,tlooyrnblbyliynbday.
shines forth. He always wears a gown of deity able to cure blindness or fulfill
twrihmitme,edsiwlkiythmsuantesriaanl damndooansceamssborocik- tahneotshtearf’fsiswuissha.bTlehe4 stipmeecstrupmerpdoawye,rthoef
diveorreydsitnaffgoslhdodanidn ssiillvveerr., Itnophpisedhabnydaisdiasnc globe but once per day.
of electrum that represents the Silvery to Iancaledrdicitioornilltuositohneisutsoufatlhespseallmseknleovwenl,
oSSnuuPlnnyh.,cosalttruuikssee’ ssstafarsoffm,aT+3h6-e1w2Septaaopfifnootnsf, PhoDltuisspehladsatrhkenseesss:pBelyl-limkeerpeolywetorsu:ch-
the Silvery iPnhgolatunsyisaraebaleotfomcaaugsiceaitl tdoairnksntaenstsly,
oafltdhaomugahgeit fdoisrmsipfaotre8atnudrnbse. Wunhaebnlethtois rpeotuwrne/rreis-
(Itpslums awjoierldpeorw’sesrstr,enhgotwhebvoenr,usa,reif ainnyit)s.
fimlolurammgisicn.aoTtfiholeing.hsttasTfhfaecsaintfoispth,woohetorewfoeartvhwevra,anrdicoauonsf

68 DECEMBER 1982


322

used as a cleric spell (see below), it is all forms of rGadaizaetiowne, athpuosnsbeacroemirneg- their deity, the clerics of Pholtus contin-
necessary to have Pholtus’ holy sym- mirror-bright. ually seek to reveal the Light to unbe-
bol and speak his name when using flected back upon their users, heat lievers. They will brook no argument, of
the power. Duration is 4 rounds, +1 has no effect, and even creatures us- course, and resisters will be shown the
round per level of the cleric. ing infravision or ultravision will be way of the Blinding Light. There are
Glow: By pointing, any creature struck sightless for 1-8 segments af- three ranks of this priesthood:
within an 8” distance from the caster ter looking upon Pholtus, unless they Glimmering: Clerics of levels 1-4;
will be caused to glow bligrighht tliyn, shed- save versus magic. If light conditions white vestments, dispel darkness (as
ding radiance equal to a 10” are very bright, such as in full sun- aboGvlee)aamsinags:peCcleiarlicsspeollf. levels 5-8;
radius, for 8 rounds, no saving throw. light, sightlessness will last 2-16 seg-
If the caster chooses, the glow can rmeeflnetcst. When used as a cleric spell, white and silver vestments, glow (as
spring forth from his (or her) own has a duration of 1 round, re- above) as a special spell.
body, with effects as follows: if the quires 3 segments to cast, and re- Shining: Clerics of levels 9 and
glow comes from the face, the caster quires a holy symbol of Pholtus plus aflbeocvte(;aswhaibteovaen) dasgoaldspveecsiatml sepnetsll,. re-
has +2 to charisma for the duration of the use of crystal prayer beads.
the glow; if it radiates from the eyes, Pholtus can employ each of these Upon a cleric’s attaining a certain
the glow produces light beams 40” powers four times per day. Pholtus oth- rank, the ability to use the special spell is
long with a 4” base diameter. When erwise has all of the abilities and powers gained, and si.pee.,caialshspineilnlsgocfleloriwc ecranraunskes
used as a cleric spell, Pholtus’ holy typical of a lesser deity. are retained;
symbol and a 1 segment prayer to the The Ethereal Plane, the Positive Mate- each of the special spells once per day.
Blinding Light are required. Casting rial Plane, and the Prime Material Plane The priesthood of Pholtus is at its most
time is 2 segments, and duration is 1 are open to Pholtus, although the deity active in urban districts. Consecrated
rouRnedf/lleecvet:l of the caster. tcyapdiciaa)l.lyHeremcaaningsaoten his own plane (Ar- buildings are white. Typical services fea-
By means of a mystic pass in from 1-4 monadic ture many burning candles and long
and reference to the Blinding Light, devas to do his bidding. siser“mOoBnsli.ndThinegaLnitghhetm.” of the worshippers
Pholtus can cause his body to reflect Following the inflexible example of

STANDARD DIVINE ABILITIES Death spell (1) Remove curse
Disillpueslion(e, vmil/aggoiocd),(4 each) Remove fear
All deities have the following powers and abilities in HGeaatel ((22)) Restoration (1)
common, each usable at will: HImoplyr/ouvnehdolyinvwisoirbdilit(y2) RSuemsumrroenct3ion
MImiinpnorvoruvlgenldeorbapebhialointfytas(1m)al force (3)
Astral & ethereal travel IGnefraasvision & ultravision ADnetmi-migaogdics: shell (1)
Comprehend languages Know alignment CCoumremliagnhdt,w2ourdn.desff(e3c)t (1)
Continual darkness Disillpueslion(e,.viml/gaogoicd), (2 each) Symbol (2)
Continual light Levitate Finger of death Trap the soul (1)
Cudriesea(bslein,dnfeeessb,lemdeinadfn, ess, PMoirlryomr oirmphageself HGeaatel ((11)) True seeing (3)
insanity) Read languages & magic HInovliys/iubnilhitoyly word (1) Wish (1)
Teleport (no error) Limited wish (1)
Deiltleucstio(nc,hainrmvi,sibeivliitly/g,ood, Tongues
lie, magic, traps) Phantasmal force
larInpoawdedristioann,deaacbhilitgierso,uapsodf edsecirtiibeesdhbaesloowth.eAr pnaurmticbue-r Pro1t0e’crtiaodniusfrom evil/good,
in parentheses after a listing indicates the times per Raise dead (3)
day the power can be used; lack of a number means the Remove curse (3)
power is usable as often as the deity desires. RSuemmomvoen4fear
Symbol (1)
AGnretia-mteargiGcosdhse: ll (2) Protection from evil/good, True seeing (2)
Command, 4 rd. effect (2) +3, 30’ radius Wall of force
DCCeouanretthroclsriptieecnlal vl(i2rwo)onumnednst¹(3)
Disillpueslion(e,vmil/aggoiocd),(8 each) Quest (2) 1No—tesC:ontrol environment subsumes both control temperature
FGlyate (3) Remove curse and control weather. It actually allows the greater god to
HHGImeolopalyblr/oeu(v3ne)ohdfoliyninvvwuilsonirebdrialitb(y3il)ity (1) Remove fear adjust the surroundings of his or her immediate environment
Improved phantasmal force Regenerate to suit his or her desire, even if the change is radical. The
PPoollyymmoorrpphh aonthyerosbj(e3c)t (1) Restoration (3) area of control extends from a 12” radius to a 72” radius
Resurrection 2 —deApegnredaintegr ognodhocwanrasudmicmalotnhefrocmhaonngee troeqsuixircerdeaistu.res of the
SShuampme ocnh2ange (3) same alignment as the god, and all of the same type, with the
STyimmeboslto(p3)(1) —toTtahl ehist udmicme oonf the creatures so summoned not to exceed 40.
Trap the soul (2) 3 power of a lesser god can bring from one to
True seeing (5)
Vision (1) three creatures of the same alignment as the lesser deity.
Wish (2) Each must be of the same sort as the others summoned. No

ALenstis-meragGicodssh: ell (2) Polymorph others (2) 4 —mFoorer dtheamnig2o5dsto,tathlehistudmicmeoonf cproewaeturreisslicmaintebdetosooncealloerd.two
CCCouomrnetmrosalenrteidom,u3sperwrdao.tuuenrfefde,sc1t(03(1’) )r, PQruo+et2se,tc2t(i0o1’)nrafdroiums evil/good, creatures of not more than 20 total hit dice. Again, creatures
must be of the same alignment and (if more than one is
summoned) of the same type.

DRAGON 69


TRITHERON 323

(InThdeividSuuamlimtyo, neSr)elf-Protection,
AMHLeRIOTsMsVLOePEirObR:egI2NroCt4TydL”,SA:SR1Se6:t3ri-b4ution
Trithereon, “The Summoner,” is the
SSNDPPOAEEM.(CCOAsIItFGAAreLLEAn/gTAADtTTThEATTFCAAbEoKCCNnSKKSu::SEs2:)BSSy: e+we3ebaoeprloobnwettytepre +7 deity of individuality and the right of self-
spuroitt,ecintidoinc.atHeiss msyamnbyolt,htihnegsr,uninecolufdpinurg-
ttohebrninegedtotoanstreivned ftoorthliboesretywahnodatroe sbeeenkt
MAGwICeapRoEnSItSoThAiNt CE: 80% onWahberindguipnognlifteheorPrfrimeeedMomat.erial Plane,
SIZE: M yToriuthnegremoann awpipthearersd-agsolda thaallir, wanedll-bgurailyt
WALOIGRNSMHIEPNPTE:RCSh’ aAoLtiIcGNgMooEdNT: Chaotic
eyes. He is typically clad in pale blue or
SCFPIYLLGAEMHNnRBTeEIOCEu:tL/RrDG:a:RlRl-a1CUud1hInstDhahe:oeltoei9imcfvthepluglferoisgvouheditltecr leric vmioaleiltogfaterbn, vwisitihblea. sHheirt coafrrgioelsdeanbcrhoaaidn--
bladed spear, a broad sword, and a scep-
tleearTthhineerh.sispebaror aisd girdle of gold-studded
MAGilIlCus-UioSnEisRt ILLUSIONIST: 10th level called Krelestro (“The
wHhaircbhincgaenr obfeDhouorlmed”).9”Itainsdaw+il7l rweteuarnpoinn
TMPHSOIIEONFKN//IABCSASARABDSI:LSITNINYil:: Nil wtFhrheeiceshdaocmmaeu’ssreoTsuofnnedga.ur Te(c.hf.eItfeissawraosr+pd6elilsw) iecnaaaplleo3dn”
I
Attack/Defense Modes: All/all
SD::1290 IC:1:199 WC:1H9:19 lreasdsiuas stoavainllgopthproonwenvetsrsoufsitms awgieicldisersuunc--
ctreibsusftuiol.nT. hItecsacneplotecraitsethaenyBaetnoenmoyf,Rneo-
efmuxalistmttesar.gwiTchhaeelrep,rsouctneelpectsteisornsoaamlsgoeaienpxsettrralmo-pcitoaswtioeitrns-
wdeietladielerdtolastuemr.mMoenrecleyrtapionscsreesastuinrgesthaes
Baton of Retribution allows the posses-
sor to travel to any place on any plane of
etoxipstreenvceentnsoutchproetnetcratendceb.y some magic
When held and wielded, the Baton will,
tuopobnecdoemseirea, sctaruasnegethpelascuer,rouunnfdaimngiliaarretoa
tThhousse, oitpcpoousilndgbtehea wbaierlrdeenr doef stehert odef vpicuer-.
ple rock and green skies, a swamp of
tmuirlke-lceoslosrepdlaiwnaotefrgwraityh arendd bpllaanctks,wahofesae-
gfirreouannddgwlohwosseahseiaf vitenwseraeretrbalnasclkucaenndt
opaque. At each such place, Trithereon
fmululys,tobreelasnestwheercerdeaotunree qinueqsuteiosntiotnruwthil-l
ybeeacros,nsbiganreridngtostohme estrmanegaenswoorfldefsocra1p0e0.
This transferral and questioning can oc-
cviudrutahlreoer atismseosciawtiethd rgersopuepc.t to any indi-
abAlesto“Tchaell uSpumthrmeeoncerer,a”tuTrreisth, eorneeonat ias
toimf een, stolavpeumrseunet,aanbdricdogmembaetntthoofselibgeuritlyty,
and similar crimes. Summoning requires
baruet: a single round. The three creatures
HDN8e;mHoPud64t;he#AHTo1u;nDd:4A-1C6;0S;AMfVas2te1n”s;

70 DECEMBER 1982


324

bite until destroyed; SD struck only Each of these creatures can be sum-
by magic weapons; MR 30%; Int 5; Sz moned by Trithereon once per day. The
tMh.atNteramcokusdpisreaynaisroinf-ijat wweedrecraea2t0urthe summoned creature will follow orders to
fluevlley,l trhaengheor.unWdhleonckist iatsttajackwsssauncdceasus-- the best of its ability. If slain in the course
taogmeattiocailtlsy vciacutismese1a6chporoinutsndofthdearme-- of doing so, it will take 1 week to reform
aufntedre.teTchtiesdc.reItaitsurneeivse8r0s%urplikriesleydt.o be on its own plane and so cannot be sum-
moned during that period.
Harrus the Falcon: AC 2; MV 3”/30”; Trithereon is also able to gate in one of
3H-D129;; SHDP s7t2r;u#cAkTon2lyorb1y;mDa5g-i8c/5w-8eao-r each type of deva (astral, monadic, and
pons; MR 40%; Int 6; Sz L. Harrus is a movanic), one per round. This deva-
hbuegtteer bthiradn-liktheatcroefaatunreeawgilteh. Ivtisciaonn summoning requires one round to ef-
spulucmh matetatcaktstawdicde+f4lytinoghistppereobda, bainlitdy fect. It can be performed once per day.
aonndattatalocnk,dtahme acgreea. tAurfteeruasensinitistiabl etaalk- Hcoeuwrsiell .dHo esootohnelyrwtoisecohmabsatpgorweeatrsevciol,mo-f
(1Caatt’arcoklkdtohiengS3eda4Ldizaamrdag: eA)C. 1; MV mensurate with his status as a lesser
3”//27”; HD 10; HP 80; #AT 1 or 1; D deity.
3-30 or 2-16; SA overturns small crafts; Priests of Trithereon wear dark blue or
cSMrDoRcso2tdr0ui%lcek-;liIoknentlyr4e;bpyStilzemLao.gf isCcoawm’reoealk4p0ois’nisna; purple robes, silver or gold trimmed.
length. Normal attack is by tail smash, During special ceremonies they wear
aanltdhoouftgehn bdiotinneg. Tishequcirteeatduarengiseraobules cassocks of golden red emblazoned with
t2o5%uposfetthveetsimseelsit uspo atotteitmspotsw,n30le’ nvgetsh- the rune of pursuit. Each has tracking
soef lsthe50t%imeo,f athned t1im0’eo, r20sm’ vaellsesrevlses7s5e%ls ability as a ranger of one level below his
100% of the time. or her cleric level, to a maximum of 8th
level tracking ability (for a 9th or higher
level cleric). Those of 4th and higher lev-
el are permitted the use of spears, and at
8th and higher level clerics of Trithereon
can employ broad swords.
The followers of this deity are com-
mon in large towns and cities and in cer-
tain states in the Flanaess, notably the
Yeomanry and the Shield Lands. Typical
services feature ceremonial flames, bells,
and iron vessels and symbols of various
types.

