Shlna-Tsu-Hiko (Intermediate god)
Shina*Tsu·Hiko was born from the breath Shlna-Tsu-Hlko's Avatar (Hghl,<1')
of Izanagi and is the god of the winds. He
is not the only wind god, however. There Shina-Tsu-Hiko's avatar is a thin, well-dressed samurai.
arc several more who control certain types
of winds. Among them are Shi na -Tsu- Str 18/ 00 Dex 19 Con 18
-..;;;;;;;..- Hike's daughter. Shina-To-Be, who blows Int 18 Wis 16 Cha 18
away the morning mists; Tatsuta-Hiko and Tatsuta-Hime, MVIB 5Z6' MRIS %
who bring fresh air to the fields to aid in producing good har- AC 2 HD I. HP 112
vests; and Haya-ji, the god of whirlwinds. While these gods IAT2 THACOS Omg ld8 (sword) + 6
are personifications of certain types of winds. Shina-Tsu-
Hike is in charge of all the winds. and 50 is superior to them Special AII/Oef: Because he is a slippery as the wind.
in the same way a shogun is superior to a daimyo. Shina-Tsu- Shina-Tsu-Hiko's avatar stands a 50% chance of turning
Hiko has the power to control the winds anywhere on earth. away and avoiding damage when an opponent scores a hit on
and can use this capability to bring hOI , dusty conditions, him. His own sword slices through any armor as though the
pleasant rains, terrible storms, and so forth. In his true form , wearer's AC was never better than 5.
Shina·Tsu·Hiko appears to be a well·appointed lord. Duties of the Priesthood
Rol~playing Notes: Shina-Tsu-Hiko is unpredictable Priests dedicated to Shina·Tsu-Hiko are seldom popular,
and capricious. One day, he may be perfectly contented with for villagers often attribute the capricious wind god's destruc-
the homage paid to him in a certain village. The next, he may tiveness to incompetence on their parI. They usually spend
find it woefully inadequate and use his power to rip the roofs most of their time trying to read omens and contact Shina-
from all the houses. Omens from Shina-Tsu-Hiko usually Tsu-Hiko in o rder to determine what kind of mood he is in .
tale the form of words whispered in the wind , but it is not al-
ways possible to make out the meaning or his speech. Requiremen ts: AB sta ndard; At any; WP sword . bow;
AR a; SP aiL astral. combat, divination, elemental. healing ,
Statistics: At en; WAt any; AoC winds; SY three curled
lines . necromantic, protection, summoning, weather; PW 10) fly
(MV 15); TU nil.
ISO
••
Amatsu·Mikaboshi, the "august star of ,----::=::--, The Shichifukujin are the Seven Gods of
Happiness. Sometimes referred to as the
heaven," is the god of evil. Also known as Seven Gods of Luck, they come from vari-
Ama·no-Kagaseo, the "brilliant male," he ous origins. They include Hotei (god of
sees and sanctions all things done under happiness through fortunate chance),
cover of darkness. He has the power to Jurojin (god of happiness through long
look into the hearts of men and women, life), Fukurokujo (god of happiness through good health>,
and, if he finds too much evil there. to make them his. Because Bishamon (god of happiness through good cheer, he also
most people are basically good, Amatsu-Mikaboshi is not par- looked after his worsh ipers during war), Benzaiten (goddess
ticularly powerful. But he is cunning, and has gathered more of happiness through love), Oaikoku (god of happiness
worshipers than people suspect. In his true form, Amalsu- through wealth), and Ebisu (god of happiness through food.
Mikaboshi is a dark shadow that can never quite be seen. he also presides over fishing and honest dealing). Each of
these gods oversees a pa rticular aspect of life. To be truly
Ro le·pla ying Noles: Amatsu-Mikaboshi gathers wor- happy, a man must worship all seven gods in the proper bal-
shipers the old fashioned way: he entraps them. After finding ance. Each god ca n grant worshipers the particular aspect of
a potential worshiper, Amatsu sends his avatar to tempt the happiness that he or she embodies. In their true forms, these
victim-usually with power, money, lechery, or whatever the gods have the following appearances: HoteL a man with a
subject desires most. The avata r then creates a situat ion in huge stomach; Jurojin, an old man with a long white beard;
which the victim can fulfill this desire by committing one hid- Fukurokujo, long narrow head with a short stocky body; the
eous act. If the victim performs the act, he becomes a perma- smili ng Bishamon is always dressed in full annor (to ward off
nent worshiper of Amatsu-Mikaboshi ,:lnd finds himself wa r); Oaikoku, a portly, ba lding man; Ebisu, an elderly man;
compelled to take part in a never-ending series of foul plans. and Benzaiten, a beautiful woman.
Statistics: AL Ie ; WAL any evil; AoC evil; SY silhouette Role-playing Notes: The Shichifukujin respond 10 their
of a hooknosed man. worshipers as individual gods. Thus, a man who pays a great
deal of attention to Ebisu and none to Benzaiten is likely to
Am~ · U ~ have plenty of food but no wife to share it with. They do not
send omens, although the degree of happiness in a person's
(thief 18, bard 16) life might be perceived as one,
Amatsu-Mikaboshi's avatar most often appears has a
Statistics: AL Ig, cg, ng; WAL any; AoC as listed, happi-
,sma ll , charming man with a bald hcad and a hooked nose, ness collectively; SY varies.
but the god of ev il has also been known 10 shape his avatar in
the form of an alluring woman. He can draw upon any
school of magic for his bard spells.
Sir 20 Oex 20 Can 18 (all priest lZ)
Inl18 Wis 18 Avatars of the Shichifukujin appear very much the same as
MV16 SZ 5' Cha 18 the gods themselves. They may draw upon any sphere for
ACO HD 18 MR25% their spells.
IATI THACOI
HP144
Omg 1d6 (sword) +8
Specia l AttlDel: When altacked from behind, victims of St r 18 Dex 18 Con 18
Amatsu-Mikaboshi's avatar must save versus death or be hit lnt 18 Wis 18 Cha 18
automatically and suffer four times normal damage. Any- MVI5 SZ6' MR 10-15%
body hit by the avatar's sword blade suffers an additional AC4-O H012 HP96
IdlO points of poison damage each round until the poison is KAT I THAC09 Omg Id6 (staff) + 2
neut ralized.
Special AWDef: An y being striking the avatar of a Shi-
Dude. 0 tIe chifukujin is condemned to eternal unhappiness and has his
Wisdom, Constitut ion, and Charisma reduced by two
Amatsu-Mikaboshi's priests are those who have intention- points.
ally and wilfu lly turned to evil. Their primary duties involve
tempting others and helping their deity keep the promises e 'rie. od
which his avata r has made in order to gather worshipers.
The Shichifukuiin retain separate priestly orders, with du·
Requirements: AS standa rd; AL any evil ; WP any, with ties a ppropriate to the individual god.
preference towa rd poison; AR a; SP all, charm, combat, cre:-
ation, divination , guardian, healing, necromantic, protec- Requirements: AB standard; AL any good; WP club,
tion, summoning; PW 1) know alignment; 10) read thoughts mace; AR a; SP all , charm, creation, divination, guardian,
(surface thoughts only, victim may save versus spells to real- healing, protection, weather; PW nil; TU turn.
ize what is happen ing).
151
lapanese Heroes
Kalko Empress lingo
Raiko is a famous fighter of enchanted The Empress Jingo ruled early in Japan's
monsters, giants, undead, and other history, living between 170 and 269 A.D.
ghastly things. His sword of sharpness + 3 She was leading a military campaign
is said to be faster Ihan a striking serpent. against Korea when it became apparent
and he has achieved almost inhuman speed and endurance. that she was going to give birth soon. The Empress was so de-
He also carries a longbow from which he can fire arrows at voted to her duty that she swallowed a slone to delay the
twice the normal range thai do twice normal damage. birth of hu child. It is no wonder thai her son, Ojin, became
Raiko is totally unafraid of death. and will never back a great warrior in his own right . eventually becoming Hachi-
away from a challenge. However. he is as cunning as he is man. the god of war.
fast. If faced with a seemingly impossible task he will invari- Fighter 15, Wiza rd 12
ably find a way to achieve what he must without losing either Str 14
his honor or his life.
Dex 18 Con 18
Ranger 18 lnt 18 Wis 16 eha 18
Sir 18/00
Dex 19 Con 18 ACO MR nil MV 12
lnt 18
AC -I Wis 11 Cha 18 HP 144 Alln THAC06
HP 153 MR nil MV 18 IAT2 Dmg 1d8+S (vorpal sword)
IAT2 Alng THACOO Spells: 1) magic missile, color spray, affect normal fires.
friends; 2) fog cloud. wizard lock. esp, stinking cloud; 3) pro-
Omg Id8+3 (sword ) +6 tection from normal missiles, haste, water breathing, hold
person; 4) dimension door, polymorph self. detect saying,
Spells (cast as a 9th level priest): 1) command, detect waJ/ of fire; 5) domination . wall of force. teleport.
magic, cure light wounds; 2) charm person or mammal, find telekinesis; 6) globe of invulnerability.
traps, slow poison; 3) locate object, cure disease, dispel
magic.
151
Japanese Monsters
ranukl Hannya
Although he bears a semblance to both Hannyas are the spirits of woman who
the badger and raccoon family, the tanuki
is actually closer to a dog. In his true form, were jea lous in life. They have grotesque,
he is a furry little animal with a long fuzzy -::~~;;I)~':h~
tail and a darkened area around his eyes n. evil faces with knobby chins. fangs . and
mask of a raccoon. His feet have sha rp claws and his teeth are
razor sharp. horns upon their heads. Their eyes bum
Despite being well-equipped for battle. the tanuki prefers with a cold blue light. When in battle. they with
to use his shape-changing abilities to play evil tricks. One of
his most terrible tricks was killing a hunter's wife while he their clawed hands. then with their sharp horns. Just before
was away. He then assumed the woman's form and cooked a
poisoned meal for the hunter. When the hunter returned melee is joined. a Hannya will generally scream to inflict as
home, tanuki, still disguised as the wife, served the meal.
Then, as the man was on the verge of death, tanuki gleefu lly much damage as she can.
revealed what he had done.
Hannyas are generally found in the Land of Darkness. but
they have been known to venture out in order to harass an
unfaithful lover. or just to take vengeance on men generally.
AC-4 No. 1-2 SZ 5' XP,15,OOO
MY15 Int high
HD 12 ML18 ALne THAC09
IAT3
HP variable MR 15%
Omg IdSI1d8/1dlO
AC4 1 SZ 3' XP,2.000
MY15
HDB ML 16 ALee lnt high Special AttlDef: Hannya ca n only be hit by magic o r +2
IAT3 THAC013
HP64 MR 10% or better weapons. Any creature hit by a Hannya's claws
must save versus death or surfer 2dlO points of poison dam·
Omg Id6/ ld6/1dlO age each round (until neutralized). A Hannya can scream
once per day (but not while in melee), causing 3dlO damage
Special AtIIDef: Tl-le lanuki can shape change into any to all within 25' (no save).
object. animate o r inanimate.
'53
Nehwon Mythology
An overview of Nehwon only partially of their own making. This is a world where the
number of worshipers a god has dictates the amount of
In his Nehwon novels. Fritz Leiber introduces his reader to power they have. The greater the deeds of the heroes that
a wonderfully detailed and rich fantasy world. Nehwon is a have aligned themselves with a god the greater the power of
pleasant mixture of historical themes and fantasy elements that god. They are jealous beings and are quick to anger and
creating cultures and lands where the two main heroes of the slow to reward.
storylines. Fafhrd and the Gray Mouser, live. breath. and ad~
venture. This world comes alive for its readers bt-cause Fritz If wasn't enough that the land itseIr and the gods conspire
Leiber is a masterful story leller. His noble efforts have cre-
ated a land that any AD&D~ game player can be proud to ad- to create adventures for heroes and victims alike; there are
venture in. wizards of every description who must instantly have all
sorts of bits and parts of basilisks or roes feathers or dragons'
When you turn the pages of both the novels and the TSR eyes for their work. Hedge Wizards and Hedge Witches areat
modules and accessories that deal with this world. it is just as the bottom of the magical social ladder. These people prefer
if you were walking onto the pages of the perfect adventure. to live in the country and live alone. City Wizards and Wi-
You can almost fee l and smell the Mingol Steppe riders baring zardresses are active in the community and often serve as
down on you with their short bows drawn to full extension. guardians of their towns. Every culture has its own spell cast-
The pageantry and splendor of the Citadel of the King of ers and these spell casters t ravel all over Nehwon looking for
Kings leaps up to you and catches your breath with the color spell ingred ients. All of these types serve to stir the pot of ad-
and wonder of its sheer size. venture and make it come to a boil.
Sailing on the seas of Nehwon can be equally satisfying. Guilds and factions of every type and description fill the
One could start at the Claws where ice and land meet to begin
the Frozen Sea. Drifting south , one quickly comes to the ciliesof Nehwon. One is either a member of a guild or faction
Dragon Rocks, full of true dragons, and the Inner Sea, which or its enemy. Thieves are licensed and on ly steal when it is
is itself full of wonders . Depending on the phase of the moon proper. Assassins are permitted and encouraged, but only af-
and the temperament of the sea gods the Sinking Land will ei- ter properly notifying the authorities of their targets . Guilds
ther be risen and block your way or be sunken and allow you of every type from spell casters to dragon slayers (a very
to pass. From here your voyage could lead you to the Sea of small guild) abound in each city. Adventurers can join what-
the East, but the unknown dangers here are such that even ever guild they like, but they wjJI join or they.will meet with
brave heroes look for the sight of land- even if that land is an untimely end. Holy orders and political factions also have
the Quarmall Barrens or the volcanos of the east. their share of power and will protect their own in times of
trouble.
h is a world rich in magic of all types. Even the simplest of
gems can become vital game players in their own right. In The City of Lankhmar
one story a gem from the deepest heart of the earth's core
forces one of the heroes to become a tool in the cult of the H • • • Lankhmar, where adventures begin and all too often
Earth god. In another, a set of gems is the magical heart of a end."
sinister tower. Naturally, when the world's best thieves,
Fafhrd and the Gray Mouser come to steel these gems the On the planet Nehwon, Lankhmar is known as the City of
tower reacts by magically bending and stretching to try and Adventure. It is the largest city in the world-a teeming me-
crush our two heroes. Glowing gems and powerful moon- tropolis filled with magic and danger. Heroes of al[ types
stones are often seen in the pages of the novels and the have spent entire lifetimes questing from its streets to its
AD&:D' game adventures; all too often these valuables arc dungeons and never leaving the city. A brief mention of some
replaced with glowing stinging hornets and smooth pieces of of its more stimulating aspects should serve to set the stage
valueless glowing moss. Magical whistles, horns, bowls, fig- for any adventure a OM might want to run in the city.
urines. mummy-li ke hands, swords, daggers, rings, scrolls,
gates, and entire buildings fill the pages of the novels and The Guilds
role-playing adventures. These things are the stuff from
which dreams and adventures are made and they come in The Guilds are many and powerful in Lankhmar.
