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AD&D - World of Greyhawk - Box Set (TSR1015) (1e)

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Published by Capn_Ragnar, 2023-01-16 22:54:27

AD&D - World of Greyhawk - Box Set (TSR1015) (1e)

AD&D - World of Greyhawk - Box Set (TSR1015) (1e)

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

in Grendep Bay when the sun warms the waters there. Spindrift Sound: In these waters are fought some of the fiercest sea actions, for when Sea Barons and ships of the Lord of the isles meet, no quarter is ever asked or gi\•en. Unknown pirates and buccaneers frequent these waters also, making it a lively place indeed. Tilva Strait: T his narrow strip of water between the cockscomb of Tilva and Hepmonaland must be used by vessels sailing to or from the central waters and those of the east. This commerce is preyed upon by piratical vessels - sometimes whole fleets - so that squadrons of warships will be seen patrolling at times when important commerce is at a peak. vVhite Fanged Bay: The ice formations common to this body of water resemble the teeth of a predator, and thus the bay is named for the great ice-coated rocks and bergs that menace vessels attempting to land along its shores. In the summer, numbers of seals and walruses (and even odder creatures) bask along these rocky coasts, and there parties of hunters seek after ivory and furs. (Some say that the name of the place is based upon the long teeth taken from these creatures rather than the icicles and frozen spray.) Whyestil Lake: The lake is bordered by Iuz, the Horned Society, Furyondy, and the Vesve Forest. Before the evil of Iuz, considerable trade used to ply \Vhyestil's waters, to and from Dora Kaa, Crockport, and up and down the Veng from Nyr Dyv. Only the latter traffic now exists, and even that at great peril. The Furyondians maintain a strong fleet upon the lake, but the vessels of l uz are numerous, and the Horned Society menaces the river traffic. Woolly Bay: The wag who named this terminus of the Sea of Gearnat and made it stick is lost to history, but the appellation is not inappropriate. The small cogs which move up and down the \.Vild Coast are as often pirate as merchant. Considerable traffic moves through this area, from the west and from Greyhawk. Shipping rounds the Pomarj or Onnwal to or from the Sea of Gearnat, going east or west to or from Woolly Bay. Elredd, Fax, Safeton, and Hardby are all port towns, and most vessels can negotiate the Selintan to Greyhawk City, and the lighter craft can venture all the way to Nyr Dyv beyond. Some unscrupulous captains still put in at the humanoid-controlled town of Highport to trade. 48 KLL§AND HKGHLAND§ ABBOR-ALZ The rocky hills which run east and west between the Nesser River and Woolly Bay are known as the Abbor-Alz. The northern verges of the hills are relatively safe, and these are claimed by the Duchy of U rnst, as are those softer highlands which are covered by the Celadon Forest. The central and southern portions are very arid, however, and wild tribesmen dwelling within these hills turn back all intruders -if they manage to return at all. These hills are so rough and precipitous as to preclude mounted movement or even the passage of organized bodies of soldiers, so no aggression has proven successful in clearing these tall heights. Occasional adventurers will return with talcs of having prospected within these hills, stories of encounters with the natives, monsters. and the like. but most can not be believed. There certainly are riches within the Abbor-A.lz, however, for Urnst has productive mines in that part which is held by the Duchy. How far the hills continue into the Bright Desert is unknown. The peoples dwelling in and beyond the Abbor-Alz are as unfriendly as the highland tribesmen. CAKRNHKLL§ The northward- thrusting arm of the Abbor-Alz (q.v.) is known as the Cairn Hills. These hills surround Midbay on Nyr Dyv and form the borderland between territory claimed by Greyhawk City and that of the Duchy of Urnst. Several thousand gnomes dwell in the central portion of the Cairn Hills. halflings enjoy its lower Northern slopes, while many dwarvenfolk live in the area where it meets the Abbor-J\lz and the hills become young mountains. In the hinterland below Nyr Dyv's Midbay, where the hills are very rugged, there have been strange burial sites discovered from time to time. These rich finds are of a people unknown even to the demi-humans, evidently predating them! Discoverers returned with harrowing tales of horrid guardians, death, and worse, but carried back ingots of precious metal, gems, and other treasures as well. The discovery of these burial sites gave the hills their name, and also makes them a target for many foolhardy adventurers.


There are no settlements east of the marshes around the Upper and Lower Neen Rivers until the eastern edges of the hills are reached. HE§TMARK HIGHLAND§ The Hestmark Highlands run northward up the coastline of South Province from the town of Dullstrand to the mouth of the Flanmi, branching northwestward into the Glorioles. These hills have always been a rallying point for disaffected humans, as their remote location and rugged character have enabled their demi-human inhabitants to remain free of the rule of the Overking or his minions. Many gnomes and dwarves live in the Hestmarks, and free-spirited men have their villages amidst the shelter of these hills as well. The area is well known for its precious metals and gems, and for this reason it is often raided by forces of the Overking who badly need the wealth thus obtained. Medegians, troops from the Herzog of South Province, and imperial soldiery alike probe these hills all too often. Its inhabitants, doughty in the beginning, have become battle-hardened veterans because of these continual skirmishes and raids, and with the men and elves of Sunndi are beginning to conduct their own forays into the lowlands beyond the Hestmarks in reprisal. The independent town of Dullstrand (pop. 5,500) and its environs proclaims neutrality in these rnatters, but it is probable that secret aid is given to the insurgents in the hills. Freebooters certainly find safe haven in the town, and its forges make weapons and armor which are not seen by the Overking or his men-at-arms. KRON HILL§ It is estimated that nearly 20,000 gnomes live within the region of the Kron Hills. These heights spring eastward from the Lortmils and reach almost to Nyr Dyv. Their verge forms the southern boundary of Veluna, then stretches beside the Velverdyva for a time before peaking in the heart of the Gnarley Forest, where many Sylvan Elves happily roam over their crests. Their southern slopes demark the end of the Wild Coast region and are a part of the northern region of Celene. Some dwarven enclaves exist in the Kron Hills where they butt against the Lortmils, although the number of such demi-humans is not known. The gnomes of the region were instrumental in the organization of the army which drove .the humanoid hordes from the Lortmils (and the Kron Hills). 'fhey likewise served with honor in the host 49 which defeated the Horde of Elemental Evil in the battle above Verbobonc. The Kron Hills are mined for metals, precious metals, and gems. The upper slopes are quite fertile and grow many crops in sheltered valley and glen. Quite a number of scattered enclaves of humans live in peace with the gnomes and other demi-humans of the area, save in the Gnarley Forest, where the Olvenfolk are isolationist. LE§§ER HILL§ AND HIGHLAND§ Blemu Hills: This chain of hills runs from a point about level with Belport southward to the town of Knurl, the Teesar Torrent cutting their eastern verge. These hills form the southeastern boundary of the Bone March. At one time they were home to certain demi-human folk, but tribes of Celbit, Jebli, and Euroz now infest the place. Bluff Hills: The western terminus of the Griff Mountains slowly decreases into a series of rugged ridges and steep hills. This range separates the states of the Bandit Kingdoms from the lands of the Rovers of the Barrens. The former now occupy and claim the Bluff Hills as their territory, as they do the whole of the Fellreev Forest. The nomads to the north are too weakened to effectively dispute this move. The Bluff Hills are said to contain small deposits of copper and gold. Numerous monsters roam the area, and many ogre bands make it their hof!le. Drachensgrab H ills: The low mountains of the same name found in the Pomarj are surrounded hy these hills. Rich in valuable minerals and gems, these hills have always been the home of many terrible beasts and monsters which had to be contended with by the humans dwelling along the lowland coasts. Now that the area is in the hands of humanoid hordes, many of the monsters there will undoubtedly be enlisted into their ranks. Legends say that these hills hide the resting place of one or more powerful creatures who may someday return to life. Flinty Hills: This broad and deep band of hills marks the southern end of the Rakers. The eastern shoulder, and an arm which projects southward for many leagues, define the lower boundary of Bone March and the easternmost territory of Nyrond and Almor. The portion covered by the Adri Forest (west of the Harp River) is Almorish. T he area is well endowed with minerals. Numerous halflings inhahit


its southern portion. while many gnomes dwell to the north. The far western span of the Flinty Hills is within the Gamboge Forest (q.v.). Good Hills: This is a range of rolling highlands in Keoland east of Sterich and running all the way to the middle of the border with the Yeomanry, with the Javan River marking its western edge. These lands are home 10 many halflings and gnomes. They are also the source of considerable mineral wealth. Gull Cliffs: The headlands which rise steeply along the coast west of the isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs) because. so many sea birds nest among these hills and sea cliffs. The town of Roland nestles amongst the hills, a major port for commerce to and from Rauxes and the sea. Headlands: The heights of the central portion of the Onnwal Peninsula are known as the Headlands. This spine runs from the city of lrongate along about half of the peninsula, forming cliffs on the Azure Sea coast. They are home to many dwarves and some gnomish groups as well. Hollow Highlands: The north-south hill chain which divides the fiefs of ldee from Sunndi is called the Hollow Highlands due to the mining and burrowing which has taken place there for so long. Dwarves, gnomes, and halflings dwell amidst these hills. Although they are not particularly rich in minerals or gems any longer, their beauty and fertility keep this demi-human population high. The minions of the Overking do not venture into the Hollow Hills without strong forces. Howling 1:-Ii!Js: These hills are just below the southern edge of the Cold Marshes, a portion being divided from the main body by the Dulsi River valley. The eastern hills are now part of Iuz and undoubtedly home to all manner of hideous creatures and savage humanoid tribes who exploit their metals. The western portion is sacred to the \Volf Nomads as a burial place, and they have stoutly defendecl this area from any incursion of men or humanoids from luz. Several large battles have reportedly taken place in and around the wedge of hills between the Blackwater and Dulsi for this very reason, and luz likes not such thwarting. Iron Hills: The series of highlands reaching eastward from the city of I rongate and demarking the fiefs of Ahlissa and ldee in the west are known as the Iron 50 Hills. Most of these hills are in the hands of the Iron League. Very high grade ore is taken from the mines there, as are several sorts of precious metals. Dwarves and gnomes do much of this mining. Little Hills: The Jotens turn to very high hills as they come to the Javan River valley, and these hills turn southward as if following the river course. These looming hills can be called little only in comparison to the Jotens and Crystalmists beyond, and this is evidently what was done by the yeomen who named them. Considerable numbers of demi-humans dwell in the Little Hills, along with communities of men. The town of Longspear, in the foothills of the Littles, is an active trade center. The soldiers from this area are renowned for their ferocity in battle, human and demi-human alike. Lorridges: These sharp ridges and hills are found at the northern end of the Lortmil Mountains. Some dwarves and gnomes have their dwellings and mines therein. These hills are about evenly divided between Gran March, Bissel, and Veluna. The pass between these hills and the foothills of the southern horn of the Yatil Mountains is the major entry point to eastern Flanaess. The Yatil foothills are known as the Northern Lorridges, but they belong to the Highfolk (q.v.), and their gnomish inhabitants serve the Olvenfolk. Sepia Uplands: Perrenland now claims most of the block of highlands which are the lesser heights of the Clatspur Mountain range. The Wolf Nomads hunt in the northern portion of the range, and the hills within the V esve forest are unclaimed by any humans. Some mineral deposits are suspected to be within these hills. Spine Ridge: The unwholesome Vast Swamp is butted on the south by a chain of rising hills which terminate on a great plate-.au in the center of the Tilvanot Peninsula. These hills, the Spine Ridge, are supposedly rich in precious metals and gems, hut they are too dangerous for normal exploitation, being home to numerous humanoids and monsters. Stark Mounds: The many-spurred Crystalmist Range thrusts some low mounts and high hills eastward toward the Javan River below the joining of the Realstream. These mounts and hills divide Geoff from Sterich. The Stark Mounds are probably old and weathered mountains. They end at the east bank of the Javan and are claimed mainly by Geoff. While some


dwarves inhabit the steeper portion of the Stark Mounds, they are home to gnomes in the main. Tors: The mesa-like hills which mark the terminus of the last spur of the Crystalmists are called the Tors. Bordering on the Hool Marshes, they mark the southern edge of the Yeomanry. These wild hills are a source of continual troubles for the yeomen, as they are home to many sorts of monsters and humanoid tribes. Tusman Hills: The border between Ket and Tusrnit is formed by the Tusman Hills, a series of highlands which eventually rise into the Yatils. The hillmen of the T usman Hills are renowned fighters, thus maintaining semi-independent status, and gladly serving as mercenaries for both Tusmit and Ket. Yecha Hills: These Yatil foothills are quite rich in mineral deposits, and the Tiger Nomads have actually begun to exploit these mines. T hey have a permanent settlement, their capital city of Yecha, within these highlands, and numbers of their herdsmen graze flocks of sheep and goats there. AR§HJE§ AND §WAMJP§ ~COLD MARSHES The vast stretches of fens and bogs north of the Howling Hills separate Blackmoor from the lands of the Wolf Nomads and the Rovers of the Barrens. Here rise the Dulsi and Opicm Rivers, both of which feed the great Whyestil Lake. T here are said to he riches in the highlands to the south of the marsh, but only the very brave or extremely foolish venture near the place, for the Cold Marshes are most renowned for the vile creatures which inhabit their mires. VA§T§WAMP The vee of land which narrows to but 30 leagues in breadth above the neck of the Tilvanot Peninsula is sunken in the center and diffed along both coasts. This cupping causes water to form into standing pools and sluggish streams and flowages. The resulting morass of water and vegetation is known as the Vast Swamp. T he upper swamps begin below the middle of the Hollow and Hestmark Highlands which flank it to west and east. The swamp runs southward for 51 well in excess of 200 miles, being over 150 miles across at the top and funneling down to only 30 miles breadth at the base where Spine Ridge rises. The movement of water in the Vast Swamp indicates that it gradually drains southward, but there is no known river rising from the end, so it is thought that there are underground channels through which the waters run. Certain desperate outlaws dwell within the Vast Swamp, and there arc also native humans and humanoid trib,"$, bullywugs in particular, found within its bounds. Ferocious predators and loathsome monsters likewise consider this their domain. The men of Sunndi, and the folk dwelling in the hills to either hand. keep consta11t watch to assure that these denizens of the Vast Swamp do not roam beyond its edges. There are many tales and legends concerning this area, but the most likely is that of the lost burial place of the demi-lich, Acererak, who on('e mled the morass and beyond into the cockscomb of Tilvanot. LJE§§ER MARSHES AND SWAMPS Gnatmarsh: This comprises an extensive area of very treacherous wetlands which stretch along the east bank of the Nesser River from the Celadon Forest to below the joining of the Duntide. These bogs are home to many ghastly creatures and spawn myriad millions of biting insects during the summer months. Hool Marshes: After the initial rush of the Hool River from the high lake and freshets in the Hellfurnaces, it begins to meander across the plains, and most of its length is surrounded by quaking mires and bottomless pools. This forms a natural boundary between the lands of the Yeomanry and the holdings of the Sea Princes to the south. These marshes are also home to renegade humans, humanoids, and many types of monsters. Lone Heath: This great marsh gives rise to Mikar River east of the mighty Grandwood Forest. The area provides sanctuary to outlaw humans and demihumans fighting the evil and oppression of the Overking and his minions. Unlike most areas of this sort, evil things fear to enter the trackless Lone Heath. Pelisso Swamps: These unhealthy stretches along the north coast of Hepmonaland are unexplored and who or what dwells there is unknown.


Rushmoor (Marshes): A long stretch of land east of the mid-Javan to the headwaters of the Sheldomar is known as the Rushmoors. This area forms part of the northern boundary of Keoland and is a part of the unclaimed region consisting of the central Dim Forest, eastern Oytwood, and the Rushmoors. Many dangerous creatures inhabit the marshes, and there are reports of humanoid bands there as well. Troll Fens: T he chill mists of the Troll Fens, located against the shoulders of the Griff Mountains and the Rakers at the head of the Yol River, cloak a place of unnameable horrors. The Pale carefully hedges the place with watchtowers and keeps, and strong patrols constantly ride the verges of the southern end of the Troll Fens to watch for unwelcome visits from the monsters and humanoid bands dwelling within. As its name implies, the fens are infested with particularly huge and vicious trolls in numbers. OUNTAIN RANGE§ CORUSK MOUNTAINS The Corusks form a bow. the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). While the lower parts of the mountains are inhabited by humans, various bands of evil humanoids and monsters of all sorts dwell in the central fastness. It is thought that this range possesses little in the way of valuable ores or gems. CRYST ALMIST MOUNTAINS T he Crystalmist range is the highest on the Flanaess. It begins where the Ulsprue and the Barrier Peaks join and runs southeast to the Hellfumaces. Beyond these mountains to the west is the Dry Steppes area, while several small states nestle against its eastern slopes where arms are thrust northward and eastward. Amidst the high peaks and weird valleys of the Crystalmists dwell many and varied monsters, tribes of humanoids, and many giants, ogres, and the like. Despite this fact, men often enter the range in search of precious metals and gems, for exceptionally bold and sturdy mountain dwarves also reside amidst these 52 mountains. A great glacier in the middle of the range gives rise to the Davish River (which flows through Sterich to join the Javan). GRIFF MOUNTAINS As the name implies, the peaks of these mountains are the habitat of many monstrous creatures. The Griff range extends from the western terminus of the Corusks at Hraak Pass, southwest and west for over I 00 leagues. These mountains divide the Hold of Stonefist from the Duchy of Tenh and the Theocracy of the Pale below. Being only a trifle lower than the Corusks. the Griff Mountains are similarly uninviting to human settlement, althougth there are some sprinkled here and there, for these mountains do contain valuable mineral deposits. There is supposedly a small and beautiful land in the heart of this range. Ruled by a powerful prince, and protected from all invasions by magic and might, this tiny realm is said to have buildings roofed in copper and silver, gold used as lead is elsewhere, and jewels lying about on the ground. HELLFURNACES The Hellfurnaces range is part of the Crystalmist Mountain range, but it is active volcanically in many places, and thus its different name. As with the northern part of the chain, the Hellfornaces are a hive of evil, being populated with all sorts of monsters. particularly those which enjoy warmer temperatt1res, such as Fire Giants. There are reported to be whole labyrinths of passages under this range of mountains, these underworld highways actually going for scores, possibly hundreds, of miles in all directions. YATIL MOUNTAINS These mountains are clustered thickly for many leagues west and south of Lake Quag. They, along with the Barrier Peaks, divide the Baklunish portion of the continent from the rest - save in the north where western nomads have pushed across the top and beyond. These mountains form the boundaries of Ekbir, Tusmit, and Ket to the west. ln and along their eastern slopes are found the Concatenated Cantons of Perrenland and the territory of the Olvenfolk (Highfolk). There are numerous humanoids and monsters dwelling within this range of mountains, but there also are some hardy demi-humans and mountaineers. The Yatils are quite rich in ore deposits and gems, although it is difficult to locate and mine such deposits.


