TSR 9278 - DLR1 - Otherlands
TSR 9278 - DLR1 - Otherlands
TSR 9278 - DLR1 - Otherlands
BY
HARING, BENNIE,
TABLE
OF
CHORANE . . . . . . . . . . . . . . . . . . . . . . . . . 2-32
The Land. . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The People . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Ameshites . . . . . . . . . . . . . . . . . . . . . . . 9
The Yaluu . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Vodar . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Non-Human Races . . . . . . . . . . . . . . . . . . . 25
The Monsters of Chorane . . . . . . . . . . . . . . 28
F u n n o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
R a z h a k . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Ursoi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2
SELASIA . . . . . . . . . . . . . . . . . . . . . . . . . . 33-63
Prelude: The Decline of the Irda . . . . . . . . 33
Overview . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Spine of Taladas . . . . . . . . . . . . . . . . . 35
Features of Selasia . . . . . . . . . . . . . . . . . . . . 37
The Mischta . . . . . . . . . . . . . . . . . . . . . . . . 39
The Bolandi . . . . . . . . . . . . . . . . . . . . . . . . 47
Anaiatha . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
AND
TERRA
CONTENTS
The Irdanaiath . . . . . . . . . . . . . . . . . . . . . .
Bolandi . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ogre, Mischta . . . . . . . . . . . . . . . . . . . . . . .
Ogre, Nzunta . . . . . . . . . . . . . . . . . . . . . . .
Spirit, Wisdom . . . . . . . . . . . . . . . . . . . . . .
56
60
61
62
63
WATERMERE . . . . . . . . . . . . . . . . . . . . . . 64-96
Dargonesti Society . . . . . . . . . . . . . . . . . . . 67
Geography and Terrain . . . . . . . . . . . . . . . 69
Daily Life . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Flora and Fauna . . . . . . . . . . . . . . . . . . . . . 73
Dargonesti from Cradle to Grave . . . . . . . 75
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
The Dargonesti Army . . . . . . . . . . . . . . . . . 78
M a g i c . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Relations with Undersea Folk . . . . . . . . . . 83
Relations with Surface Folk . . . . . . . . . . . . 90
The Mahkwahb. . . . . . . . . . . . . . . . . . . . . . 92
Dargonesti as PCs . . . . . . . . . . . . . . . . . . . . 94
Dragon, Brine . . . . . . . . . . . . . . . . . . . . . . . 95
CREDITS:
Design: Scott Bennie, Scott Haring, and John Terra
Editing: Mike Breault
Cover Art: Fred Fields
Interior Art: David Simons
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ISBN 0-88038-829-3
9278XXX1501
CHORANE
THE LAND
OF
AMESH
Excerpt from
Song of Amesh,
Anonymous
THE LAND
It is a long, dangerous trek across
nearly a thousand miles of frozen ground
and sheets of ice before any sign of
Chorane can be found. And even that
sign shows no outward evidence of being
the gateway to a vast underground civilization; it is a 175-foot-wide crevasse in
the tundra that is nearly half a mile long
and seemingly bottomless. Rising from
the crevasse is a constant flow of steam
that warms the area along both sides for a
dozen or so yards from each edge.
Growing along the lip of the crevasse
and down along the sides for as far as the
eye can see are all sorts of fungi, clinging
vines, small flowering plants, and even
the occasional gnarled tree. The edge of
the crevasse is very slippery because of the
fungi and the constant condensation
from the steam; many explorers have approached the edge too enthusiastically
and fallen to their deaths just as they were
on the brink of their greatest discovery.
GEOGRAPHY
Actually, Ameshs Rent (as it is called
by the Ameshites), or The Crack (as it is
called by the other peoples of Chorane),
is not the only way to get to Chorane.
There are at least 17 other, smaller cre2
CHORANE
TERRAIN
When Chorane was formed long ago,
it was a land of rock and ice. Since then,
however, millennia of steam, volcanic
heat, and hardy plants gaining tenuous
footholds have worked on the rock where
it meets the warm, humid air, forming a
shallow (three inch or so) layer of dirt in
many places. Until magic-using creatures
found Chorane, of course, it was too dark
for plants to grow (except for certain types
of fungus) anywhere but very close to direct passages to the surface, so in the
darker recesses of Choranethat is, most
of itthe surface is still solid rock. Since
Amesh and his followers found their buried refuge some 700 years ago, however,
their use of magical light spells and items
has greatly extended the areas in which
fungus and plants can be grown. As a result, more and more rocky surfaces are being broken up. In some areas, almost one
inch of topsoil has developed.
What is not rock in Chorane is ice.
There are many chambers and corridors
in this underground kingdom that are
made entirely of ice, but very few people
inhabit them except out of necessity. A
fire or other source of heat can be built in
a rock chamber; the effects in one of ice
can be very, well, wet. In some places, ice
runs in veins through the rock. This type
of formation is rare and much prized by
the Choranians, as it provides an easily
accessible source of water.
Getting around in Chorane is fairly
easy, if you stay within one tribes area.
(Moving from one tribes area to another
has perils all its own, as will be explained
later.) The caverns and large chambers are
all connected by a crazy quilt of tunnels,
slides, and corridors; there are usually at
least three perfectly good ways to get
from one place to another. One of the
leading pastimes among Choranians, in
fact, is arguing over which of the many
available routes between two places is actually the best.
C LIMATE
Seasonal variations are nearly nonexistent in Choraneat 2,000 feet below the
surface, its hard to tell even the difference between day and night. Temperatures, along with most other climactic
conditions, remain constant year round.
At the top of Chorane, closest to the surface, temperatures stay near 45 degrees,
while at the bottom it is a more comfortable 65 degrees or so. It is colder farther
up, of course (the temperature on the sur-
THE PEOPLE
THE PEOPLE
In The Song of Amesh, the song cycle
that tells of the history of the Ameshite
people, it says that when Amesh brought
his people to Chorane, at first they met
no other peoples, and they thought the
entire of Chorane was uninhabited, except for various wild animals and the occasional monster. This did not turn out to
be entirely true.
The first people the Ameshites met
were the Kendar (as they called themselves), a lost offshoot of the kender race
that still spoke an obscure dialect related
to the kender tongue. The same size and
general appearance of kender, the Kendar share their cousins great curiosity
and carefree attitudes, though they are
quieter and less demonstrative than their
surface-dwelling cousins.
It was only a few score years later that
first contact was made with the Theiwar, a
race of dwarves that had not seen the surface in several millennia. It was not (and
still is not) known whether these Theiwar
THE PEOPLE
T HE A MESHITES
THE AMESHITES
While all three human tribes of
Chorane are descended from the legendary Amesh and the people he brought
with him from southern Ansalon, it is the
Ameshites who follow Ameshs teachings
the most scrupulously. The Ameshites
consider themselves the true followers
of Amesh; the Yaluu and the Vodar are
heretics and blasphemers, traitors to the
memory of their common ancestors.
This attitude does nothing to make the
Ameshites popular with the other two
Choranian tribes; indeed, relations between the Ameshites and the Yaluu and
the Vodar are downright hostile. The
Ameshites believe they are on a holy crusade to return the fallen tribes to the true
way of Amesh, or failing that, to root
them out of every last hole in Chorane.
Like all descendants of Ameshs tribe,
the Ameshites are small of build and
rarely over 55) tall. Nearly all Ameshites
have dark hair; blondes (and especially
redheads) are very rare and are treated
with both great suspicion and great fascination. The men develop heavy beards at
a very young age, and very few go to the
trouble to shave. After 700 years or so in
the caverns of Chorane, the Ameshites
have also developed very pale skin and
enlarged and sensitive eyes, both as a result of the lack of natural light.
There are just over 17,000 Ameshites
living in Chorane. They control nearly all
of inhabited Chorane at the highest
levels, but their territory extends no lower
than 2,600 feet down or so (see map,
page 4). They have boundaries with their
allies the Kendar, as well as with the Vodar. While the border between Ameshite
and Kendar territory is free and open (in
fact, there is a zone on either side of the
border where the two peoples are thoroughly mixed together), all crossing
points from Ameshite lands into Vodar
lands are heavily guarded by Ameshite
(and Vodar) troops.
G OVERNMENT
The Ameshite government is a theocracy; that is, the government is run by
the religious leaders. The Ameshite religion does not worship Amesh, though
the tribal leader who brought them to
Chorane some 700 years ago has been elevated to a demi-god status in the hearts of
many Ameshites. The Ameshites worship
Paladine, though that is not what they
call him. In Chorane, Paladine is known
as Parthenu, The First Singer. Parthenu is
most frequently depicted as a tall, perfect
Ameshite young man, clad in religious
vestments and strumming a lute. Other
popular icons of Parthenu show him playing several other instruments, including
flute, trumpet, drum, harp, lyre, triangle, and recorder.
Music, especially singing, is the backbone of Ameshite religious life and, to a
great extent, their entire society and culture. The Ameshites have a song for every
occasion, and many more songs for no special occasion at all. Every important event
in Ameshite lifemarriages, funerals,
government meetings, elections, religious
ceremonies, business negotiations, betrothals, trials, and a host of other meetingsis accompanied by singing.
The leader of the Ameshites is known as
the Prime Singer; he or she (about half of
the previous leaders have been women)
rules for life. Each Prime Singer is chosen
from among the ranks of the Second Singers, a select circle of a dozen or so leaders of
the Ameshite people. There is no set number to the size of the Second Circle (as it is
known); there have been as many as 35
Second Singers and as few as four. The current makeup of 11-14 has endured for
nearly 100 years, more out of tradition and
convenience than anything else.
The Prime Singer and the Second Circle share power in their part of Chorane.
Since the Prime Singer rose from the
ranks of the Second Circle, he or she is
probably good friends with most of its
members; if relations become unbearably
strained, the Second Circle may replace
the Prime Singer, but only by a unanimous vote. A wise Prime Singer insures a
long reign by delegating power and authority to many members of the Second
Circle. Each major aspect of the Ameshite
governmenttaxes, defense, food production, education, religious ceremo9
THE AMESHITES
10
E CONOMY
Chorane is not the most hospitable of
lands; nearly all of the peoples time is
spent gathering food, making clothes
and shelter, and taking care of the other
basics of survival.
All the Ameshites work, even the children, though all children between the
ages of 6 and 12 get two hours of formal
schooling per day. The schooling is run
(like everything else) by the Ameshite
church, and it emphasizes the basics: reading, writing, simple math, and music.
Only students who show promise continue
their schooling beyond the age of 12.
There is very little sex discrimination
among the Ameshites. The military is
predominantly male, but other than
that, women and men are found in almost equal numbers in all jobs. The most
important of these is producing food.
The agriculture of the Ameshites, like
that of the rest of the Choranians, is
based on a surprisingly wide variety of
fungi that can be found throughout the
land. Some are harvested from cave walls,
floors, and ceilings, where they have
grown naturally for thousands of years.
Others, including some new varieties and
strains developed by experimentation,
are cultivated like any other crop.
Most of the different varieties of fungi
(including mushrooms) were developed
for culinary reasonsthere have to be
some changes in the color, flavor and texture of what youre eating, or morale and
general mental health suffers. Others of
the plant life of Chorane has special properties that deserve further mention. They
are the following:
Panisil: This fungus is light green and
fuzzy. It grows to a depth of about one
inch on any moist surface. When eaten in
sufficient quantities (at least half a cup or
so), it may cure disease as per the priest
spell of the same name. This is not a sure
thing; there is a base 30% chance the
panisil is effective. That percentage can be
modified by the DM according to circumstances, such as the severity of the disease,
how far advanced the disease is, the Constitution of the person, and other such
things. If panisil proves to be ineffective,
11
T HE A MESHITES
12
T HE A MESHITES
T HE A MESHITES
SOCIETY
The Ameshites are a well-disciplined,
ordered people. Hundreds of years of
militant religious orthodoxy has gotten
them so used to taking orders without
question that theyve actually grown to
like this state of affairs.
Children are taught from a very early
age that those in authority over them
speak with the voice of Parthenu and are
to be obeyed without question. Those in
authority include (in ascending order of
power) their parents, Singers, members
of the Second Circle, and the Prime
Singer.
But the leaders of the Ameshites are
not fools, and they know that a rein held
too tightly only causes the horse to buck
(which is an interesting saying among
Ameshites, because none of them have
seen a horse in 700 years). The government imposes very few duties on its people, other than a fair share of work,
military service in times of need, and attendance at church services. The Ameshites still have a strict society, but the rest of
the rules are enforced almost entirely by
peer pressure.
And that pressure can be quite severe.
Ameshites have a long list of standards
they expect each other to live up tono
drunkenness, a close-knit monogamous
family life, honest business dealings, no
shirking of work or dutyall in all, a very
puritanical code. People who dont meet
this code are hounded non-stop, implored to return to the song of
Parthenu. Ultimately, people who fail to
measure up despite many second chances
are ostracized by the rest, completely
shunned.
Daily life for the Ameshites is relatively
normal, all told. Children go to school in
the morning and work in the afternoon.
(After the age of 12, only the most promising students continue schooling.)
Adults work eight to ten hours a day, usually in the fungus fields, tending the
funno herds, or making funno items. The
THE AMESHITES
their Conductor; in the case of two people from different areas, the case is heard
by each persons respective Conductor
and a third, impartial Singer from another area. The decision made at this
level is finalthere is no appeal. Cases
are heard on no regular schedule, because
they dont come up often enough to require a regular, set-aside time.
In the case of a criminal offense, the
Conductors representing the victim and
the accused (if the same Singer is in
charge of them both, then just that one
Conductor) get together and conduct the
investigation as they see fit. They then
reach a decision and set a punishment.
Despite their harsh attitude toward outsiders, Ameshites are fairly merciful toward each other; punishments for minor
crimes like petty thefts and assaults are
usually a forfeiture of goods to the victim
and his family, as well as extra work time
in one of the more unpleasant jobs available (cleaning funno pens, perhaps).
In the case of more serious crimes, imprisonment is an option, especially for repeat offenders. What the Ameshites call
a prison is really no more than a cold
cave with one narrow fissure to let steam
and heat in, and one heavily-guarded entrance. Several fungus-bearing plots near
the steam vent make the cave almost entirely self-sufficient. It rarely takes more
than two or three months in the cave for
someone to see the error of their ways.
For the rare capital crime, however, the
Ameshites do have the death penalty.
Capital crimes include murder, rape, desertion from the military, and spying.
The death penalty is carried out by binding the offender with funno ropes and
casting him down Ameshs Rent into the
lava lake several thousand feet below.
M AGIC
The line between wizardly magic and
clerical magic has been obscured for hundred of years among the Ameshites. They
firmly believe that all good things
come from Parthenu, and that includes
magic of all kinds. So many of the singers
who consider themselves clerics of
Parthenu are actually mages.
game terms, treat these priests as dualclass characters who abandoned the cleric
class to pursue the mage class.