DRAGON 71


325

ISTUS form, Istus never bears an obvious weap- save at 5% per +1 or equivalent. Artifacts
on, for she is able to employ any object and relics have a 50% and 75% chance to
(Lady Of Our Fate) to cause damage. With any such item save, respectively, exclusive of the basic
Major goddess she will always hit any creature, even percentage chance indicated above; i.e.,
Fate, Destiny, Predestination, Future another deity, since she controls fate. a +4 artifact sword would have at least a
ARMOR CLASS: -8 The damage so inflicted is, however, var- 70% chance to save. This power is usable
MOVE: 12” iable due to the immediacy of such an twice per day.
HIT POINTS: 377 encounter.
NO. OF ATTACKS: 1 Strand of Death: The creature (or even
DAMAGE/ATTACK: 3-12 Istus can create and cast strands and a deity) struck by this strand is turned to
SPECIAL ATTACKS: See below webs. This she does one of a kind, at will, dust and forever gone, unless a success-
SPECIAL DEFENSES: See below once per melee round. Each strand or ful saving throw versus magic is made.
MAGIC RESISTANCE: 100% web has its own powers and effects. Magic resistance is, of course, also ap-
SIZE: M Each type has a limited number of us- plicable. This power is usable once per
ALIGNMENT: Neutral ages per day. These strands and webs day.
WORSHIPPERS’ ALIGNMENT: Any are:
Strand of Hostility: This strand affects
(Neutral preferred) Strand of Binding: Any creature failing any creature failing its saving throw ver-
SYMBOL: Golden spindle with to save versus magic will be as if wrapped sus magic. The affected creature be-
in iron chains. This effect lasts for a comes immediately hostile to all who
three strands number of rounds equal to 100 minus the oppose Istus, because destiny would
PLANE: Uncertain level or hit dice of the creature affected, have it so. Any and all possible actions in
CLERIC/DRUID: 14th level in each strength notwithstanding. This power is defense of Istus will be used by the crea-
FIGHTER: Nil usable three times per day. ture affected, immediately, against for-
MAGIC-USER/ILLUSIONIST: 24th level mer friends or associates, without direc-
Strand of Cancellation: This strand tion from Istus. This power is usable
(savant)/14th level illusionist causes the object struck to become as if tSwtircaendpeorf dPaays.sage: This glowing strand
THIEF/ASSASSIN: Nil it never existed. Only non-living things
MONK/BARD: Nil are affected. Magic items are entitled to a DRAGON 27
PSIONIC ABILITY: I

Attack/Defense Modes: All/all
S: 15 I: 23 W: 25
D: 21 C: 17 CH: 19

Istus, The Colorless and All-colored,
Lady of Our Fate, is honored and feared
as the controller of foreordination. While
she has relatively few faithful devotees,
many persons will call upon Istus in time
of want or need. She may or may not
heed this call; no one knows. Because
fate is so often cruel or unkind, only very
cynical or unfeeling persons tend to-
ward service of Istus.

No one knows where (or when) Istus
makes her abode. Some savants postu-
late that there is a nexus linking the other
planes of existence to a pocket universe
which only she, and her webs of fate, can
enter or exit. Istus does certainly make
appearances on other planes, including
the Prime Material. Sometimes she is an
old crone, other times she appears as a
noble dame, then again as a lovely lady
or even as a shepherd girl. In whatever


326

is unlike the others in that it instantly fades, all creatures return instantly to a weapons. She can never be surprised.
connects the plane it is on with any other random location on their respective Istus can move into the future and back,
plane Istus desires. It lasts for 3 rounds, home planes, unless they have found instantly, once per day. Such movement
and any creature touching it is trans- and entered some other plane. The will restore 30-300 lost hit points. All
ported instantly to the connecting plane. “stars” are entryways into other times time-related spells (such as divination,
The power is usable twice per day. and planes, but unless the nature of the augury, and time stop) are useless when
time/plane is known, these portals are applied to Istus in any manner. She has
Strand of Sending: Any character or impassable. There is a 1% chance per all the attributes and powers typical of a
creature touched must save versus mag- point of intelligence that any creature greater deity. Istus is said to be served by
ic or be sent to the time and place in the with genius intelligence will be able to a strange companion, a creature of time
near future which poses the greatest discover the nature of the time/plane, similar to an elemental prince (see Time
threat to its freedom of existence. Willing but it will require 1 turn (100 steps of Elemental).
creatures need not save, and Istus can movement time) to study the portal. Only
send them to a place of future opportuni- one attempt per individual is possible for Clerics of Istus wear gray robes, or
ty. The power is usable three times per any portal. Istus is able to cast this web black ones on occasion. Leading clerics
day. once per day. have web-patterned formal vestments.
Most (80%) of the clerics of Istus are
Web of Enmeshment: This 30’ square Istus, and only Istus, can employ a female. Those of 3rd or higher level have
net causes all creatures within to be- spindle-like instrument to cast strands the ability to cast one augury spell per
come lost in a maze-like space, their vi- and webs. Strands can be cast up to a day without actually “taking” the spell;
sion clouded by mist, and causing them range of 6”, webs up to 3”, except with i.e., it is known in addition to all other
to be filled with apprehension so as to be regard to the Web of Stars. These strands spells. Clerics of 7th or higher level gain
50% likely to attack another creature, and webs, as well as all spell-like powers the ability to cast a strand of binding
friend or foe, upon sight. Effective dis- of Istus, are cast at the 24th level of once per day with a 1” range, with adura-
tance within the web is boundless. Sight- ability. tion of 1 round per level of the cleric. The
ing distance is 10’. Initial movement is binding can be broken only as a function
disoriented, and determination of direc- All times and places and planes are of strength, with a chance equal to that
tion is impossible. A victim making a known to Istus, and she may move freely to bend bars. In addition to the holy
successful saving throw versus magic from one to another so long as she has symbol of Istus, the cleric must possess
will be free of the web on the following her spindle. If it is lost, she will imme- a hair of at six inches in length.
round. This applies to magic resistance diately and instantly return to her own
as well, but the latter is checked only plane. The lost spindle will then crumble Centers of worship of Istus are in Dy-
initially; if a magic resistance check suc- into powder, and Istus will not control vers, Greyhawk, Rauxes, Rel Mord, and
ceeds, the victim is freed on the follow- fate, et al, for from 30-300 days while she Stoink. Services include gauze hangings,
ing round. Saving throws can be attempt- remakes her magical spindle. clouds of incense, woodwind music,
ed in every round a victim continues to chanting, and meditation.
be enmeshed. All creatures, even those Istus can be hit only by +4 or better
making a successful saving throw or
magic resistance roll immediately, will TIME ELEMENTAL
be enmeshed for at least one round. This
power can be employed once per day. FREQUENCY: Very rare parts of themselves from other times so
NO. APPEARING: 1; see below as to effectively add 1-4 additional crea-
Web of Entropy: This invisible web is ARMOR CLASS: 2 tures, but a hit on any one damages each
30’ square and affects all magical energy MOVE: 1” and every manifestation of the time ele-
which is within it or enters it. Each round HIT DICE: 12 or 16 (20) mental. Therefore, under attack a time
all magic items so exposed must save as % IN LAIR: Nil elemental will typically bring its other
if struck by a strand of cancellation or TREASURE TYPE: Nil manifestations to its time locale, gain
become non-magical. Spells attempted NO. OF ATTACKS: 1 multiple attacks in that round, and then
from outside or inside the web have all DAMAGE/ATTACK: 3-12 or 4-16 (5-20) vanish completely into the time stream in
power drained in the area of the web. SPECIAL ATTACKS: See below the next round. Since a time elemental
This web can be cast once per day. SPECIAL DEFENSES: +3 or better

Web of Stars: When this web is cast, weapon to hit
Istus and all within a 15’ radius of her are MAGIC RESISTANCE: See below
immediately transported to a time-space INTELLIGENCE: Very — Exceptional
of unknown type and of boundless pro-
portions. All affected see an infinity of (Genius — Supra-genius)
starry space draped with endless nets of ALIGNMENT: Neutral
silken strands. Distances are distorted, SIZE: S
and each step taken moves the individu- PSIONIC ABILITY: Nil
al a vast distance — or so it seems. Any
creature more than two “steps” away Attack/Defense Modes: Nil
appears as a glowing star of red, orange, LEVEL/X.P. VALUE: VIII/3,000 + 20/hp
yellow, green, blue, violet, or white. This
web is an ultra-dimensional pathway to Time elementals are basically of two
virtually anywhere or anywhen, provided sorts, common and noble. Information
the way is known. (Istus, naturally, given in parentheses in the statistics
knows the way.) Creatures of supra- above pertains to noble specimens. Time
genius intelligence can return to their elementals exist in multiple times, so
point of origination. Those with greater they are always perceived as small crea-
than supra-genius intelligence can de- tures resembling a cloud of fire, dust, or
termine the actual location of other vapor. They usually attack by spraying a
points along the web, on a 10% chance fine, powdery substance at opponents.
per point of intelligence above 20. The Those hit suffer damage due to cell
web lasts for 1 hour of actual time or 600 death (aging).
“steps” of traveling time. When the web
Common time elementals can bring in
28 JANUARY 1983


327

has the power to move forward, back- fail to save versus magic. Each of these OBAD-HAI
ward, or sideways in time (one round time stop powers is usable once per
worth of such “movement” for each hit round, at will, once per day. (LTehseseSr hgaoldm)
die), a time elemental can usually avoid
contact or break off contact at will. Un- Time elementals seldom appear on Nature, Wildlands, Freedom, Hunting,
less the avoided party has the ability to any plane but that of Time, because on Wild Beasts
likewise travel in time, the time elemental such planes they feel discomfort and the
is then absolutely untraceable. (Those weight of the forward (or other) motion ARMOR CLASS: -2
able to follow will see a faint trail of haze of time in relation to the plane part of MOVE: 21”
in the direction of the time elemental’s them is manifest upon. Similarly, time HIT POINTS: 140 (see below)
movement.) Similarly, a time elemental elementals can never be conjured, sum- NO. OF ATTACKS: 2
can pursue by time movement, 1” addi- moned, or otherwise brought into being DAMAGE/ATTACK: 3-12 +5
tional for each hit die, thus equalling up by any standard means or known spell.
to a 13” or 17” movement rate. This (+3, +2 strength bonus)
could put the elemental in front of a flee- On the Plane of Time there are other SPECIAL ATTACKS: See below
ing opponent. creatures dissimilar to the elemental sort. SPECIAL DEFENSES: See below
There are also said to be certain royal MAGIC RESISTANCE: 100%
All time-related spells are useless time elementals of greater power than SIZE: M
within 3” physical distance of a time the noble sort. These creatures rule their ALIGNMENT: Neutral
elemental, and no such spell will affect fellows and serve certain deities. Royal WORSHIPPERS’ ALIGN: Neutral
or reveal anything about a time elemen- time elementals have 24 or 28 hit dice, SYMBOL: Oak leaf and acorn
tal or its actions. In addition, since these cause like hit points of attack damage PLANE: Prime Material
creatures exist across a multiplicity of (6-24 or 7-28), and have double the CLERIC/DRUID: 9th level cleric/
times, there is only a 10% chance that number of powers of noble ones. In addi-
any spell cast or magic employed against tion, royal time elementals can summon 15th level druid
or upon a time elemental will actually 1-4 common (70%) or 1-2 noble elemen- FIGHTER: Nil
function. (To determine this, roll d10 to tals (30%) once per day. MAGIC-USER/ILLUSIONIST: Nil
find the elemental’s current center of THIEF/ASSASSIN: Nil
vulnerability, then a second d10 to see if MONK/BARD: Nil
it matches the first number rolled. If so, PSIONIC ABILITY: I
the spell or magic works.) Any opponent
able to move through time can automati- Attack/Defense Modes: All/All
cally determine where the time elemen- S: 18 I: 17 W: 20 D: 18 C: 21
tal is most vulnerable, so magic or spells CH: 19 (24 as regards forest creatures)
used by such an opponent will function
properly, although the time elemental is
still allowed a saving throw.

Noble time elementals have all the
powers of common ones. In addition,
each has the power to cast a time stop
spell which will affect even time elemen-
tals of common sort, age a creature by
1-20 years, make a creature younger by
1-20 years, age non-living vegetable
matter by 10-200 years, age mineral
material by 100-2,000 years, or move up
to 4 other creatures in time (forward,
backward, or sideways) randomly, or to
a desired locale, singly or jointly, provid-
ing the creatures are willing or otherwise

DRAGON 29


328

Obad-hai, “The Shalm,” is an archaic hornwood tree, where it remains until russet garments and carry staves. At
deity of nature and wildlands, one of the summoned by Obad-hai (cf. Drawmij’s third level they may substitute one first-
most ancient known having been wor- instant Summons spell). This staff also level druid spell for a cleric spell, at sixth
shipped by the Flan prior to the arrival of allows its bearer to walk tirelessly with- level one second-level druid spell for a
invading Aerdi. out food or water for as long as desired. like level cleric spell, and at ninth level,
Animals will never harm the bearer. For the same is true of third-level spells.
Obad-hai can appear in human form the bearer of the staff, vegetation will Thus, at ninth level, a cleric of The Shalm
as a lean, weathered man of indetermi- part to allow easy passage. can have one each of first, second, and
nate but considerable age. He is usually third level druid spells in place of like
clad in brown or russet, carrying a horn- In any form Obad-hai can be harmed levels of cleric spells. At twelfth level,
wood staff, looking as if he were a pil- only by +3 or better magic weapons. As such clerics gain the ability to take the
grim, hermit, or merely a rustic. At other is usual for lesser gods, The Shalm can form of any small woodland animal or
times he will appear as a dwarf, gnome, become invisible, polymorph self, use bird. They may use druidical as well as
or halfling. detect and dispel abilities, and commu- clerical weapons. Druidical clerics like-
nicate. He regenerates 2-8 lost hit points wise get cleric spells/weapons.
The Shalm is also able to assume the per round.
form and characteristics of any of the Churches or chapels of Obad-hai are
creatures listed below. He can take any The Shalm loves nature and wilder- always in rustic settings and made of
allowable new form instantaneously, and ness. He is a patron of druids and a friend rough timber. Services are brief and not
can use each form once per week. When to those who dwell in harmony with their particularly ritualized. Living flowers,
he leaves that creature form, the hit natural surroundings. Characters or earth, water, and fire are typical service
points of the creature type accrue to creatures who despoil or wantonly harm adornments.
Obad-hai if he is at fewer than 140 hit either animal or vegetable life are his
points, but such transferral never ex- foes. Because of Obad-hai’s particular
ceeds his maximum 140-point total. The neutrality, and his favoritism toward cer-
allowable creature forms are: centaur, tain creatures, notably satyrs and cen-
leprechaun, pixie, satyr, sprite, treant, taurs, a rivalry and antipathy exists be-
badger, brown bear, boar, giant eagle, tween this deity and Ehlonna of the
giant goat, giant lynx, giant otter, giant Forests. Thus, the majority of Obad-hai’s
owl, giant pike, giant porcupine, giant followers are male, and those of Ehlonna
stag, and wolf. It is not uncommon for are female. (Editor’s note: Ehlonna was
The Shalm to roam about in the guise of described in issue #68 of DRAGON™
any of these creatures. Magazine.)