ample supply on Nehwon. The Merchants' Consortium: This organization is the con-
troller of Lankhmar's huge trading network. Its main trade is
The gods of this world take a very direct hand in the com- in the wheat that grows a round the city walls. This wheat
ings and goings of their worshipers. Although few of them business sets up a vast sea and land trading concern. The rich
ever directly show themselves to their people. they often merchants of the city have as much power as the overlord
and the nobles of the area.
curse their enemies or bless their fo llowers. They especially Thieves Guilds: There are thieves guild chapters in all the
cities of Nehwon. They impact the lives of every adventurer.
take nole of their more talented believers. This is why Fafhrd When a large treasure is taken. the guild wants its cut. If it
and the Gray Mouser often find themselves on adventures doesn't get a share it reacts in a violent manner. It doesn' t
ISS
Nehwon Mythology
matter if the treasure was laken from the hoard of a dragon fire magic of these sorcerers is far beyond any of the normal
or the purse of a lady. Fighters. wizards. and priests who do schools of magic. Forexample, there is a spell that enables the
not want to pay Ihe guild tithe had better belong to a guild of caster to hear conversations around any fire within SO miles.
their own. All guilds respect the territory of other guilds and In addition, the following spells are twice as damaging when
will leave those people alone. Those who are not members of caste by these wizards: fireball, fire shield, fire trap, wall of
a guild can expect escalating action from threats to beatings fire, incendiary cloud, meteorswarm, fire charm, affect nor-
to assassins in the night. Benefits of being a member of the mal fires, burning hands, and summon fire e1ementals. There
thieves guild include training on a regular basis (so that ad- are also a number of unusua l spells only known to the Sorcer-
vancement in levels happens quicker) and legal aid (when ar-
rested in any city it is possible to be released to the care of the ."'.
guild for large payments to the guild master). For richer Rubies and red gems of all types seem to enhance the abili-
members. it is possible to receive clerical healing (for large ties of any Fire Sorcerer. However, there are several legends
sums of goldl. Contact wit h the guild master in any city will of how these gems have shattered during a magical combat
uncover numerous assignments capable of generating lots of causi ng the spell caster to die .
gold and jewels for interested members. Many times during
the year other guilds request the use of thieves for special pro- Other guilds include the Blacksmiths' Gui ld, Carpenters'
jects, these projects can be taken by any of the guild mem- Cadre, Laborers' and Toilers' Brotherhood, Moneylenders'
bers. Sometimes such quests are too much for one thief to Gu ild, Scribes' Guild , Stonemasons' Guild, Toters' and Cart-
handle and the guild is always ready to lend some of its mem- ers' Guild, Glassblowers' Guild, Leatherworkers' Guild,
bers for a larger share of a possible treasure. Sweets Makers' Gui ld, Vinters' Guild, and the Whitesmiths'
Guild.
Slayers' Brotherhood: The Slayers' Brotherhood is really
a complex fighters' guild with nasty overtones. In all the cit- Cults of the 8ecl.st
ies of Nehwon this guild serves as an ext ra security force. If
you need some fighters to guard your caravan, you call on In the world of Nehwon, every type of beast has a group of
the Brotherhood . If a fighter is down on his luck he can get thirteen protectors. These thirteen are perfect versions of that
employment with the Brotherhood. The evil aspect of the type. When Lankhmar was invaded by rats, thirteen super
guild deals with assassinations. The act of assassination is a intelligent rats led the fight. Through the use of a special
high art on Nehwon. There is a faction in every Brotherhood magic whistle, thirteen cats came and helped rid the city of its
that does nothing but kill for pay. These guild members have plague .
thief skills as well as fighting skills. This branch of the guild is
completely impartial in who they take on for money. They Cults of humans who worship these perfect creatures have
guarantee results and give back the gold if they fail. Each as- sprung up all over Nehwon. The cult leaders can often sum-
sassin has a st rict code which states they can only try to slay mon one or two of the thirteen in order to aid the cult. Cult
once. If they fail and live they must stop and give back the members often have control of the more normal members of
gold. At least 90% of all guild members will warn the victim the species. For example, a priest of the Cult of the Cat would
at least a day in advance that they are being stalked. Aside be able to command cats of all types. These commands
from this grim aspect of the Brotherhood, this guild has done would never have a cat act beyond its usual nature so that a
a lot of good for those that it protects . cat would not attack a troll , though the cat could be made to
attack normal prey or bite through ropes.
Rich merchants always have several members of the Broth-
erhood train merchant fighters in the arts of sword and com- Every type of beast has its own type of protectors. For ex-
bat. Most warriors want to join the Brotherhood because of ample, there is a different group of thirteen for every feline
the benefits and protection the guild gives its members. on the planet. The same goes for every type of dog, reptile,
Members in good standing can expect the following: magical fish, or bird. Single members of these groups of thirteen can
or mundane healing at reasonable rales, a meal and a place to be found roaming the planet doing good deed for their sub-
rest in any city, and employment with pay depending on the jects. Each of these animals is highly intelligent and able to
skills of the fighter. converse through telepathy. When a member of the thirteen
is killed for any reason, they are instantly replaced with a
Fire Sorcerers of the East: These wizards are highly re- more normal member of the breed that takes a year to grow
spected and highly feared spell casters. They are most nota- in intelligence.
bly the ambassadors of all of the eastern countries that wish
to trade with Lankhmar and the other seven cities. They are Importcl.nt Loccl.tlons
also spies and leaders who wish to explore and understand
the eight cities so that they can be easily invaded. The city breaks itself down into many districts. Each of
these has a theme identifiable by its name- Park District,
Fire Sorcerers are able to use all styles of fire magic. Only Festival District, Marsh District, Plaza District, Cash Dis-
mid-level o r higher Sorcerers appear in the eight cities. The
156
Nehwon Mythology
Irict. Mercantile District, Tenderloin District. River District. Grand Gate and moves along the Great Gate Road to Grain
Temple District, Noble District, and the Citadel District. A street and the docks, o ne can see a normal. prosperous city of
more complete treatment of all of these sections can be found the middle ages. Knights and squires, warlocks and wizard's
in the TSR product Lankhmar. City of Adventure. apprentices. court ladies and ladies of the evening all move
about the city. Heading north up Nun street; across the Street
On the St reet 01 the Gods there are many temples and al· of the Gods; and up Wan st reet one quickly comes to Kings
tars. The more powerful the god the further west on the street road and the Rainbow palace. There is adventure on every
is their temple. Over the centuries several faiths have begun street and riches to be made by the quick and clever.
at the east most end as small tents and traveled to the west
end to become huge temples of gold and marble; only to BIbliography
travel back again to the east end and become humble tents
once more. One thing never changes, though. there is a huge. All of the characters and information in this section are
black marble temple at the west most end of the Street of the taken or extrapolated from a set of seven novels by Fritz
Gods. It has rested at the west end since there were streets in Leiber. These novels detail the wonderful world of Nehwon
Lankhmar. No one worships the gods in this temple, but of- and often mention the magical city of Lankhmar. Each of
ferings can be found on its steps, every day of the year. the following books is spectacular and a must for any fan of
fanta sy.
Although the above ground areas appear normal and even
boring, there is an entire world under the streets of the city. In Swords against deviltry
one section of town a race of intelligent rats has built its own Swords against death
civilization. Mirroring the town above, this rodent city is Swords in the mist
filled with its own style of adventure. At one time the rats Swords against wiz.1rdry
sought to take over the above ground city, but this plot was The swords of lankhmar
foiled. Miles and miles of natural tunnels and grottos flow Swords and jet' magic
out under the city and onto the Great Marsh and even out to The knight and knave of swords
the Inner Sea. The tunnels have been used by the older guilds
for centuries. Some of the guilds send their young appren-
tices down into these tunnels to test their courage. There are
monsters and things long dead in these grotlos. Once the
Overlord sent down several squads of men into the tunnels
under the Rainbow palace, but they never returned. Now he
has a powerful guard detail watching over the entrance.
The great salt marsh, that borders the city on the east is a
dangerous mystery to most of the inhabitants of Lankhmar.
It is filled with monsters, but is also home to the ruins of sev-
eral ancient cities and towers. Powerful wizards, who seem
to enjoy building towers overnight, live in the marsh for a
century or too and Ihen mysteriously move on for reasons of
health. This has left a large number of towers all over the
marsh. Places like this seem to attract curious adventurers.
Life In Lankhmar
Government in the city is very strict. Laws are created by
the Overlord, but must be approved by several of Ihe most
powerful guilds. The city watch is a bold group of warriors
easily capable of putting an end to robbers and lawbreakers
who become too obvious.
Generally, life is safe and good in the city. War doesn't usu-
ally touch Lankhmar. The government of the town works to
help the poor and anyone needing a job can join the army o r
another branch of government. All roads seem to lead to
Lankhmar. Anything one might want to buy; from the
feather of a giant roc to the kiss of a winged pixie can be pur-
chased somewhere in the town. As one moves south from the
157
Lankhmar Encounter Tables
These tables are designed to generate a quick random monster for an encounter in Nehwon_ The OM shou ld be using two len-sided dice
to crealI' a number that picks a monster. The humans on the chart are NPCs that usually begin hostile or suspicious, but can be turned
around to the side of the PCs with a little efforl.
Cities Oceans
2 Incautious Thief 2 Bold Pirate Thief
3 Bird of Tyaa 3 Bold Merchant
4 Lawful Cleric 4 Nixie
•5 Curious Knight •5 Nymph
Greedy MeTchant Sea Troll
•7 Devourer •7 Octopus, Giant
lazy Hedge Mage Selkie
9 Shark
9 Evil Wizard 10 Whale
10 Hungry Beggar 11 Ghost Ship
11 Uncaring SlO1yer 12 Rising Island Castle
12 Old City Guard 13 Warship
13 Deadly Fire Sorcerer
14 Harmless Peasant ,.14 Stubborn Fishermen
I.15 Furious Pilgrim 15 Strangle.....eed
Attractive Female
Triton
17 Attractive Male 17 Snake. Ciani Sea
I' Worried Prince I' SeawolL Lesser
19 Worried Princess 19 Evil Cleric Ship
20 Cautious Thief 20 Cood Wizard Ship
Mountains/Hills Ruins
2 Tired Thief 2 Dying Thief
3 Giant (Hill or Fire) 3 Chaotic Cleric
4 Absent Minded Warrior
4 Og"
•5 Ancient Hedge Mage
•5 Troll Troll
Spider. Huge
•7 fk.ar. Black
•7 Laughing Gnome Ogre
Dangerous Wizard 9 Harpy
9 Evil Cleric 10 Evil Wizard
10 Wo", 11 Badger
11 Furred Snake 12 Rat. Ciant
13 Hydra
12 Astral Wolves
,.14 Wounded Thief
13 Roc
15 Nehwon Ghoul
14 Giant (Stone or Frost) Stetping Berserker
I.15 Chaotic Witch I.17 Dog. Wild
Frightened Pilgrim Lizard Man
19 Invisible Stalker
17 Vampire 20 Earth Elemental
I' Curious Tribesman
19 Herd Animal
20 Dragon
Plains Forest
2 Hiding Thief 2 Tiny Thief
3 Nehwon Ghoul
3 Warlike Tribesman 4 Wyvern
4 Behemoth •5 Frightened Merchant
Curious Pilgrim
5 Tiger
•7 Silly Warrior
0 Penniless Pilgrim Evil Cleric
9 Charming Hedge Mage
•7 Neutral Cleric 10 Treant
Dangerous Warrior 11 Beetle. Stag
9 Meddlesome Paladin 12 Bold Tribesman
13 Spider. Giant
10 Evil Wizard
,.14 Herd Animal
11 Helpful Hedge Mage
15 Jackal
12 Astral Wolves Will o' Wisp
13 Wounded Grey Elf !7 Hornet. Giant
14 Dangerous Slaver Merchant " Astral Wolves
15 leopard 19 Ape
Snake. Spitting 20 Panther
I.
I.17 Harmlns Nomad
Giant (Cloud or Storm)
19 Enraged Berserker
20 lonely Bard
Wild Cold Regions Lankhmar Encounter Tables
2 Almost Frozen Thief Civilized Tropical Regions
3 Attacking Berserker
4 Lawful Cleric 2 Highly Dangerous Thief
5 Honorable Merchant 3 Young Wizard
6 Wolves
7 Hunting Tribesman 4 Senile Cleric
5 Evil Hedge Mage
•8 Hidden War Band 6 Holy Warrior
Cold Woman
10 Almost Dead Bard 7 Excellent Bard
11 Flying Wizard
12 Bear, Polar •8 Singing Pilgrim
13 Yeti Hidden Tribesman
14 Giani, Frost 10 lizard Man
11 Poor and Sad Merchant
15 0.,. 12 Cautious City Patrol
13 Hostile Cil511e War Band
16 Herd Animal 14 Dead Warrior
17 Bear, Cave 15 Disguised King
16 Distressed Lady
I.18 Troll 17 Friendly Old Man
Lynx , Giant
20 Furred Snake I.18 Tired Caslle Guard
Foolish Young Knight
Civilized Cold Regions 20 Nasty Old Woman
2 Attacking Thief Desert
3 Tied Up Berserker
4 Unusually Young Cleric 2 Hidden Thl~
5 Young Innocent Merchant 3 Paralyzed Wizard
6 Amazon Tribesman
7 Amazon War Band 4 Nehwon Ghoul
•8 Careless Pilgrim 5 Behemoth
Attacking Wizard
6 Attractive Femal~ Cleric
10 Crying W;'Jrrior 7 Camel
11 Jealous Bard •8 Attacking Nomad War Band
12 Fur~ Snake Scorpion, Hug~
13 Cautious Town Guard
10 Jackal
,.14 Herd Animal 11 Brave Pilgrim
12 Dangerous Dervish
15 Behemoth 13 Wyvem
Helpful Witch 14 Griffon
15 Giant, Storm
17 Giant, Frost 16 Escaped War Horse
17 Troll
I.18 Giant. Hill
Winter Wolf I.18 Dog, Wild
Merchant Thief
20 Gnol!
20 Escaped Killer
Wild Tropical Regions
Lakes/ Rivers
2 Hungry Thief
3 Marsh vulture 2 Almost Drown~ Thief
3 Nymph
4 Salt Spider 4 Water Sprite
5 Curious !-ilodge Mage
6 Wat~r Cobra •5 Pixie
Nixie
7 Hunting Tribesman
7 lact'don
•8 Rich Merchant
Herd Animal •8 Otter, Giant
Friendly Water Naga
10 lion
11 Leopard 10 Stem Fisherman
12 Evil Cleric 11 Friendly Merchant
13 Dog, Wild 12 Crocodile
13 Sunken Ship
14 EIl'phant
14 Fish School
15 A", 15 Water Cobra
16 Salt Spider
16 Snake, Spitting
17 Dragon 17 Spider, Giant Water
I.18 Leech, Giant I.18 Interesting Hedg~ Mage
Centipede, Giani Boring Cleric
20 Jaguar 20 Careless War Band
159
Gods of Lankhmar (Intermediate gods) Issek of the Jug (Intermediate god)
r--,.,------, The Gods of Lankhmar are open to much , - -= - - , Issek appears as a tall man with twisted
free interpretation by the Dungeon Mas·
wrists and ankles. Issek is said to give en-
ler. There is a special difference between during power to anyone under torture.
the gods of Lankhmar, the o ldest city of Torture can be loosely defined and in-
Nenwon, and the gods in Lankhmar. cludes such things as a wife who con-
L __£ __J slanlly shouts at her husband o r a little
=::==:'...J The gods in Lankhmar are those of the boy being picked on by a larger bully.