There are more true clerics of
Paladine/Parthenu (around 50 or so) outside the priesthood entirely. These clerics
are almost completely anonymous, keeping their true devotion to Paladine in
their hearts. Though they call the god
they worship Parthenu, Paladine
knows the truth of their faith and answers
their prayers. Often, they work quietly
and behind the scenesa sick child will
be visited late at night by a mysterious
stranger bearing exotic herbs, and the
next morning the fever will be gone; a
farmer will rush to the aid of a co-worker
who has taken a nasty fall, and by the
time more help arrives, the victim is fine
(It must not have been as bad as I first
thought, the bewildered victim will
say); similar episodes are the norm when
dealing with these clerics.
Magical items are extremely rare among
the Ameshites. There are a few clerical
items left over from before the Cataclysm,
but they are not used, mainly because no
one in the church is high enough level to
use them, much less recharge them or create new ones. (It is said that a locked chest
kept in the Prime Singers quarters contains a staff of curing with seven charges on
it, and a rod of resurrection with a single
charge remaining.)
Slightly more common are other magical items. There is a fair amount of magical arms and armor among the top
commanders and officers of the army (all
of it metal; for all its advantages, funno
has the singular drawback that, for reasons unknown, it cannot be enchanted).
Many Ameshite family heirlooms are,
in fact, minor magical items. But truly
powerful magicmagic that would be
useful in an all-out war, for exampleis
nonexistent. This is probably a good
thing for the enemies of the Ameshites.
T HE Y ALUU
THE YALUU
The Yaluu are very closely related to the
Ameshites, and they are very similar in
appearance, attitudes, and approach
which may be why they hate each other so
much. The Yaluu are only slightly less intolerant of the Ameshites than the
Ameshites are of them, and this has led to
nearly 300 years of running warfare of the
most brutal kind. The Yaluu broke away
from the worship of Parthenu after the
Cataclysm, citing the disasters as proof
that the old gods had turned away from
them. In the pursuit of a new, improved
meaning of life, the Yaluu have tried and
discarded dozens of religions
elementalism, ancestor worship, agnosticism, atheism, and the elevation of many
false prophets to would-be godhood, to
name a few.
Most of the Yaluu have given up. In a
world where their prayers go unanswered
and life is a daily struggle, the Yaluu are
content to follow whoever happens to be
leading them at the momentand that
happens to be whoever is the strongest at
the moment. The Yaluu have enough
sense of togetherness to solve common
problemsattacks by Ameshites, for
examplebut for the most part, they are
loners, leaving each other to fend for
themselves.
Like their Ameshite cousins, the Yaluu
are slight of stature, with pale skin, dark
hair, and slightly larger than normal eyes.
Women wear their hair very long as a sign
of statusanyone who can spare two or
three hours a day to take care of hair that
reaches below the knee is obviously
wealthy and powerful. Men prefer shorter
hair and a clean-shaven look.
G OVERNMENT
The Yaluu have been governed for
hundreds of years by a series of
dictatorssome benign, but most ruthless and cruel. There has been an occasional bit of reformist fervor here and
there over the past few decades, but no
serious attempt at changing the way the
Yaluu are governed has been made in a
long, long time.
T HE Y ALUU
E CONOMY
The Yaluu economy, while based on the
same basic items as the Ameshite economy, is vastly different. The people still
eat brak, make practically everything
from funno, and drink dakoline for fun.
But instead of the benevolent communal
sharing of the Ameshites, the Yaluu practice a ruthless version of free enterprise
where, as in everything else, the strong
victimize the weak.
Among the Yaluu, nothing is considered to be communal property. Everything is owned by somebody, and
nothing is given away. Even public
property, like council chambers, meeting
halls, and the like, are actually the private
possessions of the Yaluu leader.
The Yaluu use a monetary system
based on a coin called a brathan. The brathan is cast from a mixture of common
metals, such as tin, lead, antimony, and
copper, in varying combinations depending on availability. The metal is heated
until it softens, and then it is rolled into
sheets from which the coins are stamped.
The design on the coin changes regularly
(usually with a change in leadership), so
counterfeiting is very difficult. Counterfeiting is also punishable by a slow, horrible death, which is another reason it is
not very common.
Brathans are fairly small (about the size
of dimes), so they are easy to carry in large
quantities. For large transactions, there is
a coin worth 100 brathans, but the average Yaluu hardly ever sees one, much less
uses it.
The cost of goods in the Yaluu economy varies wildly with supply and de-
THE YALUU
18
T HE Y ALUU
SOCIETY
The primary driving factor in everyday
life with the Yaluu is that the strong prey
upon the weak. It happens in all facets of
life, in a million small ways. This domination is thorough, yet subtle and practical; for example, while the strong are free
to intimidate, beat, and even kill the
weak in Yaluu society, it is understood
that if that sort of behavior went unchecked, then there would very shortly be
no one left to dominate.
While an occasional dispute will escalate to violence, the Yaluu have found a
number of less dangerous ways to test
their standing with their fellows. One,
touched on earlier, is the use of personal
grooming and appearance to imply
power and status. Clean-shaven males,
long, perfectly-brushed hair, and
intricately-decorated clothes are all signs
of superiority; unlike the lower classes,
who must work hard each day just to get
by, the truly powerful have the time to
devote to meticulous personal grooming.
The results of this have become, to outsiders, somewhat amusing (though joking about it is high on the list of Ten
Things You Should Never Say To A
Yaluu). Even common laborers go to
uncommon lengths to not look like common laborers, so the sight of a cleanshaven, perfectly groomed, impeccably
dressed man wrestling funnos in a pit
knee-deep in mud and slop is an everyday
occurrence. And if common people go to
the trouble to look good on the job, how
much further must the rich and powerful
go to distinguish themselves? The answer
is too far. Elaborate hair braiding,
heavy embroidery, tattoos, hand-painted
fabrics, and gaudy jewelry are all common among the Yaluu who can afford it.
Another arena for social competition
among the Yaluu is in the size of ones entourage. The truly powerful never go anywhere alonethey require bodyguards,
groomers, hairdressers, porters, servants,
heralds, interpreters, and anyone else
they can afford. The larger the entourage, the more powerful the person. Even
among the lower classes, people take
turns serving as each others entourage
19
when dealing with more powerful people, just to avoid getting completely overwhelmed. The President of the Yaluu,
Hosi Sambu, routinely travels through
his kingdom with an entourage of over 65
attendants.
The tradition of the entourage fits
nicely into one of the more important status rituals of the Yaluu, the ritual of passage. There are many narrow tunnels in
the parts of Chorane controlled by the
Yaluu, more so than in other sections of
the land, and it is a matter of tradition
that the more powerful people are given
the right-of-way. If two groups approach
a tunnel narrow enough for only one at
the same time, the less powerful person is
supposed to back down and allow the
other person (and his entourage) to go
first.
These showdowns are not common
among the typical Yaluu, for people traveling alone or in small groups rarely run
into conflicts with other small groups.
The larger the entourage, however, the
more passages there are where conflicts
may arise. And since these conflicts are,
more often than not, with other large entourages, the potential for a major power
struggle in Yaluu society exists every time
someone decides to go for a walk.
One of the bloodiest feuds in recent
Yaluu history began 18 months ago at a
particularly narrow side passage near the
main marketplace that is now known by
the nickname of Blood Alley. Nespar
Sambu, younger brother of President
Hosi Sambu and a key advisor to him, was
late for a meeting and decided to take a
shortcut through Blood Alleyalong
with his entourage of 35 assorted guards,
advisors, and groomers. There he had the
bad luck to encounter Malech Radu.
Radu is perhaps one of the most important and powerful people in all of Yaluu
society to have never held any sort of public office. A wealthy merchant and powerful wizard, Radu has been the power
behind the throne of several recent Yaluu
leaders; he is also the widely rumored but
unproven ringleader behind several successful coups in the chaotic time before
Hosi Sambu came to power. It is also rumored that Radu deals regularly with sev-
T HE Y ALUU
T HE Y ALUU
M AGIC
One quick way to get ahead in Yaluu
society is through the study of magic, so
just about anybody with an aptitude for it
gives it a shot (and many more with no
aptitude at all try anyway). Finding a
teacher is a difficult proposition, however, because few mages are willing to
train people whose main goal in life is to
replace them. The relationship between
the student and teacher is very tenuous;
the student must continue to declare undying allegiance to the master and work
to advance the interests of the master, all
the while plotting to eventually surpass
him in power. The master, on the other
hand, must teach enough to the apprentice so that he will be useful, but not so
much that he will become a threat.
The Yaluu have a cruel society, and
Yaluus wizards play an important part in
21
missions. Some of the more profitoriented of the power elite would also
consider renting items outfor a high
price, of course.
Clerics are much less common than
mages among the Yaluu, for there is no
state-mandated (or even state-supported)
religion. In religious matters, the Yaluu
are completely open-minded, granting
total freedom to all. In their search for
truth and meaning, a few Yaluu have returned to the old gods that all Choranians
worshiped before the Cataclysm; 90% of
these have turned to the Dark Queen,
Takhisis. These clerics and their followers
have actively sought out the dragons that
live deep in the remote sections of
Chorane, and they have made these
beasts objects of worship. (For more on
the dragons of Chorane, see page 29.)
There are self-proclaimed clerics of a
dozen other deities, but no deities other
than Takhisis and Gilean provide their
followers with actual clerical spells and
powers. Those who follow the neutral
god Gilean are very few in number (no
more than three clerics and 100 worshipers) and not very powerful, so they
spend most of their time hiding from the
clerics of Takhisis, who actively seek their
destruction. There are no followers of
Paladine/Parthenu among the Yaluu.
T HE V ODAR
THE VODAR
While the Ameshites and the Yaluu
continue their bitter battle, the remaining group of human descendants of
Amesh, the Vodar, are caught in the middle. While they are repulsed by the evil
ways of the Yaluu, they cannot bring
themselves to get swept up in the fanatical fervor of the Ameshites. Consequently, they are distrusted by both sides.
At the time of the Great Rift, the Vodar preached tolerance and reconciliation. Unfortunately, neither of the two
other sides would have any part of it. Ever
since, the Vodar have practiced the principles of tolerance and open-mindedness
with an almost fanatical devotion.
The idea of being fanatically tolerant
may at first seem a contradiction in terms,
but the Vodar have found a way to make
it work. The concept is not without its
snags, however. Imagine a world where
there is always another side to a story;
where there is no black and white, only
varying shades of gray; where every diverse opinion is not only tolerated, but
encouraged; where no decision gets made
until it is thoroughly analyzed, discussed,
and debated. This is the world the Vodar
have made for themselves.
G OVERNMENT
The Vodar have a representative form
of government. The citizens elect Spokesmen (as they are called), who meet and
debate important issues. The Spokesmen, in turn, fill important individual
positions (Supreme Leader, Chief Judge,
Army Commander, etc.) by electing
qualified individuals from their ranks.
The Spokesmen (and Spokeswomen) of
the Vodar go to great lengths to make sure
that everyone who has an opinion on a
subject and wants to express it has a chance
to be heard. This makes government
meetings very long and not just a little bit
boring; it is only the Vodars strong belief
that this is the way things should be done
that keeps the system alive.
So despite the fact that it takes forever
to get anything done, enough does get
done to keep the Vodar going. Food is
rather than involve an already overburdened and not very competent system.
In cases where the victim is physically
harmed, of course, the police and courts
step in. Penalties are usually fines, a portion of which are given to the victim or
the victims family as compensation, and
time in an exile camp. The death penalty is not part of the Vodar system.
Vodars exile camp is a section of Vodar
territory where convicts live and work together. Guards are posted to keep a modicum of control over the area, but it is not
a prison convicts are free to travel in
most sections of Vodar. To distinguish
them from the general population, convicts have shaved heads marked by a large
red tattoo. The tattoo is permanent, but
after the convicts have served their terms,
they are allowed to grow their natural hair
back, concealing the tattoo. Convicts are
not totally reviled by Vodar society, but
they are not particularly welcomed, either, so they tend to live and work in the
exile camp until their sentence is served.
There is no such thing as civil law
among the Vodarif two citizens have a
dispute that cannot be resolved in any
other way, the last result is the Debate,
which will be explained in greater detail
later.
E CONOMY
The economy of the Vodar stakes out a
middle ground between the communal,
share-and-share-alike system of the
Ameshites and the ruthlessly capitalistic
system of the Yaluu. There is private
property, money (the vodon, a coin similar to the brathan, but slightly larger and
with a different design), and plenty of
free enterprise. There are also taxes and a
government-sponsored system to make
sure that Vodars less fortunate are taken
care of.
Vodar, though, has very few people
who qualify as less fortunate. Because
they have a defense budget that is only a
fraction of their neighbors, there is a lot
more brak to go around for things like
feeding everyone. The basics of the economy are the same as everywhere else in
Choranegrowing brak, brewing dako-
T HE V ODAR
SOCIETY
The Vodar tolerance for diverse viewpoints and opinions has a profound effect
on nearly all aspects of their society. Just
as with their government, nothing of any
social importance can be accomplished
without a great deal of argument. The remarkable thing is that the Vodar would
have it no other way.
At the center of Vodar social life is The
Debate, a formal ritual in which two people representing differing views on a subject argue, in a very formal and polite
way, before an audience. After a set period of time (usually one hour, but sometimes as much as three), the audience
indicates by vocal acclimation which side
wins. If there is any doubt about which
side the audience is on, the Debate is considered a draw, and the decision is put
off. Draws happen more than half the
time, for anything short of universal, enthusiastic support for one of the two debaters is interpreted as an inconclusive
result. Better to talk it out again than to
make a poor decision, wise Vodar say.
M AGIC
Since the Vodar accommodate and participate in nearly every philosophy ever
known to Krynn, it only follows that at
least some of them are students of magic.
Vodar wizards are occasionally used in defense of their lands when they come under attack, but for the most part, the
mages are more interested in knowledge
than conquest.
One thing Vodar mages never use are
the various charm spells and other spells
24
N ON -H UMAN R ACES
NON-HUMAN RACES
THE THEIWAR
The legends of Krynn make mention
of the Theiwar, but they do not go into
much detail other than they are a tribe of
evil dwarves that has lived in the deep underground for so long that no one is certain anymore that they still liveor that
they were ever more than legend.
Among the dwarves that still live on
Krynns surface and deal with the humans and other races there, the Theiwar
are still somewhat of a mystery. The
dwarves know the Theiwar lived at one
time, and are fairly certain they still do,
but they are not entirely sure where. The
dwarves do not consider the Theiwar evil
as much as reclusive and distant, shunning all company save each other.
The truth about the Theiwar is this.