The Shalmstaff is a weapon which de- Clerics who follow Obad-hai are usu-
livers a blow as if it were a +3 magic ally druids. A few others are of the nor-
weapon. When it is discarded by Obad- mal sort, although they wander as pil-
hai it instantaneously flies to the nearest grims in most cases. Such clerics wear

30 JANUARY 1983


329

BOCCOB
(The Uncaring) ics) ever devised by magic-user or illu- priate plane so as to strike fear into
sionist. The favorite weapon of Boccob uronlldinegadclocurdeaotfureenserogry alikcetuaulnlyto daeldivoeurblae
Neutrality, Magic, Arcane is his staff of the archmage, combining a strength wall of fire as to its area and
Knowledge, Foreknowledge, staff of the magi with a wand of conjura- effects upon them. He can likewise use a
Foresight tion. This device can always absorb 24 net of negative power to affect creatures
spell levels, regardless of its charge. drawing on the Positive Material Plane.
AMRajMorORgodCLASS: -8
MOVE: 18” All planes and times are open to Boc- Boccob neither seeks nor avoids con-
NHIOT. POOFINATTST:A3C5K4S: 2 cob. He is able to draw either positive frontations; he desires balance above
power or negative force from the appro- alignment, knowledge above all. In com-
bination, these two forces can rend
DAMAGE/ATTACK: By weapon type demon or devil, deva or elemental. Once
SPE+C2IA(LstrAeTnTgAthCbKoSn:uSs)ee per round the Archimage can cast a disc
SPECIAL DEFENSES: +5 below of concordant opposition, a plane of
or better mixed forces which will blast into noth-
MAGwIeCapRoEnStoIShTitANCE: 125% ingness any creature under 13 hit dice or
SIZE: M less than 50% magic resistance. Those
ALIGNMENT: Neutral with fewer than 13 levels or hit dice (96 or
WORSHIPPERS’ ALIGNMENT: Any less hit points if dice are not used) or
(clerics, neutrals) having less than a 50% magic resistance
PSCFIYLLGAMEHNRBTEOIEC:LR/:DC: EoRNnyUecilIoDirnd:aaNnitlpeOnptapgorsaimtion are destroyed by the 1”-square force
MAGIC-USER/ILLUSIONIST: 24thlevel web. Those of more than 12 hit dice take
in each 100 points of damage, less magic resis-
THIEF/ASSASSIN: Nil tance doubled. Those above 12 levels of
MONK/BARD: Nil elexspsertiheenicremtaagkiec 5re0sihsittanpcoein,tslesosf edaacmhag+e1,
PSIONIC ABILITY: I of protection expressed as 10. Creatures
Attack/Defense Modes: All/all with at least 50% magic resistance are
S:18 I:26 W:20 unharmed.
D:22 C:20 CH:20
Boccob can be hit only by +5 or better
LoBrdococfoabll, Mcaalgleicds Tahned AUrncchaimriangge, iosf tthhee weapons. He has vision of double nor-
Deities. Whether or not any worship or mal range into all spectrums. He can
sheimrv. eNahtiumralslye,ehmesisofenntoreiamtepdofrotar nocmeentos regenerate 1-4 points of damage per
sbeyeskienegrsneawndmdaigviicnsearsre. Lpirkoenweistoe,atshkohsies round. No spells of mental control or
aid. Sages also revere him. possession will affect Boccob, nor will
ferBrinogcctoobsreanredlyhilseasveervsahnits, tohwenmhaadll,aprcrhe-- dwfeeiesTibtehileeehsma.winsodrtshoheripasptietmrrisbilauotrfemsBoatycgpciioccsba.laHorefegsropetrhaeetaerdr-
mage Zagyg (q.v.), in his stead. Boccob tphurorpulgehoroubtetshewFithlangaoeldsst.riHmi;s tchloesriecsatwtaeianr-
is always arrayed in garments of purple ing the 9th level or higher are actually
umpooven wanhdicchhasnhgime.mHeerihnagsrmunaenys oamf guoleltds able to handle simple magic items nor-
ahnisdpparloatceecttihveeredeisvicaet sle.aItstisonsaeidoftheavteriny mally usable only by magic-users (wand
magic item (except for artifacts and rel-
of illusion, crystal ball, robe of useful
20 FEBRUARY 1983
items, and any similar devices).
Services to honor Boccob involve

complex rituals, incense, recital of for-
mulas, and readings from special works
honoring knowledge.


330

ZAGYG

Humor, Occult Studies,
Unpredictability, Eccentricity

ADHMReIOTmMVPiOE-Og:RoIN1dC8T”LSA: S1S21: -2
DNAOM. OAGFEA/ATTTATACCKKS:: 2By weapon type
+6 (strength bonus)
SSPPEECCIIAALL DAETTFAECNKSSE:S:S+e2e obrelboewtter steZra, gisygt,hethesoMleakdnAowrcnh-sMearvgaenat nodf Bpuonc-- Harmful effects of items employed by
MAGwICeapRoEnSItSoThAitNCE: 100% cob, for the latter recognizes no others this being tend to affect not him but his
ASILZIGE:NMMENT: Chaotic neutral (good) emxacdepotnolyn isnpethcaiatlnoocnceasbiount sh.isZamgaysgteisr oonppaonrinegntosf inwsetaekande.ssT,haullso, tihfeZrsagwyitghipnuat
WORSHIPPERS’ ALIGNMENT: Any seem to be able to fathom his reasoning 1ha” srabdeiuesnmknigohwtnbetoasffterikcetedwiitnhsateapda.d)dHeed
SYM(BnOonLe: Rkunnoewno)f madness (insanity) aansdthseeinrsdeeiotyf .humor; few, if any, hold him cnleubn,t,ohr ocwasetvaerh.aSstoemsepheoll wup, odnesapnitoepphois-
PLANE: Prime Material-Concordant whZeangyugpowniltlhaepPperimareinMnaetearrialyl Panlayneg.uHisies srieeesmoiuntghmisaadsnseigsnsm, Zenatgsy,gansdurvmivoevse,scoanr-.
TMCFMPHILSAOGEIIGENHOmROFIKTCNIpa/CE/A-BpIgUC/RSDoiAcS:SsRR-AEuiA8tDUBisRtSoh:IeI/DSnLIrLIl:INeTNL/ivYUl:N1e:Sl0ilNIItIOfhIiiglNhleItSevTre:l il1lu8stihonilsetvel amcatrukaabl laepipneaarwanizcaerdliys ssoaritdotfowbaey.uLnirkee--
S:18A/t0ta0ckI:/2D3efeWn:sl7e Modes: All/all wtioisne, ,uhsuisalglyardbarisk vbalureiedantdo ssiulviterthien sciotuloar-. Zagyg can likewise travel all planes
D:22 C:19 CH:18 caondb ims othset cbaanreefuolflym, abnuyt. aHpepaserervnetslyBboec--
Being able to employ weapons and creatuasineeonflighhisteonwedn nweiulltraanlidtyaanddesuinrecetro-
dwmweiaatvhgniicdace-uvossofcerwoprsmao,lnmZbdaloeagnrdyegitnoinisbthooeltinkheeofltyhihgaehtnort.edar(asNpnpoadetneaad:r taiHn ehuomthoerrweviseeryhwahserteh.e attributes and
abilities of a demi-god. He can be hit
only by +2 or better weapons.

DRAGON 21


331

OLIDAMMARA

MusiTc,ricRkesv&elrJyo, kReso,guWeirnye, & Spirits tbhyecfeorltlaoiwninogthemradgeicitaielsp. oTwheersKawnhteicehl haares tpraloteyinthgetMheadmAargcihcmalacgaer’sapcaacpeturteo.)frTuhse-
usfoarb21l..eOAAoldildnlodacwsems3mp0cea%hrraad)troamyc: mhaornmstaebr ilaitbyil(it8y5%of discarded carapace remains as a hemi-
Lesser god asprmhoerriccalalssshe3l.l,Itabwoeuldt s2’itwseidlfetoansdto3n’eloanngd,
AHNMDRIOAOTMM.VPOOEAO:RFGI1NEA8CT/TALS(T+AT:ASTs1CASp9K:Ce9ScK-i9:a:l3,Bsyeewebaeploown) type m(5u0sthibt eposimntas)s.hPedasosrwoatllhesprweilslsecdaessttruonydeedr
SPEC+4IAL(stAreTnTgAthCKbSo:nuSse)e below 2543%.. CCaasstt aa fdoisgpcelloiulldussiopnellspell theThcaerraepaacree sfehewll cahreap2e½ls’ xde2’dxica40te’.d to
5. Cast an emotion spell Olalridgaemtmoawrna.s Tohrecyitaieres. aSlwhariynseslocaarteednoint
76.. CCaasstt aa mpvriasoijgoornramcsrpmeeaeltldio(noillnuslspyieoflnlorsptheell aurnecaosm. mThoenreinaruerbsaunppcoesnetedrlys tawnod rruusrtaicl
SMPAEGCwICIeAaLRpoEDnSEIFtSoETNhAiSNt ECSE:: +2 or better de8it.y)Cast a hostels located in the central Flanaess
65% tahreea K—roonneHiinllsthreegWioildn.CCoalestr,icasnoothf eOr liin-
SIZE: M (5½’+ tall) TwlohhnOeigclihmadaaadmlsulorkmawtaiissorannhoioamtrlsdaotiosspcocoefhtsreansnneibgaslesseeshwseehlafwefniomsrhiateassissk. dthaeCmlamebraicilrisatyoaofrfethhisindoidntegiutynincaosrmheamtdroaoniwnesedisthtooera.hsavtoe
AWSPCFILLYLOGAIEMGRHNncRBNSTheEIOEHCauM:RotIL/rEPPDta::iPNrcRlAi8mETUgtnRh:eloeaIDSoNuulMe’:dgtervahauAeNtiltnel,LrilrgaIcifGailhgmlNha(cPaMtoehsltaEraikcnNoetgTico:)odN,eutral, stbhieceaierl qscukleaillrlsictoeaqlauleatvlheiteol.f tTohhnoeseeyleaovfreetlhtleaouwfigreshrtttlehmvauen-l
worn. bard when at third level, second level
levIenl aadsdaitiobanrdto, Othliedasmpmelalsranocarmnaclatsot thhies abtasrdixatht faonudrthhilgehveerl,calendricthleirvdelle.vFeilnbaallryd,
fmolalogwicin-ugssepr:ells as if he were a 14th level cchlearnicgseosfeOlfliadtam8tmh aarnadghaiignhtehreleavbeilli,tythteo
TMHAIGEFIC/A-USSSEARS/SILINLU: S12IOthNlIeSvTe:l tNhiiel f ptraasnsswmalul ttehrricoeckpetor dmauyd twice per dilluursaiotinoinstboefinthgeassamif ethleevceals. tTehr ewyedrereasns
PMSOIONKN/IBCARADBI:L2IT4Yth: lIellvel bard dWatyehleenkinOelsidisamonmcaerapewradsaoynce trapped in garments of brown, green, green and
Attack/Defense Modes: All/all brown, and green and black. Services
SD::1283/7C6:2I:018CHW:1:197 binytoZaagcyag,ratphaecMedadanAirmchaml sahgaepfeorcaesdphuinm- iinncgl,uadnedmluibcahtisoinnsginogf ,fecrhmanetnintegd, fbeearsrty-
ishment for attempting to steal Zagyg’s beOvelirdaagme.mara can be hit only by +3 or
miOnslidtraeml amnadrma,isthcreeaLnatu,gishitnhge Rfaovgouriete, tthroisvef.atEe,vehne trheotauignhs tOhelidaabmilmityartao ecrsecaatpeeda bteectttse,r dwisepaeplso,nsa.ndHebeccoommmeusniincvaisteibsl,edaes-
dceluitdyeobfamrdasn,yjetshtieevrse,sv. aWgoarbsohnipdpse,rbseign-- choovrenry, tshhee“llLaounghhiinsgbRaocgku.eB” ecnaenauthsethhiiss typical of a lesser god.
gwaarnsd,earsndthceoPmrmimoen Mfoalkteraiasl wPlealnl.eHine scpoevellsr htoisegsectaapwea,yl.ea(Ivtinisgstahied sthhaetll htoe
mhaaungyhtgyu,isoerst,hseteeavliinl.gOflriodmamthmearraichg,ivthees returned to loot Zagyg’s treasury, em-
wdiesatrlitbhuttointghohsies wpiiltfheoruetdmgeaainnss —throouftgehn
high revels. His favorite haunts are city
salnudmswooordtlhaenidrse. xAacltht ooupgphoshitee, arluwraalysgleanps-
pears young, Olidammara will sometimes
sqdouismegneuttliyismeaesshimaassfleealdf fgoalipsnpgaisshteinlwlk-saewsrtoroerdrl,.paHendeddclferaern,-
alter his appearance to suit the situation
alatrh,apnladin—osrhhoartnodrstoamll, esl.eHndiseraocrtumaulsacpu--
pearance is said to be as follows: mid-
dalnindgbheeaigrhdt,wsolernndrearkbisuhilldy,,cchoemstpnluetxhioanir
wemithearanldo,livmeutcinht, gmiveerrny teoyelasuogfhstpearrkalinndg
apnedttygotrlidckass.hOislidfaavmormitearcaolworesa. rs green
anAdlthhoiguhghlehaethwereabrussokninlys,aOleliadtahmermvaersat
has excellent protection due to the en-
cspheacniatml +e6ntpsrootnectthioenseringgarhmeepnotssseasnsdesa.
strOinligdeadmimnsatrraumalesont poofsgsreesastepsoawemr.usTichaisl
dbelevicoen,lythbeyKbaanrdteseloof fthtehehiEglhdeesstt,leisveulsao-r

22 FEBRUARY 1983


332

(The Many) The mace is not a magical weapon per indicates his special quality of being
se, but any creature hearing its ghastly able to generate servitors from his blood.
Lesser god keening must save versus paralyzation If Erythnul is stabbed or cut in battle, the
Ugliness, Hate, Envy, Malice, Panic, or drop whatever he holds, turn, and run blood spilled will immediately generate
screaming from the area. The area of the creatures listed below. In all cases,
Slaughter effect is a 10-foot radius, wisdom bonus- these magical creatures never check
ARMOR CLASS: -3 es apply to saving throws, and creatures morale, and they will fight until slain.
MOVE: 18” above 12 hit dice or 12th experience level
HIT POINTS: 320 are not affected. Panicked creatures will 1st wound: 5-20 1st level human
NO. OF ATTACKS: 1 flee until exhaustion causes them to fall fighters, with 10 hit points each, ar-
DAMAGE/ATTACK: 2-12 +10 (strength senseless. If they fail to make a roll with mored in red metal (AC 5) and wield-
3d6 which is equal to or less than their ing footmen’s maces.
bonus) constitution score, they die of fatigue
SPECIAL ATTACKS: See below and shock. (Where constitution is un- 2nd wound: 4-16 gnolls, with 16 hit
SPECIAL DEFENSES: +3 or better known, there is a 1 in 4 chance of death.) points each, clad in red-lacquered
armor (AC 4) and wielding morning
weapon to hit When Erythnul engages in combat, his stars.
MAGIC RESISTANCE: 75% visage mutates from segment to seg-
SIZE: M (7’ tall) ment, flowing in form from human to 3rd wound: 3-12 bugbears, with 25
ALIGNMENT: Chaotic evil gnoll to bugbear to ogre to troll. This hit points each, adorned in plates of
WORSHIPPERS’ ALIGNMENT: Chaotic red enameled iron (AC 3) and wield-
ing flails.
evil
SYMBOL: Red blood drop
PLANE: Pandemonium
CLERIC/DRUID: 5th level cleric
FIGHTER: 15th level fighter
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: III

Attack/Defense Modes: All/all
S:22 I:16 W:16
D:19 C:22 CH:-4

Erythnul, known as “The Many,” is the
deity of capricious malice, hate, envy,
and panic. His followers include humans
and humanoids as well, for Erythnul is
said to greatly reward his faithful ser-
vants for their fickleness and wicked-
ness. Erythnul stalks battlefields in order
to strike fear and rout whenever possible.