MINOR MOUNT AKN RANGES Barrier Peaks: This range stretches from the southwestern edge of Bramblewood Forest to the Crystalmists. h s termin us of northern hills is so rugged and steep as to be regarded as basically part of the mountain chain. T he Valley of the Mage is hidden within the central Barriers, and their southwestern end forms the western boundary of the Grand D uchy of Geoff. These mountains are infamous for their strange inhabitants. Of course, there are some dwarves dwelling in hidden places within the Barrier range, for they have many precious minerals and gems. Clatspur Range: This small group of mountains bdow the Sepia Highlanc.ls borders the Vesve Forest on the west and funnels the southern portion of Lake Quag. These peaks have some valuable minerals, and Perrenlanders dwell in small villages in the lower ranges and valleys. There are few demi-humans found in the Clatspurs proper. Drachensgrnb (.\fountains): The small D rachensgrab mounts are highlighted by several towering peaks which thrust up from theii- centei-. The whole area is known to be filled with prized metals and fine quality gemstones. but many strange creatures of hostile nature live amidst the hiJls and mountains of the Drachensgrab. Ac.lditionally, it is speculated that some terrible curse is upon the area, and legends relate that some powerful being or beings will arise in anger if their resting place is ever disturbed. The mountains are now the m~tjor stronghold of humanoid invaders holding the whole Pomarj area. These include ores, hobgoblins, bugbears, and numbers of ogres and ogre magi. Glorioles: This is another lesser mountain range whid1 is found at the northwestern end of the Hestmark Highlands. The Rieuwood lies to the west of the Glorioles, and the Grayflood and Thelly Rivers above. The peaks and valleys of this range are the homeland of perhaps 10,000 or more mountain dwarves. These dwarves, despite an antipathy for elvcnkind, have of late aided in the warfare being conducted by the Iron League against the invading forces of the Great Kingdom. Jotens: The largest arm, or spur, of the Crystalmists is known as the Jotens, both because these mountains are very high and imposing, and also because they are 53 the dwelling place of numerous hill giants and not a few stone and cloud giants as well. In all other respects this range is similar to the Crystalmists (q.v.). Lortmil Mountains: This low chain of mountains. often fading into hills with age. contains Se\'eral verv imposing mounts nonetheless. lt is the homeland of many sorts of demi-humans - dwarves. gnomes. mountain dwarves, ancl a few ,·enturesome halflings, as well as scattered aarokocra tribes. These folk have acted in concert in the past to expel most of the humanoids and manv of the vidous monsters from the Lortmils, and th~y are su bjects of the small states which have formed in the shelter of the range such as the Ulek realms and Celene (qq.v.}. The Lortmil Mountain range contains some of the richest gem and precious metal deposits known, and the dwarves. gnomes. and halflings living in the region are reputedly as wealthy as princes. Rakers, the: A southern arm of the Griff Mountains which runs downward into the central part of eastern Flanaess is known as the Rakers, as the tall, sharp peaks seemingly rake the skies. Their terminus, the Fl inty I Iills, is discussed elsewhere (see Hills anc.I Highlands). Alt hough infested with humanoi c.ls and fearsome creatures, these mountains also pro"ide a home for a number of groups of dwarves and mountain dwarves. It is not known how much valuable ore is contained within thei;e peaks. Sulhaut Moumains: This range mns westward from the place where the Crystalmists and Hellfurnat·cs meet. It separates the Dry Steppes from the ghastlv Sea of Dust (q.v.). It can only he supposed what c~n be found in 1hese mountains, fo r no certain information is available to us. Reports of D row are not uncommon. A tortuous pass supposedly exists. enabling passage from the Dry Steppes into the Sea of Dust or eastward into the ki 11 dlier lands of the Flanaess. t; lsprue: The lesser peaks of the Crystal mists, thrust northwest and north into the Plain~ of the Paynirus, are known to the Baklunish as the Ulsprue, possibly for the people who dwell in the t'UP which these mountains and the Barrier Peaks form on the plains. No certain information regardinK other aspects of chis range is available.


~.J: IVER§ ' ' Artonsamay River: This is one of the longest rivers on the continent. It is navigable from Redspan Town in Tenh all the way to Nyr Dyv. Att River: A tributary of the Velverdyva which is navigable to small craft well beyond Littleberg. Blackwater: A tributary of the Dulsi. Blashikmund River: A tributary of the Tuflik which forms the current border between Ekbir and Tusmit. Cold Run: A tributary of the Artonsamay which flows south to join that river west of the town of Rookroosr. Crystal River: A tributary of the Veng. Davish River: A very cold and rapidly running tributary of the Javan. Deepstil River: A tributary of the Dulsi which flows eastward through the Vesve Forest. Dulsi River: A broad and deep inlet of Whyestil Lake, navigable to the fork of the Blackwater. Duntide: A river rising in the Flinty Hills which flows southward into the Gnatmarsh where it joins the Nesser. Ery River: A tributary of the Selintan which flows south of Greyhawk City. Fals River: A tributary of the Velverdyva which marks the northern boundary of Veluna. Flanmi River: The greatest water in eastern Flanaess, its basin drains nearly all of the Great Kingdom, and most of the river and its tributaries are navigable by ship all the way to Rauxes, and by barge beyond. Fler River: The principal inlet to Lake Quag, flowing from the Burneal Forest and the Land of Black Ice beyond. It is supposed that much of this river is passable to large craft. 54 Franz River: A tributary of the Nesser which is navigable to Trigo!. It forms the boundary between Nyrond and the County of Urnst. Frozen River: A swift flow running mainly north from the Griff Mountains through the lands of Stcmefist to empty into White Fanged Bay. Grayflood: A tributary of the Thelly which now demarks the extent of land claimed by the Iron League (Sunndi). Harp River: One of the longest rivers of the continent, the Harp's headwaters are in the Rakers, and its mouth is near Chathold in Almor where it empties into Relmor bay. It is navigable for about half its length. Hool River; A tributary of the Javan, broad and with swampy banks. lmeda River: A tributary of the Flanmi which joins the latter at Rauxes. Javan River: This river is the longest on the continent, beginning high in the Barriers and coursing southward for hundreds of miles before turning east and emptying into the Azure Sea above Monmurg in the Hold of the Sea Princes. It is usable by large vessels only to the town of Cryllor in the Good Hills of Keoland. Jewel River: A river which rises just south of the Kron Hills and flows south through the Gnarley Forest, Welkwood, and Suss Forest to empty into the Azure Sea. It divides the Principality of Ulek from the Pomarj. About 150 miles of the waterway are navigable by large craft. Kewl River: A tributary of the Sheldomar which divides the Duchy from the County of Ulek. Lort River: A tributary of the Sheldomar which divides Gran March from Ulek Duchy. Mikar River: A tributary of the Flanmi which rises in the Lone Heath and flows through Grandwood Forest. Nesser River: A long and exceptionally broad and deep anery which drains Nyr Dyv. Despite many islands and numerous channels, the Nesser is so wide (over three miles on the average) that seagoing vessels can sail up or down its entire length if properly


piloted. It forms the boundary between Nyrond and the Duchy of U rnst. J\'.een River: A tributary of the Selintan River which is broad but shallow. Old River: A tributary of the Sheldomar which bounds County Ulek from the Principality. Opicm River: The eastern inlet of Whyestil Lake which also rises in the Cold Marshes. It forms the boundary of the lands of I uz. Realstream River: A tributary of the Javan which flows through the Dim Forest to join the latter waterway just below the town of Hochoch. Ritensa River: A tributary of the Veng which divides the Shield Lands and the Bandit Kingdoms from the territory of the Horned Society. Selintan River: A relatively broad and deeir channeled outlet of the western Nyr Dyv. it flows past Greyhawk City into Woolly Bay, and is plied by considerable traffic. Sheldomar River: A river which divides Keoland from the Ulck States and is navigable from its mouth co the city of Niole Dra. Teesar Torrent: An exc·eedingly swift river which ri&t:s in the North Province of the Great Kingdom and feeds the Harp below the Blemu Hills. Thelly River: A tributary of the Flan mi navigable to the town of Nulbish. 55 Trask River: The Trask flows eastward through the North Province of the Great Kingdom to empty into the Solnor Ocean. The Town of Atirr at its mouth is a busy seaport. Tuflik River: This is a long, westward-flowing river which has its headwarers in the northern end of the Barrier Peaks and divides Ket and Tusmit from the Plains of the Paynims. It is also the boundary between Ekbir and Zeif. The Tuflik empties into the D ramidj Ocean. V elverdyva River: This river rnight be the second longest on the continent. There is debate whether the lower Fler should be called the Velverdyva. Tl1t: rivt:r is the boundary between Veluna nnd Furyondy. It is open to large vessels to a point north of the Vduna City area, while barges <:an travel all the wa1ers to Thornward in Bissel (Fals River} or to I ,ake Quag (with some difficulty). \Ieng River: This waterway is the outlet of \Vhyestil Lake and an inlet of Nyr Dyv. It is navig<1hle alon}.( its entire length, being both deep and broad. Th<: river forms the bou ndary between the I lomed Society and the lands of Furyondy and is strongly patrolled hy river craft, cavalry, and infantry. Yol River: The Yol is a tributary of the i\rtonsamay which rises in the Troll Fens and divides the Phostwood from the Nutherwood. forming the border between Tenh and the Pale. It is plied hy barges from Wintershiven and those journeying to that city. Zumker River: The Zumker is a tributary of the Artonsamay whose headwaters are reputed to he a large mountain lake in the Griffs. It forms a hmder between Tenh and the lands of the Bandit Kingdoms.


ADRIFOREST Population: 25,000- Demi-humans: Few Humanoids: Few This great area of ancient forest lies principally within the borders of the Great Kingdom, although its northwestern tip (that part west of the Harp River) belongs to the Prelacy of Almor. The forest abounds with game, and it is carefully forested and maintained by those who dwell within its confines. The wood found here is generally employed for shipbuilding. spear shafts, bows, and arrows. Weapons common to the inhabitants include the longbow, battleaxe, and short spear. AMEDKO JUNGLE Population: Unknown Demi-humans: Unlikely Humanoids: Possible Rei;ources: foodstuffs, rare woods, spices, ivory, platinum. gems (III, IV) Little is known of the Amedio Jungle, except chat it is inhabited by tribes of cannibal savages - some purportedly of Suloise extraction or admixture. Expeditions have sometimes returned with considerable wealth and tales of mines where gems abound. A large lake is reportedly the gathering place for the savage tribes when they ready for warfare and raiding. Contact has been through various of the Sea Princes. Amedio savages employ the following weapons: darts, javelins, spears, clubs, shortbows. Some natives use blowguns, a 5' to 7' long hollow tube which guides a breath-propelled wooden sliver coated with poison from I 0 to 30 yards (though 30 yards is certainly long range). They cannot penetrate armor, however, so are dangerous only to persons with exposed flesh. Poison is used commonly, but generally is weak. BURNlEAL FOREST The trackless wastes of the Bumeal Forest stretch for over a thousand miles, from just beyond the shore of rhe Dramidj Ocean to the bogs of Blackmoor. This 56 huge and sprawling forest of pines and firs is nowhere less than 100 miles broad, and in places over 200. Beneath these woodlands are the prairies of the Tiger and Wolf Nomads, and these fearless horsemen often roam the Burncal seeking sport. They do so at peril, however, for little-known savages dwell in this vastness. and they lurk amidst the thick trunks to attat·k by stealth and surprise. Reports state tha1 these tribes of hunters are h umans, aboriginal Flannac people, who live in small huts made of green boughs in the summer and in burrows dug into the ground in the cold months. T hey hunt by means of pits, snares, and with bow and spear, using huge wolf-dogs to locate and corner or bring down prey. Such inhabitants would have to be tough and strong in the extreme in order to survive the harsh temperatures of winters in the Burneal and live amongst the creatures who also dwell therein. CELADON FOREST The sprawling oaks and mighty elms of Celadon grow from the edge of the Duntide to lap over the rolling hummocks of the Abbor-Alz. Yew and ash trees older than memory grow from the Gnatmar~h northward to Nellix Town and the Franz River. Within the precincts of these ancient trees roam many Sylvan Elves and Treants, for the forest of Celadon is virtually a realm apan. The woodland is pierced by the Nesser, a third of the area being in the territory of the Duchy of Urnst and the balance within the Kingdom of Nyrond, but neither state cuts timber or otherwise disturbs the natural balance of the forest, except to hunt. The inhabitants of the region include some humans, hunters, woodsmen, and the like who dwell in harmony with their environment. Both sovereigns expect that the inhabitants will loyally serve, and they do so by guarding the forest ways from invasion by raiders or hostile creatures coming up from the hills or marshlands to the south and using the timber as cover. Although many fierce creatures and some outlaws and humanoids will be encountered in the Celadon from time to time, it is not a healthy place for their ilk. \.V aterborne raiders are the worst problem, but the Duke sends patrols along the Nesser to aid the warders. Contingents of archers and light infantry are raised from this forest in time of war. DREADWOOD Population: 5,000 Demi-humans: Sylvan Elves (8,000), Gnomes (l,000), Hal flings Humanoids: Some


This substantial forest lies north of the Hool Marshes of the lower Javan River in Keoland. It is some 200 miles from the Good Hills in the West to the coast of the Azure Sea in the East and about 70 to 100 miles deep. There is constant warfare within the Dreadwood, with monsters and humanoids battling the elves who ward the place in behalf of the King (in return for Keoish protection of the forest). Largescale efforts have been mounted to clear the woods of evil creatures time and again, but the enemy retreats into hidden places and beyond the trees into·the trackless Hool Marshes, to return when the companies of woodsmen and elves retire. It is suspected that the Sea Princes are in collusion with certain bandits and humanoid bands who creep through the Dreadwood on their way to raid Keoland and the Yeomanry. GAMBOGE FOREST Population: 7,000 Demi-humans: Sylvan Elves (11,000), Gnomes (3,000), High Elves (i,500), Halflings Humanoids: Some The Gamboge lies between Nyrond and the Pale, east of Midmeadow Town along the Flinty Hills and the lower Rakers. It is an old and especially dense forest. Neither state has a certain claim to the place, so it is virtually an independent nation unto itself, and its folk treat and trade with the gnomes, halflings. and even the dwarves to the east in the hills and mountains. Although there is no love for the Kingdom of Nyrond, the Gambogefolk regard it far more favorably than they do the Pale. so allegiance is typically sworn to Nyrond and the arms of the kingdom are occasionally shown within the forest to prevent any takeover by minions of the Theocrat. It is rumored that the demi-humans (and humankind too) within the region are seeking to ally with their fellows in the Flinty Hills and create a demi-human realm, but this is highly doubtful due to the threat of the humanoid hordes and the Overking. The Garnboge is sometimes a dangerous place. as humanoid bands and monsters from the mountains use it as a route in their excursions to pillage the territory roundabout. GNARLEY FOREST Population: 12,000 Demi-humans: Sylvan Elves (7,000), Gnomes (3,000), others Humanoids: Some 57 Parts of the Gnarley Forest are claimed by Celene. Dyvers, Verbobonc, and Greyhawk. Most is generally considered as part of the Wild Coast region, however, and the inhabitants of these woodlands are free-spirited folk, so no formal government is ever likely to hold sway as long as there are deep woods to shelter resisters. The Viscount of Verbobonc is well liked by the folk dwelling in northeastern portions of the Gnarley, while the Queen of Celene is favored by those in the south. The forest is home to many fierce creatures as well, and many humanoid bands rove about seeking to murder and loot. These invaders work their way up from the Pomarj, through the Suss and vVelkwood. Some come via the mountains and hills from the north. GRANDWOOD FOREST Population: 25,000 Demi-humans: Sylvan Elves (7.000), some others Humanoids: Some It is fortunate for the people and elves of Grandwood Forest that a more able ruler does not sit upon the Malachite Throne. Likewise, it is indeed to their good fortune that the Holy Censor of the See of Medegia covets that portion of these woodlands which lies south of the Mikar, while the nobles of Rel Astra strive to thwart him and yet remain uncornmit· ted to actual warfare. The Grandwood, lying scarcely 25 leagues from Rauxes, is yet a haven for those escaping from oppression - outlaws both good and bad, demi-humans, and those who hate cruelty and tyranny. The western third of the forest is relatively uninhabited, for there the troops of the Overking a re numerous, but deeper within the Grandwood the Overking's minions do not go for fear of attack. The impassable tangles and thickets are haven to waiting halflings, the high branches hide elven archers, and woodsmen lie in ambush along the tracks. Occasionally Censorial troops will push into the heartland, but they return fewer in number than they started out, often never seeing the enemy who harried their march. Men of Rel Astra likewise enter the Grandwood and post it in rhe name of their city, but no serious attempt to hold any portion is ever made. A tale relates that the freefolk of the Grandwood once led divergent parties of intniders into battle with each other, so that the Overking's men-at-arms slew and were slain hy troops of his liegemen of Rel Astra and Medegia. It is c-ertain that the woodsmen dress in the coats of their enemies at times, and those who dare the forest know not friend from foe. To counter this, the Overking has of late enlisted humanoid troops to


flush the woodlands of those who oppose him, and the eventual results of this move are yet to be determined. It has angered the Censor, and his troops are reported to have orders to cut down all humans and humanoids on sight, regardless of whose colors they wear. This {·ertainly aids the dissident folk of Grandwood. SUSS FOREST The Suss is a dreary place, full of thorn trees, brambles, briars. and thickets. Its massive trees are black with age, and seem to whisper and talk amongst themselves when an interloper dares to pass beneath. Some claim that ripples of waving leaves and moving brandies can be seen in the path of those entering the place, but this is unproven. T he western end of the forest is of a different nature than the rest. \Vherc it grows upon the Lortmil Mts. the woodlands are open and clean, but east of the Jewel River their character becomes foreboding and hateful. T he farther south one goes, the worse the fore.~t becomes, until it is filled with an oppressive and evil atmosphere where it climbs the Drachensgrab hills. The humanoid bands of the Pomarj, p-articularly kobolds, ores, and gnolls, seem to love this forest, and many hundreds are known to dwell within its depths alongside the native gibberlings. ettercaps and susserus. They likewise use it as a highway to move northward to raid in the Wild Coast, Celene, or even the Ulek states and into Verbobonc. The folk of the Wild Coast at one time made concerted efforts to dear the Suss, and managed to drive its verge back several leagues. Due to the disappearance of timbering parties and the threat of marauding humanoids, such operations are no longer conducted anywhere, however. The edges of the Suss are watched closely by the petty nobles and lordlings of the Wild Coast. A lost, ruined city of the Old Suloise is said to be hidden somewhere in the Suss forest, but few dare to venture on such a quest, particularly today. VESVJE FORIEST Population: 20,000 Demi-humans: Sylvan Elves (10,000), Gnomes (6,000), High Elves (3,000). Halflings 1 lumanoids: Hobgoblins (5,000), Gnolls (3,000) The Vesve is the largest hardwood forest in all of the Flanaess. Its southern half, as well as the strip which borders upon the Sepia Hills and the Clatspurs down to Highfolk Town, are relatively free of baneful crea58 tures, although inhabited by a fair share of predators. Since the resurgence of luz, however, the northern quarter of the Vesve is filled with hateful settlements of evil humanoids, and these tribes and bands press everywhere upon the human and demi-human folk elsewhere in these woodlands. Rangers and light troops from Furyondy aid the Highfolk in organized expeditions to check the influx of humanoids and drive them out, but fresh hordes from the spawning grou nds of luz are apparently end lessly available to replace those slaughtered by such punitive forces, and a war of attrition will doom the goodfolk of the Vesve. It is expected that each side will certainly make a major attempt to settle the issue soon. WELKWOOD Population: 10,000 + Demi- humans: Many H umanoids: Some (raiding parties) T he extent of the \.Velkwood is obvious to the observer. for its limits are easily defined by its growth. The majesty of the huge trees of the fo rest is apparent, for they tower over their neighbors in the Suss below and the Gnarley to the west and north. lpt grow to heights of 100 feet and more. while the mighty roanwoods are taller stil l. Even the locusts, elders, maples, and the like grow to unusual size. so that the whole is most imposing. The eastern portion of the woodland is part of the Wild Coast, and many of its folk reside within the shelter of the forest; the \Velk wood west of the Jewel River is within the realm of Celene and home to elves and faerie creatures of all sorts, as well as unicorns. The woodsmen of the Welkwood are hrave and sturdy, well renowned throughout the land as huntsmen, trackers. and bold adventurers. MINOR TIMBERLANDS Axewood: Axewood is a relatively small woodland on the border between upper Kcoland and the Duchy of Ulek. It is said to be inhabited by treants and some elves as well. Bramblewood Forest: A large and dense forest which grows in the plains between the Barrier Peaks and the southernmost arm of the Yatils, spreading east and west in Ket, the Bramblewood has only one main road and possibly several secondary track~. Its southern edge is warded by the walled city and castle of Thornward. Dakon are known to dwell therein.