They do indeed live to this day, in a vast
underground complex that includes a
section of Chorane (see the pull-out
map). They are reclusive, surly, and a little bit opportunistic, but not actually
25
N O N -H U M A N R A C E S
THE KENDAR
No one knows how the Kendar got to
Chorane, or even how long they have
been there; not even the Kendar themselves know. Weve always been here, a
Kendar will say if asked about the races
origins. I mean, I think so . . . wait a
minute. Hmmm . . . well, Ive always
been here, except for that time I went exploring down that steam vent . . . so I
guess weve always been here. Yes, definitely. Weve always been here. I think.
Obviously, the Kendar are a lost offshoot of the kender who roam the surface
of Krynn. But no Kendar has ever seen
any of these surface-dwelling cousins, so
they do not acknowledge their existence.
The Kendar believe only what they have
seen and experienced first-hand. If another member of their particular clan
swears his own first-hand experience of
something, then his clanmates may believe itmaybe. Otherwise, its strictly
seeing is believing.
The Kendar have probably been here
nearly as long as the Theiwar, though the
N ON -H UMAN R ACES
that is second only to that of the covetously greedy Yaluu in Chorane. Many
enterprising Kendar make their living as
merchants, loading their goods in a cart
they wrestle through whatever sections of
Chorane they can, wheeling and dealing
for coins, bartering for goods, and making whatever trades they can. Some Kendar even deal with the Yaluu if the profit
potential is there, though the risks are
quite high. A Kendar will deal in
anythingpots and pans, small sculptures, jewelry, herbs and spices, and even
minor magical items.
The Kendar have a military, but it is
neither very big nor very effective. Each
clan is responsible for providing, arming,
and training a squad of ten to 20 soldiers
(depending on the size of the clan) who
serve in the militia for one-year terms.
The Kendar have offered to help the
Ameshites militarily in case of attack, but
they want no part of Ameshite raids on
the Yaluu or the Theiwar.
There are no Kendar clerics, mainly because there are no Kendar religions (they
dont believe in anything they cant see,
remember?). The ever-curious Kendar
are fairly adept at magic, though there
arent as many aspiring young mages because of the races natural skepticism.
Kendar love magical items, however, and
will trade well in excess of their actual
value to get them. A magical item is
something you can see, and its effects are
also (usually) visible.
THE MONSTERS
CHORANE
OF
Chorane is a large, vast complex of caverns and tunnels, much larger than just
the area the human and demihuman tribes
live in. There are plenty of other places, but
they are either too cold, too hot, too far
from water, too hard to get to, too small,
too rocky, or otherwise unsuitable.
Unsuitable, that is, for humanoids.
There are plenty of other creatures that
get along just finecreatures the Choranians call monsters. Of course, its all in
the point of view; in the eyes of these
other creatures, its the Choranians, with
N O N -H U M A N R A C E S
NEW MONSTERS
There are several creatures that are
unique to the underground environment
of Chorane; these monsters are not found
anywhere else on Krynn. Complete,
Monstrous Compendium- style pages for
each of these monsters appear later, but
heres a brief description of them, along
with information on how they fit into
daily life in Chorane.
Funno: The appearance and functions
of these odd creatures are described earlier (also see entry on page 30).
Razhak: Razhaks are a race of shapechanging rock-men who have lived in
Chorane for thousands of years. Razhaks
resemble earth elementals, but they are
not affected by any of the magical items
or spells that affect elementals. They are
very intelligent and interested in the affairs of men, but they prefer to observe
and learn without revealing themselves.
Razhaks live for thousands of years in
bodies of living rock, which they can shape
into anything they desire. They prefer to
mimic natural rock formations. They can
go decades without movingmany
razhaks have been living in the passages
and caverns of Chorane for centuries, with
no one ever discovering them.
Razhaks operate on a much different
time scale than the humans of Chorane.
Since they live for thousands of years, the
life span of an individual human is but a
single breath to them. The entire span of
human history in ChoraneAmeshs discovery of the land, the Cataclysm, the
Great Rift, and the subsequent 300 years
28
N O N -H U M A N R A C E S
CHORANE RANDOM
ENCOUNTER TABLE
What follows is a random encounter
table for adventures in Chorane. When
using this table, the DM should take into
account what part of Chorane the players
are in, what sort of terrain exists there,
and use some common sense. A party of
characters is not going to encounter a
stone giant in a tunnel that is only four
feet high, for example. Use this table as a
guideline, and feel free to change things
as they suit your campaign.
DRAGONS
IN
CHORANE
The great dragons are the most fearsome creatures on all of Krynn. There is
no part of the planet that they have not
found a way to make part of their domain, and Chorane is no exception.
There are many parts of the land beneath
the pole that, because of the narrow passages and crevasses that lead to them,
dragons cannot get to (in their natural
form, that is). But in those caverns and
29
Funno
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Common
Herd
Day
Herbivore
Low (5-7)
Nil
Neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
10-100
7
6
1
20
1
1-3
Nil
Nil
Nil
S (3 long)
Unreliable (2)
15
Razhak
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Subterranean
Rare
Solitary, but see below
Not applicable
Special
Highly (13-14)
Nil
Neutral good
NO. APPEARING
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1
- 8
Special
15
5
up to 4
4-24
Nil
Regeneration
Special
H (15 tall)
Steady (12)
12,500
aware of the general state of each other razhak, and they can also
communicate verbally (in their own special language). This is not a
communal intelligencea razhak could not, for example, see what a
distant fellow sees. The distant razhak could, however, tell the first
one all about it. This telepathy cannot be detected by standard magical means.
Razhaks feed on the mineral content of the surrounding rock to
live. They do not breathe or sleep. If a razhak were somehow kept
from contact with any other rock or dirt (magically levitated, say), it
would feed on itself until it finally disappeared and died. This would
take approximately 150 yearsa razhak is nearly 12 tons of solid
rock, and it needs very little sustenance to survive.
At first glance, it would seem that razhaks are somehow related to
earth elementals. That is not the case. Earth elementals are
magically-created beings, formed from rock, dirt, clay, mud, and
other forms of earth. Razhaks, while they have some magical powers,
are not inherently magical. They cannot be conjured or controlled
like elementals, and they are made only of solid rock, not of any
other earth materials.
E c o l o g y : Razhaks have a natural life span of thousands of years;
while interested in the lives of humans and other shorter-lived races,
their perspective is one of taking the long view. This means they are
not likely to get involved in human events, since it all happens so
fast. If they could somehow be convinced to aid in a cause, they
could be very useful, and not just for their formidable combat skills;
their shapechanging abilities could be used to form walls, create
shelters, surround enemies, or any number of other useful things.
Ursoi
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-8
6
9
5
15
3 (1 with weapon)
2-16/1-6/1-6, or by weapon type
Hug
Nil
Nil
L (9 tall)
Champion (16)
775
Ursoi are a race of bears that have evolved into an intelligent, social
species. They live and work together in a tribe, use tools and sometimes weapons, and hunt cooperatively for food.
The typical ursoi looks a great deal like a bearup to nine feet tall
when standing on its rear legs, with thick shaggy fur and four paws.
The front paws have longer, better articulated fingers than the
typical bear, to better use tools and weapons. Ursoi also wear jewelry,
leather belts, and even, on special occasions, ceremonial clothing.
C o m b a t : While an ursoi can use weapons, there are few weapons
more effective than this creatures own fangs and claws. It attacks
three times per turn, but it cannot split its attacks against multiple
opponents.
If both claw attacks hit an opponent in a turn, on the next turn the
ursoi may (50% chance) opt for a hug attack. This requires another
attack roll, and it is the only attack the ursoi can make that turn. If it
succeeds, the victim suffers 2d4 points of crushing damage each successive turn. In addition, the ursoi can bite a hugged victim with a
+4 bonus to the attack roll. An ursoi will not release a hugged victim until the ursoi has fewer than 10 hit points left, or the victim
dies. A hugged creature may not attack or throw spells. An ursoi can
hug only those creatures smaller than itself.
The ursoi are fearless fighters and do not back down from a challenge. However, they are also smart enough to flee when things start
going badly for them. Though their morale is high, they do not fight
to the death against impossible odds.
SELASIA
LAND OF THE
JUNGLE OGRES
PRELUDE:
THE DECLINE
OF THE
IRDA
OVERVIEW
O VERVIEW
This section details the coral reef island
chain that is located between Taladas and
the Undersea Kingdoms of the
Dargonesti. Sailors refer to this coral reef
chain as the Spine of Taladas. The central
island of the chain, Selasia, is home to
two major cultures: the Twilight Irda, the
Mischta, and the Bolandi. The Mischta
are the remnants of the High Ogre culture that was once centered on Selasia
(then part of a larger island known as
Anaiatha). The Bolandi are a race of mischievous tree-dwellers with the powers of
illusion.
The island chain is also the home of a
degenerate tribe of Orughi, the evil island ogres who worship their masters, the
cruel Nzunta.
34
THE SPINE
THE SPINE
OF
TALADAS
The Spine of Taladas was formed by volcanic activity that occurred during the later
stages of the Age of Dreams; some legends
say that Anaiatha sprang to life as a gift
from the gods to the Irda, the most faithful of the First Born. Whatever their origin, the islands have been shaped by two
forces: volcanoes and colonies of coral.
The coral colony is of the barrier variety, built on the skeletons of dead mollusks and sponges. It is fed by algae,
plankton, and sunlight. The coral rests
on the shallow bottom of the water,
where sunlight can barely penetrate. It
expands in all directions at a rate of onehalf to one foot per year; sailors have noticed that some places easily accessible in
their fathers time are now too treacherous to navigate. The intricate latticework
of the coral has folds that create numerous caves, home to sharks, crabs, moray
eels, and other sea creatures. The reef
produces algae, which attracts many varieties of fish to the area.
In some areas, coral islands have
formed. These islands are atolls, forming
a loop around a tiny lagoon; they are covered in soft white sand and palm trees.
Some of these coral islands are used as
berths for ships traveling between Taladas
and the Sea Kingdoms. They have been
given names like Port Storm, Port
Dragon, and Port Typhoon. In fact, these
islands are too small to provide protection
against storms, and no port facilities have
ever been built on them.
Twice each year, the trading ships pass
through the Spine of Taladas; those families or small clans that dont have the resources for this migration stay here and
act as middlemen (literally) for other
ships that go to the Undersea Kingdoms.
They avoid anyone who might pose a
threat to them (and are highly suspicious
of the Mischta). Occasionally these small
settlements are raided by the Orughi;
captives are soon feasted upon.
The region was somewhat volcanic in
ancient times, but the volcanic activity
within the Spine has intensified since the
Cataclysm.
VORM
Vorm is the southernmost major island
in the Spine. Because of its frequent volcanic activity, few people visit it, though
some brave traders have landed there to
collect its rich volcanic soil to sell as a restorative on Taladas. A few traders claim
that being buried in this material will
provide an instant resurrection and rejuvenation (of course, the traders who make
this claim are quick to leave town after
their sale; this tale is absurd and has no
validity).
There are no major inhabitants save for
a family of red dragons (othlorx). They
are not here because they like the toasty
warm, pleasant climate as they claim,
but because they are quite cowardly and
ashamed. They wish to avoid the company of other dragons and so they bathe
in magma and play, trying to forget the
curse of Takhisis. They launch raids
against Odith, Abshu, and the deserted
areas of Fedron, but they leave Selasia
alone. Pumice stones form their diet.
35
OF
TALADAS
O DITH
This small island has one active volcano, which has been dormant for several
hundred years; it was said that this was
once a much larger island, but its volcano
exploded violently at the time of the Cataclysm, destroying most of the island.
This island is home to a large variety of
sea birds.
There are a few old ruins on the island,
whose origin is unknown. Rumors say
that a great treasure is hidden in a cave
somewhere within the volcano, but it is
guarded by fire and spirits. The truth is
that centuries ago this island was a base
for minotaurs. The minotaurs went to
war against the Nzunta and lost. There
was once treasure here, but it was destroyed in the last eruption. A number of
undead guardians remain, awaiting adventurers to slay them and put them to
rest.
A family of rocs live near the summit of
Odiths tallest mountain.
There is one other noteworthy danger
of Odith; it is the home of a very old amphidragon. This beast has been preying
on ships for centuries and is a very nasty
customer.
A BSHU
This island was once part of Odith, but
at the time of the Cataclysm most of it
was destroyed; a gap of 20 miles now separates Odith and Abshu. Like Odith, it is
a sanctuary for seabirds, most notably
wari and emre.
This is the only volcanic island of the
Spine that human trading ships will approach; its mountains are rich in precious
THE SPINE
OF
TALADAS
C HANDION
This northernmost major island in the
Spine was an ancient home of the minotaurs that once ruled this region, but
these creatures are now long gone from
here.
Chandion is a rugged island with a
rocky surface covered with pumice and
thick growth; its rugged hills are rich in
precious metals. Fifty years ago, the
Nzunta ordered 100 Orughi to leave their
homes on Fedron and journey to Chandion. They planned that the Chandion
ogres would grow in strength and eventually join in a two-pronged attack against
the Mischta and the Bolandi. The current
Orughi population on Chandion is now
about 150; cannibalism and disease have
kept their numbers down. The Orughi of
Chandion have abandoned their worship
of the Nzunta (and, indeed, any form of
allegiance to them) and have reverted to
the religion of Zeboim, the evil Queen of
the Sea. They have built three tower
shrines in her honor.
Game is plentiful on Chandion. Tigers
stalk the land, feeding even on the
Orughi, though small game is far easier
to kill. There are also elephants in the
dense jungle of northwestern Chandion.
LITTLE TALADAS
To the north and east of Chandion is
the island of Little Taladas. The island
was given this name by sailors as a joke;
no one goes there, if only because sailors
can see the prayer towers on Chandion
and do their best to avoid the Orughi.
The terrain is very thick, dense, jungle.
No one knows what dangers lurk within.
FEDRON
The most dangerous island of the
Spine is Fedron. It is notable for its tall
(but extinct) volcanoes and its large population of Orughi. Less well known is the
FEATURES
FEATURES
OF
SELASIA
THE RUINS
One of the most noteworthy features of
Selasia are the Ruins. These are huge
stone buildings that were constructed by
the Irda during the Age of Might (which
the Mischta name the Age of Folly). The
buildings collapsed during the Cataclysm. All that is left of the ruins are tall
37
OF
SELASIA
THE MISCHTA
THE MISCHTA
The Mischta are one of the two main
humanoid races of Selasia. They are the
pious and gentle descendants of the Irda,
the proud High Ogres who were humbled by the Cataclysm. During the Age of
Might they left the forests to live in great
stone towers, towers which are now ruins.
Since the Cataclysm, the Mischta have
been reduced to living in the forests. The
family is basic social group of the Mischta. Over the course of centuries the
families have grown quite largeeach
family is the equivalent of a small village.
The Mischta now live in houses made
from mud, bamboo, grass, and leaves.
Their dwellings are not quite as primitive
as this description sounds, for the Cataclysm did not rob the Mischta of their skill
as architects and engineers, nor did it dull
their highly developed sense of aesthetics.