This deity appears as a seven-foot-tall,
brutal-looking male human. He is rubi-
cose of complexion, hirsute, and muscu-
lar. Erythnul has mad, darting eyes of
dull green color which are horrible to
behold. He is typically clad in red fur
garments and russet-dyed leather. He
carries a huge stone-headed mace. The
head of this weapon is pierced so that
when Erythnul swings it, the mace gives
off a shrieking whistle.
52 MARCH 1983


333

4th wound: 2-8 ogres, with 33 hit the denizens of the local thieves’ quarter. aid by gating in 4 night hags or else 8
points each, wearing pelts and hides Many gnolls, bugbears, ogres, and trolls hoardlings. Either arrives at a rate of 1
of red fur and hair (AC2) and wielding worship this deity. Services include shrill per round starting on the round the gate
huge clubs (2-8 hit points of damage reed instruments played in discordant is opened. Hoardlings willingly serve
+6 points strength bonus). tones, gongs, and drums. Major rites Incabulos. This summoning of aid can
involve fire and a sacrifice. be done once per day for either sort,
5th wound: 1-4 trolls, with 48 hit night hags or hoardlings. (Editor’s note:
points each, whose coppery skin in- Major god The hoardling is a new creature type to
dicates unusually high armor class Evil, Plague, Sickness, Famine, Drought, be described in Monster Manual II. It
(AC 1). Disasters, Nightmares may be previewed for DRAGON™ read-
The above occurs only once in a given ARMOR CLASS: -9 ers in a later issue, before Monster Man-
combat and never more than once per MOVE: 15”/45” ual II is published.)
day. HIT POINTS: 383
In addition to normal cleric spells, NO. OF ATTACKS: 2 Incabulos can be hit only by +4 or bet-
Erythnul can cast a fear spell exactly as if DAMAGE/ATTACK: By weapon type +2 ter weapons. He has all the attributes
he were a 12th level magic-user, except typical of greater deities. He regenerates
that the spell-like power issues from (strength bonus) 2 points of damage per round.
Erythnul’s eyes. The spell can be cast SPECIAL ATTACKS: See below
once per round. If it is used, he cannot SPECIAL DEFENSES: See below Those who worship and serve Incabu-
otherwise attack, although the spell-like MAGIC RESISTANCE: 95% los are most secretive, fearing the wrath
power can be interrupted. He is also able SIZE: M of those (even others of evil ilk) who
to take the form of a human, gnoll, bug- ALIGNMENT: Neutral evil detest what Incabulos stands for. Yet
bear, ogre, or troll at will, changing form WORSHIPPERS’ ALIGNMENT: Evil many do call upon this deity, and hidden
in 1 segment. Erythnul otherwise has all SYMBOL: Eye of possession temples exist in subterranean places and
of the powers typical for a lesser god. PLANE: Hades forsaken lands. His priesthood dresses
Clerics of Erythnul dress in rust-col- CLERIC/DRUID: 18th level cleric in black, of course, with the eye of pos-
ored garments. Their ceremonial robes FIGHTER: Nil session symbol in verdigrised bronze,
are most often white spattered with MAGIC-USER/ILLUSIONIST: 18th level repeated in dull orange on the robes of
blood. Masks include stylized visages for higher clerics.
each of Erythnul’s five aspects. Each illusionist
cleric above 3rd level is also able to cast THIEF/ASSASSIN: 13th level thief Faithful clerics of 5th and higher level
a scare spell just as if he or she were a MONK/BARD: Nil have the ability to cast hypnotism as if
magic-user. The spell is in addition to PSIONIC ABILITY: II they were 3rd level illusionists. At 8th
normal cleric spells. level they can cast a sleep-like spell by
Most places of worship of Erythnul are Attack/Defense Modes: All/all touching the (single) intended victim.
hidden. Towns and cities will usually S:18 I:20 W:20
have a small cult of his followers amongst D: 25 C: 21 CH: -3 (24 on Hades) Services to honor lncabulos have weird
humming and droning chants as back-
Incabulos is the deity of evil sendings ground. Multiple evils are celebrated by
— plagues, sickness, droughts, night- the faithful, while flickering black can-
mares, and the like. His major delights dles dimly light the altar areas. All ves-
are woe and wickedness. Thus, he is sels are of old bronze, carnelian, or
feared by even the princes of Hades and bloodstone.
dukes of Hell.
DRAGON 53
lncabulos is so horrible-looking as to
make anyone shudder, with his night-
marish visage, deformed body, and skel-
etal hands. Clad in robes of dead black
lined with cloth of sickly orange hue and
nauseating moss green, he roams the
Astral Plane, Ethereal Plane, and Prime
Material Plane, the latter during dark-
ness only. Often he rides a huge night-
mare, accompanied by six of the strong-
est night hags likewise mounted.

In addition to his other abilities and
spell powers, lncabulos has a permanent
sleep spell that takes one segment and
which can be removed only by exorcism.
He also has a double strength sleep spell
that requires 2 segments to cast. Either
spell is usable once a day.

His normal weapon is a staff of wound-
ing (the reverse of curing) and withering,
both of these functions affecting even
demons, devils, vegetation, and so forth.
The device has no fewer than 60 charges.
Incabulos also employs a sword of
venom (bastard sword) at times.

In time of need lncabulos will summon


334

those in astral, ethereal, or even gaseous
form, are subject to death or damage.
Undead struck by the scythe blade have
their negative energy drained unless they
(The Reaper) likewise save versus death magic. Dam-
age is inflicted if a save is made. If the
Major god saving throw fails, the undead turns to
powder and its force goes to Hades,
Death, Darkness, Underworld, Gehenna, Hell, etc., as appropriate.
Nerull is also fond of carrying and using
Covert activity ssutrcahngeuvillamtioang,icbiategmosf adsevaounreincgk,larcueg ooff

ARMOR CLASS: -6 smothering, etc. He employs them as
MOVE: 15”/45”
HIT POINTS: 400 would an assassin, silently, from behind.
NO. OF ATTACKS: 1 (10’swath) In addition to the powers normal to a
DAMAGE/ATTACK: 5-30 (save vs. deity osfummamjoornst3atudse,mNoedraunlldshaosf the abil-
death magic) ity to greatest
SPECIAL ATTACKS: See below strength. He will do so at any time their
SPECIAL DEFENSES: See below ahiidm.oTr hseersvuicmesmaornespetarkceesivebduta1ssuesgemfuelntto,
MAGIC RESISTANCE: 100%
SAILZIGE:NMME(7N’Tta: lNl)eutral evil and the demodands will appear within
1-8 segments thereafter. The demodands
WSCPYLLOAMERNRBSEOICH:L/I:DTPSRaPrkUEtueRIlDrluS:sa’7nA6dLthIGslcNeyvMtheEelNcTle:rAicny evil
FIGHTER: Nil Many humans of evil
MAGIC-USER/ILLUSIONIST: 16th level nature pay homage to
magic-user Nerull. . . . The litany is
16th level assassin ghastly, being of death
THIEF/ASSASSIN:
MONK/BARD: Nil and suffering.
PSIONIC ABILITY: VI
Attack/Defense Modes: Nil/nil
S:14 I:21 W:21
D:21 C:21 CH:-7 will instantly obey Nerull, or attack ob-
vious foes, for although they hate Nerull,
The dreaded Nerull is the Foe of all dsthiadeneirdrafetisioanraso.nfe(hwEimdcitrooerua’sttwurneeiogttheysp: eaTltlhhoeatthedwreillmcobone--
Good, Hater of Life, Bringer of Darkness, described in Monster Manual II. It may
King of All Gloom, Reaper of Flesh. He is be previewed for DRAGON readers in a
the deity of all those who seek greatest lvaotelurmises.u)e prior to the release of that
evil for their enjoyment and gain. tenNderriulsll is also able to cast an ebony

Nerull appears as a skeletal figure. His spell. This magic creates a 10’
body is a dull, rusty-red color. His skull- diameter clump of blackness within 2” of
like head is adorned with thick strands of Nerull. From this shoot forth 4 tendrils
blackish-green “hair.” Nerull’s eyes are which elongate 10’ per round. Each cov-
of lambent green the color of verdigris, ers a quadrant and will grasp any crea-
as are his teeth and taloned nails. With ture within range. Touch causes death
cowled cloak of rusty black and staff of unless a saving throw versus spells is
red-veined sablewood, Nerull stalks the successful. Magic resistance must fail
many planes — particularly the Prime first, of course, if applicable. Each surviv-
Material when it is shrouded by night. ing victim will still be grasped and en-
This horror will cut down any living crea- twined by a tendril. From 3-18 points of
ture encountered, and send an undead corrosive damage will be inflicted each
monster howling off to its doom should it round until the tendril is destroyed by
be of lawful bent. holy ewbaotenry, atebnledsrislsspseplel,llorladsitsspe1l evil.
surprised except by some extraordinary
The staff Nerull bears is a magical The turn. means. Magical darkness or various
scythe which only he can employ. At his Nerull is able to employ it once per day. clouds that obstruct vision do not do so
whim a huge blade of reddish-hued force Nerull can travel any of the Lower with regard to Nerull. He can be struck
appears at the tip of the shaft. Equal to a Outer Planes, the Astral and Ethereal only by +5 or better magic weapons.
+5 weapon in hit probability, the “Life Planes, and the Elemental and Prime
Cutter” causes instant death unless the Material Planes as well. However, 90% of Many humans of evil nature, and some
victim struck saves versus death magic. the time he does not venture from Tarter- humanoids as well, pay homage to
Even so, the weapon still inflicts 5-30 us save to wreak havoc on the Prime Nerull. Assassins and thieves often re-
points of damage, which cannot be mag- Material Plane. Nerull flies merely by so gard this deity as a patron. In wicked
ically cured save by a heal spell or similar desiring, so he not only tends to travel lands, temples and cathedrals of Nerull
high-level curative. Double damage is alone but seldom uses any form of steed. are openly operated. In other places the
done to victims that draw energy from or All of his senses, including infravision rites of Nerull are conducted in subter-
are of the Positive Material Plane, magic and ultravision, are of double human (or ranean shrines and sacred vaults. His
resistance (if applicable) withstanding. standard) norm, so Nerull cannot be clerics dress in rust-red or blackish-rust

The scythe sweeps a path 10’ long and
2’ broad in an arc of about 180° before
Nerull. All creatures therein, including

54 MARCH 1983


335

garments, carry staves, and somewhere male, sometimes female. Ralishaz will necessary varies from day to day, by
bear the unholy skull and scythe symbol. beg or gamble in this guise. At other chance, from a +1 weapon to a +4 weap-
Clerics of 1st through 4th level are times he will appear as a jester or idiot. In on (roll d4). Also, Ralishaz can some-
trained to use sickles as weapons (equal his (or her) true form, Ralishaz is quite times reverse the effects of attacks.
to a dagger in damage). Clerics of 5th awful to behold, for at one moment the There is a 1 in 20 chance that an attack
and higher levels can employ scythe-like face and body of the deity are hand- affecting the deity will actually affect the
pole arms (treat as a hook-fauchard). All some, the next wrinkled and ugly — first attacker, and there is a 1 in 20 chance
of Nerull’s clerics are trained so that they that of a scabby beggar, then that of a that both Ralishaz and the attacker will
can be surprised only one-half as fre- beautiful maid. During all these changes, be affected equally. He otherwise has
quently as other persons (roll d12; 1 or 2 an aura of unease pervades, for the ran- the powers typical of a lesser god.
equals surprise). domness of Ralishaz is most disturbing
to all. Clerics of Ralishaz . . .
The worship of Nerull is done in full never seem to suffer
darkness. The litany is ghastly, being of The only weapon Ralishaz ever uses is misfortune or ill luck —
death and suffering. Human sacrifice is of wood — sometimes a club, other times unless it is very, very
common. Altars are of rusty-colored a staff; both are actually the same item.
stone. Service pieces are usually of The weapon is the equivalent of a +3 bad indeed.
copper and malachite: weapon, but it does 1-20 points of dam-
age when it hits.