Dim Forest: The huge old trees of this vast forest are so broad and leafy as to make the ground beneath dim on the brightest and sunniest of days. No tracks are known, bur some certainly must exist to allow passage through the leagues of woodland. Olvenfolk are said to dwell in that portion west of the .Javan ; terrible creatures live elsewhere within its bounds. Fellreev Forest: Once hunted extensively by the Rovers of the Barrens, the whole of the Fellreev is now under control of the Bandit Kingdoms or the Horned Society. Many strange creatures roam the trackless woodlands in the central fastness, including a few small bands of Sylvan Elves and human tribesmen, it is said. Forlorn Forest: The Forlorn Forest is an evergreen woodland of fair size which lies just south of the Icy Sea and whose eastern edge marks the boundary of· the Rovers of the Barrens. Even these fierce nomads avoid the Quaggoth tribes which prowl the forest. H ornwood: T he Hornwood is a fair sized woodland within the Grand Duchy of Geoff. It is the Grand Duke's favorite hunting place despite (or possibly because of) the ferocious creatures often found there (many making their way down from the Crystalmists). Several groups of Sylvan Elves dwell within the Hornwood. The area is named for the hornwood tree whose straightest limbs are specially treated and seasoned to make the finest of elven bows. Hornwood is exceptionally tough and resilient, but first grade wood is not common and is hard to prepare for use in bows. H raak Forest: The Hraak is a largish pine and fir woodland within the territory claimed by the descendants of Stonefist. It borders the Corusks north of Hraak Pass. Loftwood: A smallish pine forest growing on the coast of Bone March between the foothills of the Rakers and Grendep Bay, the tall trees of this woodland are prized as masts for large ships. It is now undoubtedly being despoiled by humanoids. Menowood: A fair sized woodland in the southernmost corner of !dee, the Menowood is reportedly home to many treants and elvenfolk. T he Hollow Highlands run through its eastern portion. This forest is virgin, and few humans venture into it. N uther.vood: This forest lies to the south of the Yo! River, its southern edge marking the end of the writ 59 of the Theocrat of the Pale. It is not frequented, and reports state that many monsters and bandits are hidden within. Oytwood: Also within the borders of Geoff, the Oytwood is a smallish woodland which is inhabited mainly by elves. Phostwood: The forest on the northern bank of the Yol belongs to Tenh, although this possession is disputed continually by bandits from the bordering states. Certain species of trees found only within this forest have a strange phosphorescent quality when they die and begin to rot, giving the place an eerie air at night. (A branch of phostwood glows sufficiently to light a S foot radius area.) Rieuwood : This forest caps the northern end of Sunndi. Its mighty trees stretch from the middle portion of the Hollow Highlands to the rises of the Glorioles. It is patrolled by rhe forces of Sunndi and made dangerous to enemies by elves and rangers. Despite this, raiders and e''en humanoid marauders are sometimes found therein. Sable \Vood: This evergreen forest is within the realm of the King of the Ice Barbarians. h s most interesting feature is the particular fir tree whose wood turns a deep lustrous black when harvested in the dead of winter and rubbed with hot oils. The barbarians prize this material greatly, and they will not export it. Silverwood: The smallish forestland within the Duchy of Ulek which is the home of many Sylvan Elves is called the Silverwood. Certain trees which are greatly loved by elvenkind grow in abundance in this forest, and it is said that its inhabitants prize these trees more highly than silver. Spikey Forest: T his smallish woodland dividel> the lands of the Frost and Snow Barbarians. Ics tall pines are used hy both peoples for ship masts and spars. Tangles: This is a jungle-like woodland of no great size within the Bandit Kingdoms above Riftcanyon. Timberway Forest: T his vast stretch of pines, firs, and other northern forest growths reaches from the lands of the Frost Barbarians all the way to the Barony of Ratik, from the shores of Grendep bay to the shoulders of the Rakers. Although its growth is not as fine as that of the Loftwood, it is still very valuahle in shipbuilding.


Udgru Forest: This woodland within the realms of Ekbir and Tusmit is quite extensive and very dense. It is filled with game, and less desirable cre.atmes also, of course. Dissident citizens of both states are prone to use the woodland as a sanctuary. • :A§TELAND§ ~ BRIGHT DESERT Population: Unknown (scattered nomads) Demi-humans: Doubtful Humanoids: Doubtful Since the beginning of recorded history in the Flanaess, the Bright Desert has intrigued and challenged mankind. It is supposedly filled with riches -copper, silver, gold, and gem minerals. The harsh climate, wildly varying temperatures, and hostile inhabitants (Sue! peoples) who battle any intruder with ferocious determination and blood lust tend to discourage exploitation. The dervishes rumored to dwell in the bordering Abbor-Alz hills likewise turn away wouldbe explorers, although if such dervishes actually exist, they are likely to be of Flan extraction and hostile to Suloise nomads. One or two organized forces have attempted to penetrate the Bright Desert, but none have ever returned to tell what happened. DRY STEPPE§ T he vast Stretches of prairie north of the Sulhaut Mountains and west of the Crystalmist and Ulsprue Ranges are known as the Dry Steppes. Rainfall there is scarce, and few rivers flow in the place. Once the area was well watered and fertile , forming the homelands of the Baklunish Padishahs and Sultans, but it was destroyed by the Invoked Devastation in the war with the Suloise. It is said that the central part of the steppes is still pleasant and rich, and there is no doubt that various large hordes of Baklunish nomads still roam the area under the rulership of various khans. This borderland of the Flanaess is otherwise unknown to the chronicler. Invading tribesmen from the Dry Steppes are typically light cavalry employing composite bows, light lances, and curved swords. 60 LAND OF BLACK ICE Those who have ventured far into the northlands beyond the Burneal Forest tell of a strange phenomenon. Instead of the normal stark white snow and translucent blue-white ice, there is an endless landscape of deep blue-black ice, topped only here and there by normal snowfall. Strange arctic.monsters prowl these fields of ebony ice, and the few humans who dwell near the place fear to enter it on account of the beasts and supposedly what lies beyond. Stranger still, they are said to tell of a warmer land beyond the ice where the sun never sets and jungles abound. Regardless of such prevarications, the area is mysterious indeed. Somewhere between the Land of Black ke and the Bbckmoor territory is the reported locale of the City of the Gods, a place where iron buildings tower and it is summer year round, even though the snows are piled deep in the fields surrounding the city. Giving rise to such legends, the Land of Black Ice is worthy of further exploration by daring adventurers. RIFfCANYON In the lands north of the Artonsamay, amidst the rough and broken ground and jutting crags of the badlands there, a deep canyon of tremendous extent is found. This strange rift in the floor of the oenh is over 180 miles in length and from l 0 wide at its end to about 30 in its midsection near the bandit town of Riftcrag. Tales tell us that this rift is more than a mile deep and pocked with caves and caverns. Much of its length has been cleared of monsters, although they still issue forth from the tunnels, it is said. The Plar of the Rift, as the bandit lord styles himself, reportedly uses humanoid troops and monsters to hold the place against their kin, and rich loot is taken by such action. The floor of the rift at its western end is shunned, however, due to the particularly fierce monsters dwelling there. Attempts to dear this area have ended in disaster. Parties from the Shield Lands taking punitive actions against the bandit kinglets report that this state of affairs is indeed true, relating that attempts to surprise the brigands by moving through the Riftcanyon from its western end have proven to be impossible. Just south of the Riftcanyon is the lonely volcanic cone of haunted White Plume Mountain, avoided by both knights and bandits.


SEA OF DUST A territory of unknown extent exists behind the Hellfurnace'l, south of the Sulhaut '.Vlountains. T his bleak desen is the Sea of Dust, the former Empire of Sue! or Suloisc. History tells us that this was once a fair and fertile realm extending a thousand miles west and southward. too. T he merciless and haughty rulers engaged in a struggle for dominance and supremacy over all of Oerik with the Baklunish, and in return for a terrible magical attack, the Suloise lands were inundated by a nearly invisible fiery rain which k illed all creatures it stru(·k, burned all living things, ignited the fa ndscapc with colorless flame, and burned the very hills themselves into ash. vVhatever the truth of this, the place is cen ainly a desert today, an endless vista of dust and fine ash in gentle rises and shallow valleys which resemble waves in the ocean. This aspect is far less picturesque when the winds howl and tear the surface into choking clouds which strip flesh from bone and rise to the clouds, making vision impossible and life hazardous in the ext em~. Added to this unwholesome environment are rains of vokanic ash and cinders which are blown from the Hellfurnaces to drop upon the forsaken lands that were ont·e an empire of terrible might. Legends tell of strange ruins near the feet of the Sulhauts, and say that somewhere in the central fast ness there still stands the remains. nearly intact. of what is called the Forgom:n City, lost capital of the Sue) lmperium. There are a few mountain tribesmen in the Sulhauts who reportedly venture into the Sea of Dust now ~nd again to obtain treasure from the remains of the cities and towns buried under the dust. The truth of these tales can not be estabilshed, but there is no doubt that then: are peoples who dwell within the fastness of the mountain range. Reports of firenewt marauders and other abominations are not uncommon, but may be unreliable. Somewhat similar fables tell of a secret exped ition sponsored by the Sea Princes to find and bring back the loot left in the Forgotten City. If such an expedition ever was organized and left upon the journey. no news of its return has ever been had. T his latter tale. though, caused the officials of the Yeomanry to attempt exploration of the far side of the Hellfurnacei;, and reliable reports tell of at least one pany returning from such a trek. decimated by half, but bearing strange art objects and jewelry back from their explorations in the fringes of the Sea of Dust. :\1ore details are not forthcoming from the Freeholder. of course, and the event happened too recently to give rise to sub rosa information. 61 '/. " ?'\ I . (' I' '


DJEJTXIS ~ THIBWORLD ~ QRIElHAW~ ~~fIBPEOPLEOF OERTH WORSHIP MANY GODS. ~~.,,..~"".! ONLY DEITIES of the central Flanaess are detailed here, and of those, only the lesser gods (in most cases) have been detailed. In general, the greater gods are too far removed from the world to have much to do with humanity, and while they are worshiped, few people hold them as patrons. These deities have been known to intercede directly in the affairs of men, but only if the~ affairs have a direct and crucial bearing upon the concerns of the deity. Even so, the annals of the historians list only a few such instances in the history of the Flanaess. Deities have weighty affairs to attend to, and in general they can not be bothered with the trivial needs of a party of lowly mortals. However, under certain circumstances, a demi-god and a godling might well become embroiled in human affairs - as your further reading will discover. Because of the plots of Iuz and various demons and evil elementals, St. Cuthbert has become actively aware of events (and has indirect assistance from Beory, who resists elemental destruction). The enmity between luz and St. Cuthbert may yet result in direct confrontation. A list of the greater (G), lesser (L), and active demigod (D) deities of the Flanaess is given hereafter. Following the name of each deity is that deity's ranking - G, L, or D. T hen, the racial origin of the deity is stated: C common m most areas 0 Oeridian S Suloise F Flan B Baklunish U = unknown or indeterminate origin (The careful reader will note that certain deities are both of a certain racial origin and common, at the same time.) Next, the major attributes of the deity are listed and, finally, the deity's alignment is shown. With respect to alignment, the following abbreviations are used: L Lawful G = Good N = . Neutral c Chaotic E = Evil A parenthetical note indicates a specific alignment within the general alignment. For example, LG(N) indicates the deity is lawful good, inhabiting a plane near the lawful neutral, such as Arcadia. N(G) indicates true neutral with an ethical bent toward good, while N(g) indicates neutral with a tendency toward a beneficial overview. The deity's sex is indicated last.


GREATER GOD§ Beory FC Oerth Mother, Nature, Rain N Boccob c Magic, Arcane Knowledge N m lncabulos c Evil, Plagues, Nightmares NE m I st us B Fate, Destiny N f Kore! s Athletics, Sports, Brawling CG m Lendor s Time, Tedium LN 111 Nerull FC Death, Darkness, Underworld NE m Pel or FC Sun, Strength, Light, Healing NG m Procan oc Oceans, Seas, Salt NC m Rao FC Peace, Reason, Serenity LG Ill Tharizdun lJ Eternal Darkness, Decay E m Ula a UC Hills, Mountains, Gemstones LG f Wee Jas s Magic, Death LN f Zilch us oc Power, Prestige, J nfluence, l\foney, Business LN Ill Cyndor (Greater/Lesser god) c T ime, Continuity, Infinity LN m LE§§ERGOD§ Allitur FC Ethics, Propriety LG(N) m Atroa oc Spring, East Wind NG f Beltar s Malice, Pits, Deep Caves CE(N) f Berei FC Home, Family, Agriculture NG f Bleredd c Metal, Mines, Smiths NC m Braim SC Insects, Industriousness N(L) f Celestian oc Stars, Space, \Nanderers N(G) m Delleb 0 Reason, Intellect LG m Ehlonna c Forests, Flowers, Meadows NG f Erythnul oc Hate, Envy, Malice, Panic CE(N) m Fharlanghn oc Horizons, Distance, Travel N(g) m Fortubo s Stone, Metals, Mountains LG(N) m Geshtai BC Lakes, Rivers, Wells N Heirnneous oc Chivalry, Honor, Justice, Valor LG m Hex tor oc \Var, Discord, Massacre LE m Joramy c Fire, Volcanoes, Aoger, Quarrels N(G) f Ku rel I 0 Jealousy, Revenge, Thievery CN m Lirr c Prose, Poetry, Art CG f Llerg s Beasts, Strength CN m Lydia SC Music, Knowledge. Daylight NG f Myhriss c Love, Beauty NG f Norebo s Luck, Gambling, Risk CN Ill Obad-hai FC Nature, Wildlands, Freedom, Hunting N 63


Olidammara c Music, Revelry, Rougery, \.Vine NC m Phaulkon s Air, Winds, Clouds CG Ill Pholtus oc Light, Resolution, Law LG(N) m Phyton s Beauty, Nature CG m Pyremius s Fire, Poison, Murder NE m Ralishaz c Chance, Ill-luck, Misfortune CN(E) m Raxivort M Xvarts, Rats CE m St. Cuthbert c vVisdom, Dedication, Zeal LG(N) m Sot ill ion oc Summer, South \Vind, Ease, Comfort CG(N) f Syrul s Deceit, False Promises, Lies NE(!) f Tekhur oc Winter, North Wind, Cold CN m Trithereon c Individuality, Liberty, Retribution CG m Velnius 0 Sky, Weather N(G) m Wenta oc Autumn, \Vest Wind, Harvest CG f Xan Yae BC Twilight, Shadows, Stealth, Mind over Matter, et. al. N Xerbo s Sea, \Vater Travel, Money, Business N m Zodal FC Mercy, Hope, Benevolence NG m DEMI-GODS Iuz FC Rudd oc Wastri u Zagyg c Zuoken BC "~=-._. OCCO B "(THE UNCARKNG) Major god, N - Neutrality, Magic, Arcane Knowledge, Foreknowledge, Foresight Oppression, Deceit, Pain CE(N) m Chance, Good Luck, Skill CN(G) Bigotry, Amphibians LN(E) Ill Humor, Occult Studies, Eccentricity CN(G) m Physical and Mental Mastery N m Boccob, called The Uncaring, is the Lord of all Magics and Archmage of the Deities. Whether or not any worship or serve him seems of no importance to him. Naturally, he is entreated for omens by seers and diviners. Likewise those seeking new magics are prone co ask his aid. Sages also revere him. Boccob rarely leaves his own hall , preferring to send hisservant, the mad arch-mage Zagyg, in his stead (q.v.). Boccob always is arrayed in garments of purple upon which shimmering runes of gold move and change. He has many amulets and protective devices. It is said that in his palace there is at least one of every magic item, save artifacts and relics, ever devised by magic-


user or illusionist. The favorite weapon of Boccob is his staff of the archmage, combining a staff of the magi with a wand of conjuration. J\11 planes and times are open to Boccob. He is able to draw either positive power or negative force from the appropriate plane so as 10 strike fear into undead creatures or actually deliver a rolling cloud of energy like unto a huge wall of fire. He can likewise use a net of negative power to affect creatures drawing on the Positive \1aterial Plane. Boccob neither seeks nor avoids confrontations. desiring balance above alignment. knowledge above all. In combination, these two forces can rend demon or devil, deva or elemental. The Archimage has the power to cast a Disc: of Concordant Opposition, a plane of mixed forces which will blast into nothingness any creature which is not highly resistant to magic. No spells of mental control or possession will affect Boccob, nor will feeblemind or similar magics. He otherwise has attributes typical of greater deities. His followers are spread throughout the Flanaess. His clerics wear purple robes with gold trim. Those who become High Priests actually become able to handle simple magic items normally usable only by magicusers (wands of illusion. crystal balls, robes of useful items, and similar devices). Services to honor Boc·cob involve complex rituals. incense, recital of formulas, and readings from special works honoring knowledge. ~-117 ELE§TIAN (THE FAR \)WANDERER} It is said that Celestian and Fharlanghn (q.v.} are brothers who followed similar, but different, paths. v\Thile the latter chose the distances of the world, Celestian was drawn to the endless reaches of the stars and the Astral Plane. T he Star \Vanderer appears as a tall , lean man of middle years. His skin is of ebony hue and smooth. His eyes are of the same color as his skin. He is quick and absolutely silent in his movements. He speaks but seldom. His garments are of deep black, but somewhere he will have his symbol, seven "stars" - diamond, amethyst, sapphire, emerald, topaz, jacinth, ruby - blazing with the colors of far suns. Celestian has no personal weapon whid1 is always with him. He will typically carry one or more of the following magical weapons: long bow with 20 arrows spear, which appears to be but 5 feet in length but extends to 10 feet in length short sword battle axe, which he can throw dagger of some unbreakable metal There are seven orders of the priesthood of Celestian. Those clerics are divided as follows: Order Level Robe Color Gem/Symbol 1st Acolytes/ Adepts light blue rnby 2nd Priests/Curates light gray jadnth 3rd Prefects/Canons violet topaz 4th Lamas/ Patriarchs blue-gray emerald 5th High Priests, 9th-I 0th dark blue sapphire 6th High Priests, 1lth-15th deep purple amethyst 7th High Priests, 16th and higher black diamond Service and \vorship are always conducted. in the open, during the night. preferably when the sky is clear and many stars are visible. 65


Ofttimes Celestian will go unarmed, for he has, in addition to knowledge of many magical spells, the following powers unique to himself: The ability to create a sheet of dan<.:ing. shifting light which encircles himself. or any nearby creatures he d~ires. The power to bring down a flaming comet, igniting flammable materials, and emitting poisonous gases. The power to call down heat lightning, burning victims and causing non-magical 1.netal to fuse. The power to create meteors, which hurtle straight from his hands. The power to create the chill and vacuum of space. The power to blind creatures with the brilliant light of the stars. T he power to cause great, rolling thunderclaps. Celestian also can cast any known magic spells affecting travel. He can move on the Astral Plane, and can ~ummon astral devas to his aid. Celestian's habits and disposition usually keep him from close association and involvement with other gods. He has, in fact, but a small following amongst mankind. Those who involve themselves with the cosmos or the sky - scholars. astronomers, astrologers, navigators, dreamers - make up the bulk of the Cclestian faithful. His priests wander the land, emulating their deity whenever possible by actually traveling the reaches of space. t T.CUTHBERT (OF THE CUDGEL) Lesser god. LG(N) - \Visdom, Common Sense, Truth , Forthrightness, Dedication , Zeal St. Cuthbert appears as a stout, red-faced man, with a drooping white moustache and flowing white hair. He wears magicked plate mail. Atop his helmet is a crumpled hat, and a starburst of rubies set in platinum hangs on his chest. 66 In his left hand he carries a billet of wood, which is known to beguile humans touched by it. In his right hand is the fabled Mace of St. Cuthbert. T his is a powerful weapon, being both a mace of disruption and capable of reducing a victim's mental ability. This mace also can be used ro bless. to learn a person's alignment, to speak in tongues, to exorcise spirits. and to remove curses. St. Cuthbert hates evil, but his major interest is in law and order and the dual work of conversion and prevention of back-sliding by "true believers." He seldom leaves his plane, unless some great duty brings him forth. When on the Prime Material Plane he will sometimes appear as a manure-c-overed yokel. a brown- and green-robed wanderer. or as an elderly and slight tinker. In these guises he tests the d<x:trine of the faithful or seeks new converts. He can gate to or from Arcadia or the Prime Material Plane at will. He otherwise has the powers of a lesser god. There are three orders of the priesthood of St. Cuthbert. The Chapeaux dress in varying garb, but all wear crumpled hats. They seek to convert people to the faith. The Stars wear dark green robes with a starburst holy symbol of copper, gold, or platinum (depending on their status). They seek to retain doctrinal purity amongst the faithful. Stars are reputed to be able to read minds. T he Billets are the most numerous, serving as ministers and protectors of the faithful. 'l'hey dress in simple brown and russet gar-. ments, and wear a holy symbol of an oaken or bronzewood billet. \.Vhile St. Cuthbert has many large places of worship, wayside shrines and small. rude chapels are usual. His followers are found mainly in the Central Flanaess, around Grey hawk, the Wild Coast, Urnst, and Verbobonc. A great rivalry exists between thrnie who follow St. Cuthbert and the followers of Pholtus (of the Blinding Light). Lesser goddess, NG - Forests, Meadows, Animals, Flowers, Fertility Ehlonna of the Forests is said to be the patroness of all good folk, elven, human, or otherwise, who dwell in woodlands and love such surroundings. She is


likewise the deity of those who hunt, fi~h, and otherwise gain their livelihood from the forests. She is thus worshipped by rangers, foresters, trappers, hunters, woodcutters, etc. More females than males serve Ehlonna. It is possible for Ehlonna to take either of two forms, a human or an elven female. In human form, Ehlonna will have either chestnut or black hair, while in elven form her tresses will be pale golden or coppery gold. Her eyes are either startling blue or violet, and her complexion is most clear and fair. Her garments range from those of a huntsman or ranger to those of an elven princess. Ehlonna carries a longbow which always hits its target. She uses arrows of slaying for many woodland creatures - bears, stags, etc. She fights with a magical longsword and a magical dagger, using both at once, often defending with the sword and striking with the dagger. In human form Ehlonna has special powers over horses, while in elven form she can command unicorns. Her high whistle can call either from as far away as a league. Either sort of creature gladly serves as a mount for her. She has the attributes and powers typical of a deity of lesser stature. Ehlonna is personally served by a planetar. Brownies, elves, gnomes, and halflings are especially attuned to this deity. If Ehlonna requests service, iris very likely that such races will aid her in any manner she asks. She often travels among these folk. Her clerics are excellent trackers, and able to befriend animals. The worship of Ehlonna is centered in the area from the Wild Coast to the Ulek fiefs, from the Kron Hills to the sea. Her clerics wear pale green robes. Temples of Ehlonna are always in sylvan settings, although small shrines are occasionally located in villages. Services of worship involve wooden and horn vessels, various herbs, and the playing of pipes and flutes. • RYTHNUL (THE MANY) Lesser god, CE (N) - Ugliness, Hate, Envy, Malice, Panic, Slaughter 67 Erythnul, know as "The Many," is the deity of capricious malice, hate, envy and panic. His followers include humans and humanoids as well, for Erythnul is said to greatly reward his faithful servants for their fickleness and wicked deeds. Erythnul stalks all battlefields in order to strike fear and rout whenever possible. This deity appears as a seven-foot-tall, brutal-looking man. He is rubicund of complexion, hirsute, and muscular. Erythnul has mad, darting eyes of dull green color which are horrible to behold. He is typically clad in red fur garments and russet-dyed leather. He carries a huge stone-headed mace. T he head of this weapon is pierced so that when Erythnul swings it the mace gives off a shrieking whistle. The keening from Erythnul's stone-headed mace has been known to send those hearing it fleeing and screaming in fright, until they pass out from exhaustion. When Erythnul engages in combat, his visage mutates, flowing in form from human to gnoll to bugbear to ogre to troll. This denotes his special power to generate servitors from his blood. If Erythnul is stabbed or cut in battle, the following creatures have been seen to spring forth from his spilled blood: - Human fighters armored in red metal and wielding footmen's maces. - Gnolls clad in red lacquered armor and wielding morning stars. - Bugbears adorned in plates of red enameled iron and wielding flails. - Ogres wearing pelts and hides of red fur and hair and wielding huge dubs. - Trolls whose coppery skin is unusually tough, and which fight with their natural weapons. Erythnul also can spread fear through his eyes. He can assume the shape of a human, gnoll, bugbear, ogre, or troll at will. Erythnul otherwise has all of the powers typical for a lesser god. Clerics of Erythnul dress in rust colored garments. Ceremonial robes are often white spattered with blood. Masks include stylized visages for each of Erythnul's five aspects. Most places of worship of Erythnul are hidden. Most towns and cities have a small cult of his followers amongst the denizens of the local thieves quarter. Many gnolls, bugbears, ogres and trolls worship this deity. Services include shrill reed instruments played in discord, gongs, and drums. Major rites include fire and a sacrifice.