Instead, they have transferred their skill
with wood to their new materials, and
have created villages that defy anything
done with these materials in the past.
PHILOSOPHY
Much of the Mischtas philosophy is
given to them from Igrane, as expressed
in his book, the Irdanaiath. Sections of
the Irdanaiath are printed later in the
text, but the essential tenets of this philosophy are as follows:
l
Love must be in harmony with
knowledge. Only the knowledgeable can
use love wisely, and one must have love to
use knowledge properly.
l One must always strive to love and
do good. Animals should be slain only in
self defense. Plants, especially trees, may
be cut down only when there is an important need.
l Those gods who encourage goodness
are to be emulated and worshiped.
l Violence is acceptable only in extreme circumstances. An Irda should
never initiate an act of violence. If necessity forces an Irda to such an action, a
penance is necessary.
l Aggressiveness and evil is the heritage of all ogres. The Irda must constantly
guard against the evil in their hearts.
LAWS
The laws of the Mischta are extremely
primitive; if one commits an act of evil,
one will submit oneself for punishment,
usually a Cleansing ritual. Mischta commit violence against each other on extremely infrequent occasions; when this
happens, a court of the wise (high-level
clerics) is summoned to determine what
caused the violence and how it can be prevented. No Mischta has murdered another Mischta since the Cataclysm, and
accidental deaths are extremely rare. The
Mischta have an acute sense of guilt and
extremely active consciences; their own
sense of morality is usually their harshest
judge.
The major problem with Mischta law
occurs when there is trouble with outsiders. If a Bolandi drops a coconut on a Mis-
39
POLITICS
There are approximately 2,000 Mischta
on Selasia. They use a political system
that dates back to the ogre clans of the
Age of Dreams. The Mischta are ruled by
a High King, who organizes the affairs of
the Mischta, intervenes in disputes, arranges for new constructions and repairs,
and coordinates the common defense.
Since the Cataclysm, many of these duties have been taken over by the priests
(see the Religion section). The High
King is now virtually a figurehead, a position maintained to honor the traditions
of the Irda.
All High Kings of Selasia claim to be
subordinate to the High King of Anaiatha; should Anaiatha ever become one
THE MISCHTA
40
T HE M ISCHTA
Leader (Cl/L)
Size
Adishau
Duidin
Erisei
Igrani
Modialli
Nuuni
Omidai
Rathmaet
Temloth
Vordesac
Moreal (C5)
Shadan (C2)
Worriea (F7)
Kreala (C8)
Verxagha (F10)
Kaselfar (C4)
Luthlien (M3)
Duerkau (C10)
Aka-Temloth (M5)
Herikor (M3)
125
100
175
150
200
150
125
100
150
125
CULTURE
AND
SOCIETY
ECONOMICS
There is no economic system among
the Mischta; food, clothing, shelter, and
other needs are provided by the community to all members, while supplies such
as paper, ink, paint, dye, and cloth for artistic works may be requested from the
priests or the village Lord. There is no
trade between the Mischta and any other
people, including the Bolandi. As a result, there is no economic activity whatsoever in Mischta society.
The Mischta do produce coins, however. Before the Cataclysm, the High
King realized that the peoples of the
outer world coveted jewels and gold (particularly in coins). So he ordered that the
Irda dig into the mountains to extract
their ores, and learn the art of metallurgy.
When the Cataclysm struck, the development of metallurgy on Selasia came to
an end. But the people of Selasia found
that hard work in the mines made for a
good penance, and the fighters who
made swords feared that unless they continued to make steel weapons, the
Orughi would eventually overwhelm
them. So the art of forging swords has
been preserved, though only a few masters of the art remain (chiefly in the Modialli family, which have trained many
fighters).
When coins and gems are produced,
they are given to the High King, who distributes them to the families, who in turn
give them to individuals (often as
presents or as rewards for fine service).
Each Mischta is expected to have a few
coins and gems, in case they ever need a
ransom.
T HE M ISCHTA
RELIGION
Worship is extremely important to the
Mischta. The religion of the Mischta is a
very strict one; anger and evil thoughts
are considered to be great sins, and they
must be atoned for by Cleansing. The
gods are given devotion at nightbreak
(dawn), when Paleas (Paladine) is honored, and nightfall (dusk) when Magea
(Mishakal) is honored. Honor is given
through offerings of food and through a
morning and evening song. This song
praises the deity, asks forgiveness for the
crimes of the Mischta, and requests protection from their enemies.
There is no active worship for the
Highfather, except at meal time, when all
Mischta look into the sky and offer a symbolic thanks to him, whom they call the
Grandfather.
Priesthood in the Mischta is open to all
members of society over the age of 25.
Those who wish to become priests must
travel to the Ruins, find a wisdom spirit,
and converse with it. If the wisdom spirit
feels that the individual is wise enough
and willing to serve the gods, it gives the
would-be initiate a gift (usually a small
token such as a coin).
The initiate hands the object to the
master of initiates, who accepts the initiate into the priesthood. The priest then
undertakes seven years of rigorous meditation, fasting, schooling, and worship.
Then the priest is ready to assume the duties of a priest (i.e., he has reached 1st
level in the priesthood).
Priests of the Mischta serve the entire
roster of good deities in the Krynn pantheon, centering on the worship of Paleas
(Paladine). The duties of a priest in Mischta society include the organization of
worship, ceremonies of Cleansing, marriage, and burial, organizing the defense
42
T HE M ISCHTA
of the Mischta (the few Mischta who specialize in fighting are worshipers of
Amman-Duke (Kiri-Jolith). Priests are
expert debaters and assist the High King
(the High Kings top advisors are usually
clerics).
The Mischta worship all of the good
deities and occasionally give offerings to
some neutral deities when their spheres
have treated the Mischta with beneficence. In order of importance to the Mischta (and the Irda), here are the gods that
are worshiped:
Ansalon Name
Irda Name
Paladine
Mishakal
Branchala
Habbakuk
Solinari
Kiri-Jolith
Reorx
Paleas
Magea
Baradin
Eshanre
Solinu
Amman-Duke
Sammakax
passed all of the tests or repented all failures, one is ready for a wonderful afterlife
with the Grandfather.
M AGIC
The Irda, parents of the Mischta, are
some of the most accomplished magicians in all of Krynn. The curse that affected the Mischta during the Cataclysm
robbed them of the Irda ability to get an
extra spell at their highest spell level, and
they no longer have an unlimited progression in the wizard class. Nonetheless,
the Mischta are still extremely capable
magicians.
The Mischta have founded an order of
mages that is based on the Orders of High
Sorcery. Any Mischta who wishes to become a mage may do so, though he must
be at least 30 years old before he is allowed to take the Test. As with the Orders
of High Sorcery in Ansalon, all mages
must pass a severe Test, which occasionally leaves the Mischta physically or emotionally damaged. (Emotionally
damaged Mischta are taken into the care
of the priests, who nurture them back to
health with the help of healing magic and
the intervention of wisdom spirits.) If the
Test is passed, the Mischta is allowed to
become a wizard. It takes six years of constant study for a Mischta to become a lstlevel wizard.
All Mischta are White Robe Wizards,
though they would receive a rather cold
reception (at the very least) from their
brethren mages in Ansalon. There is one
master mage (15th level), who coordinates the use of magic on the island; the
master mage is subordinate to the high
priest of Paleas when magic is needed to
defend the island. There is also a mage
who is in charge of the studies of apprentices, including (unfortunately) Bolandi
illusionists.
Wizards have no special duties other
than general service as the High King
commands; in return, they are given privacy in mountain caves, where they meditate and practice the arts of spellcasting.
The wizards of Selasia have a slightly
different spell selection from their counterparts in Ansalon. Mischta are allowed
T HE M ISCHTA
NEW SPELLS
Float (Abjuration)
Level: 1
Range: 30 yards
Component: S
Duration: 2 rounds / level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Negates
When this spell is cast upon a creature, the creature will float on the surface of any liquid. This spell will prevent
a man from drowning, for example. This
spell will also increase the swimming
rate of a creature by 10 feet per round.
This spell can also be used as an offensive weapon, to prevent captives who are
trying to escape from diving into deep
water (this spell causes a target that is
underwater to be propelled to the sur-
face immediately).
A saving throw negates this spell.
Major Cloak (Illusion/Phantasm)
Level: 9
Range: 0
Components: V, S ,M
Duration: Permanent
Casting Time: 1
Area of Effect: One land mass, 5,000
square miles or smaller
Saving Throw: None
This is the spell that was used by the
Irda to cloak Anaiatha. It causes a land
mass that is surrounded by water to become invisible to all except the species
that normally inhabit it. The island cannot be detected by sight or by scrying.
Furthermore, the illusion affects all
who come within one mile of its coastline, causing them to take a route around
the island while making them believe
that they are taking a direct route
through the waters where the island is
actually located.
There is one drawback to this spell; it
does not prevent the cloak from radiating
intense magic, and those who scry the
seas for magic may be able to detect it.
Because wizards of the Mischta may
not reach 18th level, they have not been
able to use this spell to hide Selasia.
MISCHTA
OF
NOTE
44
3rd-Level Cleric
Mischta Female
At the age of 28, Salandra is barely
considered to be fully grown, and she
looks much younger than her years.
Nonetheless she has advanced considerably in the service of the gods, far more
quickly than others in her order. She
speaks often with the wisdom spirits by
the Ruins, and her conversation seems to
delight them.
She has won the favor of Paleas, and the
greatest gift of allthe friendship of dragons. The good dragons who nurse their
eggs on Gold Dragon Mountain count her
as one of their few friendsone of only a
handful of mortals who have been allowed
T HE M ISCHTA
T HE B OLANDI
THE BOLANDI
Krynn was but a lifeless ball of rock
when the first Bolandi snuck his way into
the heavens in search of the biggest
dragon of all, which he wanted to ride.
He jumped on the dragons back, and the
dragon started, then dove to Krynn,
smashing himself against the rock. The
dragons death scream became the wind;
its blood became the oceans, and its
bones the mountainsthus the Bolandi
created Krynn, there can be no doubt. As
for that first Bolandi? He was injured in
the fall, so the gods were created to heal
his injury. Unfortunately, the gods
wouldnt accept the good advice of the
Bolandi, and they went off arguing
among themselves. Yup, its all true. Really if you dont believe me, ask anyone
else, theyll tell you the same thing. Of
course, if they dont agree, theyre lying.
HISTORY
The Bolandi, like the Orughi, are originally of ogre stock. They were transformed into their present form by Reorx
and the Greystone of Gargath. They were
given a malicious nature, but they are
content with small humiliations rather
than death or injury. For millennia they
lived in both Ansalon and Taladas, but as
time passed, the Bolandi found that their
sense of humor was not appreciated by
the other races, and they were often persecuted. Finally, one thousand years before the Cataclysm, they made their way
to the Spine of Taladas.
They lived on the islands of OdithAbshu and Fedron for centuries, until the
L AWS
The Bolandi have a very chaotic society
with few laws. The laws of the Bolandi
consist of the following: have fun, but
dont injure people, and dont touch
military property (its all right to build
your own net and drop it on someone for
47
fun, but dont use the nets that were designed to defend the village and dont
drop them on people involved in military
duties).
If these rules are broken, the offending
Bolandi is judged by the village Marshall,
who is supposed to remain unbiased in
these affairs. Trials are raucous affairs, as
the defendant is commonly mocked by
the entire clan. Punishment for a Bolandi
is typically isolation from the village for
one month, and the silent treatment for
one month after that. Sometimes Bolandi who are isolated go to the Mischta
to cause trouble; a few end up volunteering to become wizards.
Occasionally, a Bolandi will kill another Bolandi (almost always by accident). The punishment for this is
banishment from Bolandi society; exiled
Bolandi eventually make their own
dwellings deep in the heart of the forest,
sometimes founding their own villages.
The Marshalls also try to discourage
their people from bothering the Mischta
or the dragons. This doesnt usually keep
the Bolandi (especially young, curious,
and impulsive Bolandi) away from them.
Those who bother the Mischta are subject
to punishment (though they are hard to
catch and judge, since few Mischta can
tell individual Bolandi apart); when incidents occur frequently, or if a Mischta is
injured by a Bolandi joke, strains develop
in the relations between the two peoples.
POLITICS
Bolandi society is a loose alliance of
clans, each of which controls a village,
much like Mischta society. This practice
dates back before the Bolandi landed on
Selasia, and may even predate the division of the Bolandi from ogres by the
Greystone of Gargath.
The Bolandi have a simple system of
government: The one important position
is village (or clan) leadership, and that is
filled by cleverness. To become the leader
of a Bolandi village, one must humiliate
the previous leader with a practical joke;
to stay the leader, one must avoid being
humiliated by a joke. Thus the Bolandi
do not have a very stable leadership, and
T HE B OLANDI
they do not take being leader very seriously. The job of leadership involves presiding at social occasions and telling tall
tales at gatherings.
This war of jokes extends to changes in
social class. Dwellings in a Bolandi village
consist of three tiers; the top tier is situated near the top of the trees, the middle
tier is positioned in the center of the
trees, and the bottom tier is situated near
the bottom of the trees. The top tier has
the most status, so the Bolandi try to play
practical jokes on the people of the upper
tier to take their dwelling, possessions,
and social position.
The one thing the Bolandi do take seriously is the defense of the island. The
most capable tacticians live alone on the
outskirts of the village and stay out of the
joke wars. If a Bolandi shows a special talent at tactics (often by a pulling a consistent string of brilliant jokes), he is named
the village Marshall. The Marshall judges
violation of the few laws the Bolandi
have, organizes lookouts at key points of
the island, and patrols (those who are in
the Marshalls service wear special sashes;
Marshall
Dagoma
Emeshen
Kalephont
Logavi
Morzan
Nilkent
Shidall
Uramis
Wacaster
Alkyrs (M3)
Tokassl
Relm (M7)
Chuuts
Aoltin
Evon (M5)
Saturin
Jerebrand
Kammantl
48
Number
250
300
300
200
250
350
400
250
300
CULTURE
AND
SOCIETY
T HE B OLANDI
ECONOMICS
What economics? The Bolandi
wouldnt understand why anyone would
want to trade something; if someones
hungry or thirsty, you give him food or
water, otherwise, what else does anyone
need? Actually, the Bolandi have a few
needs, usually taken care of by the Mischta. They sometimes like to draw on leaf
pages, and of course, spellcasters need
spell books. Each village has several spell
books, which are community property
THE BOLANDI
RELIGION
The Bolandi are not a religious people;
their main use for deities is as characters
in tall tales. They tend to be rather sacrilegious, although in such a light-hearted
way that no deity with a sense of humor
would object (but how many of them
have senses of humor?).
Nonetheless, the Bolandi engage in religious worship, on occasion. Every High
Sanction of Sukasa, the Bolandi offer a
sacrifice of fruits to a favored deity. The
deity chosen for the sacrifice is determined by the village leader, who presides
over the ceremony (imitating the acts of
Mischta clerics). There are no clerics or
shamans among the Bolandi; though
they have the potential to use clerical
magic, the Bolandi have never seen fit to
try it.