In addition to the powers normal to an
18th level cleric and 9th level illusionist,

(The Unlooked For)

Lesser god

ChanMceis,foRrtaunndeo,mMneasdsn,esBsad Luck,

AMHRIOTMVPaaOEpOpR:ppI1NeCe5aTLa”rS-Aa3r:Sna01cSn”4e:(c0)c0eh+)teo5c-k-560ea((ccchhheecckk each
each appearance)
NO. rOouFnAdT)TACKS: 1-4 (varies each
DAM(AstGreEn/gAtThTAboCnKu:s)1-20 +2

SPECIAL ATTACKS: See below
ASSWMILPZAOIEEGGRCe:NISaCMIMAHchLREI(P5ENDtP’iS+mTEEI:FeSRtaCE)TSlNlAh)’ aSNAoECLtSEIiGc::NS(7eMe1ve%EilbN-)9eT0l:o%Aw(ncyh, ebcukt
usually chaotic
SPYLMABNOEL: :LiTmhbreoe bone sticks
18th level cleric
CLERIC/DRUID:
FIGHTER: Nil
MAGilIlCu-sUioSnEisRt/ILLUSIONIST: 9th level
TMHOIENFK//ABSASRADS:SNINi:l Nil
Ralishaz has the following powers, no Few persons formally worship Rali-
PSIONIC ABILITY: II saving throw applicable (but magic re- shaz, although there are a handful of
Attack/Defense Modes: All/a// sistance withstanding): small shrines and temples in large cities
S: 18 I: 20 W: 20 Gaze: acts as a sleep spell for 1-20 and out-of-the-way places. Clerics of
D: 19 C:20 CH: 8 (-1) rouTnodusch(1: creature/round, 10’ range) Ralishaz wear varicolored robes of dif-
ages subject 1-100 months fering materials. At 3rd-6th level (roll d4
Ralishaz is the deity of chance, ill luck, (1/Cdauyrs)e: variable effect (1 creature, for each ainbdiliitvyidtuoals),lecelepricbsy of this deity
and misfortune. He is looked to as the gain the gaze, 1 use
one who causes unforeseen events which 1/day): per day, saving throw applicable. It is
bring woe more often than weal. He is 1. Always lose games of chance. noteworthy that these clerics never seem
also the deity of chance and randomness 2. Miss next luck opportunity to suffer misfortune or ill luck — unless it
and so is regarded as the patron of (save or similar chance). is very, very bad indeed. The ceremonies
gamblers and those who take unusual 3. Two abilities of unequal rating of worship of Ralishaz involve random
risks (although his intercession is un- change places with each other. notes on musical instruments, babbling
looked for). 4. Always surprised during the paeans, the frequent casting of augury
next (1-20) encounters. devices, and wildly varying conditions of
Ralishaz most often appears on the Ralishaz can be hit only by magic light and darkness, noise and quiet, heat
Prime Material Plane as an ancient and weapons. The “plus” value of weapon and chill.
oddly dressed mendicant — sometimes

DRAGON 55


336

Wastri, the Hopping Prophet, Hammer humans on its long end spike. (Damage
of Demi-humans, dwells on the Prime is 2-8 +4 +2 vs. S/M, 2-12 +4 +2 vs. L.)
Material Plane (now in the region of the wclheIirncichawsdpidlleitcliloson,nfWtuosaehstisr(iasncoaarnmcoaunlttfeaurtstaiaocnkscsrpoaenaldlk)
(The Hopping Prophet) Vast Swamp). It is he who preaches the all creatures within a 4” radius who hear
Demi-god ultimate superiority of humankind. While the sound unless a save versus magic is
Bigotry, Self-Deception, Amphibians humanoids can serve, demi-humans are mwaadrtes. Wastri can in 1 segment cast a
AMROMVOE:R1C8”L(A3S” Sh:o-p3) fit only to be slain — especially dwarves, enchantment which will cover the
gnomes, and halflings. These, with the victim vweritshushumgaeg, ickniosbbmyadwea.rtTshuenlwesasrtsa
HIT POINTS: 129 aid of his gray-clad “Servants,” he hunts save
with his toad packs and exterminates make it difficult to grasp any weapon
DNOAM. (OAstGFreEAn/gTAtTThATbCAoCKnSKu::s)B2yorw2e-1a2p/o2n-1t2yp(oep+e2n whenever possible. (50%/round probability of dropping), and
hand) the charisma of an affected victim drops
Wastri has somehow mutated to be- to 3. The affected individual must also
SSPPEECCwIIeAAaLLpoDAnETTFtoAECNhiKSt SE:S:S+e1e obrebloewtter come both less and more than human. save versus poison or fall into a dejected
MSIAZGE:ICMRESISTANCE: 50% He is unmistakable due to his batrachian state similar to paralysis for 2-12 rounds.
WALOIGRNSMHIEPNPTE:RLSa’wAfuLlIGnNeuMtEraNlT(:evLial)wful features and odd gait. Yet he can move dFainmalplyn,esWsassptreillcoavner in 1 round cast a
SCPFYILLGAEMHNRnBTEeIOCE:uL/RtDPr::arRGilNm-UrliaaeIlDyw:Mftu1oal5atetdehrviaillel vel cleric quickly enough, and can hop for consid- an area of a square
TMMPHSOAIIEGONFKIN/CAA/IBC-StUtASaSRAcAEkBSD/RSDI:LI/e8INITfLt:ehYLn:U7lseteSVhvIIeOMlleNmovIdeSoelTns:ka: sNNsaiills/sniinl erable distance with ease and accuracy. mile. The dweomer reduces archery
He wears no armor, relying on his speed range by one-half, limits visibility to 6”,
S: 18 I: 10 W:20 D: 22 and agility. Wastri dresses in parti-col- extinguishes normal fires in 1 round, and
C: 19 CH:2 (20 as respects amphibians) ored clothing of gray and dull yellow. reduces the efoffgegcytsdaomf pmnaegsicsalspfierellslasbtys
Wastri is renowned for his great glaive- one-half. The
56 MARCH 1983 guisarme, a pole arm of +4 magical for 5-60 rounds. Each spell-like power
property with which he harries his prey, — croak, warts, dampness — can be
especially loving to catch small demi- used once per day. He otherwise has
powers typical of a demi-god.
Wastri can cast a warts Wastri can speak with any amphibi-
enchantment which will aisnasb, lceotmomsuamndminognthaenmy as he wishes. He
cover the victim with or all of the follow-
ing creatures, 1 group per turn, once
huge, knobby warts each per week: 10-40 bullywugs, 5-20
unless a save versus giant toads, 2-8 poisonous toads, and
1-4 ice toads.
magic is made.

The creatures will appear 1 round after
summoning. Each individual will be of
largest size, have +1 hit probability and
+1 damage.
Under usual circumstances Wastri is
always accompanied by his “Immacu-
late Image” (a cleric/monk of 12th/6th
level who hops as he does), three “Great-
er Servants” (clerics of 9th to 12th level),
and a pair of huge toads (AC 5; HD 5; HP
40; D 4-16).
At the Sacred Polystery, the Hopping
Prophet has scores of “Hopefuls” —
those attempting to become his clerics.
There are also dozens of “Lesser Ser-
vants” — clerics of 1st through 4th level.
Hopefuls are dun clad. Lesser Servants
are robed in gray. All help to breed and
maintain superior toads. It is rumored
that some of the monsters they breed
appear remarkably human, just as some
of Wastri’s followers appear toad-like.
Clerics of Wastri above 4th level are able
to use a jump spell (cf. the magic-user
spell) once per day, at a level of efficacy
equal to that of a magic-user of the same
level. All these clerics can speak with
amphibians as well.
Worship of Wastri is not common,
although it has supposedly spread to the
Hool Marshes and possibly elsewhere.
Ceremonies honoring Wastri involve
sacrifices, strange musical instruments,
and croaking chants. All places of wor-
ship are dim, dark, and chilly. The credo
of human superiority and exaction of
rights and duties are always stressed.


337

MmaaWnghuicesncrMiopiutrrrfooerrdiT(tmohroesdwuLleaerneGdgCBoienSyg8o/oXnv2de),rTtthhheee and possessions. Suffice it to say that power to be quite unnoticeable when he
their status is something less than that of so desires, simply by willing it; no magic
the quasi-deities. As usual, if you have aura betrays this anonymity.
question arose: Just who were Murlynd, pertinent comments, please pass them Because of his non-aggressive philo-
Keoghtom, and Heward? I replied that on to me. I probably will not be able to sophy, Heward seldom carries any major
they were “personages” — above the sta- reply, but all such information is noted qhwuoearanprtboelnar.sdtUeasffukan+lil6fye. he will have oanlymaag+ic3
tus of important characters, by and large, and might well affect the course of the and possibly
dbneouttitiehnseo,rtoqaeunsd.iteTIhdheeaymveia-greno,admsineadfnadtchte,cmeqrutsaauinsclihy- further development of the AD&D™ game He is able to use any
weapon permitted to magic-users, bards,
HEWARDsystem!
forevermore! In Greyhawk’s World there
are quite a number of such, but only
Heward, Keoghtom, and Murlynd are
currently placed so as to interact with
player characters. The inactive list in- (Quasi-Deity)

cludes Daern, Johydee, Nolzur, Quaal, ARMOR CLASS: -3
and Tuerny. Characters of personage MOVE: 15”
status such as Bucknard (NPC), Mor- HIT POINTS: 96
denkainen (my own), Otiluke (NPC), and SSNDPPOAEEM. CCOAIIGFAALLEA/DATAETTTATFTAECACNCKKSSKSE:: :S2BS:ySeweeeebabepeloolownwtype
Tenser (PC), to name but a few, are not
as powerful and broadly endowed as are
the quasi-deities.
Because “retired” characters will oc- MAGIC RESISTANCE: 50%
casionally come into play, and the action AWSCSPLYLILOZAIEMGERNRB:NSEIMOCM:HL/EID(PP:6NRrPn’iTmUE/ta:aIeRDlNlS):eM’ uNAattrLiealIrGlia(NlgMo(pEordNin)Tc:ipna/llay)
can lead to more experience and power,
I am presenting the three active quasi-
deities of Greyhawk’s World for DM and
player alike to inspect and assess. At
least one was once actually a player
character, by the way. Using these three FIGHTER/PALADIN/RANGER: Nil
as guidelines, it should not prove too TMBMHAAOIRGENiDnFIKC:/:Ae-2UNaS0cSStilhhEAlRSe/SvILeINLlU: SNIOilNIST: 10th level
difficult for the DM to act to bring very
special “retired” player characters, and
possibly some of your most successful
NPCs too, into the realm of the quasi-
deity. By means of dual-class work, spe- PSIONIC ABILITY: VI
cial situations, successful questests, and Nil/nil
Attack/Defense Modes:
the completion of defined tasks, the S:18 I:20 W:8
former PCs can be elevated to the new D:17 C:18 CH:11 CO:11
status. or illusionists without non-proficiency
It is very important that quasi-deities Heward is of indeterminate age, ap- penalty, but Heward dislikes so doing,
be kept in tight control by the DM. Even pearing both young and old at the same for he favors passive defense unless
though they might have once been the time. He is athletic and strong, quick and severely threatened.
characters of game participants, their lively. Although his pate is bald, Heward Similarly, Heward is uncomfortable
exalted status now moves them to differ- has a luxurious moustache and small with protective devices, although he
ent realms. Until such time as the cam- beard of sandy brown. His forehead is does employ a special herbal mix which
paign has developed sufficiently to allow wrinkled, but his cheeks are rosy and bestows an armor class of 0 to his body;
the free interaction of characters of such fresh. Heward always wears shabby garb this, coupled with his dexterity, gives
power, the DM must control quasi-de- or finery which is old and out of fashion him his upsousasleAssCes-3ara+tin3g.“lIunckasddtoitnioen”,
ities, just as other deities and their ilk are (thus actually creating a style all his own, Heward
the province of the DM. and a quite remarkable one at that). which gives the usual benefits on dice
All that said, here are Heward, Keogh- Although distinctive, Heward has the rolls.
tom, aonfdMMorudrelynnkda.inBeenc,aBuusecknthaerdp, eertsoanl,- In addition to his magical powers,
ages Heward is able to employ any standard
are actively used or played in my cam- musical instrument to enhance his bard
paign, I cannot give details of their power skill. Obvious exceptions are single-note


338

horns and drums, but other instruments built man, typically arrayed in green armor can be worn, although Keoghtom
of brass, percussion, or woodwind clas- garb of elven sort or else resplendent in tacylopraiicnkaglolyof fbwlpeernaordstienmcgtaiaognnidca+dl4isb.pra(lTacheciressmg(AievCnets,2ah),nimda
sification are included with the typical silken finery. Of course, he can use AC -4 without dexterity bonus, AC -8
stringed instruments of bardic nature. magic to alter his appearance, but he when dexterity is included.)
seldom does so. It need not be said that Keoghtom
Heward’s magical resistance is of the knows virtually all spells, and in addition
uniform sort, applicable evenly to all Being quick of movement and deadly he has several unique to himself.
sorts of spells. Heward understands the of aim, Keoghtom usually bears a short One of the major powers of Keoghtom
arcane art of technology, and is particu- bow and a short sword. He is adept with is his uniform magic resistance. That is,
larly adept with mechanical items. His both and has the following bonuses “to the 77% applies to all spells, whether
domicile is reputed to have many devic- hit” and damage: cast by a 1st level individual, an arch-
es of occult nature — engines, clock- mage, or some deity.
works, and other sorts of incomprehen- Dexterity Expertise Total Keoghtom seldom, if ever, sets foot on
sible things. These devices, as well as the Prime Material Plane, although he
golem-machines, are said to serve in Short bow¹ +3/- +2/+2 +5/+2¹ once dwelled there. He now roams the
many ways in his strange stronghold. Short sword — +2/+4 +2/+4 Astral and similar planes or visits those
extra-dimensional planes which are the
The domicile of Heward is nondescript 1 — Bonus applies at all ranges, homes of certain of his associates, such
on the exterior. It extends into many and damage is doubled at point as Murlynd. Keoghtom is also on good
extra-dimensional spaces, so its interior blank and short range. terms with such deities as Celestian and
actually contains all manner of rooms Although Keoghtom does not use Zagyg, and will occasionally be found in
and spaces — from cramped lofts to a spells as a deity does, he is not subject to their company.
grand auditorium with a great organum, the usual restrictions of class, either. He The number of usual and special magic
including open gardens and spacious is able to use weapons, spells, and var- items and devices possessed by Keogh-
parks. This domicile is a nexus which ious abilities of professional sort in tom is vast. He will usually be equipped
touches parallel worlds, many planes, complete freedom. Thus, Keoghtom
and the dimension of time. combines the abilities of many classes,
and he can employ whatever weapon
Heward will always have various pitch suits him without incurring a non-pro-
pipes and tuning forks with him. The ficiency penalty. Likewise, any sort of
powers of these instruments are basi-
cally twofold: One will provide defensive with the following items, in +a3ddaitriroonwsto,
magical effects, the other is for move- those mentioned previously:
ment to other planes. By using any two arrows of slaying, a +5 sword, a magic
or more in combination, he is able to ring, a magic rod or staff, a device for
create music of bardic sort which can planar travel, a device to warn of danger,
charm and cast various druid-type spells. a device to hold many spells, and a
device to speak and read many tongues.
Although Heward is most probably Since Keoghtom is basically non-hostile,
encountered alone, there is a 20% chance these items he carries are usually used
he will be in company with 1 (80%) or 2-3 for self-protection or beneficial reasons.
of the following: Celestian (DRAGON Keoghtom does not initiate aggression,
#68), Fharlanghn (#68), Zagyg (#69), although he is not loath to answer in kind
if attacked.
KEOGHTOMKeoghtom, Mordenkainen, and Murlynd. Those persons particularly interested
in associations and relationships have
noted the following interrelationships
between Keoghtom and certain others:
Zagyg and Keoghtom are great friends,
(Quasi-Deity) as are Keoghtom and Murlynd. Zagyg is

ARMOR CLASS: -8 related to Heward by some distant kin-
MOVE: 24” ship, and Heward and the arch-mage
HIT POINTS: 77 Mordenkainen are likewise kin. Heward
NO. OF ATTACKS: 4 often visits Mordenkainen, who, in turn,
DAMAGE/ATTACK: By weapon type is known to be close to both Keoghtom
SPECIAL ATTACKS: See below and Murlynd. Celestian is an associate of
SPECIAL DEFENSES See below Keoghtom and is on good terms with
SMIAZEG:ICM R(5E½S’IStaTlAl)NCE: 77% ZaTghyigs. set of relationships yields the fol-
ALIGNMENT: Neutral (good) lowing possible groupings involving
WORSHIPPERS’ ALIGNMENT: n/a Keoghtom:
SYMBOL: n/a Zagyg & Keoghtom
PLANE: See below Keoghtom & Murlynd
CLERIC/DRUID: 14th level cleric Zagyg, Keoghtom, & Murlynd
FIGHTER: Nil Keoghtom, Murlynd, & Mordenkainen
MAGIC-USER/ILLUSIONIST: 18th Zagyg, Keoghtom, & Mordenkainen
level/16th level Keoghtom, Heward, & Mordenkainen
THIEF/ASSASSIN: Nil Zagyg, Keoghtom, & Heward
MONK: 10th level Celestian & Keoghtom
BARD: 20th level Celestian, Keoghtom, & Murlynd
PSIONIC ABILITY: VI Celestian, Zagyg, & Keoghtom
Nil/nil If one assumed that Keoghtom would
Attack/Defense Modes: be encountered alone half of the time,
S:12 I:19 W:18
D:20 C:15 CH:16 CO:13 group encounters fill the balance, with
accompanying deities being less likely
Keoghtom appears as a young, slightly than other associate groups.