~ HARJLANGHN iiJ· ~ (DWELLER ON ~~ THIE HORIZON) ~ Lesser god, N(g} - Horizons. Distances, Roads, Travel :\s Celestian (q.v.) wanders the starroads. his elder brother. Fharlanghn. roams the four corners of the world. He is, in fact. regarded as the god of travel and distance. Fharlanghn sometimes enters the Elemental P lane of Earth. but he seldom enters that of Air and shuns those of Fire and \Vater. He can travel to any inner plane. however. Fharlanghn. Dweller on the Horiz,on, appears to be a middle-sized man. with brown, leathery skin, creased by many wrinkles. His bright green eyes belie his seeming age. Fharlangh n's movements seem slow and measured, but he actually moves quickly - especially with regard to actual travel. Fharlanghn will converse readily, although he is not loquacious. He favors dothing of plain stuff such as leather and unbleached linen. His symbol is a wooden disc, with a curving line representing the horiwn across its upper part. It is said that the deity himself wears such a symbol, made of many sorts of wood , inlaid with jade and turquoise, with a bright golden sun set into it. This symbol is known as the Oerth Disc. T he Oerth Disc will depict any area of the surface of the world. Fharlanghn simply looks upon the Disc, concentrates, and the miniature of the land desired appears in a \/12,000 reproduction. It is then possible to teleport (without error) to any locale so pictured. T he Oerth Disc will also shoot forth a burning. golden ray of varying intensity: - A be-am of pale yellow light - A ray of brilliant golden color, capable of dazzling or permanently blinding any creature struck in the eyes. - A coruscating rod of burning, fiery golden light which can slice through virtually any material known, and ignite combustible objects. He can read languages and magic. He can detect charm. evil, good, illusion, magic, and snares and pits. He speaks all the tongues of Oerth and communicates with other creatures by telepathic means. Fharlanghn is most attentive to those on roads, paths, and 68 in long tunnels. He can strike with his iron-shod staff. hitting unfailingly any creature he chooses. He can curse an enemy so that any travel which is greater than 1 league distance will be twice as long as normal. Fharlanghn's curse lasts a month, being removable only by a High Priest (I 0th level) of Fharlanghn, or by some other godling or deity able to do so. If he desires. Fharlanghn can summon any one of the following types of elemental: dust elemental, earth elemental. magma elemental, or mud elemental. Fharlanghn never is surprised on the Prime Material Plane. Spells of earth do not affect h im. The priesthood of Fharlanghn is of two sorts, the urban and the pastoral. The former wear brown robes and generally are found in small chapels in communities. Those of the pastoral order wear green robes and minister by traveling the highways and byways, ot·c:.1- sionally stopping at wayside shrines to Fharlanghn. 'Norshippers of F harlanghn are most active in the Central and Southwest regions of the Flanaess. Followers of this deity are typically adventurers, merd1ants, itinerants, and the like. Servil·es are often conducted outdoors, under the sunny sky. E1lRONJEOUS (THE XNVINCUBLE) Lesser god, LG - Chivalry, Honor, Justice, Valor, Daring Heironeous is the champion of rightful combat and chivalrous deeds. Likewise he is the deity of those who fight for honor and strive for order and justice. Heironeous often leaves the Seven Heavens in order to move around the Prime Material Plane in order to aid heroic causes and champion lawful good. Heironeous is tall, with coppery skin. auburn hair, and amber eyes. However, he has the power to create an illusion which makes him appear as a young boy, a mercenary soldier, or an old man. In the latter guises he will be garbed appropriately, but he always wears a suit of fine, magical chainmail. At his birth, Heironeous had his skin imbued with a secret solution. which protects him from many weapons, magical and nonmagical alike. His personal weapon is a great magical battle axe which shrinks to one-twentieth of its normal five feet of length, or back to full size. upon Heironeous wil-


ling such. Thus, in another guise, his weapon is not noticeable. In addition to his normal attacks, Heironeous can loose a bolt of energy drawn from the Positive Material Plane. These bolts are more destructive to creatures from the Prime Material plane than to those of the Elemental Planes or the lateral neutral planes. T he energy bolt does no harm to inhabitants of the Positive Material Plane or those of the Upper Planes. It is dangerous to creatures native to the lower planes, and to all undead creatures as well. Denizens of the Negative Material Plane are particularly vulnerable. Heironeous has all of the powers typical of a lesser deity. There is great enmity between Heironeous and his brother, Hextor (q.v.), who chose a different course. Each seeks to destroy or thwart the other. Worshippers of Heironeous are found everywhere, but particularly where those who follow military professions or do heroic deeds are found is a chapel of this deity likely to be found. Clerics of Heironeous, are particularly warlike, always wearing chainmail. T heir robes are dark blue with silver trim indicating their station. Places of worship of Heironeous usually are adorned with blue trappings, silver, and occasionally windows of colored glass depicting scenes of Heironeous triumphant. A copper statue of the deity, armed with a silver battle axe and covered in silver mail, with seven silver bolts radiating from behind his head, typically stands behind the altar. EXT OR Lesser god, LE - War, Discord, Conflict, Fitness Hextor, Champion of Evil, Herald of Hell, Scourge of Battle, is the deity of many soldiers and fighters who deem lawful evil most fit to rule, admiring war and discord. Of course, others besides those of military calling follow him. Hextor dwells on the Plane of Acheron but can wander to those of Hell or even Nirvana. Most frequently, though, Hextor treads the Prime Material Plane in search of warfare, aiding lawful evil, opposing good. Especially does Hextor seek to overthrow those serving Heironeous (q.v.). The latter is his half-brother and chief enemy. When Heironeous chose lawful good, Hextor opted to serve lawful evil. Always inferior to his half-brother, the 69 Lords of Evil granted Hextor six arms instead of a mere pair, so as to be able to be~'t Heironeous and all other opponents. Hextor appears as a normal, handsome man when in disguise, for he can cause four of his arms to meld with his torso whenever he so desires. His complexion is fair and his hair jet black, as are his eyes. He is well-spoken and charming, a hale fellow and a man's man, yet irresistible to women. He can converse with sages, reason with philosophers, argue with dergy, discuss arcane secrets with dweomercraefters. When in his true form, however, Hextor is gray of skin, lank-haired, red-rimmed eyes bulging from a visage horrible to look upon. Then he cares only to fight and slay. In battle, Hextor draws two great bows which fire iron-barbed shafts. At close range he ernploys two spiked bucklers and four weapons. Typically, these are a fork, a scimitar, a flail and a morning star. Hextor wears armor consisting of iron scales with strips of metal at shoulder and cuff. A corslet of like metal guards his waist and groin. H is legs are greaved, and the armor is everywhere decorated with skulls. Around his neck is the Symbol of Hate and Discord, the six red arrows of Hextor, hanging from a chain of crudely wrought iron links. In addition to the powers normal to his station as a lesser god, fighting ability, and assassin's skill, Hextor is able to arouse discord in his surroundings. Friend will argue with friend, irks become hate, and petty jealousy grows to seething rage. Without his Symbol of Hate and Discord, Hextor does not have such power, except through magical casting. Hextor also is prone to carry a magic device, the Trumpet of Acheron, with him. This instrument can be winded once every six days. When sounded, it calls forth a squad of skeletons which obey Hextor's command. Once in every six years, the Trumpet of Acheron can summon a horde of skeletons and zombies. Places of worship of Hextor are grim, dark, and bloody. Major shrines and temples usually are built on some field of slaughter. His clerics wear black robes adorned with white skulls or gray visages embroidered thereon. Only the higher levels have arrows of hate and discord in red, lower clerics being permitted gray ones. Much chanting accompanies ceremonies honoring Hextor. Wind instruments sound discordant tones, shouts and screams are voiced, and iron weapons are struck during such an offery. Priests of Hextor are trained in assassination. Hextor is much honored in the Great Kingdom.


NCABULO§ Major god, NE - Evil, Plague, Sickness, Famine, Drought, Disasters, Nightmares Incabulos is the deity of evil sendings - plague, sickness, drought, nightmares, and the like. His chief delights are woe and wickedness. Thus, he is feared by even the princes of Hades and dukes of Hell. lncabulos is so horrible-looking as to make anyone shudder, with his nightmarish visage, deformed body, and skeletal hands. Clad in robes of dead black lined with cloth of sickly orange hue and nauseating moss green, he roams the Astral, Ethereal, and Prime Material Planes, the latter during darkness only. Often he rides a huge nightmare: accompanied by six of the strongest night hags likewise mounted. In addition to his many other abilities and powers, lncabulos can cast a sleep spell which is permanent, and can be removed only by exorcism. His normal weapon is a staff which causes great wounds, affecting any creature, plant or animal struck. lncabuloo also is believed to employ a venomous bastard sword at times. In time of need Incabulos will summon aid by gating in night hags or hordlin~. These arrive individually, and serve Incabulos willingly. Those who worship and serve Incabulos are most secretive, fearing the wrath of thooe (even other evil ilk) who detest what Incabulos stands for. Yet many do call upon this deity, and hidden temples exist in subterraqean places and forsaken lands. His priesthood dresses in black, of course, with the eye of possession symbol in verdigrised bronze, repeated in dull orange on the robes of higher clerics. Services to honor Incabulos have weird humming and droning chants as background. Multiple evils are celebrated by the faithful, while flickering black candles dimly light the altar areas. All vessels are of old bronze, carnelian, or bloodstone. §TU§ (LADY OF OUR FATE) Major goddes.~, N - Fate, Destiny, Predestination, Future Istus, the Colorless and All-colored, Lady of Our Fate, is honored and feared as the controller of fore70 ordination. While she has relatively few faithful devotees, many persons will call upon lstus in time of want or need. She may or may not heed. None knows. Because fate is so often cruel or unkind, onlv very cynical or unfeeling persons tend toward servi~e of lstus. No one knows where (or when) lstus makes her abode. Some savants postulate that there is a nexial pocket universe which only she, and her webs of fate, can enter or exit. Istus does certainly make appearances on other planes, including the Prime Material. Sometimes she is an old crone, at other times she appears as a noble dame, then again as a lovely lady or even as a shepherd girl. In whatever form, Istus never bears an obvious weapon, for she is able to employ any object offensively. lstus also can create and cast strands and webs of many different kinds. Each strand or web has its own powers and effects. These strands and webs are: Strand of Binding, which confines a creature as if wrapped in iron chains. Strand of Cancellation, which causes the object struck to cease existing, and be<.~ome as if it never had existed. Only non-living things can be affected. Strand of Death, which reduces whatever it strikes to dust, forever. Strand of Hostility, which causes any affected creature to become hostile to anyone and anything which opposes Istus, because destiny would have it so. Any and all possible actions in defense of lstus will be used by the creature affected, against even former friends or associates, without direction from lstus. Strand of Passage, which instantly connects the plane it is on with any other lstus desires. Any creatures touching it are transported instantly to the connecting plane. Strand of Sending, which sends the affected creature to whatever time and place in the near future which poses the greatest threat to its freedom or existence. Willing creatures can be sent to a place of future opportunity. Web of Enmeshment, which causes all creatures caught within it to become lost in a maze-like space, vision clouded by mist, filled with apprehension and likely to attack on sight any other creature encountered. The web seems to have no internal boundaries, although those inside it can see no more than 10 feet in any direction. Web of Entropy, which drains magical powers from


enchanted items and cancels the effects of spells cast from within (or into) the web. Web of Stars, which transpons lstus and all that is near her to an unbounded time-space of unknown type. All see an infinity of starry space draped with endless nets of silken strands. Distances are distorted, and each step taken moves the individual vast distances - or so it seems. Any creature more than two "steps" away appears as a glowing star of red, orange, yellow, green, blue, violet, or white. This web is an ultra-dimensional pathway to virtually anywhere or any when, provided the way is known. Istus, naturally, knows the way. Extremely intelligent creatures have been known to return to their point of origination. A few intellects, whose genius was surely beyond measuring, are reputed to have actually determined the location of other points along the wep and traveled to other times and planes. The web lasts fo r one hour of "real" time. When it fades, aU creatures return instantly to an apparently random location on their respective home planes, unles.<; they have fou nd and entered some other plane. The "stars" are entryways into ti mes and planes, but unless the nature of the time/ plane is known, these portals are impassable. Istus employs a spindle-like instrument to cast these strands and webs. This device responds to lstus, and lstus alone. All times and places and planes are known to lstus, and she may move freely from one to another so long as she has her spindle. If it is lost, she returns immediately to her own plane. T he lost spindle will then crumble into powder, and Istus will be compelled to remake her magical spindle, which may require up to a year, during which time she cannot control fate. lstus t•an never be surprised. She can move into the future and back, instantly, once per day. Such movement is known to have a curative effect on her. AIJ time-related spells are totally useless when applied to lstus in any manner. lstus is said to be served by a strange companion, a creature of time similar to an elemental prince. Clerics of lstus wear gray robes, or black on occasion. Leading clerics have web-patterned formal vestments. Most are female. In addition to the holy symbol of lstus. the cleric must allow her/ his hair' to grow at least 6 inches long. Centers of worship of lstus are in Dyvers, Greyhawk, Rauxes. Rel Mord, and Stoink. Services include gauze hangings, clouds of incense, woodwind music, chanting. and meditation. 71 uz (THE OLD) Demi-god. C E(N) - Oppression, Deceit, Wickedness, Pain \.Vhether luz is a human who has become demon-like through the centuries, o r whether he is a semidemon, a c:unbion (as some suggest a by-blow of Orcus}. no mortal knows. I le is. however. the first known godling of chaotic evil, whose wickedness and treachery are infamous throughout the Flanaess. This cruel being can appear as either a massive (7' tall) fat man with demoniac features. reddish skin. pointed ears, and long, steely fingers, or as an old and wrinkled mannikin scarcely 5 feet in height. Either or both might be luz ' true form. l uz rules a portion of Oerth, a horrid territory which bears its master's name, from the cursed city of Molag. Few creatures beyond the boundaries of this domain will speak his name, let alone adore him. In his demoniac form, I uz prefers to wield a great magi<.· two-handed sword, although he can use other weapons. In any guise, luz can use his exceptionally long and sinewy digits to claw and strike and strangle. In his mannikin-like form, luz generates a disgusting spittle which ages any creature it touches and withers the flesh or limb affected . I !is wrinkled visage nwses revulsion in most creatures which view it. Iuz is rumored to have a soul object secreted on the Abyssal Plane dominated by the demoness Zuggtoy, with whom he is known to consort. He is thus free to roam outside his domain without fear of permanent harm. He also is said to wear an old, short cape, which conveys to him magical protection from both physical and magical harm. There is gre:u enmity berween luz and St. Cuthbert. This is c:arried on by the servants of luz and St. Cuthbert's followers as well. Clerics of Iuz dress in rusty black (their master's favorite color} or white streaked with rust-red blood stains. T heir ceremonies include the burning of foulsmelling substances, the beating of great drums and the clangor of bronze bells, and blood sacrifice whenever possible. Places of service to luz must be old. filthy, and dark. Altar services are typi<.-ally of bone and include many skulls.