50
T HE B OLANDI
Bolandi Name
Kiri-Jolith
Paladine
Solinari
Reorx
Sirrion
Amdukasa
Pakasa
Sukasa
Ruzakasa
Ezirakasa
M AGIC
As part of their ogre heritage, the Bolandi have a natural affinity to magic.
When the Greystone created the Bolandi
race, it enhanced the parts of the old ogre
culture that emphasized stealth and deception, giving the Bolandi natural displacement abilities and a talent to learn
illusionist magic.
Because scholastic endeavors were
never popular with the impatient and
restless Bolandi, the Bolandi remained
ignorant of their magical potential. It was
only when the Mischta began to train
them that their abilities were realized.
About 20% of the Bolandi try to learn
illusionist magic from the Mischta. They
require a Test for admittance, which is
usually not as severe as the Test of the Mischta (if only because the Bolandis progress is more limited). The Bolandi rarely
suffer physical or mental injury during
the Test, as they view the Test as a joke the
magical school is playing on them.
Bolandi who study illusionist magic
fall into three categories: older Bolandi
who feel that learning magic will help
them defend the community, younger
Bolandi who are being punished and who
51
BOLANDI
OF
NOTE
Kiuun
8th-Level White Robe Illusionist
Bolandi Male
One of the most powerful Bolandi illusionists is Kluun, the most respected
T HE B OLANDI
member of Clan Logavi. Now approaching the ripe age of 35, Kluun is not as
physically adept as he was in his youth,
when he earned a reputation as an unholy
terror, but he is still an able and fit Bolandi. He has also mellowed substantially
since his boyhood days, though he is still
extraordinarily cunning and devious
when circumstances call for it. He is a
good friend of Hurion Modialli, and he
will be accompanying Hurion on his explorations.
Kluun is 4 feet tall and appears to be
a typical Bolandi, though his hair is greying. He wears white robes to mark his station.
Eliia
4th-Level Red Robe Illusionist
Bolandi Female
Eliia is a young girl who belongs to clan
Shidalf. Despite her youth, Eliia on a
rampage may be the most terrifying thing
in all of Krynn! She is extremely intelligent (acquiring illusionist magic at a rate
that even the brightest Mischta teacher
didnt think was possible) and extraordinarily devious, given to planning incredible jokes, usually on dozens of people at a
time. She is an extremely pretty (and
wide-eyed) girl, and she gets away with a
lot of things because she can fake contrition and regret better than anyone else.
The tall tales she tells are utterly convincing, even to the craftiest elder.
Eliia has a malicious streak; those who
manage to score a joke against her do not
go unpunished. On the other hand, like
most Bolandi, she doesnt play tricks that
physically injure people. She also plays
frequent pranks against the Mischta, because she likes it when they get angry.
Nasty, fiendish, diabolical, cutethese
words all describe Eliia Shidall, the terror
of Selasia! Woe to any outsiders who meet
her!
Eliia is only 17 years of age, with longer
than normal brown hair and extremely
large eyes. She usually doesnt wear the
Red Robes, but instead wears typical Bolandi clothing, with shell jewelry.
52
Aoltin
Morzan Marshall
Bolandi Male
Aoltin is the most respected Marshall
in Selasia. It was Aoltin who encouraged
the clans to expand the defensive network
of the Marshalls. Aoltin is a superb tactician who developed many of the stratagems and traps used by the Bolandi;
while he was never a great prankster, he
was very good at analyzing a good joke
and adapting it to military use.
Aoltin is a no-nonsense old Bolandi,
with little tolerance for jokes, especially
when they are directed against him and
the people under his command. Few Bolandi are willing to face his wrath.
Now approaching the extremely old
age of 70, Aoltin maintains himself in excellent physical and mental condition.
He is slightly stooped, has white hair, and
wears black robes.
T HE B OLANDI
THE BOLANDI
MOONS
AND THE
The gods celebrated, except for envious Tazukasa. If only I were as powerful,
wise, and beautiful as the Bolandi! she
cried.
Pakasa went over to his nemesis and
whispered. That is a very foolish
thought. For we are mere gods, and cannot approach the grace of the most glorious creatures in creation, the Bolandi.
But the Dark Queen nurtured the foolish thought in her heart, so she has always
sent her servants, the dull Orughi,
against the Bolandi. But this has never
bothered the Bolandi, for always they
have been cleverer.
One day Fielax, a young Bolandi boy
renowned for his cleverness, was venturing by a stream, when a huge gold dragon
descended. Fielax took no notice of such
an unimportant creature, when a voice
behind him shouted: Wait!
Fielax turned and saw the prostrate figure of the god Pakasa, stretched out on
his stomach, begging.
Please! Pakasa groveled, his white
robes blackened by the mud. We need
the help of the Bolandi. An evil creature,
the Moonshadow, has come and is devouring our moons! Please help us! I beg
you!
Fielax argued that he had to gather
fruit, but so piteous were the gods pathetic cries that Fielax decided to help
him. After all, if there were no moons,
there would be no feast of High Sanction.
Fielax reasoned that saving the moons
would be even more important than
gathering food. Fielax patted the god on
the head and wiped the mud off his
robes.
Now, do not despair. Of course we
will deal with this creature. Now go back
to the sky, and tell your fellow gods that
all will be well.
Pakasa jumped up and down like a
child, shouting Thank you, Bolandi,
thank you! Now we are saved! Then he
vanished into the sky.
Fielax turned to the dragon, which
bowed before him in reverence. Please
honor me by riding me to the moons.
the dragon said. I will offer half my
hoard for the privilege.
53
T HE B OLANDI
54
ANAIATHA
A NAIATHA
Related to the topic of the Mischta and
their homeland of Selasia is the question
Where are the Irda and what happened
to Anaiatha?
While it is claimed that Anaiatha was
carried away in the Cataclysm to parts unknown, this doesnt seem likely. The Cataclysm was chiefly a natural disaster, a
punishment of those who had failed their
tests: the Kingpriest, Lord Soth, the High
King of the Irda, and the people who allowed them to misuse their power.
The deliverance of Anaiatha is a supernatural event, which does not fit with the
Cataclysm. And though the Irda are a remarkably rational people, who can say
what really happened in the chaos of the
Cataclysm? The Mischta believe that the
portions of Anaiatha that contained the
quarters of the faithful, those Irda who
served the gods, were destroyed, and the
Irdanaiath is lying somewhere in Gold
Dragon Bay.
And yet, draconians did invade an island of Irda, true Irda, and carried many
hostages away to Ansalon. The draconians did not get these Irda from Selasia,
though some Irda were captured by the
Nzunta prior to the Cataclysm and also
sold into slavery. Another point of note is
that all Irda, the Mischta included, feel a
call to travel to an island somewhere in
the depths of the seato go home.
It may be that the gods did not desert
their faithful, but instead transported
them to a new island. Whether this island
separated from Selasia and floated away
of its own accord is a matter of speculation.
Unknown to the Mischta, the island of
Anaiatha does still exist. Those who were
taken from Anaiatha by the draconians
and the forces loyal to the Dark Queen
describe it as a beautiful tropical paradise, nearly identical to Selasia.
The Irda who live on Anaiatha are
deeply religious. They spend much of
their time praying for the return of the
lost Irda and the redemption of the Mischta, who they sense are in grave danger.
They are ruled by the son of the High
King who turned his back on the gods before the Cataclysm, a son who remained
true to the ways of Igrane. And the Irdanaiath is here, within a fortress of stone.
The Irda are powerful magicians,
greater than the Mischta (see Monstrous
Compendium, Volume 4 for details).
They have magically cloaked their island
from discovery by other creatures; only
the power of Takhisis was able to reveal
the location to her dragons and draconian
soldiers.
The Irda have endured a long and
bloody war, then a long Cleansing. They
are now beginning to send emissaries out
to other lands to learn the location of the
lost Irda. These emissaries are also to establish friendships among the Later Peoples, who mistrust the Irda and have
hunted them down in the past.
GETTING
TO
SELASIA
55
T HE I RDANAIATH
THE IRDANAIATH
While the only copy of this book has been
lost to the peoples of Selasia, the Mischta
still remember many of its stories and its
messages. These they pass down orally
from father to son.
The Irdanaiath was never intended as a
sacred book. Igrane instructed that no
copies be made of it, but any who wanted
to read it could travel to the cave of Igrane
and study it at their leisure, and then interpret it as they saw fit. Thus the reader
could insert his own philosophy into the
text, and engage in a rigorous debate
with others over the proper course of Irda
affairs. Igrane intended the book to be
advice and opinions from a wise man,
rather than commandments from the
gods.
Unfortunately, the book became more
and more sacred to the Irda even as they
turned away from the gods.
The Irdanaiath is divided into four sections: A collection of lore that describes
the early history of all the species in the
age of Dreams, to the time of the flight of
the Irda; a collection of philosophical essays; poems of praise and devotion; fables
and parables that demonstrate the wisdom of love.
The primary theme of the Irdanaiath is
that one must be knowledgeable and full
of love to be happy and prosperous. Here
follows a selection of notable passages
from the Irdanaiath. As one might expect, this book is the foundation for
many of the beliefs of the Mischta (as well
as the Irda).
ON EVIL:
The basis for all evil is fear. A man who
is unafraid has no reason to commit evil.
Those who commit evil in the name of attaining power are fearful of losing power.
Those who commit evil in the name of
survival are afraid of death. Those who
commit evil because they are enjoy it are
afraid of life.
Fear is an emotion, and therefore the
base of all evil is emotion. The key to conquering evil is twofold: emotional and rational. One must be filled with love,
ON
THE
GODS:
56
ON
THE
BALANCE:
T HE I RDANAIATH
DIALOGUE OF INNOCENCE
AND DESPAIR
The greatest poetic work in the Irdanaiath is a dialogue between two speakers: One speaker, Shuri, is an old ogre
who has lived a long, hard life, and is extremely cynical about life. The other
speaker, Yesri, is a young ogre who sees
happiness in all things and conveniently
overlooks any problems that might arise.
Yesri:
Welcome the sun,
Welcome the new day
The night has fallen.
The road is covered with dust
To be swept under ones feet.
New wonders await my eyes.
My muscles tense for new struggle.
Welcome to glory, the sun.
Welcome the new day.
Shuri:
I wish I could welcome the day.
But it is as new as yesterday.
The sun rose then, and set again.
No man can hold the sun forever.
I have seen too many nights
Cold winds greet the dusk.
I have felt too many struggles
And I await the fall.
Yesri:
I feel the rain against my face.
Fresh sky- tears of joy
Exhilarate me.
The wind rustles against my brow.
I watch the miles pass under foot,
And look to meet new love,
57
THE SONG
OF
GILEAN
The following excerpt from the Irdanaiath is a satire that mocks the role of
Gilean as protector of the Balance. At the
same time that Igrane gave ogres the gift
of choice, some people (especially among
the elves) began advocating the Neutralist movement. Adherents of this belief
preached that the Balance was the only
thing worth worshiping, and that true
goodness was unobtainable.
It is interesting that one of the chief
targets of Igrane in the Irdanaiath were
the Neutralists and the Balanceworshipers, whom he believed kept honorable creatures from the service of good.
It is obvious that Igrane felt that the idea
of the Balance would prove tempting to
the Irda, who were not naturally disposed
to goodness. In this case, Igranes famed
foresight has not yet been fulfilled; the
Irda have never warmed to the idea of
worshiping neutrality.
Look at stern Gilean alone in his chair.
Gilean, sweet Gilean why are you there?
The time has not come, the pendulum
swings
Eventually it stopstis the way of
things.
Shall I kill a sheep; methinks it hurts the
Balance.
Shall I mock my love; no, there is too
much romance.
Too much kindness in the world, thus I
must be cruel.
Dont worry about mortalslet them
play the fool.
T HE I RDANAIATH
T HE I RDANAIATH
Dragon.
The dragon sniffed the air. Male ogre.
Older, alas, your meat is not as tender.
Why have you offered yourself to me?
Jurian smiled and began to flatter the
beast. I am but the humblest morsel,
great dragon, he said. Our people have
beheld your power and realize that we are
no match for you. In exchange for our
lives, we offer you a place of great feasting
for one such as you.
There is a magical window in the river
that is hidden. It leads to food and great
wealth. Many gold pieces and jewels are
to be found there.
Only a creature of great power can
breach this magical window; we Irda have
been unable to do so.
The dragon, like all of its kind, loved
gold, and so it agreed to accompany Jurian to the magical window into the land
of gold. Jurian took it to the river.
You must go closer, for it is difficult to
see. Jurian said. The dragon moved to
the edge of the river, where it saw an im-
age of treasure and many delicious creatures. The dragon started, and then
turned. . . .
At that moment the startled Jurian was
struck by a great paw and hurtled into the
water. He had changed to an iron golem,
whose skin he felt could withstand both
the dragons fire and its fangs. Instead,
he sank to the bottom of the great river
and drowned. The dragon is the ultimate
trickster and knows a trap when it hears
one.
The illusion that Jurian had cast vanished as soon as he hit the water, a fate he
had intended for the dragon.
Jurian changed back to his Irda form
before he died, but he still drowned. And
the Irda found his body by the river, and
mourned again. Then Asperax, the
strongest Irda that had ever been, greatest in the arts of war, armed himself with
weapons of peerless craftsmanship and
deadly magic. He told his people that he
would kill the dragon. No creature had
ever been able to harm him in battle. As-
59
Bolandi
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1-10
7
12, Swing 18
2+3
17
1
1-4 (weapon)
See below
Phase shift
20%
M (4-5 tall)
Steady (13)
270
The Bolandi are small humanoids (between four and five feet tall)
with smooth brown skin, with brown hair and eyes. They are slim
but well-muscled, with long toes and fingers to help them climb.
They wear loose linen clothing.
The Bolandi speak their own language and that of the Mischta,
though they speak the latter with great difficulty, for they have highpitched barking voices.
The Bolandi are a race of tree dwellers with minor illusionary
powers. They live on Selasia, the jungle island that they share with
the Mischta. They may be distantly related to the Irda, but no one
really knows their origins with any certainty. Several hundred years
before the Cataclysm, the Bolandi lived on other islands in the same
chain as Selasia. Then the Nzunta, the dark ogres, came to their island, bringing with them their brutish slaves, the Orughi. Many Bolandi died; the others fled to Selasia, where they were welcomed by
the Mischta and aided them in their struggle against the Nzunta.
C o m b a t : The Bolandi are not a warrior society, but they know how
to defend themselves, typically fighting with either bow or spear.
They have adopted many of the weapons of the Mischta, including their powder bombs. These bombs, when dropped, affect all targets in a ten-foot radius and force them to roll successful saving
throws vs. poison or fall victim to one of the following effects: sleep,
paralysis, or blindness (depending on the type of bomb). These effects last 2d4 rounds.