20 MARCH 1983


339

MURLYAND

(Quasi-Deity)

ARMOR CLASS: -2
MOVE: 12”
SSNHMDPPIOAATEEM.GCPCOAIIOCIAFGAILNRLEATE/TDAASSTETT:AIFTTS1CEAAT3NKCAC5SSKNKE:SC:S2:BE:S(y:bSe3owee5teeh%baehbplaeoonlwnodwtsy)pe
ASLIZIEG:NMME(6N’Tt:alLl)awful (good)
WSPLYOAMRNBSEO:HLISP: pPne/EcaRiaSl; ’ ALIGNMENT: n/a

CLERIC/DRUID: sNeiel below
FIGHTER: 12th level paladin
TMHAIGEinFIC/Ae-UaScSShEARS(s/SeILIeNLU:bSeNlIoOiwlN) IST: 12th level

BMAORNDK:: NNilil I or VI AIl/all

PSIONIC ABILITY:
Attack/Defense Modes:
S:18/76 I:18 W:15
D:16 C:18 CH:14 CO:17

Murlynd is a true character. His face is
bold and handsome, his eyes deep and
penetrating. His nature is seemingly
rugged, independent, taciturn. His broad,
muscular frame is typically clad in gar-
ments of another time and world, that of
the “Old West.” His waist is girdled by a
leather belt containing weapons of tech-
nology as well as a +6 dagger. Although stinking cloud or wall of fog spell he aretaiolnne, ssa,ndproteblaebkiilnityestirsa.veHl,e shusaepse alter-
appearing aloof and aggressive, Mur- might conjure into being a strange en-
minor
lynd is actually quite gregarious, loqua- gine which gushes forth the desired powers at 12th level, major ones at 10th
cious, and gentle . . . unless provoked. result, but for far longer and over a level.
As noted, Murlynd is prone to carry ghraevaetecraasrtebautrhnainngdehsairnedd.sHine is known to Since he is rather unusual, and be-
t“e4c5hsn”o,lo“gsicixalshwoeoatpeorsn”s, (variously called such a way cause he dabbles in questionable areas,
and “hog legs”) that he made a device which spewed Murlynd is generally unpopular with
which he is able to employ in both his left forth liquid ffiirreeb—allbuotf at another time he those of his sort. He is, in fact, shunned
and right hands. His special aura ena- conjured a paper which burst by most. His abode is divided between
bles these devices to function even on harmlessly. Because he is insensitive to several special dwellings on various
Oerth, for instance. Each weapon sends differences in hue, Murlynd’s spells planes or extra-dimensional areas. He
forth three missiles per round, if he so which are color-based or color/employ- moves about from place to place on a
desires. These projectiles will strike even ing in nature are often quite bizarre in whim, staying for days or years as suits
the most powerful of magical creatures effect, and are known to be linked with his mood.
and inflict 2-8 points of damage when technological devices which send forth Murlynd is alone about 60% of the
they hit. The range of these arcane weap- the hues. Because of this technological time. At other times, he will be in the
ons is the same as the range of a light admixture, it is sometimes possible for company of 1 or more of the following:
chroolsysbsowwo.rdMu(brlryonaddshwaosrd)a +4 dancing Murlynd to cast more than one spell in a Heironeous (DRAGON #67), Heward,
round, since the initial dweomer is pro- Keoghtom, Mordenkainen, and Zagyg.
which he usu- vided, in part, by the art of science!
ally carries on his warhorse or strapped
on his back. He is able to use a weapon in Because of his dabbling in science
either hand, so in combat Murlynd might and technology, Murlynd is often unsure
use his arcane projectile weapons one of his psionic abilities. Therefore, there The next example is that of a quasi-
round, then draw sword and dagger, and is a 50% likelihood that he will be unable deity taken one step further along the
eventually cast a spell or use some other to use his abilities when he might want to road to greater power — demi-deityhood.
device while his broadsword “dances.” call on them. But when in this condition, This example, Kelanen, happens to be
Murlynd’s basic magic resistance is of he is immune to psionic attacks from one which I devised (with assistance
the uniform sort which applies equally to others. When he is able to employ them, from Francois Marcela-Froideval). It
spells or spell-like powers used by any- hpMlyiunprelnyson: dsaisnh,iamsmaolthlteeecleufopllalaortwhaiyng,gictaplatsiioirovnno,icyoadbnijscececi,-t demonstrates, however, the principle of
one from a 1st level character to a deity. advancement of power. The devotion
When casting spells, Murlynd is prone and single-purpose nature of Kelanen is
to intermix technological terminology reading, precognition, sensitivity to psy- likewise a good model for player charac-
with his incantations, sometimes with schioicn imwparleks,sieonnes,rgayurcaonalttreoral ti(ofinre,),diemthene-- ters who desire to develop a “cause” and
surprising results. Thus, in casting a direct their power along a single path.

DRAGON 21


340

KELANEN The sword is Kelanen’s only weapon. detect evil/good, detect secret doors,
He is expert with any form of blade, from detect traps, duo-dimension (at 17th
Hero-Deity — short to two-handed, cutlass to scimitar. level). Sureguard has no special pur-
“The Prince of Swords” His expertise is such that any sword he pose, but it faithfully serves Kelanen in
wields is equal to a +3 magic weapon. He all respects.
ARMOR CLASS: -5 is able to use a bastard sword to full It is reputed that Kelanen has no friends
MOVE: 18” effect (as used with both hands) in either or confidants other than his two swords.
HIT POINTS: 159 hand while the other wields’ another It is known for certain that he is 90%
NO. OF ATTACKS: 2 sword. Kelanen has two special swords likely to be able to summon either, one
DAMAGE/ATTACK: By sword type (and which are never far from his person. attempt per day being possible.
TomfhaSengswdlea,ifstwtdsheotiseamepw:oleenTdashpiasoarndeisa:wmaiall+nb6tietecb.oamsUteaprodan sfcwlaoommrd-- When armed with any sword, Kelanen
see below) has the following bonuses:
SPECIAL ATTACKS: See below “to hit” damage
SPECIAL DEFENSES: See below Expertise +3 +3
MAGIC RESISTANCE: 100% ing brand as well. When not aflame, Strength +3 +6
SIZE: M (6’ tall) swiftdom is impossible to parry and al- Total +6 +9
ALIGNMENT: Neutral ways strikes first. It has a vampiric power The special powers of Kelanen are
WORSHIPPERS’ ALIGNMENT: Any which bestows 1 hit point lost by Kelanen these:
SYMBOL: Nine swords in starburst Charm sword: If the opponent bears a
PLANE: See below sword with an ego, the sword will recog-
CLERIC/DRUID: Nil nize the Sword Lord and refuse to harm
FIGHTER: 20th level fighter him.
MAGIC-USER/ILLUSIONIST: 5th level Immunity to special powers: Although
Kelanen can be harmed by swords, he is
in each not affected by anything other than the
THIEF/THIEF-ACROBAT: 10th level normal damage of the blade; cold, flame,
magical plusses, or magical powers of
thief-acrobat swords have no effect on Kelanen. A
MONK: Nil vorpal blade, for example, will not sever
BARD: Nil Kelanen’s head under any conditions.
ASSASSIN: Nil Multiplication: When Kelanen bears a
PSIONIC ABILITY: VI non-intelligent, non-magic sword, he is
able to cause it to duplicate itself. After 1
Attack/Defense Modes: Nil/nil round of combat, a second sword, ex-
S:18/00 I:17 W:15 actly like the one Kelanen wields, will
D:21 C:18 CH:19 CO:15 materialize in the air and combat his
enemies as if Kelanen himself were using
Kelanen, The Prince of Swords, is one the weapon. This duplication continues
of the very powerful individuals who each round until as many as 9 such
might, or might not, be a true deity. Thus swords fight against Kelanen’s foes. On
he is known as a hero-deity, and some the 11th round, and each round thereaf-
who live by the sword pay him homage. ter, one disappears until none remain.
This power can be used but once per
Although his true form is command- day.
ing, Kelanen usually takes the guise of a Sword blessing: Kelanen can “bless”
beggar, thief, mercenary, or rogue. In any sword so that it gains a magical +1
any of these disguises he will appear to (“to hit” and damage) for 10 rounds. He
be unremarkable, sometimes young, for every 6 points of damage it inflicts on can do so for as many as 20 blades per
sometimes of middle years. He has the his adversaries. The weapon is endowed day. The effect adds to weapons which
power to alter self at will, so Kelanen with 17 intelligence and has an ego of 25, are already enchanted.
seldom appears in the same form twice, yet it never seeks to do aught but its Sword control: Unless the wielder of a
except when he chooses to show his true master’s will. It speaks eight languages sword is successful in a saving throw
one. Each of his forms always bears a and has the following powers: read lan- versus spell, Kelanen can cause that
scar on face or neck — for a reason to be guages, read magic, telepathy, detect individual’s sword to turn against its
revealed later. In any form, Kelanen pre- illusions, detect invisible objects, detect wielder and strike that individual rather
fers garments of gray or blue-gray and magic, and teleportation. The special than Kelanen or his allies. This power is
ornaments of silver or platinum. purpose of swiftdom is to preserve the employable in addition to normal attacks
Prince of Swords, so the weapon adds +2 by Kelanen. It can be used but once per
The true form of Kelanen is that of a to Kelanen’s saving throws and reduces turn, twice per day.
youngish, quite handsome man, fair of damage sustained by -1 per die. Swift- Sword summoning: In addition to the
complexion, with silvery-gray eyes and dom is of absolute neutral alignment. command of his two personal swords,
coal-black hair. It is said that he was Kelanen is able to summon any sword in
once as comely as any deity, but in order Sureguard: This is a +6 broadsword of sight if it is not in the possession of some
to become the Prince of Swords, Kelanen glassteeled adamantite. This weapon is individual, i.e. in hand or being worn.
had to undergo a series of challenges also a frostbrand- type sword. It will per- This he can do but once per day.
and tests which resulted in his disfig- form as a defender It will dance for 3 Kelanen has a stronghold in an extra-
urement. His visage bears a long, silvery rounds if Kelanen wills it. Sureguard is dimensional partial plane. He usually
scar from eye to chin on the right side of impossible to parry, and its own defen- travels on the Prime Material Plane,
his face. Those who know of the Sword sive power is always available to Kelanen. however, be it on Oerth or another paral-
Lord recognize Kelanen immediately The weapon is endowed with 17 intelli- lel world, seeking adventure and engag-
when this mark is revealed. His form is gence and has an ego of 19. It speaks 6 ing in actions of warlike sort which pro-
slender and sinewy, his height just under languages and has the following powers: mote the balance of Neutrality.
six feet. He is unnaturally quick and fleet read languages, read magic, telepathy,
due to enchantments placed upon him.

Kelanen wears elfin chain and a +5
ring of protection. He employs few other
protections.

22 MARCH 1983


341

Presenting the Suel pantheon

Adding to background for Greyhawk campaigns

by Lenard Lakofka

©1984 E. Gary Gygax. All rights reserved. creator of the Greyhawk campaign, upon campaign will be included here; or, the
which the published WOG material is deities could be modified and perhaps re-
EDITOR’S INTRODUCTION based. His descriptions are repeated in named for use as the members of an indi-
In several installments beginning with essentially the same form in the Glossogra- vidualized campaign‘s pantheon. But their
phy, one of the two bound volumes included intended use is as what they are: the gods
this issue, DRAGON® Magazine will in the boxed Greyhawk set. — big and not so big, good and not so good
publish Len Lakofka’s descriptions of the — who by their existence shape the lives
deities of the Suel pantheon — an expan- The Guide (the other volume, intended and the destinies of the Suloise peoples and
sion upon the material presented in the for players’ information) contains a listing others who worship them on the world of
newly revised and updated WORLD OF of all the significant deities and demigods of Oerth.
GREYHAWK™ Fantasy Setting. The the central Flanaess, but does not offer
deities worshiped by the Suel peoples are as further detail on any except those that are The list of Standard Divine Abilities
diverse and interesting as those chronicled also described in the companion volume. given on the following page is reprinted as it
in DRAGON issues #67-#71 under the appeared in issue #67 of DRAGON Maga-
heading “Deities & Demigods of The World It’s not necessary but probably is advisa- zine. These abilities apply to all Suel dei-
of Greyhawk.” Those personages were ble, to use this material in conjunction with ties, just as they do to other deities of
designed and described by E. Gary Gygax, the WORLD OF GREYHAWK Fantasy Oerth.
author of the AD&D® game and Setting. Everything a DM needs to incorpo-
rate these deities into a Greyhawk-based but at a penalty of -20%; also, take into
LENDOR account Lendor’s high level as a
lawful neutrality, and no character or crea- magic-user.)
Greater God ture of a different alignment can wield it. It
The Prince of Time, Master of Tedium is +3 to hit vs. any kind of creature, and Lendor can cast time stop three times per
does 4-40 points of damage (plus Lendor’s day, over and above any 9th level spells that
ARMOR CLASS: -8 strength bonus) on every hit. It does full he can cast as a magic-user. This spell will
MOVE: 15” damage even to those creatures that are negate up to 45% magic resistance in an-
HIT POINTS: 320 resistant or immune to fire. If it hits a cha- other creature or deity, and then the figure
NO. OF ATTACKS: 1 otic figure in melee, that figure will take obtains no ordinary saving throw. Ordinary
DAMAGE/ATTACK: 4-40 + 7, and damage and must also make a saving throw mortals have no escape from the spell.
vs. paralyzation at -3 or be paralyzed for
see below 4-16 rounds. (The victim’s magic resistance He is also able to reverse time for a tem-
SPECIAL ATTACKS: Time magic, and is applied prior to the saving throw, poral distance of up to one hour in any area

see below
SPECIAL DEFENSES: Immune to

banishment and similar attacks
MAGIC RESISTANCE: 95%
SIZE: M (6'2", 260 lbs.)
ALIGNMENT: Lawful neutral
WORSHIPERS’ ALIGN: Lawful figures,

also magic-users and astronomers
SYMBOL: Crescent moon crossing a full

moon surrounded by 14 stars
PLANE: Nirvana
CLERIC/DRUID: 12th level cleric
FIGHTER: 13th level fighter
M-U/ILLUSIONIST: 19th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: VI

Attack/Defense modes: None/None
S: 19 (+3,+7) I: 23 W: 21 D: 19
C: 19 Ch: 20

Lendor appears as a husky older man
with white hair and a long white beard. He
wears a large diamond ring (worth 500,000
gp) that will act as a ring of protection +5 for
anyone he may lend it to. He can recall the
ring at any time with 100% certainty.