Role-playing NOles: Issek desires to help allthOS£' who are
many religions in many temples lining the Street of the Gods. being oppressed in any way, although he is nol the brightest or
Some are powerful. some arc weak, and their fortunes mosl even handed of gods. A step daughter being overworked
change with the quantity and quality of their worshipers, is just as important to him as a world saving paladin fighting
who afe a fickle 101 . Although no one in the city openly WOf- orr the multi-dimensional entrance of a horde of undead.
ships the Gods of Lankhmar, all secretly believe in and fear Statistics: AL Ig; WAL any lawful; Aoe tortured souls;
these gods, who it is said, will always protect the city. SYamphora.
Role-playing Notes: These beings wish to rest in their Issek's Avatar (HghtcnSi
black temple for all eternity. Lankhmar is their home and
they must aci if their city is threatened. The force Ihey use of- lssek's avatar always appears from a male being tortured on
len does a great deal to damage large sections of Ihe cily. the rack. It is thesuHering of the mortal that brings on the full
There is a set of bells atop the temple that will magically ring
at times of need. These bells can be rung by hand to summon spirit of Issek.
the gods, bUllhere had better be a clear danger to the city or
the ringer will be answer for his crime with death (after Str 25 Oex 22 Con 24
spending a few centuries of torture in the confines of the dark Int 23 Wis25 Cha 24
temple). MV15 SZ 7' MR Nil
AC2 H015 HP 160
Through Ihe use of godlike power each one can use spells IAT2 THAC06 Dmg (by weapon) + 14
twice as fast as mortal spell casters. When the problem is taken
care of, these beings cast about the city wreaking havoc as a re- Special AII/Def: nil
minder that they are not to be called on too often.
Every avatar of Issek carries a great jug with him when he
Their temple is a black marble cube on Ihe outside and a appears. This jug can pour out any liquid that the avatar of
huge domed structure on the inside. There are thirteen crypts Issek needs at the time. It is not intended as a weapon and is
underneath the dome. If, for some reason , beings were able almost always used to help the suffering souls that might be
to get into the crypts and despoil the bodies there, the next in the area.
day they would find that Ihe thirteen crypts looked as if noth-
ing had happened. The lemple itself cannot be harmed by Issek's avatar will first break out of the rack thai confines
any force in the Nehwon universe. his host body and then hunt down the person who ordered its
confinement and torlu re. The avata r will pick up weapons
Statistics: AL ce; WAL any ; Aoe Lankhmar; SY skeletal and helpers as needed. After the victim is eliminated, Jssek
hand with staff. will disappea r and return the body he possessed back to the
person it belongs too. The body will be in perfect form and
Avatars of Lankmar (I;chi show no signs of the torture it undenvent.
MV6 SZ6' MRNii Duties of the Priesthood
AC 0 HO 16 HP 160 Priests of Issek are expected to care for others and to travel
from community to communit y, never staying more than 30
tAT 1 THACO 10 Omg 1-10 days in anyone place. Priests who have been tortured on the
rack are especially blessed by Issek and may roll 10- sided hil
Special AII/Oef: These avatars have all the powers and dice and cast twice the normal number of first and second
abilities of Hches. When they come out of their temple they level spells.
are each carryi'hg a fully charged staff of withering. These
staves will turn to dust after using up all of their charges. Requirements: AB standard; AL any good; WP any; AR
From two to ten Bches will appear at any given time depend- a; SP all, elemental, hea ling, protection; PW 1) break free
ing on the nature of the doom coming to the city. from any torture device in 1-4 rounds; 2) create 1 gallon of
any liquid once a day; TU turn.
Duties of the Priesthood
No priesthood is allowed by the gods ('If Lankhmar. These
beings do not wish to grow in power or have the living bow-
ing and making a lot of noise in front of their temple.
160
Gods of Trouble (Intermediolte god) Holte (intermediolte god)
There are three energy beings that com· Hate is the god that everyone accidentally , - - - - - - ,
prise the gods of trouble. They are crea- 5worships. When feelings of anger, jeal- ~((. ) (
tures of pure chaos energy and enjoy ously, or the like manifest themselves, the j?
roaming the world in astral forms , affect-
ing all alignments equally. Their desire is god of hate gains in power. This elemental
to promote chaos in all of its fo rms. The
more chaos caused, the greater their power over Nehwon. emotional being purposely causes conflict
These beings care nothing for their worshippers and inflict
troubles upon them impartially. to increase its power base. The Cult of L--,--_ _ _ _J
Role-playing Notes: Special events attract the attention Hate has only recently developed. in the cities of Nehwon. Its
of all the gods on Nehwon. Things like large wars, unusual
magical events, plagues and the like. These events become fo llowers enjoy conflicts of all types, because this provides a
tugs of war between the gocls of trouble and the other fates
and gods of Nehwon. These energy beings will not lake a di- fuel for their own angers.
rect hand unless they are specifically called upon by their
high priests. Normally, they like to do one or two things in Role-playing Notes: Hate desires large scale military
any particular area and then leave for other bastions of Law
that they would like destroyed . actions as conflicts that involve more than 50 people are
Statistics: ALce; WAL any chaotic; AoC chaotic actions; what Hate really needs to grow. This being will encourage
SY three pointed star.
conflicts of all types-guild battles, city to city fighting- for
AVoltolrs of Trouble (wlwd 1)
anything that causes strife is a suitable breeding ground for
Occasionally they do manifest themselves and when they
do, these beings appear as bumbling wizards. These buffoons Hate.
appear friendly and helpful in all ways, but are really out to
ruin whatever expedition they travel on for as long as they Statistics: AL ce; WAL any chaotic; AoC emotional ha-
are around. When they cause an accident to happen they are
extremely apologetic. Some of these accidents even seem to treds; SY foggy image with floating eyes.
do these buffoons a great deal of damage. The end result is al-
ways the same, the quest is ruined or delayed for a great deal Hate's Avatar (fighter 6)
of time.
Hate's Avatar always appears as a misty cloud bank float-
ing from out of the darkness. There is a set of six eyes in the
bank and an equal number of tentacles. This fog is capable of
controlling 6 beings (as if by charm person spells) or manipu-
lating 6 weapons that fight as 6th level fighters. This manifes-
tation of the god must be generated at night by a high priest
of at least the 14th level (who employs a gate spell) and 50
worshipers. Once called into existence, the fog can be moved
up to five miles from the site of the worshipers.
Str 7 Oex 7 Con 24 Str nl a Dex n l a Con nl a
In t 7 Wis7 Cha 7 Int 20 Wis20 Cha nl a
MV12 SZ5' MR 100% MV15 SZ BO' sphere MR 100%
ACID HDI HPI AC nl a HO nl a HP nla
tAT I THACD20 Omg Id4 (dagger) NAT 6 THAC015 Omg (by weapon)
Special AtttDef: No magical items or spells will function Special AttiDef: The only way to damage the cloud is to
within 30 feet of an Avatar of Trouble. In addition, when cut the astral cord that connects it with the priest. The cord is
they gaze at an individual who is attempting an action of any AC -8 and any hit with a sharp weapon or a damaging spell
type, failure is guaranteed (there is no saving throw). that is specifically directed at the cord will cut it, dispelling
Hate's form until the next night.
Duties of the Priesthood
Duties of the Priesthood
Priests of this cult are supposed to cause chaos where ever
they can, other than that , they are free to act as they desire. All priests of Hate must constantly promote conflict. As a
rule, they must cause a conflict that involves a number of
Requirements: AB standard; AL any chaotic; WP large persons equal to 10 times their level number once per month
clubs or maces; AR a; SP all, chann, elemental, summoning; or they will lose their powers. Thus, a 6th level priest must
PW 1) gaze of failure (target must save versus spells or fail at cause conflicts that involve at least 60 persons.
whatever was being attempted) B) shadow walk; TU com-
mand. Requirements: AB standard; AL any evil; WP any; AR
a; SP all, chann, combat, summoning; PW 1) charm person;
TU command.
'6 ,
Death (Intermediate god) Kos (intermediate god)
\ j.,•.;.,.'~•.- It is Oealn's duty to end the life of all intel- Kos is a northern barbarian god who loves
ligen! beings on Nehwon. He has a set battle and bold deeds. He is the god of
quota to kill every hour and he never fails dooms because he brings trouble to any-
one who doesn't live up to his strict codes
in his assigned task. Sometimes he is mis- of honor and action. These codes and the
L ___-==='-J interest of the god apply to all facets of the
~ directed and the ones he plans on killing hard life of the northern barbarians. Kos is just as interested
in the building of a safe and sturdy long house as he is in the
L_=-_ _ _J aren't killed al all, but even oealh must sharpness of a warrior's axe.
Role-playing Notes: This god exists to make sure the
bow to the fates and other more powerful gods of Nehwon. people of the north do things properly. This proper order of
things has been established by Kos and passed down to his
Dealh is not affected by time and is able to do years worth of priests and priestesses. When this order is not followed Kos is
quick to hurl curses down on the offenders. These curses are
work in a second . He considers himself an artist and works slight at first, but will eventually cause death to the offender
unless they mend their ways.
very hard al making sure the deaths he causes are logical and Statistics: AL Ig; WAL any non-chaotic; AoC order; SY
crossed sword and axe.
necessary to his own view of life and the end of life.
Kos ' Avatar (lighter IS/bard IS)
Role-playing Noles: Death values a good hero because of
Kos' avatar always appears as a human warrior. He will be-
their ability to cause death and destruction. Characters like gin a battle with his two-handed sword +4, but will change
to a normal battle axe if he decides that he is doing too well in
Fafhrd and the Gray Mouser are especially favored by the conflict.
Death. When beings like these heroes are close to death, of-
ten the god will cause unusual little slips that will save their
lives. Then too, sometimes his quota will call for the ending
of two famous heroes and he will be forced (however reluc-
tantly) to try killing his proteg«s.
Statistics: AL n; WAL none; AoC death; SY Death's
Head.
Oeath's Avatar (rogue 10) ACO HD15 SZ 7' MRNn THAC02
HP ZOO MV15 IAT2
This being is Nehwon's personal Grim Reaper. As such, he Sir 19 Int19 Wis 19 Omg 2d4 + 4 (sword) + 7
lives in a pocket dimension that Death controls, called Shad-
owland. He can appear anywhere in Nehwon that he likes. Dex 19 Con 19 Cha 19
Str 24 Dex 24 Con 24 Special AttlDef: When his avatar is engaged in combat ,
Int24 Wis 24 Cha 21 Kos will send him 9-90 (9d10) berserkers to aid in his fight.
MV1S SZ 7' MR 100% These will remain with the avatar for as long as Kos fee ls they
AC-5 HD nfa HP 350 are needed or until they are slain. After one group is de-
IAT2 THAC02 Dmg Special stroyed or disbanded, another cannot be called for 24 hours.
Special AttlDef: The avatar of Death carries a sword Duties of the rrlesthood
called Slayer that kills anything it touches (no saving throw
allowed ). He appears as a man with a cadaverous skin color Priests of Kos cannot increase in level unless they have
and his eyes have the power to see all the actions of a person's fought an unending war against the enemies of Kos and or-
past life. He is able to unerringly teleport to any portion of der. They must also serve as examples of perfect action and
Nehwon. He can be ordered to kill intermediate or lesser thought. Kos does nol tolerate failure and will indicate his
gods (although such individuals are entitled to a saving displeasure with a priest by simply striking him dead.
throw when struck with Slayer), but greater gods are beyond
his skill. Requirements: AB standard; AL Ig; WP all; AR a; SP ail,
combat, divination, healing, protection; PW nil; TU nil.
Duties 01 the Priesthood
Death does not wish to have followers or priests. Because
of this, when persons decide to declare themselves as his
agents on Nehwon, Death sends his avatar to claim them for
his own and they are never seen again.
Tyaa (intermediate god) Red God (intermediate god)
LTyaa, is a force of evil and chaos. She , - - - - - This is the war god of all the eastern lands. ,----;---~
He appears as a massive dark-skinned man
chooses to manifest her powers through with red studded leather armor, carrying a
the actions of malicious bi rds. She has cre- bronze shield. He is always mustachioed
ated an offshoot of the raven that is both and wears a pointed helm. His boots and
smarter and stronger than its ancestral belt shine as brightly as the sun. He primar-
cousin. It should be noted that. while she L _ _ _ _ _~ ily supports the horse soldiers of the east. He is a very protect-
prefers to employ the Bi rds of Tyaa, she is perfectly capable ive god and because there are many eastern warrior spies in the
of using any carnivorous bird to do her will on Nehwon. The eight cities, including Lankhmar, this god has been trying to
city of Lankhmar has always been her favorite because she increase his number of worshipers in these cities.
has the most worshippers in this place.
Role-playing Notes: The Red God is a god of warriors.
Tyaa's cult has been banned in Lankhmar because of its He favors acts of war and battle and lends support in the
evil teachings and ways. This has only caused the movement form of strength of arm and courage of heart to warriors who
to go underground and to othercilies. There are several large follow his faith. He spends most of his time trying to cause
caches of diamonds and jewels hidden in several abandoned new battles to lest the courage of his followers. He is the one
manors in Lankhma r. The high priestess of the cult knows of responsible for turning all of the lands of the east against the
these locations and will use these riches to support the cult eight cities.
and make it grow.
Sta tistics: AL cg; WAL any; AoC battle and war; SY the
Ro le-playing No tes: Tyaa desires worshippers above all horse sabre.
else. She is currently very weak and needs the support of sup-
plicants all over Nehwon. In past centuries her evil bi rds The Red God's Avatar (fight."S)
have been used to steal flashy treasures from the upper story
apartments of the rich. Her special ravens can tell useless fake This avata r always appears in the same form as the god
jewelry from the real materials and are perfect thieves. Tyaa himself. He rides a huge warhorse that will breath short
can supply large numbers of these bi rds to each of her priests, blasts of fire during battle. Anyone struck by his mount's
thus making them rich. breath must save versus breath weapons or take Id20 points
of damage.
Statistics: AL ce; WAL any evil; AoC avians; 5Y large
raven head or a black feather. Str 24 Oex 25 Con 24
lnt 22 Wis 17 Cha 24
Tyaa's Avatar (thicfI S) MV15 MR50
ACO SZ 7' HP200
Tyaa's avatar always appears as a lovely young female NATz Dmgld6+3/ 1d4 + 4
with a high, sharp voice. She is there to spread the cult, but HD15 (sabre/ dirk) +14
very often gets caught up in stealing pretty baubles for her- THAC06
self.