The Bolandi sometimes dip their weapons into a paralyzing poison that lasts two rounds on the weapon before it evaporates; if
struck, the target must roll a successful saving throw vs. poison (with
a +2 bonus) or be paralyzed for 2d4 rounds. Bolandi tree villages are
protected by nets, which they drop on intruders.
The Bolandi also have a displacement ability. By the age of maturity (15 years), Bolandi can displace themselves (as a cloak of displacement) once per day. By the age of greater maturity (40 years),
they can displace themselves twice per day.
Twenty percent of all Bolandi have magical abilities: they can
reach up to 10th level of illusionist ability. They are instructed in
these arts by Mischta mages, who sometimes regret it.
Habitat /Society: The Bolandi are a mischievous race. Coming up
with the perfect practical joke is considered the greatest feat that a
Bolandi can perform. Since they have learned from the Mischta a
philosophy that is devoted to the preservation of life, they will never
intentionally hurt anyone with their jokes.
Bolandi live in villages constructed in the limbs and branches of
trees. Their homes are constructed from vines, ropes woven from
jungle plants, and reeds.
A few Bolandi live on other islands. They live a similar but somewhat more savage existence (no magic and a more neutral outlook on
life) as they have not been influenced by the Mischta.
Ecology: Bolandi have a natural life span of 60 years. They have
one to three young per decade between the ages of 15 and 35, but infant mortality is high and one of three die in infancy. The Bolandi
are a race of plant-eaters, but they are capable of eating meat if they
must.
Their natural enemies are creatures that feed on man-sized creatures, such as griffons, evil dragons, and tigers. Some Bolandi are
captured and are hunted for sport by the Nzunta and the Orughi.
Ogre, Mischta
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Once the Mischta were the great Irda, the First Born, among the noblest and most powerful of all of the humanoid races. But pride
caused the Cataclysm to strike against them, and now they are Twilight Irda.
In appearance, the Mischta are almost identical to Irdathey are
tall, slender creatures, averaging six feet in height and weighing 150
pounds. Females tend to be as tall and as heavy as the males. Although slender, they are quite strong, as evidenced by their firm
muscles. Their skin tones range from midnight blue to a deep sea
green; midnight blue is most common. Their hair is usually black,
but it can be silver or white.
The Mischta are known for their fluid, graceful movements and
for their song-like voices.
C o m b a t : Mischta hate fighting; when they do engage in combat,
they suffer a -1 penalty to their attack rolls.
The Mischta have developed two special weapons: bolas and cluster bombs. Bolas are thrown up to a 25-yard range. They inflict 1d4
points of damage, and the victim must free himself (must roll a successful Dexterity check with a -2 penalty) before he can take any
other action. Cluster bombs are hollowed-out eggs that contain combinations of natural herbs and poisons. These bombs, when
dropped, affect all targets in a ten-foot radius and force them to roll
successful saving throws vs. poison or fall victim to one of the following effects: sleep, paralysis, or blindness (depending on the type of
bomb). These effects last 2d4 rounds.
The Mischta feel awkward in armor, and thus they wear it only in
extreme circumstances. They prefer the lightest armor (padded) and
never wear armor made from animals, such as leather.
The Mischtas relatively low Constitution makes them vulnerable
to the effects of poison (-1 penalty to their saving throws).
Max Level
10th
15th
10th
N/E *
Wizard
Mage (Renegade)
Illusionist (Renegade)
Wiz. of High Sorc.
N/E *
N/E *
15th
Priest
Cleric (Heathen)
Druid (Heathen)
Holy Order of Stars
N/E *
N/E *
15th
Rogue
Thief
Bard
10th
N/E *
Min.
12
8
12
5
10
15
Max.
18
20
16
20
18
20
Ogre, Nzunta
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
1-4
6
ARMOR CLASS:
6
MOVEMENT:
4+1
HIT DICE:
THAC0:
17
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
1-10 (weapon)
+2 to damage
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
MAGIC RESISTANCE: See below
SIZE:
M (6 tall)
MORALE:
Steady (12)
XP VALUE:
Varies
There is a legend that the First Born, the ancient ogres, will one day
rise up and try to dominate Krynn, as they did in the ancient days.
Some scholars laugh at these legends; all of the ancient ogres are debased, bestial creatures.
These scholars are wrong. Hidden on remote islands are the children of the First Born, and age has only deepened their malevolence.
They are the Nzunta.
The Nzunta are almost identical in appearance to Irda, their hated
brethren; they are tall, slender creatures, averaging six feet in height
and weighing 150 pounds. Females tend to be as tall and as heavy as
the males. Although slender, they are quite strong, as evidenced by
their firm muscles. Their skin tone is a deep blue, almost black,
which matches the color of their hair. They have drawn faces with
drooping eyelids, which give them a dispassionate look.
The Nzunta move as gracefully as the Irda and their voices are also
beautiful, but in a deeper, sinister way. They wear clothing that has
been tailored from animal skins; in combat they cover themselves in
thick leather hides.
C o m b a t : The Nzunta are eager fighters, but they prefer to battle
their enemies with magic. Their ogre heritage and superior strength
enables them to strike for 1d10 points of damage with a typical
weapon attack. They often use deadly sea snake venom on their
weapons (victims must roll successful saving throws vs. poison, with
a -3 penalty, or die instantly. Even if the roll succeeds, the victim
suffers 1d6 points of damage and is slowed for 1d4 rounds).
The Nzunta are able magicians. They have a clearer understanding of the workings of magic than most races, thus nzunta clerics and
wizards gain one additional spell of the highest level they can use.
Nzunta wizards have set up a Black Robes Order. They live under
their own principles and make no contact with the Towers of High
Sorcery in Ansalon.
Habitat/Society: Because they have a policy of strict racial purity,
the number of Nzunta are quite small; there are less than three hundred in all of Krynn. They prefer to rule through their slaves, the
Orughi, while they remain behind the scenes.
All Nzunta master the art of shape-changing by the age of 20, enabling them to disguise themselves as humans. Nzunta with Intelligences of 16 or more can begin studying to become Changer Adepts
at age 75. This study takes 15 years, but once mastered, Changer
Adepts can shapechange; as per the 9th-level wizard spell, up to
three times per day. Those with 18 Intelligences can learn to become
Changer Savants once they reach the age of 150. Learning to become
Changer Savants takes 75 years of intense training, but once the
course is finished, Changer Savants can shapechange at will.
The Nzunta have a luxurious existence, thanks to their Orughi
slaves. These ogres serve as their troops, their house servants, and
their worshipers (the Nzunta believe that the other orders of ogres
exist to serve and worship them). They are known for their poetry
and their philosophy, but their arts and their sciences tend to be dark
and brooding.
There are rumored to be several large colonies of Nzunta in space.
These ogres use spelljamming engines to further their plans of conquest.
E c o l o g y : The Nzunta have life spans of about 600 years, with 500year-old Nzunta not uncommon. They give birth to 1d2 pure
Nzunta children per century, until they reach the age of 400. There
are other births, but many of these offspring have the characteristics
of Orughi and are slain; unlike other ogres, the Nzunta practice
strict standards of racial purity. Nzunta are meat-eaters; they eat
their slaves in times of famine.
Nzunta Class /Level Limits
Class
Warrior
Fighter
Ranger
Paladin
Solamnic Knight
Max Level
Unlim.
N/E *
N/E *
N/E *
Wizard
Mage (Renegade)
Illusionist (Renegade)
Wiz. of High Sorc.
N/E *
N/E *
Unlim.
Priest
Cleric (Heathen)
Druid (Heathen)
Holy Order of Stars
N/E *
N/E *
Unlim.
Rogue
Thief
Bard
15th
N/E *
Min.
12
8
12
5
10
15
Max.
18
20
16
20
18
20
Orughi
These small, fat ogres are the slaves of the Nzunta. They are described in the Monstrous Compendium, Volume 4. For those without that book, use the regular statistics for ogres, with the following
changes: Orughi inflict 1d6 points of damage with weapons (+2 because of their strength), and they move at a rate of 9 (and swim at 18
with their webbed feet and hands).
Spirit, Wisdom
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any
Very Rare
Solitary
Night
None
God-like (20)
Nil
Lawful good
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
1
5
12
8+2
13
1
Nil
Pacification, Fear
Cold iron or magic weapons to hit, plane
shift
MAGIC RESISTANCE: 90%
SIZE:
M (6 tall)
Elite (14)
MORALE:
4,000
XP VALUE:
Of all the creatures that have ever walked on Krynn, one of the wisest
was Igrane, father of the Irda, the High Ogres. Igrane was also a man
of extraordinary foresight and prophetic ability; he foresaw that the
race of ogres would become debased unless they turned away from
evil, and he foresaw that the Irda would be tested.
To help his people survive in a world of physical and spiritual uncertainty, he gave the Irda two gifts. One was the Irdanaiath, a text
that became sacred to the Irda. Sensing that this would not be
enough, Igrane forsook death and the great honors he had earned in
the afterlife, and divided his soul into eight parts. These pieces
would wander the world wherever his children, the Irda and the Mischta, lived, advising them in moments of great crisis and protecting
them in their hour of darkest need. These pieces of Igranes spirit are
known as wisdom spirits.
W ATERMERE :
WATERMERE:
THE LAND OF
DARGONESTI
THE
HISTORY
OF THE
DARGONESTI
65
W ATERMERE:
continent of Taladas getting hit by a single large meteor. The resulting impact
caused lands to sink and fissures to open.
The Dargonesti received very little in the
way of damage, though there was some
loss of life and property due to the intense
shock waves produced by the meteors
impact. Some of the larger surface islands
sank, giving the Dargonesti new lands
and cities to populate.
The Dargonesti were fully aware of the
scope of the disaster that had struck
Krynn. Rather than turning away from
the gods, this incident and the fact that
the Dargonesti were spared the worst of it
drove the grateful elves closer to Habbakuk and his brother Kiri-Jolith.
Unfortunately, the elves were not so
grateful that they were willing to help
those who caught the brunt of the Cataclysm. At the urging of Speaker
Dohwarqh, the Dargonesti kept to themselves. This so enraged Habbakuk and
Kiri-Jolith that in the year 2 AC,
Dohwarqh was swallowed whole by a giant dolphin and was never seen again.
Furthermore, the Dargonesti were
stricken with the same diseases that ravaged the surface world. The gods also
withheld all divine powers from their
priests.
It seems that whenever things are at
their darkest, a hero comes forth to battle
and lift the darkness. And so it was, that
in the year 12 AC, a Dargonesti warrior
named Nakaro Silverwake took upon
himself a quest of faith. He traveled to
the mountain range where Drudarch Takalurion lost the sword Tideripper. Nakaro pleaded to the gods that if he went
alone into koalinth and lacedon territory
and recovered the sword, would they heal
the Dargonesti and restore divine power
to the clerics? Though he received no
answer, he felt that it was his mission to
accomplish this feat. Two months later,
after many adventures and battles, Nakaro recovered Tideripper and returned
in humble victory to Watermere.
This so impressed Habbakuk and KiriJolith that the two gods healed the
Dargonesti elves and resumed answering
the elven clerics prayers. The four
Dargonesti gods followed suit. Out of
66
gratitude the Dargonesti appointed Nakaro as the new Speaker of the Moon.
Under Nakaros rule, the Dargonesti
rebuilt their cities and brought life back
to a semblance of normalcy. Nakaro ruled
a relatively short time, only three and a
half centuries, after which he died, passing on his title to his first-born son,
Treyen Silver-wake.
Treyens first challenge was the resurgence of the Sea Witch, who timed her
return to coincide with the War of the
Lance on Ansalon. (It is generally believed that the best time to launch a good
or evil enterprise is when there is an
strong undercurrent of good or evil in the
land. The Sea Witch understood this,
and she launched a new offensive after reforging the various evil underwater races
back into a single fighting unit.) The first
offensive began in the year 348 AC.
Seeing that Watermere faced a better
organized and stronger threat than the
last war, Treyen recruited the help of the
dolphins, octopi, tritons, whales, and
hippocampi. His greatest alliance accomplishment, however, was in enlisting the
help of the dragon turtles.
The latter allies were instrumental in
securing victory against the forces of evil.
While Treyens armies struck at the eastern edge of the Sea Witchs empire, the
dragon turtles slammed into the western
edge of her land. The resulting hammerand-anvil approach brought Sagarassis
forces to a halt, though it took two years
to accomplish.
Sagarassi survived this second defeat,
though she gave her generals and advisors
the same reward that she bestowed upon
the leaders of her armies during the first
war.
The Sea Witch is now nearly psychotic
from the frustration of her last two defeats. It is speculated that her next attempt, whenever that is, will be her
greatest effort to date.
The war ended in the year 350 AC.
Since then, the Dargonesti have busied
themselves in rebuilding their land.
Treyen Silverwake remains the Speaker of
the Moon. Any alliances that he had
made, however, fell apart as soon as the
menace of the Sea Witch vanished.
D ARGONESTI S OCIETY
DARGONESTI SOCIETY
All things in Quoowahb have their
place; as the sea has everything from the
humble plankton that act as food for the
great whales, to the moons that push the
tides. Everyone and everything has its use
and role in shaping our society.
Excerpt from Drudarch Takalurions
First Highmoon Festival benediction
Like the Dimernesti and Silvanesti
branches of elves, the Dargonesti have a
group system, though theirs is based on
clans rather than guilds. While certain
clans show particular suitability to certain
occupations, any member of any clan can
enter any trade. This sort of attitude
causes the other elven races, which use
guilds as their social structure, to look
down on the Dargonesti as primitives.
The social structure of the Dargonesti
is very loose indeed. Though deference
and obedience is given to the leaders, a
paladin in the Order of the Dolphin is
not considered any more or less worthy of
respect than a humble coral sculptor.
Though the Dargonesti are certainly
standoffish and exclusive toward other
races, all within Dargonesti society have
equal value.
Most Dargonesti are either lawful or
chaotic good, though Watermere has its
share of neutrally aligned sea elves. Evil
sea elves are extremely rare; these usually
are exiled from Watermere if discovered.
All Speakers and military leaders must be
either lawful or chaotic good aligned.
Each clan is headed by a Speaker of the
Blood, usually the family patriarch or
matriarch. This Speaker holds absolute
power in his clan.
A distinction must be made between a
clan and a family. There can be eight different families living all over Watermere
with the surname Whitebreakers. This
means that all eight families belong to
Clan Whitebreaker, and there is one
Speaker of the Blood that represents all
eight families.
The Speakers of the Blood for all of the
Dargonesti clans gather together once
every 36 days, coinciding with Solinaris
D ARGONESTI S OCIETY
that is not as well-liked, is the Beekatawahb, or fringe elves. This group feels
that the Dargonesti have an obligation to
help out all fellow living creatures, be
they water or air breathers.