Lendor’s sword, named Afterglow, is a
flame tongue sword with an ego of 18 and
intelligence of 18. It is aligned for absolute

30 JUNE 1984


342

as large as a cube 100 feet on a side. All STANDARD DIVINE ABILITIES
creatures in the confines of this cubic area
must be present when time is reversed in All deities have the following abilities and powers in common, each usable at will:
order for them to be affected; someone who
enters the area on the round after the power Astral & ethereal travel Know alignment
is invoked will see things as they “will be” Comprehend languages Levitate
after the reverse time effect wears off. If the Continual darkness
power is used to bring life back to dead Continual light Mirror image
creatures, their remains must be present in Cure (blindness, deafness, disease, feeblemind, insanity)
the area of effect when the power is in- Detect (charm, evil/good, illusion, invisibility, lie, magic, traps) Polymorph self
voked. The figures inside the cube will have
full knowledge of what has occurred (during Read languages & magic
the hour, or less, that they have to live over) Teleport (no error)
and thus can act to prevent something that
previously took place. Geas Tongues
Infravision & ultra vision
Lendor will use his reverse time power
sparingly, usually only employing it to serve In addition, each group of deities has other particular powers and abilities, as described
his personal purpose or on behalf of the below. A number in parentheses after a listing indicates the times per day the power can be
most faithful of followers, and in any event used; lack of a number means the power is usable as often as the deity desires.
he can only use the power once per day.
Every time it is used, there is a 20% chance Greater Gods: Holy/unholy word (3) Restoration (3)
that the fabric of time inside the area of Anti-magic shell (2) Improved invisibility Resurrection
effect will be torn asunder. If this occurs, Command, 4 rd. effect (2) Improved phantasmal force Shapechange (3)
each creature in the area will be thrown Control environment1 Polymorph any object (1) Summon2
backward in time from 10 to 1,000 years Cure critical wounds (3) Polymorph others (3) Symbol (3)
(roll separately for each figure affected). Death spell (2) Protection from evil/good, Time stop (1)
Dispel (evil/good, illusion, Trap the soul
In addition to a greater god’s normal +3, 30’ radius True seeing (5)
ability to summon, Lendor can call 3-6 magic (8 each) Vision (1)
spectators (see Monster Manual II), and the Remove curse Wish
monsters will come within 4-16 segments. Fly Remove fear
This power can be used up to three times Gate (3) Regenerate Remove curse
per day. If anyone makes an attempt to call Globe of invulnerability (1) Remove fear
upon Lendor or gate him into their pres- Heal (3) Holy/unholy word (2) Restoration
ence, he is certain to send at least one spec- Improved invisibility
tator before himself to determine the need, Lesser Gods: Improved phantasmal force Summon3
if any, for Lendor to materialize himself. Anti-magic shell (2) Minor globe of Symbol (2)
Command, 3 rd. effect (1) Trap the soul
Lendor is the father-mother of the gods Control temperature, 10’ r. invulnerability (1) True seeing (3)
and goddesses of the Suel pantheon, and as Cure serious wounds (3) Polymorph others (2) Wish (1)
such he may banish any the other deities Death spell (1) Protection from evil/good,
back to his or her plane of existence for one Dispel (evil/good,
month. This power can be used once a +2, 20’ radius
week. In addition, he can undo any wish or illusion, magic) (4 each) Quest (1)
limited wish cast by another member of the Gate (2)
pantheon, if that act is performed within 24 Heal (2)
hours of the first casting. Lendor cannot be
sent back to Nirvana by any of the other Demigods: Heal Raise dead (3)
deities of this pantheon, nor do they have Anti-magic shell (1) Holy/unholy word (1) Remove curse (3)
any effect on a wish spell that he may use. Command, 2 rd. effect (1) Invisibility Remove fear
Cure light wounds (3) Limited wish (1) Summon4
He is able to shapechange at will, with his Dispel (evil/good, Phantasmal force Symbol (1)
favorite forms being a huge silver dragon Protection from evil/good, True seeing (2)
and a female elf. illusion, magic) (2 each) Wall of force
Finger of death 10’ radius
Lendor’s clergy are not common on Gate (1)
Oerth. The few that are present are un-
swervingly lawful and seldom interact with Notes:
others. His clerics’ vestments are always 1 — Control environment subsumes both control temperature and control weather. It
silver, and the garment is adorned with a
black circle containing Lendor’s symbol. actually allows the greater god to adjust the surroundings of his or her immediate environ-

Clerics of Lendor acquire certain special ment to suit his or her desire, even if the change is radical. The area of control extends from
abilities, as follows: Upon reaching 7th
level, they can perform long, tedious tasks a 12" radius to a 72" radius depending on how radical the change required is.
in half the time it would normally take
another person, and at this point in their 2 — A greater god can summon from one to six creatures of the same alignment as the
advancement they become able to cast all god, and all of the same type, with the total hit dice of the creatures so summoned not to
their first-level spells in one segment less exceed 40.
time than other clerics (except for com-
mand, which already has a 1 segment cast- 3 — The summon power of a lesser god can bring from one to three creaturses of the same
ing time). Upon reaching 11th level, clerics alignment as the lesser deity. Each must be of the same sort as the others summoned. No
of Lendor can steadily perform any task more than 25 total hit dice of creatures can be so called.
without needing food or rest for twice as
long as other characters, and gain the abil- 4 — For demigods, the summon power is limited to one or two creatures of not more than
ity to cast their second-level spells one seg- 20 total hit dice. Again, creatures must be of the same alignment and (if more than one is
ment faster than normal (except for slow summoned) of the same type.

Clerics’ experience penalties
In many cases, clerics who worship a deity of the Suel pantheon are rewarded with certain

special powers. As compensation for this privilege, a cleric must “pay” experience points, in
the form of a penalty that forces the character to earn more points to advance in level than
are required for a normal cleric. The recommended way to administer this penalty is to
deduct the required percentage of experience points whenever experience points are
awarded. For instance, a cleric who must pay a 10% penalty throughout his level progression
will have 10% of his earned experience continuously deducted prior to the awarding of expe-
rience (usually at the end of an adventure). A cleric who must pay a penalty to advance to
one particular level will do so after every adventure during the time he is rising through the
next lower level.

DRAGON 31


343

poison, which already has a 1 segment He has a dagger that is +4 to hit and dam- Although Norebo generally only has 3rd
casting time). Upon attaining 16th level, age, and does an additional +8 to damage level ability as a cleric, druid, and magic-
clerics of Lendor become immune to the because of his strength. Norebo is so agile user, he can cast three spells — knock,
effects of time stop spells that are cast by that he can attack five times per round with dispel magic, and wizard lock — at the 25th
anyone except Lendor. These special abili- either of these weapons, or twice per round level of ability. A wizard lock cast by
ties are “paid for” by special experience with each one if he chooses to change weap- Norebo cannot be negated or removed by
point requirements that all clerics of Lendor ons during the round. He can use his sling any method except physical breaking or by
must meet. They must earn 5% more five times per round even while flying. He a successful casting of dispel magic.
points than usual to reach 7th level (so that can pick up any other sling and immedi-
points are deducted throughout their time at ately cause it to become a +3 weapon to hit; Norebo enjoys visiting taverns and gam-
6th level); 5% more to attain 11th level that enchantment will remain with the bling houses in the guise of a cheerful,
(deducted while they are at 10th level); and weapon for as long as 24 hours after he puts innocent stranger and setting up dice games
5% more to reach 16th level (deducted it down, or it can be cancelled immediately. against other patrons. He possesses a form
while they are at 15th level). of telekinesis that enables him to control the
result of any roll of a single die, varying it
Temples to Lendor exist only in large by as much as +3 or -3 from what the result
cities, notably Lo Reltarma and Iron Gate. would have been — subject, of course, to
the limits of the numbers on the die. (Imag-
NOREBO ine a die being thrown and almost coming
to rest on a certain number, then making
Lesser God one or two more turns so that the final
The God of Luck and Gambling result is altered from what it otherwise
would have been.) Norebo’s skill with this
ARMOR CLASS: -7 power gives him a 95% success rate; when
MOVE: 18"/36" he fails, the die result will be the opposite of
HIT POINTS: 145 what he intended (-1 instead of +1, etc.). He
NO. OF ATTACKS: 5 will use this power to try to control die rolls
DAMAGE/ATTACK: 1-8 +5 (sling whenever he gambles — but when he be-
comes intoxicated, his power goes sour and
bullets), 5-8 +8 (dagger) is only 50% accurate. The power is never
SPECIAL ATTACKS: See below good against more than one die at a time; if
SPECIAL DEFENSES: See below two or more dice are rolled at once, only
MAGIC RESISTANCE: 55% one of them can be “fixed.” It is impossible
SIZE: M (5’8", 175 lbs.)
ALIGNMENT: Chaotic neutral (evil for a mortal to detect when this power is
being used, just as it is impossible for some-
tendencies) one to know Norebo’s true identity unless
WORSHIPERS’ ALIGN: Thieves and the deity wills it.

assassins of any alignment; gamblers Norebo is the patron of thieves and assas-
SYMBOL: A pair of B-sided dice sins. He does not care for overly lawful
PLANE: Pandemonium actions, but he believes in planning and is a
CLERIC/DRUID: 3rd level in each staunch advocate of neutrality as opposed to
FIGHTER: Nil good or evil. He is the lover of Wee Jas and
M-U/ILLUSIONIST: 3rd level is often in her company.

magic-user; also see below On very rare occasions, Norebo will
THIEF/ASSASSIN: 25th level thief utilize his ability to alter the dexterity of
MONK/BARD: 7th level monk any mortal humanoid or demi-human. Such
PSIONIC ABILITY: Nil a change is permanent unless counteracted
by some other form of magic or by Norebo
Attack/Defense modes: None/None himself. Norebo will almost never change a
S: 20 (+4,+8) I: 19 W: 18 D: 25 figure’s dexterity by more than 1 point, and
C: 18 Ch: 11 when he increases or decreases it by more
than that amount, he will only allow the
Next to Kord, Norebo is likely the most effect to last for a few days at best. He
popular god in the Suel pantheon. He ap-
pears as a man of average height, weight, cannot lower a figure’s dexterity below 3 or
and facial features. In any human form he, raise it more than 1 point above the normal
assumes, he can blend into a crowd easily. racial maximum for that character. He will
His tunic has the properties of a displacer never reduce the dexterity of a thief or
cloak, when he wills it to act as such, and assassin below the minimum required for
also serves as a robe of eyes. His boots allow the class, as long as the character in ques-
him to fly at will. tion is one of his worshipers. Likewise, he
will not lower the dexterity of one of his
Norebo can polymorph himself into any clerics below the minimum required for that
animal up to the size of a horse. He often character to remain as a follower — unless
chooses to assume the form of a mouse, a the cleric has committed a transgression
raven, or a cat so he can blend into his that warrants his excommunication from
surroundings and escape rapidly if desired. Norebo’s worship. It must be emphasized
In his humanoid form, he can alter his body that he employs this power only very rarely.
proportions by as much as 20% and even
change sex if it suits him. In this manner, Norebo enjoys minor magics, but he
he can assume the body structure and gen- abhors multi-classed thieves and assassins
eral appearance of any humanoid or demi- who use spells to help harm or kill a target
human larger than a gnome and smaller (for instance, casting hold person, then
than an ogre. slitting the throat of the held victim). He
finds such actions “unsporting” — and if he
He bears a sling that is +5 to hit and
damage because of its magical properties.

32 JUNE 1984


344

becomes aware of a multi-classed follower Index to advertisers
doing such a thing, Norebo will do every-
thing in his power to prevent that follower Name of firm or product . . . . . . . . . . . . . .P. a. g. e.(2s9) Name of firm or product . . . . . . .P.a.g.e.(2s0)
from ever again using spells.
Adventure Systems. . . . . . Hand Crafted Computer Products
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temples dedicated to his worship are often Armory, The. . . . . . . . . . . . . . . . . . . . . . . . . .38, 39 Iron Crown Enterprises, Inc. . . . . . .1, back cover
located on the outskirts of a town or city, or Atlanticon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Mayfair Games Inc. . . . . . . . . . . . . . . . . . . . . . . .13
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druid (10% likelihood that any cleric of Fantasy Games Unlimited. 11,. . . . . . . . . . . . . . 17 Ral Partha Enterprises, Inc. Inside front cover, 35
Norebo will be a druid), must each have a Game Designers’ Workshop . . . . . . . . . . . . . . . .82 Sleuth Publications, Ltd . . . . . . . . . . . . . . . . . . . .19
dexterity of 9 or better. They must be either Game Systems Inc. . . . . . . . . . . . . . . . . . . . . . . .63 Strategists Club ballot . . . . . . . . . . . . . . . . . . . . .40
human, half-elven, or half-orc, and the Gamelords Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . .18 Stryke Enterprises . . . . . . . . . . . . . . . . . . . . . . . .34
demi-humans can be multi-classed. All of Gamers’ Guide . . . . . . . . . . . . . . . . . . . . . . . .90-91 Task Force Games . . . . . . . . . . . . . . . . . . . . . . . .81
Norebo’s clergy are non-lawful, and none Games Workshop Ltd. . . . . . . . . . . . . . . . . . . . . .15 TSR, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
can be of neutral evil alignment. They all GEN CON® Convention. . . . . . . . . . . . . . . . . . .68 Victory Games, Inc. . . . . . . . . . . . . . . . . . . . . . . .5
have the ability to hide in shadows, move Graaf Simulations. . . . . . . . . . . . . . . . . . . . . . . . .14 Wargames . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
silently, climb walls, and remove traps with Grenadier Models Inc . . . . . . . . . . . . . . . . . . . . . .27 West End Games. . . . . . . . . . . . .Inside back cover
the same success as a thief of equal level. As
compensation for their special abilities,
clerics of Norebo must earn an additional
10% in experience points to be able to
advance from one level to the next.