E.RULL (THE. REAPER) ~ ~ Major god, NE - Death, Darkness, Underworld, (, Covert Activity The dreaded Nerull is the Foe of all Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh. He is the deity of all those who seek greatest evil for their enjoyment and gain. Nerull appears as a skeletal figure. His body is a dull, rusty-red color. His skull-like head is adorned with thick strands of black-green "hair." Nerull's eyes also are of lambent green the color of verdigris, as are his teeth and taloned nails. With cowled cloak of rustv black and staff of red-veined sablewood, Nerull st;lks the many planes - particularly the Prime Material when it is shrouded by night. This horror will cut down any living creature encountered , and send an undead monster howling off to its doom should it be of lawful bent. T he staff Nerull bears is a magical scythe which only he can employ. At his whim a huge blade of red-hued force appears at the tip of the shaft - the Life Cutter. This scythe is particularly dangerous to creatures which draw energy from or are of the Positive Material Plane. It can strike even creatures which are astral, ethereal, or gaseous. Even undead creatures are drained of their negative energy. Nerull also is fond of carrying and using such evil magic items as a necklace of strangulation, bag of devouring, rug of smothering, etc. He employs them as would an assassin, silently, from behind. Nerull has the ability to summon three demodands (q.v.) of greatest strength, and will do so at any time their aid or services are perceived as useful to him. These demodands will instantly obey Nerull, or attack obvious foes, for although they hate him, their fear of his power outweighs all other considerations. Nerull also can create a large dump of blackness, from which shoot forth tendrils which grope and search for any living thing within their considerable reach. Their touch causes almost certain death, and corrosive injury if the victim survives. These tendrils can be destroyed only by holy water, blessings, or by having their evil dispelled. Nerull can travel any of the lower outer planes, the Astral and Ethereal Plane, and the Elemental and Prime Material Planes as well. However, most of the time he does not venture from Tarterus save to wreak havoc on the Prime Material Plane. He can fly merely by so desiring, so he not only tends to travel alone but seldom uses any form of steed. Magical darkness or various clouds which obstruct vision do not do so with regard to Nerull. Many humans of evil nature, and some humanoids as well, pay homage to Nerull. Assassins and thieves often regard this deity as a patron. [n wicked lands, temples and cathedrals of Nerull are openly operated. In other places the rites of Nerull are conducted in subterranean shrines and sacred vaults. His clerics dress in rust red or blackish-rust garments, carry staves, and somewhere bear the unholy skull and scythe symbol. All of Nerull's clerics are trained to u;e sickies as weapons. Prefects and superiors are trained to fight with scythe-like polearms similar to hook-fauchards. The worship of Nerull is done in full darkness. The litany is ghastly, being of death and suffering. H uman sacrifice is common. Altars are of rustycolored stone. Service piec:es are usually of copper and '='"h" rtJ>E~~~LM) 72 Lesser god, N - Nature, Wildlands, Freedom, Hunting, Wild Beasts Obad-hai, "T he Shalm," is an archaic deity of nature and wildlands, one of the most ancient known, having been worshipped by the Flan prior to the arrival of invading Aerdi. Obad-hai can appear in human form as a lean, weathered man of indeterminate but considerable age. He usually is clad in brown or russet, carrying a hornwood staff, looking as if he were a pilgrim, hermit, or merely a rustic. At other times he will appear as a dwarf, gnome, or halfling. The Shalm also is able to take the form and characteristics of any of the following creatures. He can assume any form instantaneously. centaur badger giant otter leprechaun brown bear giant owl p1x1e boar giant pike satyr giant eagle giant porcupine sprite giant goat giant stag treanr giant lynx wolf


It is not uncommon for the Shalm to roam about in the guise of any of these woodland creatures. Obad-hai's weapon is the Shalmstaff. When it is discarded by Obad-hai it instantaneously flies to the nearest hornwood tree, where it remains until summoned by Obad-hai. This staff also allows its bearer to walk tirelessly without food or water for as long as desired. Animals will never harm the bearer. Vegetation will part to allow easy passage. The .Shalm loves nature and wilderness. He is a patron of druids and a friend to those who dwell in harmony with their natural surroundings. Because of Obad-hai's panicular neutrality, a rivalry and antipathy exists between this deity and Ehlonna of the forests. Thus, the majority of the Shalm's followers are male, those of Ehlonna, female. Clerics who follow Obad-hai usually are druids. A few others are of the normal sort, although they wander as pilgrims in most cases. Such clerics wear russet garments and carry staves. Churches or chapels of Obad-hai are always in rustic settings and made of rough timber. Services are brief and not particularly ritualized. Living flowers, earth, i w""· '"i~~~ ::;;:nmooffl Lesser god, NC - Music, Revelry, Rougery, Tricks/Jokes, Wine/Spirits Olidammara, the Laughing Rogue, minstrel and miscreant, is the favorite deity of many thieves. \Vorshippers include bards. jesters, vagabonds. beggars and common folk as well. He wanders the Prime Material Plane in many guises, stealing from the rid1, haughty, or evil. Olidammara gives wealth t<> those without means - often distributing his pilfered gains through high revels. His favorite haunts are city slums or their exact opposite, rural glens and woodlands. Although he always appears young, Olidammara will sometimes disguise himself as a tinker or peddler, sometime$ as a foppish wastrel, frequently as a fledgling sell-sword. He can alter his appearance to suite the situation at hand. His actual appearance is said to be as follows: 1niddling height, slender build. chestnut hair and beard worn rakishly, complexion with an olive tint, merry eyes of sparkling emerald, much given to Laughter and petty tricks. Olidammara wears green and gold as his favorite colors. 73 Although he wears only a leather vest and high leather buskins, Olidammara has excellent protection due to the enchantments upon these garments and a special ring he possesses. Olidammara also possesses a musical stringed instrument of great power. T his device, the Kanteel of the Oldest, is usable only by bards of great experience or by certain other deities. The Kanteel enables its possessor to: - charm creatures or persons - create a cloud of fog - dispel illusions - project his emotions - create non-living items - create programmed illusions - seek supernatural guidance through visions Olidammara also possesses a mask which allows him to completely change his physical appearance for as long and as often as he wishes. The mask is not discernible when it is worn. When Olidammara was once trapped by Zagyg, the Mad Archmage forced him into a carapaced animal shape as punishment for attempting to steal Zagyg's trove. Even though Olidimmara escaped this fate, he retains the ability to create a horny shell on his back. Beneath this cover, the "Laughing Rogue" can use his spells to escape, leaving the shell to cover his getaway. (It is said that he returned to loot Zagyg's treasury, employing the magical carapace to frustrate the Mad Archmage's capture.) The discarded carapace remains as a hemispherical shell, about 2 feet wide and 3 feet long. It welds itself to stone and must be smashed or otherwise destroyed to be removed or passed. There are few chapels dedicatad to Olidammara. They always are located in large towns or cities. Shrines are not uncommon in urban centers and rural areas. There are supposedly two rustic hostels kx:ated in the central Flanaess area - one in the \Vild Coast, another in the Kron Hills region. Clerics of Olidammara are not uncommon at either. Clerics of this deity are trained to have the thiefly ability of hiding in shadows. T hey are taught musical skills, and many have the ability to magically alter their physical appearance, stature, etc. They dress in garments of brown, green, green and brown, and green and black. Services include much singing, chanting, feasting, and libations of fermented berry beverage.


HOLTU§ (OF THE t~ BLRNDRNG LIGHT) god, LG(NJ - Ligh<, R<~l"<ion, I..w, O<d<e, Inflexibility, Sun, Moon It is said the regularity of sunrise and sunset, the cycles of the moon, are as fixed as the resolve of Pholtus to show all creatures the One True Way, a strict path which allows no deviation but gives absolute assurance of rightness. Some followers of the Blinding Light actually claim it is their deity, Pholtus, who ordered the rigid progression of the sun and moon and maintains them in his regimen. Such claims are not regarded as doctrine. Pholrus appears as a tall and slender man, pale of complexion, with flowing white hair and bright blue eyes from which the fire of devotion to the cause shines forth. He always wears a gown of white, silky material and a cassock trimmed with gold and silver embroidered suns and moons. In his hand is an ivory staff shod in silver and topped by a disc of electrum, the Silvery Sun. The Staff of the Silvery Sun can be used as a weapon, but its major powers are in its magic. The staff can shoot forth various forms of light as if it were a wand of illumination. The top can cause or cure blindness by touch, or shoot forth a pulsing flash of radiation which plays from the infra-red, into the visible, and through the ultra-violet spectrums. Any creature struck by it becomes unable to look away from the Staff of the Silvery Sun and becomes subject to each and every command uttered by the holder of the device. It can also release a globe of great brilliance, an expanding sphere of light which begins from the staff and spreads to a 40-yard diameter. All within the globe (except Pholtus himself) risk becoming permanently blind (cure possible only by means of the staff, a wish, or a deity able to cure blindness or fulfill a wish). Pholtus also has the following magical powers: - The power to dispel darkness, merely by touch. - The power to cause any nearby creature to glow brightly, merely by pointing toward the creature. - T he power to reflect all forms of radiation, becoming mirror-bright. Gaze weapons are reflected back upon their users, heat has no effect upon him, and even creatures endowed with infra vision or ultravision can be struck sightless by looking upon Pholtus when he is thus reflecting. The Ethereal Plane, the Positive Material Plane, and the Prime Material Plane are open to Pholtus, although the deity typically remains on his own (Arcadia). He can summon monadic devas to his aid. through gates. Following the inflexible example of their deity, the clerics of Pholtus continually seek to reve-;il the light to unbelievers. They will brook no argument, of course, and resisters will be shown the way of the Blinding Light. There are three ranks of this priesthood: Rank Glimmering Gleam Shining Vestment Colors ------- White White and Silver White and Gold The priesthood of Pholtus is most active in urban districts. Consecrated buildings are white. Services include many burning candles and long sermons. The anthem of the worshippers is "O Blinding Light." ,f ALK§HAZ . f . (THE UNLOOIKED ~~ ·. FOR) ~tLesser god, CN(E) - Chance, Randomness, Bad Luck, Misfortune, Madness 74 Ralishaz is the deity of chance, ill-luck, and misfortune. He is looked to as the one who causes unforeseen events which bring woe more often than weal. He is also the deity of chance and randomness and so is regarded as the patron of gamblers and those who take unusual risks (although his intercession is unlooked for). Ralishaz most often appears on the Prime Material Plane as an ancient and oddly dressed mendicant - sometimes male, sometimes female. Ralishaz will beg or gamble in this guise. At other times he will appear as a jester or idiot. In his (or her) true form, Ralishaz is quite awful to behold, for at one moment the face and body of the deity are handsome, the next wrinkled and ugly, then that of a scabby beggar, next that of a beautiful maid. During all, however, an aura of unease pervades, for the randomness of Ralishaz is most disturbing to all. The only weapon Ralishaz ever uses is of wood - sometimes a club, other times a staff; both are actually the same item. In addition to the powers normal to a High Priest (18th level) and a Spellbinder, Ralishaz has the following powers:


- The power to put a person to sleep with his gaze - The power to age a person with his touch - The power to curse a person Few formally worship Ralishaz, although there are a handful of small shrines and temples in large cities and out-of-the-way places. Clerics of Ralishaz wear varicolored robes of differing materials. It is noteworthy that these clerics never seem to suffer misfortune or ill-luck - unless it is very, very bad indeed. The ceremonies of worship of Ralishaz involve random notes on musical instruments, babbling paeans, the frequent casting of augury devices, and wildly varying conditions of light and darkness, noise and j'. quiet, heat and chill. AXKVORT , ~ ·. ~ t.e..e' god, CE-'""'· R•"· ""' It is told that Raxivort began life centuries ago as a normal xvart. Due to his superior capabilities, he rose to leadership of all xvarts, and because of great service to a demon (some say Graz'zt), Raxivort was granted certain powers and appointed Master of Slaves of the demon. Raxivort feigned gratitude and bided his time. Eventually, the cunning xvart gained sufficient knowledge and power to loot the demon's strongroom and with the new arsenal attempted to wrest control of the Abyssal Plane from its lord. The battle was titanic and lasted for months, neither side being able 10 better the other. At last Raxivort sought a tnice and departed for the wildly changing planes of Pandemonium, giving up the portion of the Abyssal Plane he had taken, but carrying off great spoils. Raxivort now reigns in luxury, while demons shun him, and one (at least) plots a black revenge. Raxivort is Lord of Xvartkind, Packmaster of Rats, Night Flutterer. He can take the form of a xvart, rat, or giant bat (mobat) - or use magic to take other human, demi-human, or humanoid guise. Raxivorc's normal form is xvart, of course, with bright blue skin and burning orange eyes. His features are gross and ugly in the extreme. Raxivort wears silken garments over blue mail, the whole shimmering as if aflame. Raxivort favors small, bladed weapons such as knives, daggers, and short swords. He can hurl any such weapon with great accuracy. He seldom has fewer than a dozen throwing knives and daggers. Raxivort 75 also has a falchion of small size but great magical power. lt is called Azure Razor, and in his hands it has the power to paralyze one specific type of creature upon command. In addition to his other powers, Raxivort has the ability to generate a blue blaze from his left hand. This flame combines the powers of both fire and acid. Raxivort has many companies of xvart fighters to serve and guard him. Likewise, he has packs of the largest giant rats and scores of mobats at his beck and call. Shamans serving Raxivort always display the blueflaming hand of their deity. T hey can rise to Lama status. Magic-using witch doctors can rise to Theurgist status. .RITHEREON (THE SUMMONER) Lesser god, CG - Individuality, Self-protection, Liberty, Retribution Trithereon, "The Summoner," is the deity of individuality and the right of self-protection. His symbol, the nine of pursuit, indicates many things, including the need to strive for liberty and to seek to bring to an end those who are bent on abridging life or freedom. When upon the Prime Material Plane, Trithereon appears as a tall, well-built young man with red-gold hair and gray eyes. He is typically clad in pale blue or violet garb, with a shirt of golden chainmail often visible. He carries a broad-bladed spear, a broadsword, and a scepter in his broad girdle of gold-studded leather. The spear is called Krelestro ("the Harbinger of Doom"). It returns to Trithereon's hand swiftly after being thrown. His sword is called "Freedom's Tongue." It can cause fear in all opponents of its wielder. The scepter is the Baton of Retribution. It can locate any enemy, anywhere, unless some extremely powerful magical protection against location exists. T he scepter also permits its wielder to summon certain creatures, as detailed later. Merely possessing the Baton of Retribution allows the possessor to travel to any place on any plane of existence not protected by some magic to prevent such entrance. When held and wielded, the baton will, upon desire, cause the surrounding area to become a strange plane,


unfamiliar to those opposing the wielder of the device. Thus it could be a barren desert of purple rock and green skies. a swamp of milk-colored water with red plants, a featureless plain of gray and black whose ground glows as if ir were translucent fire and whose heavens are black and opaque. At each such place, Trithereon must be answered one question truthfolly, or else the creature in question will be consigned to the strange world for 100 years. barring some means of escape. As "The Summoner," Trithereon is able to call up three creatures, one at a time, to pursue and combat those guilty of enslavement, abridgment of liberty, and similar crimes. The three creatures are: Nemoud the Hound Harrus the Falcon Ca'rolk the Sea Lizard T he summoned creature will follow orders to the best of its ability. Trithereon also can summon (through gates) any type of deva. He will do so only ro combat great evil, of course. Priests of Trithereon wear dark blue or purple robes, silver or gold trimmed. During special ceremonies they wear cassocks of golden red, emblazoned with the rune of pursuit. Curates and superiors are allowed the use of spears. Patriarchs and superiors can employ broadswords. The followers of this deity are common in large towns and cities and in certain states in the Flanaess, notably the Yeomanry and the Shield Lands. Services indude ceremonial flames, bells, and iron vessels and symbols of various types. LAA Major goddess, LG - Hills, Mountains, Gemstones Whether Ulaa is most akin to humans, gnomes, or dwarves is subject to debate. She is as tall and broad as a dwarf, has features such as gnomes do, but her husband Bleredd is mosr certainly human in aspect. Of course, being who she is, Ulaa can appear as male or female, dwarf, gnome, human, or just about any sort of creature she chooses. Ulaa dwells most frequently on the Prime Material and Elemental Earth Planes. In such locales she is most at home, for she loves both rolling hills and craggy peaks, earthen burrows and Stoney vaults. Ulaa typically accouters herself in adamantite mail with many gems decorating her harness and weapons. With her always are her military pick and hammer of thunderbolts. She can hurl this weapon, whose name translates as "Skull Ringer." This weapon is particularly deadly against humanoids, killing as many as 25 in a single pass. Ogres, ogre-magi, trolls of all sorts, ettins, all giants other than cloud or storm, and all golems other than iron ones are slain instantly if struck by "Skull Ringer." Because of her affinity for the earth and minerals, all but evil-natured earth elemental creatures respect Ulaa. Those of good nature will serve her upon request. Those inimical to her flee in terror at the sight of her. Ulaa possesses many gems and jewels, some of which are magical. Powers vary from those of elemental command to command of earth and mineral. Those who find favor with her will usuallv receive one or more magical jewels intermixed.with a reward of gemstones. In addition to being able to pass through earth and rock at a very fast rate, Ulaa has many magical powers connected to earth. No earth-based spells can harm or hamper her. Clerics of Ulaa wear green and brown initially. then brown, brown and gray, and all gray at the highest levels. There are many demi-humans (dwarves. gnomes, and halflings) who serve Ulaa, and there are fair numbers of humans (mostly hillmen, mountaineers, miners, and quarrymen) who do likewise. As would be expected, shrines, chapels, and temples are exclusively found in hills or mountains, if not subterranean. Services in honor of Ulaa are always in a stoney area, with earth and gemstones displayed. Hammering on stone, rythmically, and chanting in deep notes, serve as the hymn . • A§TRK (THE HOPPING PROPHET) 76 Demi-god, LN(E) - Bigotry, Self-Deception, Amphibians Wastri, the Hopping Prophet, Hammer of Demihumans, dwells on the Prime Material Plane (now in


the region of the Vast Swamp). He it is who preaches the ultimate superiority of humankind. While humanoids can serve, demi-humans are fit only to be slain - especially dwarves, gnomes, and halflings. These, with his gray-clad "servants," he hunts with his toad packs and exterminates whenever possible. Wastri has somehow mutated to become both less and more than human. He is unmistakable due to his batrachian features and odd gait. Yet he can move quickly enough and hop for considerable distance with ease and accuracy. He wears no armor, relying on his speed and evasive agility. Wastri dresses in parti-colored clothing of gray and dull yellow. \Vastri is renowned for his great glaive-guisarme, a pole arm with which he harries his prey, especially loving to catch small demi-humans on its long end spike. In addition to his normal attacks and spells, Wastri can utter a confusing croak, or cast an enchantment that causes huge, knobby warts to cover the victim. Finally, \Vastri can cast a dampness spell over an area of one square mile. The dweomer reduces the effec· tive range of archery, limits visibility to 60 yards, extinguishes normal fires, and reduces in effect even magical fires. Wastri can speak with any amphibian, commanding them as he wishes. He is able to summon any or all of the following creatures: bullywugs (up to 40) giant toads (up to 20) poisonous toads (up to 8) ice toads (up to 4) These creatures always are the largest of their kind, and fearsome in combat. Under usual circumstances Wastri is always accompanied by his " Immaculate Image" (a High Priest/- Master), three "Greater Servants" (High Priests of various levels) and a pair of huge toads. At the Sacred Polystery, the Hopping Prophet has scores of "Hopefuls" - those attempting to become his clerics. There are also dozens of " Lesser Servants" - Acolytes, Adepts, Priests and Curates. Hopefuls are dun clad. Lesser Servants are robed in gray. All help to breed and maintain superior toads. It is rumored that some of these monsters appear remarkably human, just as some of Wastri's followers appear toad-like. All of these clerics can speak with amphibians as well. 77 Worship of Wastri is not common, although it has supposedly spread to the Hool Marshes and possibly elsewhere. Ceremonies honoring vVastri involve sacrifices, strange musical instruments, and croaking chants. All places of worship are dim, dark, and chilly. The credo of human superiority and exaction of rights and duties are always stressed. • ANYAE Lesser goddess, N - Mental and Physical Mastery of Mind over Matter, Twilight, Shadows, Stealth Xan Yae is one of the rare deities of the Baklunish who has attained a measure of service across the Flanaess. The goddess is sometimes known as "The Perfect Mistress" by those who serve her through the pursuit of martial arts. She is the epitome of grace, speed, and perfection with respect to such discipline. Xan Yae appears always in human form, but of either sex and of any age. In any guise, she is slender and graceful, but only in her true form is she recognizable as the Lady of Perfection: Xan Yae usually is dressed in doth of dove gray, dusty rose, or golden orange, regardless of her guise. vVhile the deity has been known to use all weapons associated with monks, she. prefers to wield her pair of magical fakhions. These matched blades are no larger than table knives until Xan Yae wills them to grow. They then spring to full sized falchions, each about 3 feet long. Xan Yae employs one in each hand. The magical properties of these weapons change during combat, so that her right side is more powerful in the beginning but the balance gradually shifts to her left side. Xan Yae also can attack as the "Supreme Mistress of Petals,'' with her open hands. In addition to all other abilities, Xan Yae is a powerful psionic. Non-magical hostile environments do not harm Xan Yae. This includes airlessness, cold, heat, etc. She can travel to any of the Inner Planes, and on the Astral Plane as well, but to go to the Outer Planes, she must use her psionic power. Those individuals who seek mastery of their mind and body, as well as those who favor twilight, are prone to serve Xan Yae. thus, her followers include monks, thieves, and Jes.<> savory sorts, as well as young lovers and those of cautious nature.


Clerics of the goddess wear cloaks of gray over sunsethued robes. Places of worship of Xan Yae are typically in secluded settings. Those found in urban centers will be large. but constructed so as to be unnoticeable as a monastery, temple, or whatever. Services include dance-like exercises, meditation, reading, chanting, and prayer. The light always is shadowy and djm, and breezes tinkle chimes and bells so as to provide background "music." Demi-god, CN - Humor, Occult Studies, Unpredictability, Eccentricity Zagyg, the Mad Arch-Mage and punster, is the sole known servant of Boccob, for the latter recognizes no others except on special occasions. Zagyg is mad only in that none but his master seem to be able to fathom his reasoning and sense of humor; few, if any, hold him as their deity. Zagyg will appear in nearly any guise when upon the Prime Material Plane. His actual appearance is said to be rather unremarkable in a wizardly sort of way. Likewise his garb is varied to suit the situation, dark blue and silver being colors often noted. Being able to employ weapons and devices common to both fighters and magic-users, Zagyg is likely to appear with a vorpal blade in one hand and a wand of wonder in the other. H armful effects of items employed by this being tend to affect not him but his opponents instead. Thus, if Zagyg donned a ring of weakness, all those around him might well be affected while Zagyg is untouched . H e has been known to strike with a padded club, or cast a haste spell upon an opponent, however. Somehow, despite his seeming madness, Zagyg survives, ca rries out his assignments, and moves on. Zagyg can likewise travel all planes and is the bane of many. H e serves Boccob most carefully, but apparently out of rus own will and a desire to retain enlightened neutrality and uncertain humor everywhere. It is said that anyone mad enough to seek to serve Zagyg must confront the demi-god personally, and periodically thereafter, and be subject to judgment. 78 ROYAL &NOBLE PRECEDENCE &GENERhl HONORIFICS ArPENefI th roughout the Flanaess must make careful study of the titles, honorifics, and hierarch ies of nobility used in the many royal courts and noble houses throughout. To aid those who move among such circles, or the simply curious, the following (very brieO primer on royalty, nobility, titles and honorfics is presented. Travelers are strongly encouraged to investigate local customs and regulations before addressing local officials or nobles, as mistakes can lead to embarrassment, loss of standing, or worse. T itles are listed in descending order of importance. Where several co-equal titles are recognized , that common to the Great Kingdom and Nyrond or Furyondy will be given first, with others in parentheses thereafter. It must be noted that this precedence might be disputed in the Baklunish lands and courts, but ambassadors to various eastern realms have accepted it as true and correct protocol. Honorific address forms are shown in the final column. As most titles have distinct, additional honorifics of their own, these additional honorifics follow the form of the preeminent, with titles of the Great Kingdom, Nyrond, and/or Furyondy listed first; others, if any, arc in parentheses thereafter. The listed honorifics are by no means complete and full, and are acceptable add e.~ forms only until the holder's true royal, noble, knightly, or positional tide and honorifics are properly conveyed to the petitioner.