SIr15 Dex 15 Con 15 Special AtttDef: He uses a sabre +3 in his right hand and a
Int 15 Wis15 Cha 15 dirk +4 in his left. His sabre casts an anti-magic shell that
MV12 525' does not limit his own spell abilities. He is always wea ring a
AC4 HO 10+10 MR Nil ring of protection +4, a helm of telepathy and te/eportation,
NAT 2 THAC013 and a cloak of displacement that cannot be destroyed.
HP60
Omg (by weapon) Duties of the rriesthood
Specia l AttJOef: Every avatar of Tyaa can summon 2-20 Priests of this cult have to fight and lead men into battle to
of her special ravens (see Birds of Tyaa) which all have poi- advance in levels. A lthough they don't have to be horsemen,
son coated claws. it helps great ly towa rds advancement in levels (+5% on
earned experience) if they have the land-based riding non·
Duties of the rriesthood weapon proficiency and breed warhorses.
Priests of Tyaa are actually thieves with spell casting abil i- wrRequirements: AS standard; AL a ny; all; AR a; SP
ties.
all. combat, healing, protection, sun, weather; PW 1) use 10-
Requireme nts: AB as thief; AL any evi l; WP poisoned sided hit dice when determining hit points; TU nil.
dagger; AR as thief; 5P all. animal, summoning; PWl) when
slain, the character is po/ymorphffl into a Bi rd of Tyaa. If
slain in this form, then death is final.: 5) shape change into a
giant Bird of Tyaa (twice normal hit dice and damage per at-
tack) once per week; TU nil.
163
Nehwon Heroes
r--------, Fafhrd Gray Mouser
Few heroes live as long or have done as Where Fafhrd is the crushing blow of awe-
much as Fafhrd . He is a northern barbar- some power, the Gray Mouser is the quick
ian with flaming red hair. a strong right strike from behind to deadly eHect. A
L _ _ _ _ _~ arm, and the courage to face any danger ~_ _ _-...,..,--~ lightning fast thinker, he also has a passion
for the city life and all it implies. He has a deep curiosity in
on Nehwon without ninching. Although he lost his left hand the ways of magic, but he doesn't have the discipline to be-
when he forced it down a monster's throat, has devised all come a master at spell casting.
sorts of attachments for this limb. H is long bow attachment
(fighter 13, wil:ard 5, thief 19\
allows him to shoot with his normal skill. He is also consider-
ing the construction of a climbing axe attachment and a short Str 15 Dex 18 Con 16
sword attachment.
(ranger 18, ba rd 5, thief 15) Int 18 Wis 15 Cha 18
AC 2 MR nil MV 12'
Sir 18/ 00 Dex 17 Con 18 HP9b ALN THAC08
Int 17 Wis 16 Cha]7 fAT 2 Omg (by weapon)
AC 3 MR nil MV 12'
HP 120 AL ng THACO 4 No matter what rapier he uses he calls it Scalpel. He fights
two handed and his throwing dagger is always called Cat's
IAT 2 Omg (by weapon) +6 Claw. He is also highly skilled with a sli ng, light crossbow,
garrote. and short sword.
Fafhrd is a highly intelligen t fellow with many interests.
He can read and write all the major languages of Nehwon. This hero is the supreme organizer. He formulates master-
There is a 90% chance Ihat he can understand any obscure ful plans on an instants notice. If he does have a shortcoming
language he is exposed to. Religions are a passion for him and it is a fondness for the complex plan. The more details he can
he tries to understand the teachings of all faiths he runs into, place into an operation the happier he is.
but hardly ever commits himself to one system of belief for
any period of time. Fafhrd has the soul of an engineer and The relationship the Gray Mouser has with his wizardess
constantly invents usefulliltle tools and items to help him in mentor Sheelba of the Eyeless Face is much the same has
his quests. Fafhrd has with his wizard. The Mouser does favors for the
wizardess and receives good advice and magical help in re-
Fafhrd is an expert sailor, able to captain almost any size turn. A good 90% of the adventures the Gray Mouser under-
ship. He was raised in the far north and iscompietely at home takes begin with suggestions and requests from Sheelba.
in the ice and snow of Ihe mountains. Excelling in mountain
climbing, he has invented several pieces of equipment that Besides skills as a fighter and a thief. the Gray Mouser's
enable him and any group he is with to climb a mountain
twice as fast as normal. other passion is his interest in all things magical. He truly
wants to be a wizard-type but somethi ng always goes wrong
This warrior always carries a bastard sword (named Gray- with his spells and magical attempts. During his career he has
wand) and a dirk (more short sword or poniard than dagger) had magical weapons, whistles, scrolls, books, and other de-
which he calls Hearlseeker. He has been known to fight with vices, but these have always slipped through his fingers or
almost every weapon known on Nehwon, but especially fa- caused him a great deal of trouble when he tried to use them.
vors throwing axes, long bows, and two handed swords. When encountered, the Gray Mouser he will have some type
of magic on his person. Whether it will do him more harm
Fafhrd's style is the bold, intelligent frontal assault. He will than good is up to the hands of fate (and several other gods).
always try to accomplish his quest with the quick strike of
massive power. He is also a dreamer and a sad story can The Gray Mouser likes luxury and all that implies. He
cause him to go questing just as easily as the promise of fabu- works constantly to gain the funds to allow him to live in
lous treasures. The generator of most of his quests is his mag- what he considers a comfortable stale. He and Fafhrd have a
ical mentor Ningauble of the Seven Eyes. This wizard often sort of Robin Hood approach to stealing and almost always
requires unusual items for spells and sends Fafhrd out to find lake from people who have no sympathy among the com-
them. In 90% of these adventures he travels with his best mon folk or loca l constabulary-Evil robber barons, power-
friend, the Gray Mouser. It has often been said that Fafhrd ful assassins, and bad rulers are their prime targets. All of the
and the Gray Mouser have two halves of the same soul. eight cities of Nehwon have had visitations from the pair.
While one is bold and loud, the other is secretive and cau-
tious. The barbarian owes his life many times over to his best
friend and there is nothing they wouldn't do for each other.
Nehwon Heroes
Nlngauble of the Seven Sheelba Of The Eyeless
Eyes Fac:e
Ningauble is nol human or even human- Sheelba of the Eyeless Face is some type of
oid. It comes from another dimension, but female, reptilian creature; dearly from an-
has made Nehwon its home. It never L ______ other universe. She never shows all of her L _ _ _ __
shows its true form because that form would drive most hu- form because it would drive most heroes totally insane. She
mans insane. NingauhJe's eyes act like a gem of true seeing has come to Nehwon to live and is very protective of the
Gray Mouser and the city of Lankhmar. It is commonly
and a crystal ball. known that demons (who can perceive Sheelba's real form)
scream in horror when facing this wizardress and leave the
(illusionist 20, bard 13) plane of Nehwon for all eternity.
Sir 14 Dex 16 Con 19
lnt 19 Wis 19 Cha 16
AC -2 MR50% MV9 (illusionist 20, druid 7l
HP 150 ALN THAC07 Str 20 Dex 18 Can 19
KAT 1 Dmg (by ,pell) Int 19 Wis 17 Cha 7
AC2 MR50% MV9'
Ningauble is known as the "gossiper of the gods" and loves HP 150 ALN THAC07
nothing better than to listen by the hour to a good story
about some important person in Lankhmar or any of the NAT! Dmg (by ,pell)
eight cities. Supplicants have come to his caves and brought
especially interesting bits of gossip and been made fabulously Sheelba's magic is not of the directly destructive sort, for
wealthy as a result. Many claim that these individuals would she is much better at summoning other creatures to do her
have become wealthy anyway, but no one says this in front fighting for her. Sheelba prefers the Salt Marsh because there
of Ningauble. are so many dangerous creatures that can be easily called
upon to act on her behalf. There was a time when the Over-
This powerful spell caster inhabits a series of enchanted caves lord of Lankhmar sent five hundred troops to capture and
near Ihe sinking lands. These caves have several inlerdimen- bring back Sheelba's hut. On the first day out of lankhmar
sional portals that lead to other times and universes. Fafhrd and hundreds of normally shy swamp creatures attacked and
Ihe Gray Mouser have used these magical pathways to visit killed one hundred of the troops. The brave commander kept
earth's past in the time of Alexander the Great and the time of the men out for a second day. All of the troops ran when a
Arthur and Merlin. The caves are also a fine defense for Nin- house sized worm ate the commander and his war horse in
gauble. At one time a crime lord in Lankhmar sent one hundred one gulp. Needless to say, the subject of the hut was never
thieves to attack the wizard over an imagined offense. The dust brought up in the Rainbow Palace again.
of the thieves and their equipment lies just off the entrance to the
caves. This is the only reminder most need that it is often dan- Sheelba lives in hut at the heart of the Great Salt Marsh.
gerous to deal with a powerful wizard. This magical construct is able to move 24' over the marshy
landscape and is the size of a palace inside, but appears only
Ningauble's aims are clear. It only wants to learn more to be a small grass hut on the outside. Sheelba rarely leis any-
about the ways of Nehwon and further its magical abilities. one inside, preferring to look down from the stilts and talk to
Just lately it has learned that its annual success or failure in whomever visits her. The hut also has several interdimen-
these efforts is closely connected to how Fafhrd's life is pro- sional portals that allow Sheelba and others to travel to other
ceeding. When Fafhrd is happy and living well. so too is the universes. When Sheelba is out of the hut, the magical device
way of life for Ningauble. This has turned the wizard to- will not lei anyone enter.
wards being much more helpful in the desires of its charge,
Fafhrd. Sheelba is extremely greedy and wi ll never act unless there
is a profit of some type to be had. Until recently she has de-
Although Ningauble wants Fafhrd to do well, it also watches manded much from the Gray Mouser, but that has changed
its charge dosely. When Fafhrd is about to acquire power that slightly. She, like Ningauble of the Seven Eyes, has come to
might take him far away from Lankhmar or gain something that realize that her life is closely tied to the success or failures of
might allow the thief to not need his mage advisor things hap- the Gray Mouser. Now, she seeks to have the Gray Mouser
pen to quickly change that situation. Warnings are given to close by, where he can be better kept out of planet wide
Fafhrd's enemies, the hero is lricked out of his vast riches, or the deadly dangers. The schemes of Sheelba are turned towards
fates become unusually unkind for no reason Fafhrd can see. All keeping Mouser in Lankhmar and keeping Lankhmar as trou-
ble free as possible.
of these acts serve to drive Fafhrd right back to the caves and his
ever helpful advisor.
Nehwon Heroes
Movarl rlugh
Movarl is the most famous hero on the Pulgh is the most skilled fighter on
planet. His name is revered by the forces Nehwon. This means he can easily use any
of law and feared by the minions of chaos. warrior's weapon known to that world.
He is the overlord of the city of Kvarch He favors his magical spear. but this
Nar. Movarl often travels from the city on quests for the weapon is so renowned that he often goes without it to keep
powers of good. his identity secret. He is never without a wide range or missile
weapons; from throwing daggers to heavy darts.
Paladin 12 [)ex 17 Con 18 Fighter IS, Cleric 5
Sir 18/ 51
lnt 14 Wis 18 eha 18 Str 17 Oex]7 Con 17
AC2
HP86 MR nil MV9 Int 14 Wis 17 Cha 8
IAT 3/ 2
ALig THAC09 AC 2 MR nil MV 9
Omg IdlO+2 (sword) +3 HP 72 AL Ie THACO 3
Besides his normal powers as a pa ladin, he is totally im- IAT 2 Omg 2d6+4 (Spear) +1
mune to fear and paralysis of any type. In combat he uses As-
trendan, a two-handed sword +2 that instantly kills an Constantly searching for more and greater brawls has led
undead creature it touches. to the myth that he is a bully and daring killer. Pulgh is actu·
ally a careful. diligent bravo who only lives for the thrill of
Movarl rides a huge white war horse with almost human balt le in all its forms. He has been known to lake on a band of
intelligence and the maximum abilities of an animal of that knights while wielding only a single small dagger.
breed.
Hunti ng only the best of the best. Plugh can be found in
major cities across the world of Nehwon looking for the
toughest of warriors to face. His strange code of ethics has
caused him to want to always face his enemies man·to·man .
•66
,
Nehwon Monsters
Snow Serpent Nehwon Ghoul
(Furred Snake)
Nehwon ghouls are not undead. They
There are forms of furred snakes to be are a living, breathing race of almost com-
found all over Nehwon. These creatures pletely transparent. human appearing be-
are warm blooded, but their fur serves a L _ _ _ __ ings. Their culture teaches them that any L'---_ _ __
wide variety of unusual functions. The Snow Serpent of the creature not of their race is food for their table.
bitter north uses its barbed hairs to gain better traction on icy
surfaces. This white serpent is the largest of all furred snakes Their transparent nature makes them completely invisible
and often reaches a 100 fool length. The black furred snakes in shadows or darkness. In the light they appear as a smoky
of the tropics hide perfectly well in the trees, but their air shape with their bones barely visible. They wear little or no
filled hair is highly useful in the water where they often find clothing and rely on their transparent nature as their protec-
their prey. The brown furred snake can be found in the des- tion. Their low armor class is a reflection of this fact.
erts and the plains and its fur constantly emits a poisonollsoil
that stings at a touch , making it djfficult for other creatures The men of this race are bold, fierce warriors who throw
10 pick up and eat. themselves into battle singing proud war songs. The women
are also warriors of skill, but are st rangely attracted to hu-
AC6 No. ] SZ ]00' long XP,2,000 man males.
MV9 ML15
HD10 HP80 ALn lnt Animal The weapons and equipment of this race are simi lar a those
KAT 1 Omg IdlO employed by normal humans. The men favor large. double-
MR nil THACOll bladed axes, while the women use either a shorler double-
bladed axe or a slim long sword.
AC6 No. 3-30 SZ 6' XP, 175
MV12 Int Average to very
Special Att/Oc(: Any successful attack roll allows the HD3 ML 11 Alne THACO 17
creature to begin using its constriction ability on the next tAT 1
round. The snake will coil 10 % to 40 % of it's body around HP 24 MR nil
the target and begin to crush it. For every three feet of its
length used in this manner the snake inflicts 1 point of dam- Omg varies
age per round.
Special AItIDeE: Nehwon ghouls are transparent and
80% invisible in normal lighting. In near darkness, they are
treated just as if they were invisible.