The Beekatawahbs lifestyle is one of
self-denial and helping others, especially
those who cannot help themselves. Airbreathing sailors who tell tales of being
rescued from pirates by mysterious benefactors, or of people washed overboard
who appear safely back on board their
ship a few hours later, are speaking of the
Beekatawahb.
This group is called the fringe, because their philosophy is certainly not
consistent with standard Dargonesti
thought, though the Beekatawahbs unconditional goodness makes it impossible
for the sea elf society to dismiss it altogether. Thus, this kind-hearted group is
considered to be on the fringe of Dargonesti society: not exiles, but certainly
not mainstream. Most of them live on the
borders of Watermere, making their
name even more apt.
The Beekatawahb are led by a female
Speaker of the Stars who worships Habbakuk. Her name is Toouata Solacehand, a 12th-level cleric of chaotic good
alignment.
Some Dargonesti consider the Beekatawahbs actions to be crazy, and have nicknamed them Foobwahb, which means
crazy elves.
DARGONESTI HOLIDAYS
Special days celebrated by the Dargonesti include the Day of Beginnings,
which commemorates the establishment
of Watermere, Drudarch Takalurions
Birthday, the Day of Triumph, which
marks Takalurions victory over the Sea
Witch, the Day of Mourning, which is a
solemn observation of the day that the
gods struck the Dargonesti with disease
when the latter refused to help victims of
the Cataclysm, the Day of Redemption,
which marks the successful end of Nakaro
Silverwakes quest, and the Highmoon
Festival, which takes place in the first
month of summer during the week of Solinaris High Sanction.
68
DARGONESTI
IN
COMBAT
In general, the Dargonesti do not enjoy war and fighting. They engage in
combat only out of necessity. But when
they do fight, they fight to win. Stay thy
hand as long as thou can. Let thine patience be as great as the vastness of the
ocean; yet when thine anger bursts forth,
let it be as terrible as the crashing waves
is an old Dargonesti saying that pretty
much sums it up.
In combat, the Dargonesti are formidable foes indeed. Clad in a leather-like
armor that comes from the hides of
manta rays, and armed with daggers,
lances, tridents, and even long swords on
rare occasion, the Dargonesti are capable
of dispassionately inflicting terrifying
amounts of damage to their foes.
Crime is almost unknown in Dargonesti society. A predominantly goodaligned population and an abundant
amount of food and shelter make crime
unnecessary. Besides, penalties for many
crimes are somewhat harsh.
G EOGRAPHY
GEOGRAPHY
T ERRAIN
AND
TAKALURAS
Perhaps the most outstanding feature
of Watermere is the capital, Takaluras. It
serves as the political, financial, and cultural capital, but it has few actual residents. In a grudging concession to the
possibility of visitors from the surface,
there is even an inn that has a secure air
atmosphere. The place is called The
Wet Dog, the name being a source of
ridicule among the Dargonesti. Anyone
who has ever smelled a wet dog knows
that it is not the greatest odor in the
world.
The ancestral residence of the Speaker
of the Moon is located in Takaluras. This
is an impressive castle with towering battlements and thick walls. It is one of the
few luxurious places in Watermere, and it
includes several fresh-air rooms.
The rest of Takaluras is made up of
temples, libraries, meeting halls, places
of business, and governmental buildings.
There are no roads, for there is no need
for them. Instead, there are stone markers with light spells cast upon them. Set at
intervals of ten yards, these stones define
the thoroughfares of Takaluras.
One of the more unusual places in Takaluras is the Air Zoo. The Zoo is a collection of opaque crystal domes filled with
air. The domes are in essence cages that
hold specimens of air-breathing creatures. There are no bars, but such things
are hardly necessary: where would an airbreathing escapee go?
The domes contain not only many varieties of air-breathing animals, but humanoids as well. Sometimes, captured
pirates are forced to serve a prison term
inside a dome, where the prisoner is
forced to be on display.
Each dome is equipped with all the
comforts of the caged creatures natural
habitat. Dargonesti swim by the domes
and peek at the creatures through windows, as much for scholarly study as for
entertainment.
THE TOMB
OF
SHIPS
In the extreme northern border of Watermere, where the coral reefs are particularly dangerous, lies a vast graveyard of
shipwrecks, some going back as far as preCataclysm days. The ships are victims of
the treacherous coral reefs and tropical
storms. This area is known as Hawahk
toh-Narqua, which translates as Tomb
of Ships.
The wrecks are in varied states, from
heaps of dashed timber to perfectly preserved sailing ships. There are over 400
wrecks in this 160-square-mile area.
The area is very dangerous, since many
of the wrecks are populated either by vicious sahuagin, giant slugs, or groups of
lacedons, the latter being the reanimated
dead bodies of the ships crews. In fact,
some of the more clever lacedons have arranged special lairs and deadfalls using
the wood from the ships hulls. A few
such lairs resemble giant labyrinths, and
the foolish adventurer who enters may
never find his way out.
Hawahk toh-Narqua is avoided by the
majority of the Dargonesti, though many
young, impetuous sea elves, anxious to
make a name for themselves, sometimes
venture into the wrecks in much the same
way that surface youths go off to the local
ruins to find fame and fortune. This
comes as no surprise, since many of the
cargo holds still contain riches and magic,
ripe for the picking. Also in the same way
of their young air-breathing counterparts, many do not come back.
Some Dargonesti scholars speculate
that there is some dark power or artifact
that draws evil creatures to lair here. This
69
AND
T ERRAIN
same power also supposedly is responsible for reanimating the dead crews. Most
of these scholars guess that the power is
located in the dead center of the shipwreck area.
The scholars are more correct than they
can imagine. The Sea Witch has managed to plant one of her tentacles in the
direct center of this region. It is slowly
growing, and in a few decades it will mature into a powerful offspring of the
Witch. In the meantime, its strong emanations of evil animate the victims of the
shipwrecks, as well as attract the notice of
wicked creatures.
THE ORACLE
Another feature in northern Watermere is the Blooquah, or Oracle. This
wizened female Dargonesti is rumored to
be over two millennia old. Her name is
Daydra Stonecipher, and she is a lawful
good 27th-level priestess of Mishakal.
Daydras lair is hard to find; it requires
the seeker of knowledge to navigate his
way through a twisting, hazardous field
of coral.
Once through the coral, the lair is
guarded by an ancient dragon turtle that
screens visitors, sending away those with
frivolous or greedy questions. The foolishly persistent visitors become the
dragon turtles meals.
The oracle shrine proper is a cave hewn
from a massive column of coral. The
column itself breaks the oceans surface
and is an island rented to the humans.
The humans notice that there is something different about this island. According to the surface dwellers, if one drops a
coin into a certain hole in the ground,
and then asks a question, it may (65%
chance) be answered.
Daydra herself rarely makes a personal
appearance anymore. Usually, the supplicant enters a vast audience chamber and
lays the gift of food, wine, precious
stones, coins, or even pretty shells, in the
shell of a trained giant clam. Petitioners
pay according to their means, and Daydra
knows when someone is being dishonest.
Would-be cheaters are forcibly ejected
from the chamber by the dragon turtle.
G EOGRAPHY
AND
T ERRAIN
daughter, Zeboim, the Sea Queen. Takhisis wanted an agent in place near Taladas.
Zeboim obeyed her mothers wishes and
transformed Sagarassi into the Sea Witch,
and the waves carried the evil elf to her
present home on the oceans floor.
Daydra was made aware of this, which
prompted her to sail with the Great Armada in hopes of searching for her evil
half-sister.
A forgotten prophecy (forgotten, that
is, by everyone except for Daydra and Sagarassi) states that the two kinswomen
will fight to the death, but no winner is
named. This could that both die, the battle is inconclusive, or that the prophecy
merely chose not to include the victors
name.
70
GEOGRAPHY
THE LAND
OF THE
DEAD
The Land of the Dead is the vast graveyard of the Dargonesti. All of the Speakers of the Blood and the Moon are
interred here, as are high-ranking or particularly worthy Dargonesti.
Besides an Eternal Honor Guard of four
Order of the Dolphin paladins, six regular
Dargonesti warriors, and two Wizards of
High Sorcery, there are a half dozen tritons
and hippocampi keeping vigil. The Eternal Honor Guard is composed of participants of 7th level and greater.
The Speakers of the Blood and the
Moon h ave an un u s u a l r e s t i n g
arrangementthey are buried in giant
clam shells that are held shut by spells.
Some of these shells have carved effigies
on their surfaces, depicting the person
enclosed within. Some of the shells are
buried in the soft sandy ocean bottom,
but many, including all of the Speakers of
the Moon, have theirs merely resting on
the ocean floor itself.
The Land of the Dead has many varieties of graves. Some are made up of simple rock sarcophagi buried in the sand,
with a stone marker telling all who it is
that lies buried there. Some graves are
coral mausoleums with their contents
wrapped in special seaweeds that mummify the corpse. Other bodies merely
have rocks piled on top of them. There
are no cremations in the Dargonesti
death rites.
A deceased Dargonesti is buried with
his wealth. The Honor Guard and its allies ensure that the valuables remain
there.
Another reason that the Honor Guard
is here, though no Dargonesti likes to say
it aloud, is to protect against the possibility that the Sea Witch may attempt to
raise the dead and use them in her foul
armies.
Unlike surface-dwellers cemeteries,
the Land of the Dead are not visited except during burials or festivals. The Land
is considered sacred ground; any
Dargonesti who dares enter here on the
wrong days must do penance. A nonDargonesti or a grave robber is immediately killed.
THE ALLSHRINE
The Allshrine is a vast temple comprised of sculpted coral. The edifice is located a few miles south of the Land of the
Dead. The Allshrine is a polytheistic temple, devoted to Habakkuk, Kiri-Jolith,
Mishakal, and the four Dargonesti gods.
The four elven gods are Kailthis, goddess of love and procreation, Tumarq,
god of tradesmen and handicrafts,
Daidlin, goddess of sea creatures and
plants, and Randorilthi, god of luck.
These gods have four tiny constellations
in the heavens. The Dargonesti call these
constellations Habbakuks Servants.
The Allshrine is the center of the
Dargonesti faith. It was one of the first
buildings constructed by the sea elves
when they arrived at what was to become
Watermere.
There is a large rectory adjoining the
Allshrine. This houses about half of all
the Holy Order of the Stars clerics who are
over 5th level.
All the dead clerics are buried in a crypt
under the Allshrine. None are buried in
the Land of the Dead.
THE RUINS
OF
WATERMERE
71
AND
TERRAIN
TERRAIN
AND
CLIMATE
DAILY LIFE
DAILY LIFE
May your kelp fields be thick, fat fish
be always within spears reach, your family be large, your coral house strong, and
warm currents comfort you all the days of
your life.
Traditional Dargonesti formal
greeting. Also used as a benediction by
Dargonesti priests.
Most Dargonesti dwell in underwater
caves, but some are known to live in stone
houses, sea shell citadels, glass manors,
crystal castles, and coral cottages, and
even surface-built structures that fell into
the sea during the Cataclysm.
Whatever the composition of the
dwellings, most are set up with furniture
made of sculpted sea shells, carved coral,
or planking salvaged from shipwrecks.
Beautiful tapestries woven from sea
plants, jewel-encrusted sea shells, ceremonial weapons, and knickknacks from
sunken ships make up the majority of
Dargonesti home decorations. Some
homes even have several favorite marine
life specimens that roam about the
house. It is not unusual to enter a
Dargonesti home and be greeted by a
large lobster that expects you to give it a
treat. Many such animals are trained as
guards.
As far as personal decoration, the
Dargonesti wear sheer clothing spun
from the most delicate of sea plants.
Some wear cloaks spun from special seaweeds; these are the underwater versions
of cloaks of elvenkind. Dargonesti do not
use footwear.
Many sea elves wear jewelry made from
polished sea shells or finely sculpted
pieces of coral. Anyone chancing to meet
a Dargonesti who is wearing gold or platinum jewelry can safely assume that particular sea elf has access to the surface, or
at least to a shipwreck.
Life under the sea certainly offers a different sort of daily existence than life on
Krynns surface. Living immersed in an
ocean brings with it some unique problems and demands.
Coral sculptor
Scholar/scribe
Armorer/weaponer
Leatherworker
Herbalist
Carpenter
Ink and dyemaker
DARGONESTI OCCUPATIONS
The average Dargonesti is a farmer or
fish breeder. The Dargonesti diet consists
of various plants and certain species of fish
that lack any true sentience. Vast farms of
kelp and other edible plants dot the terrain of Watermere, where an occasional
fishherder and his school of tuna may wander by, grazing on the vegetation.
Of course, there are Dargonesti with
other trades. Among the occupations
that can be found among the sea elves are
the following:
72
Hippocampi trainer
and groomer
Brewer
Jeweler/gemcutter
Weaver
Scrimshaw carver
Stonemason
Dramatist/
Entertainer
Dargonesti culture leans heavily toward music, poetry, drama, and writing.
The Quoowahb are proud of their history,
and their art reflects this. Many of the
plays that the Dargonesti see performed
in giant half-shell theaters deal with historical events.
Much of Quoowahb poetry is in the
form of epics that depict events in the
lives of heroic figures, such as Drudarch
Takalurion.
Writing is difficult underwater, hence
it is confined to the dry, air-filled chambers. In these places, Dargonesti scholars
compose their works using waterproof ink
and pages composed of specially treated
skins of various fish. Despite the limitations, there are more books available to
the average middle-class Dargonesti than
his air- breathing, human counterpart.
During the day, young Dargonesti are
given education in history (from the
Dargonesti viewpoint, of course!), botany, zoology, reading and writing, and
culture.
Like many other species of elves, the
Dargonesti do not require much sleep.
Still, during the hours when most creatures are sleeping, the Dargonesti spend
time indoors with their families.
Though the Dargonesti have their own
army, each capable male and female
adult must drill in a militia unit once
every 36 days.
F LORA
FLORA
AND
FAUNA
FLORA
The undersea world does indeed possess great bounty. Edible plants are numerous and of many different varieties.
The following are some of the more common or useful plants.
Breathroot: This brown tuber grows
wild all over the sunken island of Armach
u-Quoob. Breathroot probably originally
was a land plant, but it was changed by
the Cataclysm.
When a three-inch length of
breathroot is chewed, its oxygen-rich
pulp enables an air-breather to remain
underwater for a period of four hours.
Breathroot is used frequently during
rescue operations for sinking ships, Every
Dargonesti who goes up to the surface
carries ten doses of breathroot.
Dragonfolly: These serrated yellow
leaves grow in only one placethe interior of the Oracles reception cave. As a
result, this plant is hard to come by. Some
enterprising Dargonesti herbalists have
tried to transplant a few dragonfollies
and make them grow in gardens, but the
plant refuses to thrive anywhere else.