Title Overking, Emperor (Padishah, Kha-Khan) King, Rhelt (Master, Sultan, Caliph, Pasha) Duke Palatine, Grand Duke, Prince Palatine, Theocrat, Archcleric (Beygraf, Tarkhan, Shah, Orakhon, llkhan) Honorific Imperial Majesty (Royal Majesty) Majesty Royal Highness Herzog Duke, Fasstal, Prince, Highness Count Palatine, Ambassador (Voonnan, Censor, Freeholder, Prelate, Hetman, Heirarch, Ataman) Margrave, Marquis, Earl, Noble Grace Count, Archbaron, Plar (Grandee Despotrix, Khan, (Lordly Grace) Amir, Commandant, Altmeister) Szek, Viscount, Baron, Lord Lordship Mayor, Magistar (Emissary) Knight Commander, Mayor Honor (Worship) (Chief, Laird) Knight (Spokesman) Worthy Sir f .JEERS OF THIE REALM AND ~ KNIGHT§' ] and Corre~~£~~~~~!1s of Furyondy, Keoland, and the Achclericy of Veluna and Surrounding Civilized States: Duke Prince Margrave or Marquis Earl, Graf, Count or Plar Viscount Baron Lord Mayor Highness (or Noble Grace) Grace Nobility Eminence Noble Lordship Prominence Lordship 79 Knight Commander Most Honorable Sir Knight Banneret Right Honorable Sir Mayor Honorable Worship Knight Companion Most Worthy Sir Knight Bachelor Worthy Sir Knight Sir Elder Honorable Master Gentleman Master Esquire Squire Yeoman Socman ~RDE SOF KNKGHTHOOD There are numerous forms of knighthood in the Flanaess - types bestowed by sovereign rulers, those granted by greater and lesser nobles, and those conferred by the principal clerics of certain states. These various degrees are not held in equal regard. Some states do not confer knighthood at all, a few bestow it on the cheap, and elsewhere it is of great repute. Thus, for example, the Knight Protectors of the Great Kingdom are exceedingly formidable, while those of Medegia are looked upon with near contempt, as it is well known that the title is offered for sale. Only the following three are true orders of knighthood, however. The Knights of the Shield: T his order is detailed in the description of the Shield Lands (q.v.). Knights of the Watch: Certain stout soldiers from the lands of Bissel, Gran March, Geoff, and Keoland are invited to join this order, which is pledged to protect the east from incursions of the Paynims and the other Westerlings. These knights hold certain castles, keeps, and strongholds along the Ketish border and elsewhere in the western mountains. The \Vatchers are a near-monastic order and very strictly disciplined. Their current Grand Commander is Hugo of Geoff. There are reported to be 5,000 in the order. T he coat of arms of the Knights of the Watch is Sable, an owl displayed argent. Order of the Hart: Far less militant in its outlook, and divided into three separate branches, the Knights of the Order of the Hart were organized to assure that the central states (Furyondy, Veluna, High Folk) retained their freedom and purpose. Because these


nations arc quite decentralized and none maintains any sizable standing military force, each is subject to sudden incursions and threats from neighbors. In the east and north are the humanoid hordes and the barharian nomads. To the west are the Baklunish states and the only slightly less threatening marches and military orders between, as well as Perrenland with its aggressive trade policies and well-organized soldiery to hack them up. There is little thr~at from the south, save for occasional pirates on the Nyr Dyv and some more-or-less bothersome raiding from humanoids. Thus, while each nobleman and lord of these nations has his own guards and men-at-arms, and each sovereign ruler maintains a small body of troops, most of the might of Furyondy, Veluna, and the I ligh Folk takes a considerable time to muster. The Knights of the Hart are therefore sworn to be ready at an instant's notice to serve as a vanguard. They maintain certain strongholds, serve in various capacities in the associated nations, and have roving troops scouting trouble areas and hostile borders as well. The three branches of the Knights of the Order of the l lart are: - Knights of Furyondy: There are 200 knights and many men-at-arms under their command in this hranch of the order. Their t'oat of arms is Azure, a pair of antlers or. - Knights of Vcluna: It is said that there are but 80 knights in this branch of the Order of the Hart, although each is of great repute and commands many sergeants and men-at-arms. Their coat of arms is Sable, a pair of antlers or. - Knights of the High Forest: This branch of rhe order is reputed to be only for those of the Olvenfolk. There are perhaps only two dozen or so knights within the brand1. Their coat of arms is Vert, a pair of antlers or. Knighthood in any branch of the Order of the Hart is hei;towed only upon freemen and gentlefolk seeking the weal of the states which they are dedicated to uphold and defend. Furthermore, each candidate must he a proven fighter and have performed an act of exceptional honor, bravery, courage, and service. Knights of the Hart are hated and despised by luz, the Horned Society, and even by the folk of Dyvers, it is said. There is no love lost hetween them and the \Vatchers. the rulers of Perrenland, and certain of the Nyrondel noblesse. Considerable rivalry exists between the orders of the Hart and the Shield. 80 SOCIAL i\AN1'_ & HIERARCHIES~ STATUS ,,J APPEN~II Imperial Royalty (office holders) Roya It)• Heads of Stare (office holders} Dependent Royalty and Heads of State (office holders) lndepend ... m Nobility and l,ords Mayor of Free Cities (office holders) Greater Nobility Major Clergy Lords Mayor of Grear Cities Free Lords L ... sser Nobility Guild Masters Clergy Great Knights Lords Mayor of Towns Military Officers Lesser Knights Petty Clergy Sa~ Minor Officials Landed Gemry \Vealrhy Merchant Gentlemen Freeholders Petty Lords (Lairds) F~~qu ires ;\fasier Craftsmen Property-owning Merchants and Tradesmen Soc-men (large land owners} Heads of Small Communities Gentlemen Scholars Pett)' Landlords Merchants Craf!smen Tradesmen Freemen Professional Soldiers Village Elders ~\ercenarie-< Students Laborers Masterless Men Appren!ices Bondsmen Indentured Servants Beggars and Vagahonds Slaves


G lOSSOGRAlPHf FOR "Che Gatoe.'Lo ·c11.e 'UloRLo OF CjRevb.AU.1~ comptL€D BY PLUFFET SMEDGER_ , THE ELDER__ OF ""dle R.OVA.l. tJNIVeRSl"CV A'C R.eLmORD C .Y. 99 8 Foreword .................................. .... ......................... 2 Settlement Populations . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Rates of Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Political and Noble Rulers . . ....... .. .................... .•............... 17 Weather in the World of Greyhawk ........................................ 18 Adventures in the World of Greyhawk ..................................... 26 Determining a Character's Place of Birth ................................. . . 31 Personages and Quasi-Deities ......... . .................................... 33 Deities of the World of Greyhawk ......................................... 37 Index to Cities and Geographical Features .. . ................ Inside Back Cover


JFORIEWORD A History of the Guide to the World of Grey hawk HE BOOK YOU are holding in your hands is not what it seems. While modern society is overburdened with technological marvels and scientific explanations, TSR, Inc. is proud to present a mystery, an enigmatic visitor from the dim past. The history of this manuscript is nearly as fascinating as the manuscript itselL Lay aside your 20thcenturv cynicism and examine, as nearlv as we t:an· reconstruct it, the history of the Guide. The Savant-Sage is known to have lived in the city of Greyhawk during Oerth's Epoch of Magic. Evidence suggests that this was not the first age in Oerth history, but nothing exists to indicate how many ages preceded it, or intervened between it and the present. Late in this period, the Savant-Sage compiled his "Catalogue of the Land Flanaess, being the Eastern Portion of the Conrinent Oerik, of Oerth." Out of this epic seven-volume work, only the third volume survives: "A Guide to the \..Vorld of Grevhawk". The topics discussed in the othe"r six volumes are unknown, but the complete encyclopedia is believed to have covered almost every aspect of life in the Flanaess. The Sage's work was not widely circulated during his lifetime. It disappeared completely after his death, and did not reappear until several centuries later, when a copy was discovered in an Illithid's lair in the Riftcanyon. This copy eventually found its way to the Royal University at Rel Mord, where it was examined by Pluffet Smedger, the Elder, a scholar and historian. Despite the fact that the encyclopedia was by this time several centuries out of date, Smedger was impressed by its freshness and thoroughness. Smedger spent several decades compiling glossographies for each volume, detailing facts and information overlooked by the Savant-Sage, or too recent to have been included in the original. When Smedger's work was finished, the Encyclopedia became a standard reference catalogue in universities and libraries throughout the civilized areas of the Flanaess. To aid his study of the Sage's books, Smedger the Elder created mathematical models, or games, that he used with his students at the university tu recreate and examine historical events and political interactions described by the Sage. During Smedger's time, magic was not a lost art, but, apparently, a fading one. Happily, Smedger t he Eider's curiosity and genius preserved a priceless relic from a world that no longer exists. T he only surviving text of this series is the third volume, "A Guide to the \A/ orld of Greyhawk" (almost certainly an incomplete copy), and Smedger the Eider's accompanying Glossography. How these two books managed to survive and re-surface in this time and place is, and probably will remain, a complete mystery. 2 Whi.le Smedger's scholarly game-model was considerably different from ADVANCED DUNGEONS & DRAGONS™ game, his representations of magi(· and combat have been translated approximately into AD&D terms. The world's immediate usefulness in an AD&D campaign is obvious. I-low many heros and wizards adventured their way across this rugged land no one will ever know for certain: now many more can live anew through ADVANCED DUNGEONS & DRAGONS games. The Savant-Sage and Pluff et Smedger the Elder are part of the past. The WORLD OF GREY HA WK Fantasy Setting is you rs now, to do with as you wish. You can mold new states from old, or inflame ancient rivalries into open warfare, as you tailor the world to suit the need~ of vour players. The time has come for new. legends to be created, new battles to be fought, new songs to be sung. It is your world - welcome to it! Steve Winter, editor Allen Hammack, product planning manager


SIETTlLEMlENT IP01PULATIONS Settlement thorp. dorf hamlet village, wych town city 0 determine the number of total inhabitants of any settlement, use the following table: - Map Symbol 0 • 0 ®0 oe Population 20-80 100-400 600-900 l ,500-6,500 10,000-60,000 Dice 2d4 x 10 ld4 )( 100 (ld4 +5) )( 100 (2d6+ 1) >< 500 5d6 )( 2,000 Figures show total human population. Multiply by 20% to determine the number of males fit to bear arms, multiply by 10% to get the number of males in prime condition and suitable for manat-arms status. All figures show only inhabitants and do not indude any garrisons. Only towns at1d cities are indicated on the map of the Flanaess. RATES 0 F TRAVJEL Afoot, Afoot, encumbered Terrain Type unencumbered or searching road 30 15 track* 30 15 grasslands 30 15 hills 20 10 forest** 20 10 barrens 15 5 mountains 15 5 desert 20 10 dust 10 5 marsh/swamp 10 5 jungle 10 5 * Roads through hills, barrens, mountain, desert, or marsh/swamp terrain are considered as tracks. ** Heavy forest is treated as jungle for movement. Each map hexagon is 10 leagues across (30 miles). Travel rates are given in miles per day. Horsed movement is based on light or medium animals carrying relatively light loads. Heavily burdened animals, draft horses, and heavy war horses move at Horsed 60 45 45 45 30 20 20 45 5 5 Cart/Wagon 30 15 15 10 5 Camel 45 30 45 30 30 20 afoot, unencumbered rate unless the horsed rate is less, in which case that is their rate of movement. R VERS Rivers can be swam if afoot or horsed. If carrying goods or armor, it will be necessary to build floats to cross, and this will take approximately half a day. Fords allow crossing at no penalty, as do bridges 3 and barges. Movement up or down river in barges, boats, ships, or on rafts must be determined by the DM. As a guideline use fast speed afoot on a road for oared movement upstream, half that for poled movement (raft or barge). Halve again if the current is very strong. Double rates for downstream movement. Treble for sailed/oared downstream movement. (Note: Watch out for rapids, l·ataracts and falls when moving downstream!) L KES Use road movement as a base rate for barges (afoot, unencumbered) and rafts (afoot, encumbered). Merchant craft with sails move at road speed for carts/wagons. Sailing warships move at road speed for horses. Galleys move at the same speed, but they can move at 10% for one hour. OCEANS AND SEAS Ships only are allowed normal movement, using lake rates.


ENCOUNTIR TABl1ES [Eg~=~~ NCOUNTER tables are provided herein for all the major areas of the World of Grey hawk. Where users are !!!::~~~~~~referred to "Standard Encounter Tables," consult those found on pages 179 through 194 of the Dungeon Master's Guide. If monsters are encountered, consult the relevant entry of the Monster Manual or FIEND FOLIO tome. :V1any entries on these tables deal with patrols or bodies of armed men or demihumans. \Vhen such an encounter is indicated, refer to the descriptions below. Elves, Knights: These elves and halfelves are Knights of the Hart of 1-lighfolk. They will typically be mounted, with knights astride medium, barded warhorses, esquires riding medium warhorses, 1111d serjeants riding light warhorses. T here will be 7-10 knights in a pany. Their levels will be as follows: 1 commander: F IC, 717 l lieutenant: F IC, 6/6 5-8 knights: F/C, 515 With these knights there will be 2-4 magicusing £Ives: !master: F/M-U,4-6/8-11 1-3 assistants: F/MU, 3-5 I 4-7 Each knight has the following entourage: 1-4 esquires: F/C, 3-4 I 3-4 3-12 serjeants: F 2 Elven clerics can and do wield all forms of edged and piercing weapons. Armor class excludes dexterity bonus (average +2), and magical arms are: knights: AC 3; shield, lance, long sword, mace esquires: AC 4; shield, lance, Jong sword, mace serjeants: AC 5; bow, long sword, mace Magic-users are armored as esquires but typically carry no shields and use bow and long sword. Magical armor and arms carried are determined with a chance of 5% per highest level of the character in question, i.e., a 5/6 has a 30% chance for magic.• Magic-users also have a chance for potions, scrolls, rings, and rods, et al. Bow-armed elves have one (+ 1) magical arrow per (highest) level. Elven Patrol: These Elves and half-elves are either mounted ·or afoot, as appropriate. Mount.s will be medium and/or light warhorses. Numbers are as follows: l captain: F/M-U, 4-6 I 5-7; AC 4 2 lieutenants: F / M-U, 3-5 I 4-6; AC 5 l scout (half-elf): C/R, 5 I 5-7; AC 5 4 serjeants: F 3-5; AC 4 4 scouts (can be half-elves): R, 1-2; AC 5 13-18 elves: standard elves, l; AC 5 Armor class excludes dexterity bonus and magic. All members will carry bow and long sword. Magical items as per Elven Knights above. Hobgoblin Soldiery: These well-trained bands of humanoids typically are officered by humans. They will also be supponed as follows: Cleric, 4-7; AC 2 - 50% probability Magic-user, 3-6; AC 10 - 30% probability Thief, 5-8; AC 8 - 70% probability T he soldiery is as follows: I human captain: F 6-8; AC 2 1 human lieutenant: F 5; AC 2 4 human subalterns: F 3; AC 4 8 hobgoblin serjeants: AC 4; hp 9 90-160 hobgoblins: AC 5; hp 5-8 each All humans' armor dass ratings exclude dexterity and magical bonuses. Chances for magic are as given in Elven Knights. They apply to humans only. H umans are mounted on medium warhorses and carry lance, whip, long sword, and/or mace, as applicable. Hobgoblins have: 4. Composite bow and short sword 20% Fauchard-fork and short sword 50% Morning star 30% Troops march and fight in close order (as heavy infantry). Their morale is excellent as long as human leaders remain. Men, Characters: A typical party of human characters should number 2-5 major characters, with enough henchmen to round the total up to 7-9. Most character parties will be mounted (90%), the rest will be afoot. Mounts will be appropriate types of warhorses. Mounted parties will carry weapons such as lances, crossbows, and two-handed swords. Character panies will have the following alignments: Lawful good, neutral good I 0% Chaotic good, chaotic neutral 30% Neutral 30% Chaotic evil, neutral evil 20% Lawful evil, lawful neutral 10% Men, Patrol, False: A false patrol is a group of scouts or raiders impersonating the soldiery of the state they are invading. Scout groups are simply groups with fewer than 42 members. Raider groups will number 42 or more, but they will conceal a portion of their troops so as to appear to have a strength of 25-30 men. Depending on the nationality of the troops, the false patrol will conform to the specifications of a normal patrol (heavy, light, etc.). Additional members (40+) will conform to raider statistics. There is a 30% chance that a false patrol will be raiders. Men, Patrol, Heavy: A patrol of this nature numbers 21-40 members. It is typically mounted on heavy or medium warhorses, although it can be afoot if the terrain necessitates. Its members are all trained to fight in close order and are heavily armored. The specifications of a heavy patrol are: 1 officer: F 5-6; AC 2 2 subalterns: F 3-4; AC 2 6 serjeants: F 2-3; AC 3 7-10 veterans: Fl; AC 3; hp 7-12 9-24 regulars: F 0; AC 3; hp 4-7


There will also be one of the following: 1 cleric, 5-6; AC 2, or I druid, 5-6; AC 8, or 1 magic-user, 4-5 ; AC IO Armor class is exclusive of dexterity and magical bonuses. Chance for magic is 5% per level, with the following items possible: Fighters: armor and shield, sword, miscellaneous weapon, potion, scroll Clerics: armor and shield, miscellaneous weapon, miscellaneous magic, potion, scroll Magic-users: potion, scroll, ring, rod et al., miscellaneous magic Weaponry will be appropriate to the nationality of the patrol, with broad or long swords common to all officers and NCOs. Men, Patrol, Knights: A patrol of this nature has 11-14 knights plus their retainers. It will cenainly be mounted, with knights on heavy warhorses, retainers on medium steeds. l commander: P 8-9 or F 9-10 l lieutenant: P 6-7 or F 7-8 9-12 knights: F 4-6 With these knights will be several clerics: l chaplain: C 7-9 l-3 assistants: C 3-5 Each knight has the following entourage: l esquire: F 2-3 5-8 serjeants: F l The armor class and arms of the party are: Knights: AC 2; lance, bastard sword, mace Clerics: AC 2; flail, hammer, mace Esquires: AC 3; lance, long sword, mace Serjeants: AC 4; light crossbow (50%) or spear, shon sword Armor class does not inc:lude dexterity or magical bonuses. Chances for magic are the same as for a heavy patrol. Men, Patrol. Levies: These groups are typically footmen raised from the immediate area. They are officered by regulars as follows: l captain : F or R, 6-8: AC 4 2 lieutenants: F 4-5; AC 4 4 serjeants: F S; AC 5 8 veterans: F l-2; AC 5 41-50 Levies: Lvl 0, hp 3-6; AC 6-7 Armor class is exclusive of dexterity and magical bonuses. Chances for magic are the same as for a heavy patrol. Officers and assistants will be mounted on light warhorses. Weapons will be typical for the area. Levies will usually bear pikes, long spears, or pole arms. Up to 50% may be missile armed if typical of the area. In certain areas, non-human levies are possible; adjust accordingly. In troubled areas, levy patrols can be augmented by one or more of the following: 1-4 scouts: R 3-5; AC 5 I cleric, 4-5; AC 4 l druid, 4-6; AC 8 I magic-user, 3-5; AC JO I illusionist, 3-5; AC I 0 Cleric or drnid, magic-user or illusionist should be the rule, but danger may alter it. Men, Patrol, Light: This patrol duplicates a heavy one except that horses will be light warhorses, armor class will be two categories higher, and troops will be missile armed, with 17-24 regulars. Men, Patrol, Medium: This type of patrol also resembles a heavy patrol. Mounts will be medium warhorses for officers and leaders, light warhorses for troops. Armor class will be one category higher. Weapons will include arms typical of nation of origin of the patrol. Men, Patrol, Slaver: A slaver patrol is essentially the same as either a levy patrol or a light (horse) patrol. It will, however, have prison wagons or carts with special chains. There will be 3-5 wagons, or 5-7 carts, with appropriate teams and drivers. In addition, there will be 1-100 slaves. Men, Patrol. Warband: These groups number 90-120. They conform to the general specifications of nomads. Arms will be typical of the a rea from which they come. A roll indicating they are in their lair (15%) simply indicates they are carrying special loot, and quantities must be adjusted accordingly. Men, Raiders: The type of men in a raiding band depends upon the area they arc encountered in. Raiders are always from adjacent, hostile areas. Likewise, whether the raiders are mounted or afoot depends upon the place of their origin, the terrain through which they are operating, and 5 possibly the success of their raiding: i.e., a group of Hool marshmen wuld capture horses in F uryondy, llSe them for speed, and then sell them in the Hold of the Sea Princes. The number of raiders is always either the maximum number in an appropriate patrol. plus 5-30 additional troops; or the number listed in the Monster Manual plus 5-30. For example, Hool marshmen are tribesmen, so they will raid in groups of 10-120 plus 5-30 (or 15- 150). Raiding is sometimes profitable, so if the di<:e roll indit·ates the group is "in lair," the raiders will have appropriate (or Type A) treasure. Raiders l'an be bandits, brigands, knights, soldiers, etc. They will always be alert and suspicious when in hostile territory, but in their own they will possibly relax and revel if they are undisciplined. Men. Rhennee: These Gypsy barge folk are nearly always found within a few hundred feet of one of I he three major lakes or navigable rivers which feed or drain them. About l 0% of the time they will be encountered in their secret camping and meeting grounds which are up to five miles from water. Rhennee never venture inland except in mulri-barge groups of 7-12 barges. Ead1 barge contains: I t hief: FIT, 4-6 I 5-7 2-4 guards: FIT, 3-5 I 2-4 13-24 "folk": FIT. 1-2 I 1-4 1 "wise woman": !/T , 4-7 I 1-4 1-2 "advisors": l/T, 1-3 I 1-2 Note that both males and females comprise guards and "folk;" 75% of Rhennee guards are male, 50% of the folk are male. "Advisors" are always female. In addition to the above, there will he 7-12 children aboard a barge. (To determine a child's age, roll cl 12.) Children above age C) are !st level thieves and have training at arms as well (0 level fighters). The armor and arms used by the Rhennee depend on whether they are aboard barges or ashore. Barges alw:iys have hallistae mounted fore and aft, ahout 12 heavy aossbows, and a supply of harpcxms*, throwing spears, and _javelins. All Rhennee are trained to use crossbows (including hallistae) from childhood. Likewise, they train with knife and dagger from earliest years, so that they know these weapons in addition to their initial four as fighters. I larpoon training covers both spear and javelin.