Salt Spider Behemoth
This oversized spider is about the size Imagine a killer whale with four stubby
and color of a large hoar. It has plate-sized legs and no fins and you have the perfect
suction pads on its feet allowing it to travel image of a behemoth. These mammals are
over any surface. It lives and thrives in the L _ _ _ _--,~ easily capable of crossing water, marsh
great salty swamps in and around Lankhmar. grass, and quicksand. There are several types, but each ver-
The spider makes huge webs in shallow ponds and streams sion always attacks the largest living thing in any given
thai flow through the marsh. These webs are almost invisible group. The behemoth has a keen sense of smell and is a per-
and serve to trip the unwary. When attached to a web the sistent tracker.
prey usually looses footing and gels even more tangled. AI
this time the spider leaps out of hiding in the middle of the AC 4 No 1 XP,5,000
web and attacks. ALn
sz 4' long MV 12, 18 sw MlIO MR nil lnt Animal
THAC05
AC6 No. 1-6 AL n XP,275 HD 15 HP85
MVl5 MLll MR nil lnt Animal
HD3 HP 15 THACO 17 IAT 1 Omg 4dl0
tAT 1 Omg IdS
Special Ali/DeE: Nil
Special AltlDef: The bite of a salt spider is quite danger-
ous and any successful attack roll requires a save versus poi-
son to avoid death.
•
Nehwon Monsters
L BIrd of Tyaa
Although this avian closely resembles a
large raven, the Bird ofTyaa is much more
powerful. Its wings, talons. and beak have
'--:--,-_ __ _~ strength far beyond that of normal birds
of the same size.
The wild version of this creature will often fly to poisoned
berry patches and coat their talons with the juices of these
berries.
These birds have a language of their own that the priests of
Tyaa understand. Because of this, the birds are used as scouts
and thieves. Birds ofTyaa can be trained to tell the difference
between simple shiny objects and highly valuable diamonds
and jewels.
AC 7 No . 3-3O SZ I' XP: J5 SZ 20' long
Intlow
MVl, 18r Ml6 ALoe THAC020
MR nil
HD 112 HP 4
IAT1 Dmg Id4
Special AttiDef: There is a 50% chance that any given
Bird of Tyaa will have poisoned claws (as described above) .
In addition, they often dive toward their targets at great
speed , gaining a +4 on their attack rolls.
Astral Wolf
Astral wolves are the ghostly spirits of
wolves that have died hungry on any
lonely wasteland. Their ghosts haunt the
astral plane and constantly seek to fill L -;-_ _ _ _~
their ever empty bellies. Astral wolves roam the wastes all
over Nehwon. They look for single or paired travelers.
AC3 No. 3-12 SZ.' XP: ]75
MVI8 ML 10 Inl Animal
HD3 ALne THACO 17
HP 2. MRnil
'AT 1
Omg 2d4
Special Att/DeE: When their victims go to sleep and more
than five astral wolves gather, these beasts can pull the spirit
of a single human onto the astral plane. There. the human is
attacked and torn apart. The captured spirit has all his weap-
ons and annor and fights just as he would on the prime mate-
rial plane. All the wounds the wolves innict on Ihespiril fann
happen to the real body.
168
Nehwon Monsters
Water Cobra Devourer
The water cobra is a bold attacker, nor· The Devourer is an alien merchant from a
mally feeding on fish and small mammals. magical dimension whose only purpose in
When threatened its first attack is towards life is to sell things. The junkier these
the head of the creature. Its first two things are the better the strange mind of L _ _ _ _---'
strikes are lightning quick bites designed to inject a poison the Devourer likes them.
into its prey. After it has made two successful attacks the
snake will dive and wail to determine if the creature it at- Each Devourer is a 20th level Illusionist. Scout Devourers
tacked is dead. If its victim lives, there is a 75% chance that come to another plane and open single stores. These stores are
the snake will retreat to find easier prey. filled with seemingly wondrous magical items; all at bargain
store prices. Each of these items has several different types of il-
Land versions of this cobra also have the ability 10 change lusions on them. If the audience for these goods is found to be
skin color to perfectly blend in with its surroundings from large, more and more Devourers come onto the new plane and
moment to moment. The land version also has the ability to sell more and more junk. Eventually, on plane after plane, the
coil and leap up to five feel towards the intended prey. The Devourers create slave planets where the inhabitants struggle to
meet the mortgage demands on piles of magical junk.
land snake will only leap if the prey is in its jumping range.
AC8 No. 1·8 SZ 4' long XP,175 AC7 No.1 SZ Variable XP: 4,000
MV12 ALn Int Animal MV18 ALle lnt Exceptional
HD3+3 ML9 MR nil THAC017 HOJO ML12 MR24% THACO 11
IATl HP 27 IATl HPSO
Dmgld4
Omg Special
Special AItIOef: The water cobra is totally invisible in Special AItIDef: Devourers are all powerful spell casters
water for it has the innate ability to change color and match (20th level Illusionists) and will use their magic to great ad-
the shade of water it swims through from moment to mo- vantage in all situations.
ment. The creature's bite injects a deadly poison (saving
throw applicable). Cold Woman
Marsh Vulture Chopping or striking a cold woman with
any weapon has no effect and all body
The Marsh Vulture is one of the horrors of parts that are severed immediately rejoin
the swamp. Unlike its smaller cousins, this the parent body. Cold or ice based attacks
bird actively attacks living creatures. cause her to regenerate 1 hit point for every point of damage
L _ _ _ _ _J These attacks are meant to drive man and inflicted while fire o r heat based attacks do +1 per die of
beast alike into the quicksand and bogs of the marsh so that damage . Her body secrets a deadly acid similar to that cre-
the birds can rip their now helpless prey apart with their tal- ated by a black pudding.
ons and savage beak. After the first few attacks. the vulture
swoops away. not expecting its prey to be killed. The bird has A cold woman will plant eggs in the remains of bodies she
several dangerous marsh areas selected and if the prey flees does not eat. The eggs hatch in 24 hours and quickly eat the
towards them they are not attacked. In this manner the vul- host bodies. Usually, these eggs produce an ordinary white
ture hopes to force a victim into the bogs. pudding, but there is a 10% chance that they will produce an-
other cold woman (known as cold spawn).
AC6 No. 2-5 SZ 30' (wing) XP: 975 AC -2 No.1 SZJQ' XP,15,OOO
MV3,240 MV9 AL ne lnt Average
H08 ML 11 AL ne Int Low HOl6 ML 18 MR25% THAC05
IAT J IATl HP 120
HP50 MRnil THAC01J
Omg 4-40
Dmg Idl0l1dl0/2d20
Specia l AttlDcf: The talons and beak of this creature are Special AttlDef: A cold woman has the spell casting powers
so slime encrusted that there is a 95% chance of catching a of a lOth level illusionist (but is limited in the use of spells to ef-
marsh fever after a single successful attack that draws blood. feds that mimic ice and snow formations). In addition, she can
fire a cold ray that does 8d8 points of damage and has a 60 foot
range. Anyone struck by this horror must save versus paralyza-
tion or be stunned for 4dS rounds.
169
Sit (Intermediate god)
Sir is the goddess of excellence and skill, as Sit's Avatar (warrior 18, bard 16)
well as being a superb warrior-woman.
Married to Thor. she is also the embodi- Sif's avatar is a beautiful. golden-haired warrior maiden.
ment of conjugal fidelity. Loki once played Her sword cannot be wielded by anyone with a strength of
a cruel trick on hcr by cutting off all of hcr less than 18/01. She can draw upon any school of magic for
beautiful golden hair. When Sif's angry her bard spells.
husband came to lake revenge, loki was forced to replace the
hair with locks of real gold which grew just like true hair. Sir 18/ 00 Dex 18 Con 18
This hair had been crafted by a pair of clever dwarves who. Inl18 Wis 18 Cha 20
flushed with their success, went on to create many other MVI8 SZ 6' MR35%
wondrous items, such Thor's hammer MjalnjT, Odin's spear AC-2 HD 18 HP 144
Gungoir, and his ring Draupnir. IAT2 THAC03 Omg 1d8+3 (sword) +6
Sif has the power to raise any character one level. She sel-
dom does this, however, and will never grant this boon to an Special All/Del: Any being hit by Sif's avatar must save
individual more than once in their life. In her true form, Sif is versus paralyzation or be incapacitated. Thiseffecllasts until
slender woman of great beauty. She has locks of pure gold, Sif wishes it dispelled. Any spell from the enchantment /
and often carries a long sword with her. charm school or charm sphere that is cast upon Sil's avalar
Role-playing Notes: Sif looks after young warriors and rebounds on the caster. Her sword +3 renders her invulnera-
all those dedicated to excellence in their pursuits. When such ble to spells from the illusion / phantasm school.
an individual is in dire need of aid, there is a 1 % chance per
level that she will send her avatar to help . If the individual is Duties of the Priesthood
capable of wielding the avatar's sword, the avatar will leave
il behind as a souvenir of Sif's blessing. Prieslsof Sif must bededicated to excellence in all things. If
Stalistics: Al cg; WAL any good; AoC excellence; SY they are married, they must always behave within the
upraised sword. boundaries of the conjugal relationship.
Requirements: AB standard; Al any good; WP any; AR
a; SP all, chann, combat, divination·, elemental. protection,
summoning·; PW 5) raise one ability score of player's choice
advance di,-oc1.l,
171
Aeglr (intermediate god) Baldur (intermediate god)
, - - - - - - , Although more closely related to the gi- The son of Frigga , Baldur is the god of
ants than either the Aesir or Ihe Vanir, beauty and charisma. He is also a warrior
Aegir is the god of the occan and personi- of considerable skill, and is as wise as he is
fication of its strength for good or ill. He handsome . He often serves as the patron
lives in a great castle on the bottom of the of sages. As a young god, Baldur had
occan with his wife. Ran, and their nine dreams of doom, so his mother extracted
promises from all things not to injure him, overlooking only
daughters. Aegir is sometimes called "Alebrewer" because mistletoe. The gods take great delight in his resulting invul-
he often throws feasts for his friends, the Aesir. Aegir has nerability, and often make contests of bouncing axes and
the power to create or quell storms at sea. In his true form. spears off his chest. Unfortunately, Loki plans to kill Baldur
he is a giant standing sixty feet tall. He has a long gray one day with a spear made of mistletoe. Baldur has the power
beard, and carrics a tree-sized club carved in the shape of a to increase the charisma of any being to ]B,
maiden which can deliver 4dlO points of damage to struc- Role-playing Notes: Despite his attractiveness, Baldur is
tures or beings. not a vain god. He is loyal to Odin and the other Aesir, and
never fails to fulfill his obligations to them. When an ugly
Role-playing Notes: The only predictable thing about man or woman demonstrates his worth by performing a self-
Aegir is that if ship captains don't offer a va luable sacrifice to sacrificing deed of great importance, Baldur often rewards
him when beginning a voyage, they are certain to feel his the individual by increasing his or her Charisma to ]B.
wrath. When he decides to sink a ship, he often sends his ava- Omens from Baldur are usually delivered by a handsome or
tar to smash it to bits with his dub. Other times, he simply beautiful member of the opposite sex,
destroys it with a terrible storm. He looks with favor upon SIatistics: AL ng; WAL any non-evil; AoC beauty and
raiders and pirates. If such men make the proper sacrifices to charisma; SY gem-encrusted chalice,
him, Aegir is ]0% likely to aid them with favorable winds, or
to conceal their approach with a storm or fog. Baldur's Avatar (fighter 14, bard 14)
Statistics: AL ce; WAL any; AoC sea; SY rough ocean Baldur's avatar takes the form of an incredibly handsome
waves, fighter. He can call upon any school of magic for his spells.
More often than not , he is followed by an entourage of sev-
Aeglr's Avatar (fighter 16, priest 14) eral hundred women.
Aegir'savatar is a burly old man with a crazed expression. He
can draw upon the weather sphere for his spells and can in-
voke spells of the elemental sphere which deal with water.
Str 19 Dex IS Can IS Str 18/00 Dex18 Con 18
Int 15 Wis15 Cha ]8 Inl1S Wis IS Cha 21
MV 12,15 sw SZ 8' MR20% MV15 SZ6' MR30%
ACO HD16 HP128 ACO HD14 HP 112
IAT2 THAC05 Omg Ids+4 (club) +7 THAC07 Omg Id8+2 (swo rd) +6
IAT'
Special AIVDef: Anyone hit by the avatar's club must Special AttlDel: Baldur's avatar cannot be injured by
save versus death or fall unconscious. The avalar can shoot a any attack (even magic) not utilizing mist letoe as its major
stream of salt water from his mouth, doing IdlO points of component. Mortal females looking upon the avatar must
damage up to a range of 20'. He has complete freedom of save versus paralyzation or become permanent worshiperso£
movement and breathing in any watery environment. Baldur, abandoning their homes, families, and countries to
follow the avatar wherever he goes,
Duties of the Priesthood
Duties of the Priesthood
To be a priest of Aegir, a man must be a ship captain. Such
men are fighters who worship Aegir and have been granted a Although priests of Baldur must themselves be extremely
few clerical powers on the side. (They are not considered handsome or beautiful, they are expected to treat the less for-
dual- or multi-class; they are simply fighters with extraordi- tunate with compassion and kindness.
nary powers.)
Requirements: AB standard, but minimum Cha of 16;
Requirements: AB fighter; AL any; WP any; AR b; SP AL any non-evil; WP any; AR a; SP all, charm, divination,
all, weather, divination', guardian'; PW 1) use spells as a protection, summoning; PW 5) raise Cha to ]8; ]2 ) members
priest; 10) breathe water; TU nil. of the opposite sex who look upon the priest must save versus
spells or be permanent ly charmed (as per the spell) by the
priest ; TU nil.
178
Bragl (Intermediate god) Forsetl (Intermediate god)
Sragi is the god or poetry and song. The .---==--. The wisest and most eloquent of the Aesir,
Forseti serves as the god of Justice and the
son of Odin and Gunlod. Sragi was born arbiter of divine disputes. No one has ever ''f==lll==~
in a stalactite-hung cave, pul aboard a
boat made by the dwarves. presented with found fault with one of his decisions, and r
a magic golden harp. and set adrift. As the
boat floated out of the cavern, Sragi took Odin often calls upon him to decide mal-
Ihe harp and began to play the song of life. With his song, he ters in which the chieftain of the gods feels L::_ __ _= J
has the power to make plants grow and bloom, and to charm he cannot be impartial. Forseli lives in Asgard in a radiant
any animal into doing his wilL In his true form, Sragi resem- palace called Glitnir. Forseti knows when a lie is spoken any-
bles an old, white-bearded man with a sparkle in his eye. where in Gladsheim and has the power to make any mortal
anywhere speak the truth , whether the individual wishes to
Role-playing Notes: Whenever people sing or recite po- or not. In his true form. Forseti is a handsome man dressed in
etry, they are worshiping Sragi. Since this is a favorite pas-- a tunic of gold and breeches of silver.
time in almost every hall, Bragi never lacks worshipers. He is
'\ a special friend to bards, often revealing to them the location Role-playing Notes: Forseti is most concerned with jus-
of secret treasures. Most often. this revelation occurs as a tice and truth. Whenever a body of men gathers to make
sudden insight while the bard is singing before a large crowd. laws, there is a 10% chance that Forseti's avatar will come to
If the bard interrupts his song, however, he immediately for- aid them . If this body is making laws that affect more than
gets the location of the treasure. fifty thousand people. his avatar is sure to appear at the
meeting disguised as one of the lords who has a right to at-
Statistics: At ng; WAt any; AoC poetry, music; SY tend the meeting. There is a 10% chance that he will send his
harp. avatar to aid those trying to throw off the rule of an unjust
tyrant.