In the world of Oerth, shrines to Norebo
are known as Churches of the Big Gamble,
and they abound in the barbarian states.
There are known to be isolated churches on
Lendore Isle (see AD&D® Module L1, The
Secret of Bone Hill), along the Wild Coast,
in Greyhawk and in various cities of the
Iron League.

34 JUNE 1984


345

Gods of the Suel pantheon

Kord the Brawler and Phaulkon, his father

by Lenard Lakofka ©1984 E. Gary Gygax. All Rights Reserved.

KORD M-U/ILLUSIONIST: 3rd level magic-user Kord wields it, Kelmar is +7 to hit and +14
THIEF/ASSASSIN: Climb walls as 10th to damage because of Kord’s great strength.
The Brawler
level thief Kelmar has an ego of 18 and an intelli-
Greater God MONK/BARD: Fall as 10th level monk gence of 18, and is aligned chaotic good;
PSIONIC ABILITY: VI beings other than Kord can use the sword.
ARMOR CLASS: -7 S: 25 (+7, +14) I: 13 W: 13 D: 21 It will dance within 60 feet of the wielder
MOVE: 24” C: 22 CH: 13 (24 as titan; see below) just as any dancing sword. When it dances,
HIT POINTS: 330 it strikes as many times per round as its
NUMBER OF ATTACKS: 4 Kord is a colossus of muscle with a long present wielder would. Kelmar can detect
DAMAGE/ATTACK: 3-24 + 14 red beard and red hair. He wears a simple enemies within 60 feet of Kord, and will use
SPECIAL ATTACKS: Can break any item girdle of dragon hide (will give frost giant telepathy to convey this information,
strength), boots of blue dragon hide (boots whether it is dancing or not.
he can grasp except for a few artifacts of speed), and gauntlets of white dragon
SPECIAL DEFENSES: +2 or better to be hide (gauntlets of ogre power); he is not Kelmar’s special purpose is to slay drag-
diminished by the loss of these items, how- ons. It acts as a vorpal weapon on a roll of
hit ever. He will sometimes lend them to other natural 20 against dragons and dragon-
MAGIC RESISTANCE: 75% fighters during battle. The saving throw of types (including chimeras, dragon turtles,
SIZE: L (9’ tall) these items vs. all attack forms is 2. dragonnes, and wyverns) — even against
ALIGNMENT: Chaotic good Tiamat. However, the sword is incapable of
WORSHIPERS’ ALIGNMENT: Fighters, Kord bears the sword Kelmar, an electri- hitting Bahamut.
fied +5 weapon that will dance upon Kord’s
berserkers, barbarians of all alignments command at its full +5 for six melee rounds, If Kelmar comes within 60 feet of a
SYMBOL: White gauntlets, blue boots, striking as a 25th level fighter (as if Kord dragon or dragon-type, it will insist on
were holding it). The sword deals out 3-24 moving closer to attack the monster. If its
and a red girdle points of damage when it scores a hit. When wielder does not advance toward the mon-
PLANE: Gladsheim ster, Kelmar will leap out of the wielder’s
CLERIC/DRUID: 3rd level cleric
FIGHTER: 25th level fighter


346

hands or scabbard and dance into combat. List #1 : 1. Save vs. poison is 3 of very high or very low charisma, and so
Only a character with a strength of 22 or 2. Save vs. death is 4 forth.
greater can hold onto Kelmar when it is 3. Save vs. all forms of fear is 3
trying to break free. If the sword is carried 4. Immune to quest and geas spells Bonus spells are granted cumulatively, so
more than 60 feet away from the dragon, it 5. Mask alignment at will that a 7th level cleric of Kord would have
will return to its normal “ready” state. 6. Immune to normal missiles access to both protection from lawful and
7. Immune to sleep, hold, and slow detect lawful. These bonus spells are simply
In addition to Kelmar, Kord also bears 8. Roll twice, ignoring 8s and other choices, in addition to normal cleric
an ordinary two-handed sword +3 that he duplicates spells, and do not increase the spell-carrying
can use with one hand while Kelmar is or spell-casting capacity of the cleric. They
dancing. List #2: 1. Heal self once/week are prayed for the same way that regular
2. Jump or levitate at will cleric spells are received, counting protec-
Once per day Kord can polymorph him- 3. Enlarge self at will, as 10th level tion from lawful and detect lawful as 1st
self into a titan with a charisma of 24, main- M-U level spells and enlarge and strength as 2nd
taining his full strength. He will use the full 4. Climb walls as 7th level thief level spells. All the bonus spells are cast at
awe power of his charisma in this form to 5. No non-proficiency penalties the level of experience of the cleric.
aid friendly troops and to undermine the applied
morale of hostiles. 6. Can cast silence on self at will Protection from lawful works like protec-
7. Blood rage: Will go berserk (+2 tion from evil, except that it serves as proof
Kord is the son of the lesser gods to strength) if damaged 50% or against those of lawful alignment (while
Phaulkon and Syrul. He has taken little more in combat, fighting until keeping out chaotics as well). The material
from either of his parents, instead becoming slain or until everything within component is holy water (sprinkled in a
greater than either of them — only Lendor 60 feet is killed circle) or holy incense (burned in the air).
can control Kord if he goes berserk. 8. Roll twice, ignoring 8s and
duplicates Detect lawful works like detect evil, ex-
Kord’s blood rage occurs whenever he cept that it discovers emanations from those
takes half his hit points or more in damage. Kord’s children may never be lawful, nor of lawful alignment.
In this state, he will try to kill anything — may they be paladins, illusionists, monks,
friend and foe alike — that stood within 60 or druids. Any of his children who do not Enlarge and strength work the same as
feet of him when the blood rage began. He enter his clergy and who reject the fighting the 1st level magic-user spells of the same
becomes even stronger, +8 to hit and +17 to profession (by not becoming a fighter or names.
damage, when he is enraged. Because of ranger) and any of his offspring who display
this rage, Kord is widely worshipped in the cowardice will be disowned, which might Kord is worshipped more than any other
barbarian communities, even though mean (30% chance) that Kord himself will Suel deity. Thriving churches dedicated to
Kord’s alignment is oriented toward good. come to the Prime Material plane to slay him can be found in the Barbarian States,
the offending character. northern Ulek, Almor, the Great Kingdom,
Kord is quite the fool for a pretty face. Hepmonaland, and on Lendore Isle. Small
He favors elven and human women, but The clergy of Kord dress in bright red, isolated churches may be found among
has also consorted with other humanoids white, and blue vestments, but none may peasants over the entire route of the Suloise
and even giants. The world is full of his duplicate the exact pattern that Kord wears migration (see the W O R L D O F GREY-
sons and daughters, but few, if any, of them on his girdle, gauntlets, and boots. Only his HAWK™ Fantasy Setting).
can claim demigod status (less than 1%). sons and daughters who join the clergy may
Any figures who can make that claim must dare to don dragon-hide armor as Kord
have scores of 18 to 20 in two of these three does. Kord’s clergy are either chaotic neu-
ability areas: strength, constitution, and tral (3 in 6), chaotic good (2 in 6), or cha-
otic evil (1 in 6).
dexterity.
To determine whether an offspring of Kord’s clergy must show bravery and
leadership in battle at all times. To foster
Kord is entitled to demigod status, roll their fulfillment of this role, Kord strength-
2d6+6 for each of the character’s ability ens his clergy with a bonus on saving
scores. Two of the results must be 18 (rolls throws involving fear and special spells
of 12, modified), and the numbers must be attainable at higher levels.
assigned so that the character has scores of
18 in two of the three physical abilities: At levels 1-3, clerics of Kord can only
strength, constitution, and dexterity. If this wear white. They get a +1 bonus on saves
criterion is met, roll d4 for each ability score vs. fear attacks.
of 18: a result of 1 or 2 means no adjust-
ment, a result of 3 raises that ability score to At level 4, they can wear white and blue
19, and a result of 4 raises it to 20. robes, the save bonus is +2, and they receive
access to the protection from lawful spell.
Only those characters who pass all these
tests and end up with two scores of 19 or At level 7, clerics can wear red, white,
higher among strength, constitution, and and blue garments. They get a +3 save
dexterity can dare to claim their birthright bonus vs. fear and the new spell detect
and openly profess Kord as their father. lawful.
Kord will not deny such a claim; instead,
on the child’s 17th birthday Kord will come At level 10, Kord’s clerics wear a red
forth to give the young warrior a great task girdle with blue and white trim, they get a
based almost entirely on fighting ability. +4 bonus to saves vs. fear, and the ability to
Those who pass this test will acquire limited cast enlarge (on self).
special powers (see the lists below).
At level 16 and above, clerics wear white
Although passing this final test does boots, a red girdle, and blue trim. Their
qualify the character (in Kord’s eyes) to call save bonus is +5, and they can cast strength
himself or herself a demigod, the overriding (on self).
power of Lendor keeps Kord’s offspring
from dominating the Prime Material plane. Saving throws vs. fear apply to all forms
Each “demigod” character gains from 2-4 of fear, including the auras of demons and
special powers; roll d8 once for each of the devils, fright caused by undead, the effects
following lists.

24 JULY 1984


347

PHAULKON ability (as the spell, with no limit on dura- Phaulkon’s clergy often wear headdresses
tion). Phaulkon can speak with any bird or of feathers in services and rituals, one
God of the Open Air flying creature that uses wings for flight, feather per level of the cleric. His clerics
including demons and devils. always wear at least one feather at all times.
Lesser God
By his touch, he can make any bow or As special benefits for their service,
ARMOR CLASS: -4 arrow +1 to hit and to damage permanently Phaulkon grants his clerics these powers as
MOVE: 12“/48" (subject to possible destruction of the item). they progress in levels: At 5th level his
HIT POINTS: 265 He will give this gift only to fighters of good clerics can speak with birds on an unlimited
NUMBER OF ATTACKS: 5 (3) alignment who perform some important basis (this does not include giant birds of
DAMAGE/ATTACK: 2-12 +5 from arrow; task for him, enchanting either a single bow any type). At 8th level they can fly once per
or one arrow for each level of the fighter/ day as an 8th level magic-user. At 11th level
2-11 + 11 from dagger paladin/ranger being benefitted. they can control winds once per day as an
SPECIAL ATTACKS: Spells 11th level druid. At 16th level they can
SPECIAL DEFENSES: Immune to attacks Phaulkon is a relatively active traveler, summon an 8 HD air elemental (that will
from feathered creatures and enjoys the company of men and elves. be totally friendly) once per week.
MAGIC RESISTANCE: 65% (90% while He can shape change into any normal or
giant bird at will, as well as into the form of In addition to feathers, his clergy always
flying or on Elemental Plane of Air) an elf or sprite. wear white in ceremonies. During travel
SIZE: M (6’8" tall) and everday labors, they wear various
ALIGNMENT: Chaotic good Phaulkon is second only to Kord in fight- shades of blue.
WORSHIPERS’ ALIGNMENT: Good ing ability among the deities of the Suel
SYMBOL: An outline of a man with large pantheon. As such, he has the power to Phaulkon is worshiped as a major deity
raise a character’s strength, dexterity, or on Lendore Isle as well as in Keoland,
eagle wings constitution score by one full point (or any Ulek, the Yeomanry, and Celene. It is very
PLANE: Elemental Plane of Air of those abilities to 15, if it is not already doubtful if his temples appear in the barbar-
CLERIC/DRUID: 5th level cleric/7th level that high) for a period of one day. The ian north or in Hepmonaland.
maximum strength, dexterity, or constitu-
druid tion score he will bestow in this way is 19. Look for Syrul, Goddess of False Promises
FIGHTER: 22nd level ranger and Deceit; Fortubo, God of Stone, Metals
M-U/ILLUSIONIST: Special (see below) Phaulkon is highly resistant to the effects and Mountains; and Wee Jas, Goddess of
THIEF/ASSASSIN: 7th level thief of artifacts and relics, and can temporarily Magic and Death, as detailed by Leonard
MONK/BARD: 22nd level bard negate the major power(s) of such a device Lakofka, in issue #88 of DRAGON®
PSIONIC ABILITY: VI for 6-36 hours (power usable once per Magazine.
S: 24 (+5, +11) I: 20 W: 19 month). He cannot destroy an artifact in
D: 23 C: 19 CH: 19 any case, but is 75% likely to know a great
deal about any artifact he sees — aside from
Phaulkon appears as a powerful, usually how to destroy it.
bare-chested man. He is clean shaven, and
his hair is short and always tousled. He
wears a simple girdle that gives him the
power of flight with the speed and maneu-
verability of a djinni.

Phaulkon fights with a longbow and
dagger only. He can fire up to five arrows in
a round. His bow is +5 to hit with a maxi-
mum range of 600 yards. Arrows fired from
the bow do not suffer from range reductions
and are +2 for the purpose of magical “to
hit” considerations. Each of his arrows will
do 2-12 points of damage +5 for the magical
enchantment. Once an arrow is used in
combat, whether it hits or misses, it be-
comes an ordinary arrow again. Phaulkon
can fire arrows with no penalty while flying.

His dagger is +3 to hit and to damage
because of magic, dealing out 2-11 points of
damage +3 for magic and +11 more for
Phaulkon’s strength. He can attack three
times per round with the dagger. Both his
bow and dagger can be used by no one but
Phaulkon himself; they are -3 cursed weap-
ons in the hands of anyone else.

Phaulkon can summon a djinni once per
day, a noble djinni once per week, and a 20
HD air elemental once per month. Each
summoned being will obey him to the
death. If giant eagles or rocs are within 100
miles of him, he can summon all of them to
him, but they must come at their normal
flying speed.

Phaulkon is immune to any attack from a
feathered creature, including such beasts as
griffons, cockatrices, and pegasi. His magic
resistance is 90% while he is in the air.
Even without his girdle of flight, he can
become airborne by using his innate fly

26 JULY 1984


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