AR:\ I OR AKD \\'EA PONS ABOARD BARGE: Chiefs: leather & shield. harpoon. battle axe, Ion& sword, sling and bullets, daners Guards: leather and shield. harpoon. battle axe, long sword. slin& and bullets, dagger Folk: leather, dagger, plus - &laive-guisarme, short sword 30% - trident, sling and bullets 30% - javelins. batle axe 40% Children (I 0-I Z years old): dub, dag&er AR:\IOR A'.'JD WEAPONS ASHORE: Chiefs: chain and shield. battle axe, long sword, sling and bullets, dagger, darts (6) Guards: scale and shield. spear, battle axe, long sword, sling and bullets. dagger, darts Folk: leather dagger, plus - light crosbow. short sword 30% - trident, sling and bullets 30% - spear, javelins, battle axe 40% Children (I0-12 years old): duh, dagger *Rhennee harpoons are 6 to 8 feet long and ha,·e a range of 30 yards (spear). Thev inflict 2-8 I 2-12 points of damage agai;1st 8-:Vl/L sized opponents. A hit· indicates the head is buried (or snagged) in the target. A line is attached to the harpoon. A creature with intelligence 2 or better can dislodge the harpoon or sever the line, and attempt a saving throw vs. Poison. Success means the character has freed himself from the weapon. Failure indicates that the subject will take 1 additional point of damage per round and can be pulled by the harpoon line if the harpooner so desires. (See description of Kuo-toa in F IEND FOLIO tome for more details on harpoons.) Cse of short range missile weapons and pole arms is secondary to manning ballistae and heavy crossbows. If 12 barges (or groups) are encountered . it is 50% likely that an additional 1-4 barges will be with the fleet group. One barge will be larger, have maximum numbers and levels, and a noble in addition. A Rhennee noble is a fighter/thief of lel'el 8-9 I 10-13, always with magical armor and at least one each of the following magical items: miscellaneous weapon, miscellaneous magic. ring. If Rhennee are encountered more than a mile inland, there is a 50% probability that a Rhennee bard of 3rd to 8th level will be with the group. If it is a group with a noble, there will be a bard of 7th to 12th level with the group. Barges will be concealed and guarded by 2-3 folk from each barge. Rhennee are neutral and have a strict code of their own. T hey will always seem open and friendly but are actually very cautious, suspicious. and scheming. They gladly lie to, cheat, and steal from any and all non-Rhennee. If necessary, they have no compunctions about killing. The Rhennee do some small amount of mercantile shipping, passanger hauling, trading, craft work, fishing, and hunting. They know such work as tinkering and the like. They will never work when they can steal, nor will they deal squarely when they can cheat. Amongst themselves, however (and those who are taken into the folk by adoption}, they are usually honest. \Vhen needed , Rhennee steal young children to fill their- ranks. Stolen children are raised as and become "natural" Rhennee. Similarly, outsiders who do some great service for the Rhennee are taken into the folk and sometimes accorded great statu.s (equal to a noble. possibly). Those Rhen nee who survive past childhood are superior individuals in many ways. Determine statistics as follows: Characteristic Female Male Strength 3 of 4d6 3 of 5d6 I ntelligence 3 of 4d6 3 of 4d6 Wisdom 3 of 4d6 3 of 4d6 Dexterity 2 of 3d6+6 2 of 3d6+6 Constitution 3 of 5d6 3 of 5d6 Charisma 3 of 6d6 3 of 5d6 6 All armor dasses are exclusive of dexterity and/or magical bonuses. T he dtance a Rhennee possesses a magical item is as follows: Armor and/or shield, miscellaneous weapon: 5% per level of fighter ability Sword. potion, scroll, ring, miscellaneous magic: 5% per highest level Rod, et al. {illusionist only): 5% per level of illusionist ability Treasure carried is 1-3 of each type of coin per level per individual. Aboard a barge there will be type 0, P, Q, plus Q probability for 2-5 pieces of jewelry. A typical barge is a junk-like vessel of some 60-foot keel length and 15-foot beam. There are keel boards to allow full way when sailing. There is a 10-frxlt-high forecastle and a slightly higher sterncastle. The ves.~el's sides slope outward. with a freeboard about 6 inches high when the barge is fully burdened (draft is then about 8 inches). The midships is decked, for this low space is home to the men. women, and t·hildren aboard. Each barge has one or two masts lugger rigged. Steering is by tiller. Each barge C1ln be propelled by sweeps, the usual being two per side. The forecastle quarters the "wise women" and their families. The chief, his guards, and their families occupy the sterncastle. The remainder of the folk are quartered with animals and cargo in the lower deck area. The scantling port and starboard is rigged for emplacement of heavy crossbows at 4-foot intervals, eight per side. One small dinghy is carried aboard, and a longboat is towed astern. Each barge is equipped to be chained or cabled to others fore and/or aft and/or port and/or starboard. Description: Rhennee resemble Oeridians except they tend to have dark brown or black curley hair. They are shorter than average (about S' 6" tall on the whole) and slender but quite wirey and strong. Rhennee folk l()re claims that their race came to Oerth by accident, their home plane being quite different. Thus, legend says, the Rhcnnee roamed about on horseback and in wagons, but in their new home, conditions were so dangerous as to force them to take to the water to survive. Nobles claim descent from legendary leaders of the lost tribe, while the ordinary Rhen nee are descended from the common folk of the tribe.


A third sort of Rhennee folk exist, although they are most rare. They are land wanderers who daim to be the only "true" Rhenn-folk because they have not changed their way of life since coming to the Flanaess from Rhop, homeland of the lost Rhennee. Men, Tribesmen: As described in MONSTER MANUAL, tribesmen are quite primitive, but this is not always the case in the Flanaess. Some hillmen, marshmen, and mountaineer tribesmen are quite civilized. This is especially true in cases where they are refugees from an adjacent, civilized area. T ribesmen of the very primitive sort will have shamans and witch doctors as shown, but the civili7..ed sort will have clerics or druids and possibly illusionists with them. The number of the more civilized types of tribesmen will range from 20 to 120, plus leaders and clerics. There is a 10% chance per 10 men that there will be an illusionist of 4th-6th level. Armor and arms will be typical of bandits, modified by area. Thus, hillmen might be slingers and use spears, mountaineers might carry crossbows and pole arms, and marshmen short bows and long spears as tribal weapons. Possible magical items should be determined on a 5% per level probability: Fighters: armor, sword, miscellaneous weapon, potion Clerics: armor, miscellaneous weapon, potion, scroll, miscellaneous magic lllusionists: potion, scroll, ring, miscellaneous magic Rovers of the Barrens tribesmen commonly use spears, light lances, shortbows, dubs, and daggers. Their armor consists of wooden or bone breastplates and hide $hields. They normally surprise others 50% of the time due to their woodsmanship and stealthy movement. In general, all tribesmen tend toward chaotic alignment. Many are neutral, but refugee and outlaw bands need to be. Men, 'vVoodsmen: Encounters with woodsmen are with 30-100 men, armored and armed as follows: ring mail, small shield, battle axe, short sword 10% ring mail. bow (or crossbow), short sword 10% le.ather armor, small shield, short spear, hand axe 20% PAT ROL ENCOUNTERS TABLE Group Encountered Number of Troopers Leaders Others Elves, Knights 15-96* 12-42 2-4 F/ MU Elven Patrol 13-18 7 SR Hobgoblin Soldiery 98-168 6 1 C 50% 1 MU 30% 1T70% Men, Characters 2-5 2-4 Men, Patrol, False•• 25-30 10 IC or Dor MU Men, Patrol. Heavy 16-34 10 1 C or Dor MU Men, Patrol, Knights 55-112 22-28 2-4 c Men, Patrol, Levies 41-50 15 1-4 R and/or I C and/or ID and/or 1 !VI U and/or I I Men, Patrol, Light 17-24 10 1 C or Dor MU Men, Patrol, Medium 16-34 10 IC or Dor MU Men, Patrol, Slaver use Levies (60%) or Light ( 4-0%) 90- 120 .. 21-25 2-3 C. 1-2 MU Me·n, Patrol, Warband Men, Raiders use basic unit plus 5-30 troopers 3-5 I WW, 1-Z Adv. Men, Rhennee (one barge) 13-24 3-17 2-17 c Men. Tribesmen 10-120 4-17 3-17 C, II Men, Tribesmen, Civilized 20-120 5-15 4-13 c Men, Woodsmen 30-100 t+J- 18··· Ore Soldiery 132-170 4-6 1 C (T or A) Soldiery 150-200 30-40* ... IC or MU • Level 2 Fighters, all. •• 30% chance that the false patrol is actually a raiding party. soldiery. They are equal to 2HD monsters. have 11 hp, AC 4, and add + 1 to damage. • •• These 4-19 ores (an ore under-officer and 3-18 guards) are always with the •••• Mounted, !st level fighters (i.e., serjcants) leather armor, bow (or cross bow), hand axe 30% leather armor, spear, battle axe 30% They will have leaders a.nd clerics as do tribesmen and surprise opponents 50% of the time. They are expert at ambush of enemy intruders and evade persuit as if they were a party fewer than six, regardless of their actual number, operating in darkness. Ore Soldiery: A body of ore soldiery will number 120-150 ores, plus their alwayspresent ore under-officers and noncommissioned officers. T hey will conform to normal ore statistics in all respects for movement, hit dice, armor, and weapons. With the ores will be additional human and/or half-ore officers as follows: l captain: F 5-6; AC 3 3-5 lieutenants: F 3-4; AC 4 1 cleric (half-ore); C/T or Cl A, 3-4 I 3-4; AC 4 There is a 20% chance a. captain or lieutenant will be a half-ore. If so, the class will be fighter/thief (70%) or fighter/assassin of level 4-5 I 4-5 (captain) or level 2-3 I 2-3 (lieutenants). Ore soldiery will often contain a sprinkling of half-ores and hobgoblins. All are surly but well-trained. They have poor 7 morale when their leaders are killed or flee. Leader armor excludes dexterity and/or magical bonuses. Their ehance for magic is the same as for Men, Patrol. Levies. Soldiery: There will he 150-200 mercenary soldiers in a company of this sort. T he trcx>ps will typically he afoot, with offi(·- crs, serjeants, and s('outs mounted. Composition of foree; is: I commander: F 6-8; J\(' 2 5 lieutenants: F 3-5; AC' 3 2 serjeants/ \() soldiers: F 2; !\<: 4 I 0 scouts: F I; AC 5 I 40-I 90 soldiers: F O; AC 5 or 6 pole arms - 5()1fo side arms - 30% missile weapons - 20% Arms for troopers are typieal of their region. Higher level men have armor dass exclusive of dexterity and/or magieal bonuses. Chant:es for magic are the same as for Men , Patrol, Levies. 1 n hostile areas there will also he a cleric or magic-user with the company: 1 deric, 4-6; AC 2, or I magic-user, 3-5; AC 10 1 nformation about these encounters is summarized on the Patrol Encounters Table.


RANDOM ALM OR, NYROND, AND THE COUNTY AND DUCHY OF URNST ENCOUNTER Alm or Nyrond County Duchy Encounter TABLES According To Political Divisions 01-02 01-02 01-03 Demi-humans 04-07 Dwarves Most of the tables in this section apply to OJ-04 Elves, Sylvan open terrain areas inside the various 05-06 08-11 Gnomes countries. Border territories should be 07 03-07 12-14 Halflings, Hairfeet treated as wilderness, but 10% of such 15-17 Halflings, Stouts encounters are with patrols. The standard 08 Halflings, Tallfellows 25% chance for encounter with a patrol 09-1 1 08-11 18-20 H umanoids applies within a state. Such probabilities 01-05 12-14 12-17 21-24 Men, Bandits must be adjusted to match conditions. 06-08 15-16 18-20 25-27 Men, Brigands 1 For example, if warfare breaks out 09-25 17-35 21-40 28-40 Men, Merchants between two states, the border area would 41-43 Men, Nomads (hills area) be filled with troops, so patrol activity 26-35 36-37 41-45 Men, Patrol, Heavy would at least double, and monster-type 38-40 44-49 Men, Patrol, Light encounters would likely be replaced by 36-45 41-42 46-47 50-51 Men, Pilgrims encounters with armed forces. 43-48 48-53 Men, Raiders 54-55 52-53 Men, Rhennee (near water) If an encounter is with unspecified 49-50 54-55 Men, Tribesmen (hillmen) humanoids, demi-humans, or giants, 46-00 51-00 56-0U 56-00 Use Standard Encounter refer to the standard humanoid, demi- Tables human . or giant subtables on page 185 of 1 Raiding party in Almor the Dungeon Master's Guide. BANDIT KINGDOMS, HORNED SOCIETY, IUZ, BISSEL, GRAN MARCH, AND KEOLAND AND ROVERS OF THE BARRENS Bissel Gran March Keoland Encounter Bandits Society luz Rovers Encounter 01-02 Demi-humans 01-02 01 -03 Bugbears 03-04 01 Dwarves 01-06 Centaurs 05-06 Dwarves, ;\llountain 01-03 Flinds 02 Elves, High 04 Giants 03-10 Elves. Sylva n 03-04 05-IO 07-IO Gnolls 07-10 I 1-15 Gnomes 05 11-12 Gnolls and Flinds 16 Halflings, Hairfeet 06-08 04-05 13-14 Goblins 17-18 Halfings, Stouts 11-12 Goblins and Wargs 19-20 Halflings. Tallfellows 09-IO 06 Goblins and Xvarts 01-02 11-15 21-25 Humanoids 11-12 07-15 15-16 Hobgoblins t 03-05 16-19 26-29 Men, Bandits 13 16-20 17-18 Hobgoblins and Norkers 2 06-07 20-23 30-31 !Vien , Brigands 2l-2Z 13-15 H\1manoids 08-20 24-45 32-43 Men, Merchants 23-25 Kobolds 21-25 46-48 Men, Patrol, Knights 14-33 2(>.28 19-22 :Vien, Bandits 44-50 Men, Patrol. Light 34-50 29-33 23-25 Men, Brigands 26-35 49-55 Men, Patrol. Medium l(>.20 Men, Mer<·hams 36-40 56-57 51-52 Men, P ilgrims 34-36 26-30 21-40 Men, Nomads 51 -55 37 Men, Patrol, Knights 41-45 58-61 Men, Raiders 38-40 Men, Patrol, Medium 62-65 53-55 Men, Tribesmen (marshmen) 1 41-45 Men, Raiders 46-00 60.00 56-00 1.Jse Standard Encounter Tables 31-34 46-53 Men, Tribesmen l 1 Hillmen or marshmen in Keoland. 35-37 Norkers BLACKMOOR 38-39 Ogres 40-41 Ogrillons Dice Roll Encounter 56-59 41-47 42-45 Ores' 01-02 Gibberling 60 48-50 46-48 Ores and Ogrillons! 03-05 Humanoids 54-55 Qullans 06-07 Men. Brigands 49-53 Soldiery 54-55 Trolls 08-09 Men, Cavemen 61-00 51-00 56-00 56-00 Use Starldard Encounter 10-15 Men, Merchants Tables 16-25 Men, Nomads 26-30 Men. Patrol, Medium 1 Hobgoblins in the Horned Society are 25% soldiery. 31-32 Men, Pilgrims 2 20-50 hobgoblins and norkers encountered in I uz. 33-34 Quaggoth l Hills or woods in the Barrens. 35-37 Qullans 'Ores in the Horned Society are 20% soldiery. 38-40 Trolls, Ice s Z0-80 ores and ogrillons encountered in luz. 41-00 Use Standard Encounter Tahles 8


BONE MARCH AND THE POMAR] Bone March Pomarj Encounter 01-02 01-02 Bugbears 03 Giant (evil only) 01-07 03-05 Gnolls 08-09 06 Gnolls and Flinds 10-11 07-12 Goblins 12 13-15 Goblins and Xvarts 13-14 16-17 H obgoblins 15 18 Hobgoblins and Norkcrs 16-17 19-20 Kobolds 18-21 21-25 Men, Bandits 22-29 26-28 Men, Brigands 30-34 \.ten, Raiders 29-30 Men, Tribesmen (hillmen) 35 31-32 Norkers 36-39 33 Ogres 40-41 Ogres and Ogrillons 42 34 Ogrillons 35-41 Ores 42-44 Ores and Ogrillons 43 45 Trolls 44-45 Xvarts 46-00 46-00 Use Standard Encounter Tables CELENE AND HIGHFOLK Cele ne H ighfolk Encounter 01-02 01-02 Dwarves 03 03 Dwarves, Mountain 04-20 Elves, Gray 21-25 04-15 Elves, High 16-17 Elves, Knights 26-4-0 18-22 Elves, Sylvan 41-40 23-24 Gnomes 47 Halflings, Hairfcct 48 Halflings, Stouts 49-50 25-26 Halflings. Tallfcllows 51-53 27-28 Humanoids 51-55 29-31 Men, Bandits 56-57 32-33 Men, Brigands 58-63 34-40 Men, Merchants 64-77 41-43 Men, Patrol, Light 78-80 44-45 Men, Pilgrims 81-00 46-00 Use Standard Encounter Tables DYVERS, GREYHA WK, AND VERBOBONC Dyvers 01-03 04-05 06-10 11-12 13-15 16-30 31-40 41-42 43-45 46-00 Grey hawk 01 02-03 04 OS 06-07 08-09 1().1 1 12-30 31-35 36 37-38 39-40 41-00 Verbobonc 01-03 04-06 07-11 12-15 16-18 19-20 21-30 31-34 35-37 38-40 41-42 43-45 46-00 Encounter Demi-humans Elves, Sy I van Gnomes H umanoids Men, Bandits ~en. Brigands Men. Buccaneers (near water) .\11en, Characters .\11cn, Merchants Men, Patrol. Levies Men, Patrol, Light Men, Patrol, Medium Men, Pilgrims Men, Pirates (near wa1cr) Men, Raiders Men, Rhennee (near water) Men, Tribesmen (hill/marshmen) Norkers Xvans Use Standard Encounter Tables 9 E KBIR, US~IT, AND ZEIF Dice Roll Encounter 01-02 Humanoids 03-07 Men, Bandits 08-10 Men. Brigands 11-15 Men, Dervishes 16-33 Men, Merchants 34-38 Men. Nomads 39-42 Men, Patrol, Li~ht 43-45 Men, Patrol. Medium 46-50 Men. Pilgrims 51-55 Men, Raiders 56-00 Use Standard Encounter Tables FROST. ICE, AND SNOW BARBARIANS Diec Roll Encounter ~~~~~~~~~~~~ 01-02 Bugbears 03-06 Dwarves 07-10 Dwarves, Mountain 11-12 Giant, Frost 13-15 Giant, Hill l(>..17 Giant, Mountain 18-19 Giant, Stone 20-21 Humanoids 22-28 Men. Bandits 29-40 Men, Berserkcrs 41-45 Men, Merchants 46-50 Men, Raiders 51-53 Ogres 54-55 Trolls 56-57 Trolls, Giant 58-60 Trolls, kc 61-00 Use Standard Encounter Tables F URYONDY, T HE SH IELD LANDS, AND VELUNA Furyondy Shield Lands Vcluna Encounter 01 01-03 01-03 Demi-humans 02-04 Elves, Gray 05-10 04-10 Elves, H igh 11-15 11-15 Gnomes 16-20 Halflings 21-24 Hobgoblins (raiding) 25-26 Hobgoblins and l'\orkers 27-30 04-13 16-20 31-35 14-20 21-24 36-38 21-25 25-27 26-28 29-30 39-58 31-4-0 28-40 59-60 61-67 41-44 41 68-73 42-43 74-80 45-48 44-45 81-85 49-50 46-50 51-55 Sl-52 53-55 56-60 86-88 89-90 91-00 56-00 61-00 (raiding) Humanoids Men, Bandits Men, Brigands Men, Bu.:caneers (near water) Men, Characters Men. Mert·hants Men, Patrol, Heavy Men, Patrol, Knights Men, Patrol, Light Men, Patrol. :vledium Men, Pilgrims Men, Raiders Men, Pirates (near water) Men, Rhennee (near water) Men, Tribesmen {hillmen) O res (raiding) Ores and Ogrillons (raiding) Use Standard Encounter Tables