Bragl's Avatar (bud 20)
Statistics: Atlg; WAt any good; Aoe justice; SY scales.
Sragi's avatar is an old man with a long beard. He can call
upon any school of magic for his spells. Forsetl's Avatar (priest 16, figh ter 12)
Str 18/ 83 Dex 19 Can 16 Forseti'savatar takes the form of an ordinary looking man ,
Int18 Wis 18 Cha 18 save that he seems unusually calm and sure of himself. He
MV15 SZ 6' MR25% can draw upon the alL charm, combat. divination , and pro-
AC1 HD22 HP ]76 tection spheres for his spells.
IAT 1 THACO -1 Dmg 1d6 (sword) +4
Str 18/00 Dex 18 Con 18
Special AU/Def: When the avatar sings, all creatures Int 19 Wis 19 Cha 18
within earshot must save versus spells or fall under his con- MV15 SZ 6' MR35%
trol (as per the domination spell), He also carries a harp AC2 HD 16 HP 128
w hich modifies any creature's saving throw by -4 while it is 'AT 312 THAC05 Omg Id8 + 5 (sword) +6
being played.
Special All/Dc!: When the avatar swings his sword at a
Duties of the Priesthood being who has spoken a lie within the last seven days, it never
misses. Otherwise, the weapon functions as an ordinary
Most often, the village storyteller is a priest of Sragi. It is sword of sharpness +5. Any being questioned by Forseti's
this duty to preserve knowledge of the gods and the past. avatar finds himself answering honestly.
passing it from generation to generation through heroic bal-
lads and poems. It is permissible for a human worshiper of Duties of the Priesthood
Sragi to advance as a mu lti--class priest/ bard.
Forseti's priests often serve as advisors to their chieftains,
Requirements: AS must meet both priest and bard re- and are sometimes entrusted with full authority to administer
quirements; At any non--cvil; WP dub, bow and arrow; AR the law. They must always be fair and consistent in their ad-
a; SP all, charm, divination, healing, protection; PW 3) vice or decisions, avoiding any temptation to use their posi-
faultless memory (can recall anything heard); 12) dominate tions to further their own interests.
(as domination spell) with song; TU nil.
Requirements: AS standard, but minimum Wis of 16;
At Ig; WP sword; AR a; SP all, charm, combat . divination,
protection; PW 5) detect lie (no save); 12) ask one question
per week of Forseti ; TU tum.
179
Frey (Intermediate god) Freya (intermediate god)
r--.-A<~. - . - , Frey is one of the Vanir sent to Asgard to ' - - -, -, -1- - ' Freya is the goddess of love, unbridled
.. .r. Iv
f_.~J.7 guarantee peace between the Vanir and passion, and human fertility. Like her twin
/l, Aesir. He is a god of fertility, providing
)~ .~ brother, Frey. she isone of the Vanir sent to
L:i'I l..-----!: men with sunshine, rain, peace, joy. and
L_''-I·'I.I;.I...t,~:.~,, _---' guarantee peace with the Aesir. In the
L7_J !-=':.::=::::;=-._. /~ happiness. Frey is also a patron of married sense that passion is a hot, consuming
couples, horses, and horsemen. Like many emotion. she is also associated with fire.
male gods. he is a skilled warrior. He has a fabulous ship She is the patroness of a type of magic called "scHhr," in
given to him by the dwarves, Skidbladnir. Resembling a which the sorceress enters a trance in order to answer ques-
cloud in appearance, this ship can carry all the gods at once, tions about the future. As the goddess of fertility, Freya also
travel to any place in Gladsheim instantaneously. and can he looks after women in labor. She has the power to kindle pas-
folded up to fit in Frey's pocket when not in use. Frey has the
sion in any being, to control fires anywhere on Midgard, to
power to bring sunshine or rain to any place in Midgard, to see the future, 10 bless any woman with a child. and to allevj·
make plants grow, to give any married couple conjugal bliss, ate pain and injury. Freya also has a beautiful fur-lined cloak
and locommand any horse in Midgard.ln his true form, Frey that allows her to turn into a falcon. In her true form, Freya is
resembles a handsome young man. a voluptuous woman of entrancing beauty.
Role-playing Notes: Although a capable fighter, Frey Role-playing Notes: Freya is a rather vain goddess who
prefers the joys of peace and will always seek a non·violent enjoys flattery-though she is far from foolish enough to be-
solution before resorting to combat. He is the patron of lieve it. She is not above using her looks to acquire what she
peaceful mortals, and will often send his avatar to aid those wants, such as her priceless necklace, Brisingamen.
who have become imperiled through their efforts to maintain Statistics: AL cn; WAL any; AoC love, passion, human
peace. Most of Frey's temples have vast pastures of grazing fertility; SY fire in shape of a woman.
horses nearby. To ride one of these horses is to offend the god. Freyats Avatar (wizard 16)
Omens from Frey usually take the form of rain and storms, Freya's avatar takes the form of an unbelievably voiuptu·
ous, beautifu l woman. She can call upon the abjuration and
but can also be delivered by horses. enchantment/charm schools of magic.
Statistics: AL n8; WAL any non~vil; AoC sunshine, rain,
fertility, horses; SY ship--shaped cloud.
Freyts Avatar (fighter 14, priest 12) Sir 18/76 Dex 18 ConlS
lnt 1S Wis18 Cha 20
Frey's avatar is a handsome young man. He can call upon MV15 S25' MR25%
the all, animal, charm, creation. divination, plant, sun, and HD16 HP128
weather spheres for his spells. AC' THACOS Omg ld4+10 (dagger) +4
IATl
Str 19 Oex 18 Con 18 Special AII/Def: Any being struck by the avatar's fiery
Int18 Wis 18 Cha 18 dagger must save versus spells or burst into flames (suffering
MV15 S26' MR25% 2d10 points of damage). These magical flames continue to
AC2 HD14 HP 112 burn until a successful dispel magic is used on them. Any
IAT2 THAC07 Omg 1d10+3 (sword) +7 male who looks on the avatar must save versus spells or be
Speeial AItIDC(: Any being struck by the avatar's sword charmed by her.
must save versus spells or lose all desire to fight. No horse
will ever ride into battle against Frey's avatar. He can sum- Duties of the Priesthood
mon or dispel any rain clouds in his sight in the space of 1
turn. Priestesses of Freya are all ~se ithr," itinerant women who
traveithe countryside telling fortunes. These women are sel·
Duties of the Priesthood dam welcomed into a village by wives. They have the ability
to change themselves into horses. in which state they have
Priests of Frey are expected to do what they can to keep the been known to commit acts against the law for human beings.
peace. They are also called upon to perform marriage rites.
Requirements: AB standard, but must be a woman of
Requirements: AS standard; AL any good; WP sword. minimum Cha 15; ALany chaotic; WP daggers; AR g; SP all,
club; AR a; SP all, animal, charm, divination, protection, animal, charm, creation, divination, healing, necromantic;
PW 3) polymorph self into horse form; 6) predict the future
sun, weather; PW 5) charm horses; 10) dispeJor call rain over of any individual with 10% per level accuracy (95% maxi·
mum); 9) create one philter of love each lime Ihey advance a
one acre area per level; TU turn. level ; TU nil.
Helmdall (Intermediate god)
Heimdall is the god of the dawn light and , - - - - -
guardians. He is the son of Odin and nine
giant sisters. Heimdall was born on the he·
fixon and nurtured on the strength of the
L'''''____earth, the moisture of the sea, and the J
warmth of the sun. He has the power to set"
a hundred miles by day o r night, and his hearing is so sensi-
tive that he can hear grass growing in Midgard. Heimdall
lives in a great castle located atop the bridge Bifrost. which
connected Midgard and Asgard before it was broken during
a terrible battle. In his true form, he is a strapping warrior in
white armor. He carries a nashing sword and the famous
alarm hom. Gjallerhorn.
Role-playing Noles: Heimdall's main duty is guard ing
the rainbow bridge. BifrOSL He will not allow anybody to
cross it without Odin's express pennission. He is the one who
will summon the other gods to Ragnarok by blowing upon
Gjallerhorn. Heimdall is the sworn enemy of Loki, and will
always send his avatar to aid mortals caught up in the mis-
chief god's plots.
Statistics: AL In ; WAL In; AoC light and guardianship; SY
horn.
Helmdall's Avatar (Hghl.. ,8)
Heimdall's avatar is a burly warrior dressed in gleaming
white annor.
Str 22 Dex 19 Can 18
Int 18 Wis 18 Cha 17
MVIS SZ 7' MR2S%
AC-3 HD1. HP 144
IATz THAC03 Omg Id8+5 (sword) +10
Special AtIIDel: HeimdaU's avatar always attacks with
surprise. He carries a vorpal sword +3, + 5 versus frost 8;-
ants. His white plate armor +3 prevents him from being hit
by any weapon of less than +3.
Duties of the rrlesthood
Priests of Heimdall serve as guards for kings and other
powerful men. They are expected to be unswerving in their
duty, and must never allow someone to pass a post under
their guard without their master's permission. Heimdall's
priests hold bridges sacred and must avenge any act that de-
stroys one.
Requirements: AB must meet fighter requirements; AL
any lawful ; WP sword, spear; AR a; SP all, combat, divina-
tion, guardian, protection , summoning, sun; PW 5) see up to
100 yards in night or day (any weather); 10) hear any sound
within 500 yards; TU tum.
IS.
Hel (Intermediate god) Idun (Intermediate god)
r - ---:;;;" ' - - , Hel is the goddess of death. She receives , - - - - - , Idun is the goddess of spring. She is mar-
ried to Bragi, the god of poetry and song.
the spirits of those who die by diseases and
old age, locking them behind the impreg- - J. Idun is also the goddess of youth. and the
nable walls and gates of Nineheim, the / 1 keeper of the golden apples which keep the
land of mists. Located beneath the roots of
'--'.-'=--J._-' Yggdrasil. Nifleheim is not a realm of eter- Ula gods of Asgard young. The body of any-
nal pun shment. Nevertheless. it is not a pleasant place, ei- one eating one of these apples becomes 10
ther. It i , a land of eternal cold, mist. and darkness. years younger. Of course, Idun and her apples are coveted by
Hel can cause plagues and pestilence upon Midgard with a races other than the Aesir, and the giants are constantly try-
wave of her hand. Any mortal looking upon her face falls ill. ing to kidnap her. Idun has the power to slow or reverse the
suffering a permanent loss of 5 hil points per round until a aging process in any being, or to awaken any dormant or
sleeping thing. In her true form , she is a youthful woman of
curediseasespeU is cast on them. Even after the cure, the vic- great beauty.
tim never recovers the losl hit points. In her true form, Hel is Role-playing Notes: Idun is a cheerful and friendly god-
a statuesque woman completely while on the left side of her dess who takes great delight in seeing things grow and remain
body and black on the right side. The white side of her face healthy. She is extremely conscientious about making sure
has no features. that every god eats one of her apples every ten years. Idun is
especially protective of young girls, and there is a 10%
Role-playing Notes: Hel is a grim and fierce goddess, chance that she will send her avatar to protect one who is in
mercilessly striking down those who offend her. Occasion- danger.
ally, she finds a mortal man attractive and will send her ava-
tar to felch him. Statistics: AL cg; WAL any good; Aoe youth, spring; SY
apples.
Statistics: AL ne; WAL any; AoC death, disease; SY her
face . Idun's Avatar (druid 14, ranger 14)
Hel's Avatar (priest 18, fighter 16) Idun's avatar takes the form of a spry girl in her early
teens. She can call upon the all, animal, charm, divination,
Hel's avatar takes the form of a woman of swarthy com- elemental. healing, necromantic, plant. and weather spheres
plexion, with coarse, black hair. She can draw UPOI the all, for hcr spells. She carries a basket of apples that she can use
animal , charm, combat, creation, divination, healing, and as missile weapons. Each time she throws one in combat. the
necromantic spheres for her spells. OM should determine its effects as per a wand of wonder.
Str 18 76 Dex ]8 Con 18 Sir 18 /55 Oex 18 Con 18
Int 18 Wis 18 Int 18 Wis 18 Cha ]8
MV18 5Z6' Cha18 MV15 5Z 5' MR25%
AC ·2 HD 18 MR35% AC 2 HD 14
IAT2 THAC03 HP1•• IAT2 THAC07 HP 112
Dmg 1d6 (staff) + 3
Dmg 1d8 +3 (sword) +4
Special AttlDef: Any being coming within 20' of the ava- Special AttiOef: Anyone struck by the avatar's staff be-
tar must save versus death or suffer 3d]0 points of damage comes ten years younger (save versus breath weapon to ne-
from her aura. Any being hit by the avatar's sword must save gate). If the victim's age falls below 15, he loses 1 point of Str
versus death or contract a disease that causes 5 points of and Wis for every two years below 15. If the victim's age falls
damage each round until cured. Theavatar cannot be hurt by below 8, he can no longer attack physically, and anyone fall~
any material weapon , and her kiss causes death (no saving ing below the age of 6 can no longer use magic.
throw allowed ).
Duties of the Priesthood
Duties of the Priesthood
Only girls who dedicate themselves to Idun at a young age
All priests of Hel must be women. Those of good alignment gen- may become her priestesses. Theirduties revolve around car-
erally devote themselves to placating the goddess for the good ing for orphans and blessing the spring planting.
of their village. Those of evil alignment use their powers for the Requirements: AB standard; AL any good; WP staff.
acquisition of personal power. 130th alignments are called upon sling; AR g; SP all , animal, charm, divination', elemental.
healing, necromantic, plant . and weather; PW 1) neverphys-
to supervise the burial or cremation of the dead. ically age past 18; 2) natural AC of 5; TU tum.
Requirements: AB standard; AL any; WP sword, poison
darts, AR e; SP all, charm, creation', divination, healing. necro-
mantic; PW 5) immunity to disease and poison; 10) speak with
any person who has died in the last 10 years; 15) take only half-
damage from physical attacks; TU tum (if good) or command
(if evil ).
182
Loki (Intermediate god) Tyr (Intermediate god)
Loki is the god of mischief and strife . A sly, , - - - - - Tyr is the god of the sword and courage, r - - - - -
vengeful trickster who is always causing and watches over battles with as much in-
trouble among the gods, he is tolerated in terest as Odin himself. He is also the godly
law enforcer, using his impressive swords-
~c:-Asgard only because of the great services manship to uphold order.
he has performed in the past , such as help- Tyr has only one hand, for he lost the ~_ _ _ __
ing to create Midgard and the wall guard- other in the service of his fellow gods. The mighty Fenris wolf
ing Asgard . Loki has the power to change his shape into was savaging much of Asgard , and the gods were unable to
anything. If any being, including other gods. look at Loki for stop him until the dwarves forged a golden leash capable of
more than three rounds, he can exert his innuence over them holding the beast. The gods bet the wolf that he could not
in the form of a suggestion spell with no saving throw. He break the leash. The suspicious wolf would not agree to the
also wears a pair of boots thai allow him to walk on waler, contest unless one of the gods put a hand in his mouth to
guarantee his release if the leash could not be broken. The
fly. and run at a movement rate of so. In his true form . Loki is fearless Tyr complied without hesitation , and lost his hand
when the wolf realized he was trapped.
a handsome young man who is always dressed in some com-
bination of red and black. Try has the power to see invisible objects and to recognize
any thief within his sight. In his true fonn . he is a bearded,
Role-playing Notes: As the god of mischief and strife, fierce-looking warrior missing one hand.