GEOFF, STERICH, AND THE YEOMANRY Geoff 01-05 06-20 21 -25 26-29 30-31 32-45 46-58 59-60 61-63 64-65 66-00 Steri«h 01-03 04-07 08-09 Ul-13 14-15 16-18 19-24 25-29 30-32 33-34 35-43 44-47 50-5 l 52-53 54 55 56-00 Yeomanry 01 -02 (JJ.()5 06-09 JO 11-12 13-15 l&-20 21-26 27-30 J 1-40 41-42 43-46 47-48 49-52 53-55 56-00 Encounter Demi-humans Dwarves' Elves, High Giants Gnomes lfalflings. Hairfcct Halflings, Stouts Halflings. Tal\fellows Humanoids Men, Bandits Men. Brigands Men, Cavemen (in mountains) :\kn. Merchants :\1en. Patrol. Levies Ogres Men, Pilgrims Men, Raiders Men, Tribesmen (in hills)I Ogres Trolls Use Standard Enrnunter Tables 1 :Vlountain dwarves in Sreridi. 2 Hillmen or marshmen in the Yeomanry Gran Mardi; see Bissel GREAT KINGDOM, SEE OF MEDEGIA, NORTH PROVINCE, AND SOUTH PROVINCE Kingdom Medegia North South Encounter 01-03 01-03 01-02 Demi-humans 04-08 Dwarves 09-15 El'ves. Sylvan 03-05 Hobgoblin Soldiery 04-1() 16-20 06-08 01-03 Humanoids 11-15 21-24 09-11 04-10 Men, Bandits 16-20 25-28 12-13 11-15 Men. Brigands 21-40 29-40 14-25 16-30 Men~ Merchants 41-44 41-42 31-34 Men, Patrol. Heavy 26-28 Men, Patrol. Light 45-47 43-45 29-30 35-40 Men. Patrol, '.\1edium 48-50 46-48 3 l-33 Men. Patrol, Slaver 51-53 49-50 34-35 41-42 Men, Pilgrims 54-67 51-60 36-40 43-48 Men. Raiders 49-51 Men, Tribesmr.n (hillmen) 41-42 Ogrillons and Or<'S 68-70 61-65 43-45 52-55 Ores' 71-00 66-00 46-00 5(>.00 Use Standard Encounter Tables 1 Ore S<lldiery in the Great Kingdom. Medegia, and South Province. Horned Society; see Bandit Kingdoms IDEEAND JRONGATE/ONNWAL I dee lrongate Enc:-ourtter 01-02 01-05 Demi-humans 03-06 Gnomes 07-IO ()0.09 Men, Bandits 11-12 IQ..11 Men. Brigands 12-14 Men, Buccaneers (near water) 13-30 15-30 Men, Merchants 31-35 31-H Men. Patrol, Levies 36-42 35-37 Men. Patrol, Medium 43-45 38-40 Men. Pilgrims 41-45 Men. Pirates (near water) 40.00 40.00 v•,. Standard Encounter Tables lrongate; sec Idec luz; see Bandit Kingdoms 10 KET AN D PERRENLAND Ket 01-02 03-05 06-09 I0-11 12-13 l+.25 26-29 30-33 34-35 36-38 39-45 46-00 Perren land 01-06 07-10 11-14 15-17 18-25 26-28 29-32 33-36 37-40 41-45 46-50 51-00 Encounter Demi-humans Humanoids Men, Bandits Men, Brigands Men, Dervishes Men. :Vlerchants ~fen. Nomads ' Men. Patrol. Levies Men, Patrol. Medium !Vien, Pilgrims Men, Raiders !Vien, Tribesmen 1 Use Standard En<'ounter Tables 1 In nonh of Perrenland. 2 Add 10-60 trib<:Smen in Ket: hillmen in Perrcnland. THE PALE, RATIK, AND THE DUCHY OF TENH Pale 01-03 04-05 06-11 12-15 16-30 31-35 36-40 41-45 46-00 Ratik 01-02 03-06 07-08 09-11 12-17 18-21 22-23 24-30 31-34 35-37 3S-42 43-45 16-llO Teoh 01-03 04-10 11-16 17-20 21-30 31-35 36-37 38-44 45 46-00 Encounter Demi-humans Dwan•es Dwarvetl, Mountain Elves, Svlvan Gnomes. Humanoids Men, Bandits Men, Brigands Men, Merchants Men, Patrol. 1.evies Men. Patrol, Medium Men, Pilgrims Men. Raiders Men. Tribesmen (hillmen) Men. '1'.'oodsmen Trolls Use Standard Ent·oumer Tables PLAINS OF THE PAYNIMS ANO ULL Plains Ull En«ounter 01-02 03-05 06-10 11-15 16-25 01-05 06-10 I lumanoids ·:Vien, Bandits '.\1en, Dervishes 11-20 :Vien, !Vlerchants 21-30 Men. Nomads' 3 1-35 Men, Raiders 36-40 Men, Tribesmen 2fr00 41-00 Use Standard Encounter Tables 1 40-400 nomads erwountered in Ull. Rd Astrd: see Great Kingdom Rovers of the Barrens; see Bandit Kingdoms LORDSHIP OF T HE ISLES AND THE SEA BARONS Lordship 01-05 06-08 09-10 11-20 21-50 51-55 56-60 61-70 71-00 Baron~ 01-07 08-12 13-22 23-45 46-55 56-60 61-70 71-00 Encounter Demi-humans Men, Bandits Men, Brigands Men, Buccaneers (near water) Men, Merchants Men, Patrol, Light Men, Pirates (near water) Men, Raiders Use Standard Encounter Tables North Province; see Great Kingdom Nyrond; see Almor Onnwal; see !dee and Trongate/Onnwal


T HE SCARLET BROTI I f.Rl IOOD AND SUNNDI Brorherhood Surrn<li Encounter Ul-05 Ocmi-humanR 06-09 Owan·cs . .\>lountain 10-13 ElvcA. Cray 14-15 Gnomes 01-03 Goblins 04-05 l lobgoblins OMJ8 lf>.22 Humanoid s 23-25 I .i1.1rdm<'n (near •wamp) 09-15 2(>.28 Men. Bandits 29-30 ~ten, Brigands lf>.25 .ll-40 Men, '.\1uchants 2(>.JO Men, :"llomads 41-43 Men, Par rol. Levies .1 1-35 44-45 Men, Patrol. Lil(ht J(>.40 Men, Patrol. SJa,•cr 41-43 46-47 l\lcn, Pill(rims 44-49 48-56 Mrn. Raiders 50-56 57--00 Men, T ribesme n ' 57-60 Or~s 61-00 61-00 Use Standard En<'Ountc r Tables ' Hillmen in Sun nd i. Sea Barons; sec I .o r<lAh ip of the lslel< SEA PRINCES D i<·e Roll 01-03 04-07 08-12 13-15 16-18 19-28 29-33 34-39 4-0-41 42-45 4MKI Enrnu n1er Demi-humans l ltrrnanoi<h '.\lcn. Bandits '.\lcn, Brigands '.\1cn. Bu<'t'llncers (near water) '.\len. Merdlanrs :\lcn. Patrol. Light '.\lcn, Patrol. Sla,•cr '.\lcn, P ilgnms :\lcn, Tribesmen (hills o r marshes) l ls.: Standard Enc..iuntcr Tables Shield I.ands: sec Furyondy South P rm•irwc: <cc Great Kin1tdom SPRINDRI FT ISLES Lendor Isle :-lu nhcrn Isles Encounter 01-05 01-05 Demi-Humans 06-10 F.lvcs, Gray 11.20 El"'"· lliKh ()(,. 1(1 I um111lnid~ 11-20 Kobold• 21-25 21-25 Me n. Bandits 26-45 26-45 M,.n, '.\1cr('hants 4MO Men, Patrol. Light 46-50 '.\1e n, Raidc'" 51-65 :\!en. Tribesmen 51-65 Orcr1 66-110 66-00 Use Standard Encounter Tables II STONEFIST, HOLD OF (STONEHOLD) A'.\ID T IGER/WOLF NOMADS Stonehold :-=omads Erwountcr 01-05 ()(>.12 13- 15 16-20 21-30 .l 1-35 36-40 41-45 01-05 06-09 I0-12 13-20 21-40 I lumanoids :\ten, Bandits :\ten. Brigands '.\lcn. '.\lerchants :\!en. ~omads :'-kn. Patrol. \\'arband '.\ lcn. Raiders 41-43 :\ten. Tribesmen 1 44-45 Quaggoths (near Btrrnt'al Forest\ 46-00 46-00 L:se Standard En<·ountcr Table,; 1 :-\omad rrilx:smen lound onl)' in hills. moumains, and for.sis. Tenh. Duchy of: sec Pale Tusmit: sec Ekbir ULEK (COUNTY. DUCHY. AND PRI NCIPALITY) County Duchy Principa lity Encounter 0 1-03 01-05 01 -04 Demi-humans 05-0CJ Dwarves 06- IJ 14-19 20-24 25-30 I 0-17 Dwarves. '.\fountain E l\'CS , High 04-10 11- 14 15-1 7 IS- 19 Z0-25 26-40 41-43 31-35 36-45 4(>.48 49-50 51-00 18-2 1 22-24 25-26 27-32 33-45 46-50 51-53 54-55 56-00 1 H illmen in County and Duch)'. CmS1, Couruy and O uehy: ~c :\lmur VALLEY O F THL:: MAGE Dice Roll Enrountcr Demi-humans Elf. Valley Gnomes Humanoids :vlen. Bandirs :vl en, Brigands M<·n, C.:avcmcn (mountain) Men, C hnractcrs Men, Patrol. I leavy Men. Tribesmen El ves, Patrol Elv.s. Sylvan Gno1nes Malflings, Hairfcct Malflings, Stoui. Halflings, Tallfc llows Humanoids Meo. Bandits Men. :vlcrdtants Men, Patrol, Light Men, Pilgrims Mrn. Trilx-sme n 1 l's.:- Standard 1-:mvuntcr Tables 01-0J 04-12 13-17 18-20 21-23 24-25 26-27 28-29 30-33 34-35 36-00 l'i;e Standard Encou nter Tables Veluna ; sec Furyondy


WILD COAST Dice Roll Encounter 01-05 Demi-humans 06-12 Humanoids 13-18 Men, Bandits 19-22 Men, Brigands 23-30 Men, Merchants 31-36 Men, Patrol, Medium 37-38 Men, Patrol, Slaver 39-40 Men, Raiders 41-00 Use Standard Encounter Tables Wolf Nomads; see Stonefist Yeomanry; see Geoff Zeif; see Ekhir l[J) ~NDOM Jl. NCOUN ER TABLES ACCORDING TO GEOGRAPHICAL AREAS FOREST, JUNGLES AND TIMBERLANDS ADRI FOREST AND GRANDWOOD FOREST Adri Grand wood Encounter 01-05 01-07 Elves, Sylvan 06-08 Gnomes 08-10 Halflings 09-15 11-15 Humanoids 16-18 16-20 Men, Bandits I 19-20 21-23 Men, Brigands 24-25 Men, Patrol, False 26-30 Men, Patrol, Light 21-45 31 -45 Men, Woodsmen 46-50 Ore Soldiery 46-00 51-00 Use Standard Encounter Tables 1 50% of Grandwood Forest woodsmen tend toward good alignment. AMEDIO J UNGLE, 1-IEPMONALAND Dice Roll Encounter 01- 10 11 -15 16-20 21-30 31-45 46-00 Dakon Gibberlings Men, Patrol, Slaver Men, Tribesmen Men, Tribesmen (cannibals/ headhunters) Use Standard Encounter Tables 12 AXEWOOD, DREADWOOD, MENOWOOD, RJEUWOOD, AND SILVERWOOD AW, MW. SW Dreadw'd Rieuw'd Encounter 01-05 Elves, Patrol 01-30 01- 10 06-15 Elves, Sylvan 31-35 11-13 16-20 Gnomes 14 Halflings, Hairfcc1 36-38 15 Halflings, Tallfellows 16-25 21-25 Humanoids 26-30 Men, Bandits 31-33 1\fon. Brigands 34-35 Men, Characters 39-40 36-40 l\·1en, Patrol, Light 41-45 Men, Raiders 41-42 26-40 46-65 Men. T ribesmen' 41-42 Ogres 43-50 43-44 Treants 45 Trolls 51-55 Unicorns 56-00 46--00 66-00 Use Standard Encounter Tables 2 1 Tribesmen are wood.~men in th<: Axewood, Menowood, Rieuwood, and Silverwood, but marshmen in the Dreadwood. 2 Use standard Faerie encounter tables for the Axcwood, Menowood, and Silverwood. BRAMBLEWOOD. NUTHERWOOD, PHOSTWOOD, UDGRU FOREST Dice Roll 01-03 04-10 11-15 16-18 19-22 23-28 29-30 31-00 Encounter Demi-humans Humanoids Men, Bandits Men. Brigands Men. Patrol, Medium Men. T ribesmen (woodsmen) Ogres Use Standard Encounter Tables BURN EAL FOREST Dice Roll 01-05 06-10 11-20 21-25 26-30 31-00 Encounter Kobolds Men. Nomads Men. T ribesmen (plus 1-20 wolf dogs) Quaggoths Wolf Dogs (as wild dogs but equal 10 war dogs) Use Standard Encounter Tables CELADON FOREST, FELLREEV FOREST, AND GAMBOGE FOREST Celadon Fellrecv 01-03 04-25 01-05 26-27 06-13 28-30 14-19 20-23 31-35 24-30 36-45 31-40 46-65 66-75 76-00 41-00 Gamboge Encounter 01 02-04 05-14 15-17 18-22 23 24-25 26-30 31-34 35-37 38-48 49-50 51 -00 Demi-humans Dwarves Elves, High Elves, Sylvan Gnolls Gnomes Halflings; Hairfect Halflings, Tallfellows Humanoids Men, Bandits Men, Brigands Men, Characters Men. Nomads (forest edges only) M.;n, Patrol, Light Men, Tribesmen (rovers) Men, Woodsmen Ogres Treants Use Standard Encounter Tables


DIM FOREST, HORNWOOD. AND OYTWOOD Dim Forest Homw'd, Oytw'd Encounter 01-03 04-1 2 IJ.18 19-22 23-25 2(>.27 28-31 32-35 36-00 01-05 06-20 21-25 26-30 31-00 Demi-h umans Elves, Sylvan Gnomes l lumanoids Men, Bandits Men. Brigands :'>fen, Patrol, Light :'>fen, Raiders ~en, Tribesmen (woodsmen} Use Standard Encounter T ables Orcadwood; see Axcwood Fellrccv Forest; sec Celadon Forest FORLORN FOREST, HRAAK FOREST, SABLEWOOD, AND SPIKEY FOREST Forlorn, Hraak Sable, Spikcy Encounter 01-05 01-10 I lumanoids 0(>.10 11-20 21-25 26-00 11-1 5 16-25 26-30 31-00 Men. Bcrserkcrs (patrol) Men, Tribesmen 1 Ogres Quaggoth Use Standard Encounter Tables 1 Sablewood and Spikcy Forest tribesmen are woodsmen. Gamboge Forest; see Celadon Forest GNARLEY FOREST AND WELKWOOD Gnarley Welk wood Encounter 01-05 01..()8 Demi-humans 06-15 09-15 Elves, Sylvan 16-19 Gnomes 20-24 16-20 Humanoids 25-27 21-24 Men, Bandits 28-29 25-26 Men, Brigands 30-35 Men, Merchants 3(>.38 Men, Patrol, Light 27-46 Men, Tribesmen (woodsmen) 39-50 Men, Woodsmen 47-48 T rcants 49-50 Unicorns 51-00 51-00 Use Standard Encounter Tables Grandwood Forest; sec Adri Forest Hepmonaland; see Amcdio Jungle Hornwood; sec Dim Forest H raak Forest; sec Forlorn Forest LOFTWOOD AND TIMBERWAY FOREST Diec Roll 01-10 11-15 16-20 21-30 31-00 Encounter H umanoids Men, Patrol, Light Men, Raiders Men, T ribesmen (woodsmen) Use Standard Encounter Tables Mcnowood; sec Axcwood Nuthcrwood; sec Bramblcwood Oytwood; sec Dim Fo rest Ph06twood; sec Bramblcwood Ricwood; sec Axcwood Sablcwood; sec Forlorn Forest Silverwood; sec Axcwood Spikey Forest; sec Forlorn Forest 13 SUSS FOREST AND TANGLES Suss Tangles Encounter ~~~~ ~~~~~ 01-02 03-04 05-08 09-12 IJ.18 19-24 25-27 28-29 01-10 11-22 23-30 Demi-humans Eucrcaps Gibbcrlings Gnolls Humanoids Kobolds :\>fen, Bandits :\>fen, Brigands :\>fen, Characters :\>fen, Patrol, Light Ogres Spiders, Giant Spiders, Large Susseri 30 31-33 34-35 3(>.37 38-40 41-42 43-48 Tree (sentient, semi-mobile, 50% are dangerous)1 49 Trolls 50-55 31-35 30-00 Vegetation (dangcrous) 1 Weasels, Giant 56-00 Use Standard Encounter Tables 1 Use those described in AD&D'" game or devise special ones. Tangles; sec Suss Forest Timbcrway Forest; see Loftwood Udgru Forest; see Bramblewood VESVE FOREST Diec Roll Eastern Portion 01-02 Bugbears 03-05 Gnolls 06-12 H umanoids 13-18 Men, Bandits 19-25 Men, Patrol, Light 26-30 Men, Raiders 31-34 Norken; 35-36 Ogres 37-40 Ogrillons 41-42 Trolls 43-50 Xvans 51-00 Use Standard Encounter Tables Welkwood; see Gnarlcy Fo rest Dice Roll 01-05 06-10 11-20 21-25 26-27 28-30 31-35 36-40 41-45 40-58 59-60 61..QO M OUNTAIN RANGES \Vestern Portion Elves, High Elves, Patrol Elves, Sylvan G nomes H alflings, Hairfed H alflings, Tallf. Humanoids Men, Bandits Men, Patrol, Light Men,. Tribesmen (woodsmen) Ogres Use Standard Encounter Tables BARRI ER PEAKS. CRYSTALMIST MOUNTAINS, ANDJOTENS Dice Roll 01-04 05-10 11-1 5 16-18 19-20 21-24 25-35 36-38 39-42 43-47 48-50 51-00 Encounter Dwarves, Mountain Giants Giants, Frost Giants. Hill Giants, Mountain Gianu;, Stone H umanoids Men, Cavemen Men, Tribesmen Ogres T rolls Use Standard Encounter Tables


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