Loki is one of the most act ive and unpleasant of gods . Yet ,
there is also an attractive side to his personality; he is hand· Role-playing Notes: As the god of swords, Tyr watches
some, sociable, and has a good sense of humor. Loki is one of over the Valkyries and makes sure that they bring only Ihe
the few gods who is at home with giants and dwarves, and of- most valiant of mortal heroes to Valhalla. He is also the pa-
tron of courageous warriors. There is a 10% chance that he
ten turns to them for help in his schemes. He is invariably in will gra nt an extra level to any hero of good alignment who
some sort of trouble with his fellows and will not hesitate to risks his life by fighting a giant without help. He sometimes
turn to his worshipers for help in extracting himself. Omens sends his avatar to punish extraordinary crimes, such as the
murder of a king or the theft of a kingdom's most precious
from Loki usually come in the form of an illusion. treasure. Criminals surviving such an encounter need never
Statistics; At ce; WAL any non-lawful ; Aoe mischief and fear retribution from Tyr again, however, for he admires
courage and skill even more than he does the law .
strife; SY red and black boots.
Statistics: AL Ig; WAL 19; AoC swordsmanship, courage,
Loki 's Avatar (illusionist 18, thief 15) law; 5Y sword.
Loki's avatar is a handsome man dressed in red and black .
He can call upon the illusion / phantasm school of magic for
his spells .
Sir 18/ 95 Dex 18 Con 18 Tyr 's Avatar (figh ter 1 8)
Int18 Wis l4 Cha 18
MV25 526' MR25 % Tyr's avatar takes the form of a burly warrior who is miss-
AC2 H018 HP 144 ing one hand.
THAC03 Omg Id6 (sword) +5
NAT 1
Special AII/Def: Loki's avatar is immune to magical con- Str 20 Dex 18 Can 18
Irol and can be fooled by illusions only when they are cast by lnt 18 Wis 17 Cha 17
MV15 MR20%
wizard of 18th level or higher. At will , can employ a sugges- AC ·2 5Z6' HP144
IAT2 H018 Dmg 1d8+3 (sword) +8
tion spell on others . THAC03
Duties of the Priesthood Special Au/Dc(: Tyr's avatar carries a sword of sharp-
ness +J that also allows him to see invisible objects and to
In order to collect a large gathering of followe rs, Loki is
rather loose in his requirements and generous in his gifts. know alignment.
Priests of loki may be of any alignment except lawfu l, and
are not required to perform any services except those occa- Duties of the Priesthood
sionally demanded by the god himself. When a priest prays
to Loki for some personal gain, there is a 1 % chance per level Tyr's priests usually serve as a kingdom's law enforcement
that Loki will send his avatar to help the priest (but never officers. They are often dual class fighter priests.
more than three times in a lifetime).
Requirements: AB standard , but must also meet mini-
Requiremen ts: AS standard ; AL any non lawful ; WP mum requirements for fighters ; AL Ig; WP sword; AR d; SP
any; AR a ; 5P all , charm, combat , creation, divination , ele- all , combat , divination, guardian , healing, protection; PW
mental. healing, plant. summoning; PW 5) mass suggestion;
1) hold person; 10) detect lie (a lways active); IS) detect invis-
12) Sh.lpe change; TU ni l. ible (always active); TU nil.
Norns (lesser gods) Thrym and Surtr (lesser gods)
~-----, Although lesser goddesses. the Norns pes-- Thrym (fig hter 20, wiza rd ]8)
sess the most important power in Thrym is both the lord and deity of the
Gladheim: they are the ones who dictate frost giants. He can plunge any part of
the fale of the newborn-for both men Midgard into a state of extreme cold. like
and gods alike. There are three Nnorns, all all giants. Thrym hates the Aesir and is
L _ _ _ _..:!J of whom are female. Urd embodies the anxiously awaiting Ragnarok. He will lend his aid to any
past, Verdandi the present, and Skuld the future. Once they plan that troubles the Aesir. Thrym often grants the frost gi-
have decreed a being's fate, no force in the universe can alter ants of Midgard the ability to use wizard magic at up to the
12th level of proficiency.
their decision. or course, the Noms can see all things in the Statistics: AL ce; WAL any evil; AoC cold and ice; SY
white double-bladed axe.
past , present. and future. but they employ these powers only
among themselves or to answer questions of slight import for Str 2S Oex 2] Con 2S
very large fees. They also have the power to assume any form Int ]6 Wis12 Cha 20
they wish. In their true forms, Urd is a giantess. Verdancli a MV18 SZ 25' MR15%
beautiful female elf, and Skuld a handsome female dwarf. AC ·2 H02D HP 160
IAT2 THACD1 Omg 2d10 (axe) + 14
Ro le-playing Notes: When 3 child is born, the Noms al-
ways appear, disguised as some combination of three ani- Specia l AttlDef: Thrym can breathe a cone of cold to
mals, and pass their judgement on the baby's fate. If the range of 100' for lOdlO damage (save versus breath weapon
parents recognize them and offer all three great gifts, the for half damage) and is himself immune to cold or ice based
Noms will be persuaded to dictate a great future for the child. attacks. He can only be hit by + 3 or better magical weapons.
This is an extremely hazardous undertaking, however. If the
parents do not give gifts of equal value to the Noms, or hap- Duties 01 the Priesthood
pen to miss one by offering her gift to a mundane animal, the
offended Nom will grow jealous and tum the gifts of her All frost giant shamans/ witch doctors (as described in Mon-
peers into a curse.
strous Compendium One) worship Thrym.
Statistics: AL n; WAL any: AoC fate; 5Y a staff with thr~
branches at the top . Surtr (fighter 20, priest 15)
Norn's Avatars (fig hter 12, wizard 12, priest 12) 5urtr is both the lord and deity of the fire
The Noms' avatars usually take the form of large swans, giants. He can control any fire in Midgard.
but they also appear as females of their respe<:tive spe<:ies.
Surtr resembles an immense fire giant.
Verdandi's avatar can call upon conj uration / summoning,
enchantment /charm, greater divination (all spells), and with crackling flames for hair and eye- L _ _ _ _--'
invocation/ evocation schools of magic. 5kuld's can call brows.
upon the all , charm , divination (all spells), necromantic, pro-
tection, and summoning spheres.
5tr20, 17, 17 Dex 18 Con 18 Like all giants, Surtr hates the Aesir and is anxiously
Int 20 awaiting Ragnarok . He will lend his aid to any plan that trou-
Wis20 Cha 18 bles the Aesir.
MV 18.15. 12
AC 5. 4. 3 5Z 6', 4', 2' MR15% Statistics: AL Ie; WAL any evi l; AoC fire giants; SY flam-
IAT2. 1. 1 ing sword .
H012 HP48
THACD12 Dm8 1d4 (beakl +8, +1 , +] Str 24 Dex 12 Con 20
Int 19 WisH Cha 20
Special AttlDef: The Noms' avatars can only be hit by MV18 SZ 22' MR20%
magic and magic weapons. AC -2 H02D HP 160
THACD1 Omg 2dl0+3 (sword) +13
Note: In the above table. the first number applies to Urd, 'AT 2
the second to Verdandi, and the third to SkuJd. In cases
where only a single value is given. it applies to all three.) Specia l AItIOef: Immune to normal or magic fire . Any
being touching his red-hot iron armor suffers IdlO damage.
Duties 01 the Priesthood He carries a flaming sword +3 that sets anything it touches
on fire (save to negate), for IdlO damage/ round.
The Noms do not support a clerical order.
Duties 01 the Priesthood
All fi re giant shamans/ witch doctors (as described in Mon-
strous Compendium One) worship Surtr.
1S4
Valkyries (lesser gods)
The Valkyries bring fallen heroes to Val- ({ l\ Valkyrles (F;ght" 20)
halla. Although extremely beautiful, the
Valkyries'love of battle makes them rather -<;, ' "") The Valkyries have no avatars, for their task requires that
grim. When a battle isaboul to occur, they they always appear themselves . Their nying horses have a
rush out of Asgard singing Iheirdeafening, (;; ~ movement rate of 25 on land or in the air.
foreboding song. If the battle is to occur
Str 22 Dex20 Con 19
on land. they travel on flying white horses and pour bucket- Int18 Wis 14 Cha 20
MVI5 5Z6'
fuls of gore over the battlefield. If the battle is to occur at sea, AC -2 H022 MR35%
THACO -I HP 176
they sail into the battle in a ghastly boat under douds of IAT2
Omg 1d8 +5 (spear) +10
bloody rain. While waiting in Asgard for the next battle, the
Valkyries pass the lime by weaving battle garments, and by Special AtVDef: The Valkyriesare visible only to fighters
in mortal danger. They are only hit by magic and +1 or bet-
serving mead and ale to Odin's warriors in Valhalla . They ter weapons and wield spears that can penetrate all armor,
even if it is magical. as if the wearer's armordass were no bet -
have the power to raise any hero who fell in combat, to see ter than 4. Further. they are immune to fire, ele<:trical. and ice
(or cold) damage.
bloodshed anywhere in Midgard. and to predict the outcome
of a battle. There are twenty-seven Valkyries, all svelte,
beautiful, golden-haired battle-maidens.
Role-playing Noles: The Valkyries loye combat the way
mortal Norsemen love bear-baiting. They never miss a bat- Duties of the Priesthood
tie. Only on Odin's command will they aid either side. how- Priests of the Valkyries must be attractive. blond-haired
women. These priestesses are always female fighters rather
ever. Should anyone ever slay a Valkyrie, the Valkyrie simply than clerics. though the Valkyriesare permitted to grant them
limited spell use.
returns to Valhalla-and her peers tum on the killer in their
Requirements: AS minimum abilities for fighters. mini-
full fury. Occasionally, the Noms will tell the Valkyries when mum eha of 14; AL any non-good; WP any; AR c; SP
charm, combat. healing; PW 1) use combat and saving throw
a hero is fated to die in batt le. In such cases, one of the Val- tables as fighters; TU tum .
kyries will appear to the hero and give him a lingering kiss
before the battle is joined.
Statistics: AL ce; WAL any; AoC fallen heroes; SY woman
in homed helm.
.85
Norse Heroes
\£ Flalar ~ Sigurd
In Norse mythology there are two races Sigurd was the son of Sigmund, the first
of Dwarves. the Durin and the Mod- wielder of Odin's sword. After his father
sognar. They are similar in many ways, died , Sigurd found the two pieces of
'---_---:-_ _---' their chief difference being in the type of Odin's sword and convinced the Durin
magic they create and to whom the give it. The Durin create Dwarves to forge it back together. He engaged in a great
magic weapons and will trade them to the Aesir or frost gi- many adventures, including the awakening of the sleeping
ants with equal relish. The Modsognor ereaIe magic items of Valkyrie, Brynhild, and slaying the dragon Fafnir.
a non·violent nature and will on ly give them to the Aesir. Fja- Despite a lifelime of honesty, Sigurd died a bitter and
lar is the battle leader of the Durin dwarves. Iragic death. After awakening Brynhild, he had promised to
Fighler 10, Thief 10 marry her, but fo rgot this due to an enchantment placed on
Sir 19 Dex 18 Con 18 him by the mother of Gudrun. Eventually, Brynhild married
Inl 15 Wis 15 eh,12 Gunnar, Sigurd's friend and Gudrun's brother. She took
AC·3 MR nil MV 12 vengeance o n Sigurd for forgetting her by persuading her
HP 129 AL n TH AC08 husband to murder him while he slept.
IAT 3/ 2 Omg 2dl0+3 (gau ntleIS)
Fialar often defends his fellows against Ihe fire giants, who Fighter 18 Dex 18 Con 18
Sir 18/ 88
prefer not to pay for their magic items and often try to steal Int 14 Wis 14 eha 18
AC -2
them instead. Fialar wears a pair of magic gauntlets +3 that HP 153 MR nil MV12
IAT2
allow him to strike for 2dlO damage. His knowledgeof magic ALlg THAC01
weaponry is so great that he cannot be hi t by any weapon
Omg Id8+5 (sword) +4
with less Ihan a + 2 magical bonus.
Sklrnlr Special All/Dcf: Sigurd wields Odin's Sword, a dragon
slayer +4, +S versus red dragons. In addition to its normal
\£ magical bonus, it does triple damage to red dragons and ren-
ders him immune to all magical or mundane fire damage.
Despite Skirnir's skill in bailie, he is a Beowulf
peace-loving man who always looks for a
non-violent solution before drawing his
mighty sword. Frey was so impressed by
Skimir's dedication 10 peace that the god brought Skirnir to Beowulf was a great hero of the Geats who
Asgard and made him his shield man. killed the monslcr, Grendel, who had been
Skirnir is totally dedicated to Frey. Onee, when Frey was terrorizing Ihe mead hall of King Hrothgar
of Denmark. He also had to kill Grendel's ~~=TT:;-!
struck with love for the giantess Gerda, Frey won her hand mother, which is how he came to hold the sword of the
giants. After ret urning home, he eventually became king of
for his master by threatening to turn the giantess into an old the Geats, and d ied bauling a terrible dragon.
maid.
Ranger 12, Bard 12
Str17 Dex18 Con 18
Int 14 Wis 18 Cha ]8 fighler 19
Str 19
AC -3 MR nil MV 12 Int 12 Dex18 Con]8
AC-2
HP135 ALng THAC08 HPl56 Wis 12 Cha]8
IAT2
IAT 3/2 Dmg 1dl0+3 (2-hand sword) +1 MRnil MV12
Spells: Ranger: 1) animal friendship, command; 2) speak AL ng THACO-J
with animals, enthrall; 3) prayer.
Dmg ld8+5 (sword) +7
Bard: ]) burning hands, change self, chil/ touch; 2) contin-
uaJ light, glitterdust, web; 3) wraithfonn, delude, vampiric Special AwDef: Beowulf wields the swordofthegiants,
touch; 4) fear, minor creation.
a vorpal sword +S that casts a golden light at all times, acts
Special AttlDcf: A split second before being struck by a
fatal blow or spell, Skirnir is automaticalIy leleported back aS3 ringoffree action, and allows the bearer to breathe wa-
to Asgard.
ter.
.86
,
Norse Monsters
Fafnir Fenrls Wolf
Fafnir was the son of the dwarf king Hreid- This huge wolf is the offspring of loki and
mar. He killed his father for the king's trea- a giantess, Angur-boda. Due to an agree-
sure. then ran off and hid so he wouldn't ment among the gods not to sla y each oth-
have to share it with his brother Regin. Be- er's offspring, the wolf cannot be killed. L _ _ _ _ _~
cause of how he had acquired the treasure, he received no joy
from it . After decades of brooding. he eventually turned into He is so strong that he can easily break any chain placed
a red dragon-save thai he had no wings and could not Oy, around his neck. He wandered Asgard free for many years
and lacked the ability to cast most spells. before the dwarves finally forged a leash he could not break.
Forged from the roots of a mountain . the noise of a moving
He has one weak spot in his scaley armor: an area over his cat, and the breath of a fish, this golden leash is no thicker
heart that is only AC 2. Unfortunately for the many heroes than a st rand of silk, yet it is completely unbreakable .
who have tried to kill Fafnir and rKover his treasure, the
worm is aware of this weakness . He usually keeps the bald very now and then . however. the Fenris wolf slips his
spot turned to the ground , where it isdifficull to discover and chain and travels to Midgard in pursuit of prey. Men often
even more difficult to hit. know when this has happened, for it is a time of terrible
omens when the avatars of the gods walk tne land in search
AC -5 No.1 5Z8O' XP: 17.000 of tn.. terrible beast.
MV9 Int high
HDI9 ML 18 ALee IAT3 According to the Noms, the Fenris wolf will devour Odin
HP 152 during Ragnarok.
MR35 % THAC03
Dmg IdlO/ldl0/3dl0 AC-4 No. 1 S215' XP,26,000
MV20 Ml19 Alce Int high
Special AWOef: Fafnir breathes fire for 12dl0+6 (save HDJO MR25 % THACO-8 IAT 3
versus breathe weapon for half damage) . He is immune to HP 240 Omg &110
fire and can cast affect normal fires and pyrotechnics (both
3x / day). heat metal once per day. Special AwOef: The fends wolf can only hit by +2 or
better magical weapons.
Garm
Fossergrlm
Garrn is a huge dog with a disporportiona- \£ Fossergrim resemble normal men, save
tely large head . He guards the entrance to that they live in waterfalls and are never
the cavern Gniper. where Helvig, the long found more than a mile away from the one
and troublesome road to Nifleheim, be-
gins. Garm will allow any being to enter Gniper, but will not L __-,__J which they inhabit. They mate with
willingly allow them to leave.
When his mistress, Hel, is out collecting the dead and women who come to bathe in the pools ncar their waterfall.
Helvig is closed. Carm is allowed to roam freely. He can
travel to any plane in Cladsheim freely, taking with him a and have been known to abduct innocent maidens when no
pack of 2dl0 dire wolves for company.
Over the centuries, Carm has fought and killed many he- willing partner comes to their pool.
roes who went to Nifleheim in an attempt to retrieve their
loved ones. There is quite a collection of magic swords. ar- I£ the offspring of a Fossergrim and a woman s female. the
mor. and other items in Gniper.
child is human in all respects. save that she can breathe wa-
ter. If the child is male, he appears normal for 5d11 years. and
is then overcome by an uncontrollable urge to riJ·d a water-
rail of his own. Any being touching a Fossergrim <: m breathe
water until contact is broken.
AC -I No.1 S212' XP,24,000 ACO No.1 526' XI': 17,000
MV18 lnt high MV 9. 36sw Inl very
HD25 Ml18 Alle IAT] HD5 Ml14 Al ne IAT 2
HP200 HP 40
MR 25% THACO-3 MR special THACO 15
Omg 6d10 (bite) Omg 1d8 (sword)
Special AwOef: Anyone looking: upon Carrn must save Special AIIIOef: Fossergrim are 100% magic resistant in
versus petrification or be subject to fear (as the spell). Carrn splashing water; otherwise. they save as normal monsters. In
can only be hit by +2 or better weapons and is immune to splash ing water, they regenerate 5 hp per round and. when
any type of control or charm spell. fighting, they cannot miss anyone standing in water.
'87
Index
A Ch'eng Huang .. ...............•.....•.........84
Chalchihuitlicue ...............................51
Aegir .....•....•.........•.••...•.•. . .•.....178 Chih·Nii ......................................81
Aegis ...............•...... , •... ............106 Chinese Mythology ............................ 72
Agni ........................................130 Chung Kuel. .................................. 78
Ama-Tsu-Mara ...................•...........147 Cold Woman .................................169
Amaterasu .................•.••. . .• • • ........143 Coyote ............................••.•....... 25
Amatsu-Mikaboshi ...........••.....•........151 Cronus ...... ......•.....•....•.•. . .•.• ......109
American Indian Mythos .......•...............15 Cu Chulainn .........•.....•.....•..•.........69
Analects of Magic ..................... ... .....74 Cults of the Beast . ...... . .....................156
Ancestral Blessing ....................•........73 Cyclopes ..................•.................121
Anhur ........................•. . .......... 100
Ankh of Power ...........•......•..... .... ....90 D
Aphrodite ...................................111
Apollo ......................................1I5 Daghdha .....................................64
Arawn .......... , ....... .......... ...•.......66 Dancing Sword of Bronze .....•.... .• ...........74
Ares ...........................•..... ... ....111 Death .......................................162
Artemis .....................................112 Demeter .....................................113
Arthur, King ..............••..................34 Devourer ............................... _....169
Arthurian Mythology ............... .. .........29 Dharma, Kanna, and Reincarnation .............125
Ascetics .......................•...... . ......125 Diancecht ....................................67
Astral Wolf ..................................167 Dionysus ....................................113
Athena .....................•..•.... . .•......112 Dragon Kings .............. _..................84
Avg. Knight of Quality ........................ .40
Avg. Knight of Renown ....................... .40 E
Axayacatl ..................•......•..........55
Aztec Mythos ......................•..........43 Earth .......................... . .............21
Egyptian Mythology ...........................87
B Emperor's Mirror ........•• . .. .. ... ...........14]
Emperor's Crown ......... . _. ... _. _..•....... .141
Bad Medicine ..........•......•...............16 Emperor's Sword ... ' .....•...... __•..........141
Baldur ......................................178 Empress Jingo ............. . ....... _•.........152
Bast .........................•.....•........101 Enchant Stones ............•................... 60
Bedevere ............• . ••.....•..... ..........39 Enhance .............•..........•............105
Behemoth ...........•.•....•.•...... . .......168 Excalibur .....................................32
Belenus........................•...... . .......68
Beowulf ..... . ...............................186 F
Bernlad (The Green Knight) .....................37
Berserk ........................••............172 Fafhrd ......................................164
Big Heads ............................. ..... ..27 Fafnir ..........•.....•....•...........•.....187
Bird of Tyaa ..........................•......168 Favor .............••.•..•.•.................106
Bragi ..............•.........................179 Fenris Wolf .................•..•.......•.....187
Brahman .................................. . .128 Fire .............•..........•...•.............23
Brigantia ..............................•......68 Fjalar ...........•..... . . . •.......•...•......186
Brihaspati ................•......•.....•.....134 Forseti ................•..•••...•.......... . .179
Fossergrim ...................................187
C Frenzy of the Celts ................... .. ........60
Frey ...................•.....•....•. . .......180
Canon of Changes .............................74 Freya . .......................•.....•........1SO
Celtic Mythology ............. .. ..... . .........57 Frigga ........................•.....•........176
Centeotl ............. . ...•..•..... . . . . ... .....54 Fu Hsing ................•.............•......77
Cerberus ................•..•...•.•...•......121 Furies .. , .....•........ , .......•.............119
IRQ
Index
G Ixtlihon ...... . .•.•.....•...........•.........54
Iza nagi ...........•.....•....•......•........]43
Gaea .............. _...•.. , ..................108 Iza nami .....•.. . ............................143
Gahongas ...•...•...............•............27
Gal.had ......................................37 J
Gareth .......................................39
Carlon .......................................40 Jade Scepter of Defending ....................... 74
Garm .......................................187 Japanese Mythology ............•....•........139
Gawaine .........................•...........36
G.b ...........................•..•...........93 K
Generals of Animal Spirits .......•............ _.85 K'ung Fu·tzu .......................•.......... 83
Ghoul, Nehwon ................•..•. . .•......167 Ka li........... " ........•.........••.. . .....134
Gigantes..... , , ...... , ... , .. , ., .. , ...... , ....121 Kami Absorption ......... •..... ..............141
Gods of Lankhmar .................•..........160 Kay ..................................•.......39
Gods of Trouble ...................•..........161 Knight of Renown .........•.....•............ .40
Goibhniu .....................................64 Knight of Qualit y ..........•.. . ..•.....•...... .40
Gray Mouser, The ............................164 Kos .........................................162
Great Ennead ...............•............... . .89 Kuan Yin .......................•.............SO
Great Spirit ................•......•..........18 Kuan-ti. ..................•.....•.............76
Greek Mythology .............................103 Kura Okami ..... , ..............•............149
G reen Knight. The .............................37
Guinevere. Queen ........ ... • ... .•...... ......35 l
H Lady of the Lake .............. ... .............36
Lamorak ......................•.•...•.•......40
Hachiman ...................................144 Lankhmar Encounter Tables ........•.....•.....158
Hades ... .. . .... ... .. . ... , ...... , ...........117 Lao Tzu .... ................... . .•............83
Hannya .......•......•......................153 Launcelot .....................................35
Hate .... , ............• , ......•..............161 Lei Kung ................... . .......... . ......81
Hecate .......................•... ~ ..........117 Liu .......................•..................79
Hecatoncheire .......•.........•..............121 Locate Spirit An imal ........ . ..................46
Heimdall ......... , . .... .. .... • . . .... . .......181 Lo ki ........ '" ............ . ................183
H. I .........................................182 Lugh ....................•.• .. ...• .. .•........63
Hephaestus ..................•......•. . ......114 Lu Hsing ,., . . .. . .. .... .. .. . .................. 79
Hera ........................................110
Heracles ........ , ...................•........120 M
Hermes.................... , ., ......•........115
Hiawatha ........•............................26 Maat. ..... , .. , ...................•...........89
Ho Masubi ... , ... , ...........•.....•........148 Manannan mac Li r.................•...........65
Holy Grail ....................•...............32 Marsh Vulture................................169
Horus .......................................100 Math Mathonwy ............•.....•...........67
Huitzilopochtli ................ , ...............48 Merlin .......................................34
Metzli ........................................53
I Mict lantecuhtli ........•......................49
Mitra ................ .•.....................129
Idun ...............................•. . ...... 182 Moon ........... . .....•.... . ..... . ... . .......20
Impersonation .......................•. . .......31 Mordred .....................................36
Inari ........................•......•........147 Morgan Ie Fay .................................36
Indian Mythology ............•......•........123 Morni ng Star .......•.•..••.• .. ...•...•....... 22
Indra .......................................128 Morriga n .............•.....•.................66
Isis ..........................................95 Movarl ......................................166
Issek of the Jug ................•..............160 Murky Mirror ......... •.. ...•.................46
.90
Index
N S
Naciens .............•.....•..................39 Sacred Bundle .....•...........................16
Nai No Kami. ..............•.................148 Salt Spider ........•..........................167
Neglected Spirit ............•........... . ......85 Savitri ......................•............... 132
Nehwon Ghoul .................••.. . .•.•.....167 Set. .........................•.....•..........97
Nehwon Mythology ......•.....•..•..........155 Shang-t i .....................•.....•..•.......76
Nephy.hys ......................•.•...•.......97 Sheelba of the Eyeless Face .....................165
Nezahualcoytl. ....................... , ........55 Shifukujin ...................•.....•.........151
Ningauble of the Seven Eyes ...................165 Shina-Tsu-Hiko ..............................150
Norns .......................................184 Shou Hsing ...................................80
Norse Mythology .............................171 Shu ..........................•...............94
Nut ..................•............•..........93
Sif ................•.........................177
o
_~....... .......m
O-Kuni-Nushi. ......•.....•.•....•.•. . .......146
O-Wata-Tsu-Mi ......••.....•................149 Siva ...... . .•.....•...... . ...•.....•........133
Odin .................•.....••...............175 Skirnir .............................•........186
Odysseus ...........•.••...•.•...•.••........120 Snake .............•..........••....•.........25
Oghma ..........•............•...............63 Snow Serpent ............•.....•....•........167
Ohdowas .....................•...............27 Soma .......................................132
Ometeotl ............................•........48 Spirit Animal Form ............................15
Osi ris ............•.....•............•........95 Spirits ......................... •.....•........ 26
Standing Stones ..........•......•.............60
p Stoneribs ......................•.............. 26
Sun .................................•........ 19
Pa Hsien ...................•.•...............85 Sung Chiang ......•.•.........................82
Palomides .....•............•.••....... . ......40 Surtr ..........................•.............184
Percivale ...... . ..•. . .•.•...••.•..............38 Surya .......................................131
Plugh .........................•.............166 Susanoo .....................................145
Poseidon ......................•.............116 Sword of Odin ............•..................173
Protection From Death ...........•.....•.......32 Sword of the Giants...........................173
fuh ................................. . .......~ T
Puchan .........................•............136 Tanuki ...................•...•.. . ....•......153
Tefnut ..............•.•...••..................94
Q Tezcatl ipoca ....... . .•......•.....•............50
Theseus .....................................120
Qagwaaz ........................•...•........27 Thor .................•......................176
Questing Beast ..........••....•.••...... . .... .41 Tho.h ......................•....•.....•......~
Quetzalcoatl ............•.•...•........• . .....49 Thrym ................................•..... 184
Thunder .... . ....•.....•..............•....... 23
R T it ans ...........•..........•. . . •. ... . .......118
T laloc ...............•.•........ . ... .. . .......51
Ra .................................... . ......92 T lazolteotl. .......... . ... . ....................52
Raiden ..... . .•.....•......•.....•...........145 Torc of the Gods.......... . ....................60
Raiko .......................................152 Tristram ......... . ............................38
Ratri .........•.....•......•.................136 Tsuki-Yomi .............•.....•..............144
Raven ............................•...........24 Tvashtri .....................................137
Red God ....... . ...•......•............... . .163 Tyaa .........................•... _..........163
Revelation ...... . ...• . . . .•. • ....•.• .. .•.......32 Tyr .....................•..........•........183
Rhea ................ . .......................109
Rud ra .........•...•.•. . . •..• ...•. • . . .•......135
•9'
Index 0 ·. I
•
U X
Uranus .. ................................... .1OB Xochipilli . ................................... .52
Ushas ...................................... .133
Xochiquetzal ................ . ........... , , ... .53
V
y
Valkyries . ... . .... .. .... . ................... .185
Varuna . ......... ... .... . ................... .129 Varna ................•. . .... . . .• . ... ....... .130
Vayu ....•.......•......•.. , .................137 Yanauluha ................................... .27
Yen-Wang-Yeh . ............................... .77
W Z
Water Cobra . .......... . ........ . ........... .169 Zeus ........................................110
White Hart ....... .. .... .. ................... .41
Wild Hun •. The ............ .. .... .... . ... .....62
Wind . ...................... . .... . .... . ..... .22
'92