Dragonfolly is prized because it has
the same effects on dragons that catnip
has on cats. When a dragon comes
within 40 feet of dragonfolly, it must roll
a saving throw vs. poison. A dragon that
fails its saving throw becomes irrationally attracted to the dragonfolly, getting the desire to roll around in it, sniff
it, and eat it. Some dragons even become playful. In essence, dragonfolly
turns dragons into giant, frisky house
cats for 2d6 turns,
Attacking a dragon under the influence of dragonfolly gives the attacker two
free rounds of combat against the beast.
At the end of the second round, the dragons mind is clear, resulting in one very
enraged dragon.
As can be imagined, no dragon wishes
this fate. If a successful saving throw is
rolled for a dragon exposed to dragonfolly, it knows full well what the plants
owner had in mind. It enters into a homicidal rage, refusing any further discussion, intent only on killing the
dragonfollys wielder.
Dream Anemone: These beautiful sea
flowers contain a potent fluid that causes
the imbiber to fall into a deep sleep and
have vivid dreams.
Dream anemones grow wild everywhere in Watermere. Many are harvested,
mixed with kelp juice, and fermented
into a form of alcoholic beverage. Only a
dose of three ounces or more of pure, undiluted dream anemone extract can cause
the sleep and dream effect (no saving
throw).
Haltweed: Resembling a sickening
handful of green, brown, and yellow
tendrils, haltweed thrives on wooden surfaces. Yet another plant that grows wild
on Armach u-Quoob, haltweed is used to
slow down enemy sailing vessels.
When a handful of haltweed is hurled
at an underwater section of the hull of a
moving ship, the wooden hull and the
churning, oxygen-rich water provide
haltweed with the perfect growing conditions. The plants tendrils shoot out at an
accelerated rate, and the haltweed doubles its size every round. The resulting
drag gradually slows the ship to a halt.
As a rule, one handful of haltweed per
ten feet of ship length is enough to stop
the ship in five rounds.
The plant is nearly sentient. It cannot
be removed except by a creature born in
the sea. Haltweed gets a +2 bonus to
saving throws vs. any attempt to control
it by means of spell or potion. It also gets
a +2 bonus to saving throws vs. firebased attacks.
Lightleaf: Lightleaf is a sea plant with
smooth, broad leaves; it grows abundantly on the sandy floor of the sea. The
73
AND
F AUNA
plant contains a high amount of luminescent material in its sap. When a lightleaf
is broken, the luminescence is released.
Five leaves of this plant can light up a 20foot-square room. The glow lasts for 36
days.
Some Dargonesti harvest the leaves
and mash them into a liquid. This liquid light is used as a paint for houses or
for decorative purposes. There are even
some Dargonesti who use the extract as
body paint, which gives them an eerie,
spectral appearance.
Neverwhere: Neverwhere is made of a
variety of sea grass that is almost transparent. Dargonesti cloaks of elvenkind are
spun from neverwhere. Most Dargonesti
clothing is made from a blend of
neverwhere and normal seaweed, the latter giving the garment greater toughness.
Neverwhere grows near the Oracles
cave and in large cultivated patches on
the outskirts of Takaluras.
Tonguehalt: This slimy, black plant has
tiny leaves the size of a mans thumbnail.
When placed under the tongue of a victim, the plants enzymes mix with saliva
and create a mixture that freezes the victims vocal cords.
Tonguehalt is used primarily to silence
spellcasters held in detention. This
numbness lasts as long as the leaf is under
the tongue, plus an additional 12 hours
after the leaf is removed.
The plant grows wild, and in abundance near the shipwrecks.
Waterbane: This prickly, spherical
plant is prized for its sap. Waterbanes
sap repels water and acts as an excellent
sealant. Dargonesti alchemists highly
value waterbane sap, for it enables them
to seal potion bottles and carry these
around the sea without the threat of water seepage.
One application of waterbane lasts for
approximately one year.
In regards to Watermeres fauna, there
are many species of fish and marine life
that call the waters of Watermere home.
Plants are also woven into clothing,
ropes, and tools, or mashed into dyes,
paints, and salves. The Dargonesti try to
find a use for everything that grows.
FLORA
AND
FAUNA
F AUNA
Dargonesti divide all sea life into two
categories: sentient and non-sentient life.
Non-sentient marine life can be eaten.
Eating sentient marine life is tantamount
to cannibalism, unless the life form is an
enemy of the Quoowahb.
Non-sentient marine life includes most
fish, such as tuna, barracuda, and marlins, as well as eels, slugs (which to a
Dargonesti taste delicious once the acid is
neutralized), crabs, lobsters, oysters, and
mantas.
Sentient marine life includes dolphins,
whales, narwhals, sharks (enemies of the
Dargonesti and consequently considered
fit to eat), octopi, and hippocampi.
Narwhals and dolphins are considered
sacred creatures. Killing one of these results in imprisonment and possible exile.
Hippocampi travel in herds in much
the same way as air-breathing horses.
They serve as mounts for the Dargonesti.
In fact, one of the most fascinating
sights is when a special group of
Dargonesti called the Teebawkh, literally,
the tuna lads, ride their hippocampi to
herd great schools of tuna to their feeding
grounds. Scores of large tuna are driven
to fertile kelp beds by approximately two
dozen Teebawkh wielding blunt poles,
special nets, and lariats made from specially treated hemp.
74
DARGONESTI
D ARGONESTI FROM
CRADLE TO GRAVE
We do not enjoy killing our enemies;
we prefer to simply outlive them.
Dargonesti proverb
Dargonesti share the elven heritage of
a long life span. Most Dargonesti, if allowed to die a natural death, live for
about 15 centuries. There have been cases
of Dargonesti living for two millennia.
(Daydra and Sagarassi are much older
than two millennia, but this is due to divine intervention and magical spells.)
Some people may think that the great
life span of the Dargonesti means that the
stages of development are proportionately
increased. Nothing could be further from
the truth (a Dargonesti would remain an
infant for 15 years if this were true).
No, what really happens is that for the
first 14 years of life, the development of
an elven child and a human child are precisely the same. On the fifteenth year of a
Dargonesti childs life, his metabolism
dramatically slows down to adult levels.
This is when the vast life span proportions
settle in.
Female Dargonesti are fertile only once
every 36 months. The gestation period is
36 weeks. As an aside, it should be mentioned that due to the depleted numbers
of the Dargonesti, terminating a pregnancy or attacking an expectant mother
are capital offenses, bringing a swift
death to the perpetrator. These crimes, as
well as treason and entering the Land of
the Dead during forbidden times, are the
only crimes punishable by death.
Within 36 hours of the birth of the
baby, the parents must take it to the Allshrine (or, if unable, to the nearest cleric)
for a foretelling of the childs destiny and
calling. Once this is accomplished, there
is a dedication ceremony, followed by a
feast given by the fathers family.
Schooling begins at age five. As told before, Dargonesti children get a complete academic education from Watermeres
scholars. It is up to the family itself to instruct the child on moral values, survival
techniques, and martial arts. Formal education lasts until the child turns 20, though
would-be scholars have barely scratched the
surface of required education.
When the child reaches the age of ten,
he is taught how to shapechange into a
dolphin. At age 15, the child is instructed
in the ways of the inherent magic common to all Dargonesti.
When the child turns 16, regardless of
how complete or incomplete his magical
training is, he takes the Test of the
Threshold. This is an exercise that tests
the childs intelligence, cleverness, stamina, and overall physical prowess. As a
rule, the test is not fatal (the Dargonesti
cannot afford to lose a single soul needlessly!), though the truly foolish sometimes meet with death.
The childs mastery (or lack thereof) of
the Test determines which vocation the
child is best suited for; it also marks the
childs crossing of the threshold into
adulthood. If a child fails the Test, he
must take it again 36 weeks later. Until
the child passes the Test, or dies trying, he
is not considered a legal adult, and consequently does not possess the rights, privileges, and respect enjoyed by adults.
Once the Test is completed and vocation is established, the childs education
becomes focused more on the skills required to succeed at that occupation.
The 20-year-old adult Dargonesti then
enters a term of service in the Dargonesti
army. The term usually lasts between four
and eight years.
The next stage is apprenticeship in an
occupation. This lasts for about 20 years,
after which the Dargonesti is a fully
trained and legal tradesman in his work.
Most Dargonesti begin showing an interest in the opposite sex around the age
of 36, which is the time of complete sexual maturity for a Dargonesti. Much of
what is considered serious courtship usually does not begin until age 40.
Courtships can last from five to ten
years, followed by a betrothal, which lasts
three years (36 months). During these
two time periods, both partners must remain chaste.
Due to the populations small size and
the greater number of females than
75
FROM
CRADLE
TO
G RAVE
RELIGION
RELIGION
If a being chooses to ignore the gods
then he should make a habit of doing
other things that are equally as intelligent, such as sticking his head in the
mouth of a hungry shark, or challenging
the Sea Witch to a duel of honor.
Kwuhlahl, priest of Habbakuk,
during his benediction on the
Festival of the Moon, 734 PC
The Dargonesti have always been, and
continue to be, a very religious folk.
However, they do not go to any extraordinary lengths to include the gods in their
daily life. The Dargonesti feel that if one
loves the gods, then acts of devotion and
faith come naturally and are woven into
daily life with no effort.
The Dargonesti do not go out of their
way to act pious. One does not act pious, one is pious, goes a saying from a
Dargonesti childs religious primer. The
sea elves revere the gods not out of fear,
but out of genuine adoration and love.
Perhaps this is why, when the Cataclysm struck, the Dargonesti clerics lost
their powers only for a short time. It took
the sea elves sin of not caring for the
other victims of the Cataclysm to cause
the gods to inflict a measure of punishment on the Dargonesti, and even then it
was small compared to what happened on
the surface. The god Habbakuk knew
that the sea elves would come to their
senses quicker than the other races.
Of course, it took the faith of one
Dargonesti hero to bring back the sea
elves to a position of health and prosperity, as told earlier.
THE GODS OF
DARGONESTI
THE
R ELIGION
77
god inside it, and a small urn for donations toward its upkeep. Most of these
shrines radiate protection from evil spell,
and have continual light spells cast upon
them.
T HE D ARGONESTI A RMY
THE DARGONESTI
ARMY
It would seem the role of all the elves in
the universe is to be the magic, romantic
figures that are oppressed by humans and
hordes of evil beasts, to be eventually
driven in to exile or extinction. As sure as
my heart is strong, my sinews mighty my
eyes keen, and my sword sharp, the
Quoowabb shall not have to be content
with the lot of the sufferer. Such nonsense ends now!
Excerpt from Speaker of the Moon
Takalurions victory speech
after the Sea Witchs forces
were defeated for the first time.
Though it has already been established
that the Dargonesti deplore violence and
enter war only when absolutely necessary,
the sea elves still have an organized army.
The Speaker of the Moon is technically
the High Commander of the army, unless
he has demonstrated either a reluctance
to lead the army on the field, or a complete lack of strategic and tactical skill.
Several generals run the army from the
capital city of Takaluras. Though the
number of generals fluctuates, there is always at least three such military leaders
active during peaceful times. When the
Dargonesti are involved in prolonged
hostilities, there are a maximum of 18
generals.
For a race that dislikes war, the
Dargonesti have a very organized military
force. All companies consist of 180 soldiers, with two companies together being
called a perfect.
Each company is divided into two
groups, each of 90 soldiers, called
leftgroup and rightgroup. The
groups are subdivided into ten ninesoldier sections called linwahb (nine
elves).
In each linwahb, there is a sergeant,
seven regular soldiers, and a wizard. The
sergeant is the equivalent of a 5th-level
fighter, while the wizard is no higher
than 7th level. The regular soldiers are all
1st-level fighters.
T HE D ARGONESTI A RMY
The largest fort is a full-sized construction called khab-Takaluras (fortress Takaluras). This is the only large defensive
complex that the Dargonesti have consented to build. (As a rule, the
Dargonesti do not enjoy building war
machines of any sort, and even something defensive, such as a fort, falls into
that category.)
Dargonesti weaponry consists of daggers, lances, tridents, and long swords
(for some higher level warriors and leaders). Other weapons included are nets,
bwohrb, spears, and clubs fitted with
razor-sharp sea shells.
Armor consists mostly of leather armor
made from manta rays or eels. Many
Dargonesti also wear helmets made of the
same material. Some militia troops enjoy
decorating their helmets with small items
or carvings. One of the favorite devices is
a stylized narwhal horn protruding from
the front of the helmet.
In certain rare instances, suits of
leather armor are fitted with sea shells.
The shells are treated with special liquids
that make them as tough as steel. Unfortunately, this is a painstaking process.
Consequently, only fighters and leaders
of great strength, renown, or wealth wear
shell armor. Shell armor affords the protection of splint armor.
Shields are not used that often, most of
them being relegated to a ceremonial capacity. Dargonesti shields consist of
tough hides stretched over a framework
of shark bones.
Of all the weapons and armor of a
Dargonesti, 35% of these are magical,
made by their own wizards.
Female Dargonesti fight in the army
only when Watermere is engaged in prolonged fighting. During times of peace,
most female Dargonesti revert to reserve
status. Those of captain rank and higher
are allowed to stay on, but even so, they
are encouraged to marry (presumably to a
fellow army officer) and bear children.
This does not reflect on the females
combat ability; the Dargonesti do not
feel that their males are any more capable
than their females in ways of fighting.
The Dargonesti are just very much aware
that it is the females who bear young,
MAGIC
MAGIC
Each of our people dwells in two vast
seas: The first is the life-sustaining water
of Krynn, the second is the sea of eldritch
power that courses through each
Quoowahb. It is every citizens duty to
co-exist with the former and control the
latter.
Dargonesti Archmage of High Sorcery
Karibda Stormlord, trusted advisor and
friend of Drudarch Takalurion.
While still a youth, every Dargonesti is
taught the principles of innate magic.
This varies from the training of Ansalon
Dargonesti, who must wait until they
gain far more experience before getting
such knowledge.
The innate spell abilities that each
Dargonesti must master before passing
into adulthood are color spray, dancing
lights, blur, darkness 15 radius, and mirror image. Each Dargonesti gains all of
the above spells, useable once per day.
This is but the first of a two-part magical
education, however.
The second part is mastering the
Klookah (shapechange). This enables
a Dargonesti to shapechange into dolphin form. The change can be performed
three times a day. The transformed
Dargonesti is indistinguishable from a
regular dolphin except to another
Dargonesti.
Like so many other elves throughout so
many different Prime Material planes,
the Dargonesti revere magic and actively
seek out new arcane knowledge.
Of course, there are Dargonesti Wizards
of High Sorcery, with all wizards being of
the Order of White Robes. The bulk of the
magical items and weapons in Watermere
are fabricated by these wizards.
80
MAGIC
81
MAGIC
RELATIONS
RELATIONS WITH
UNDERSEA FOLK
THE MERFOLK
The merfolk are the Dargonestis closest friendly neighbors. The Dargonesti
call the merfolk territories Wibmachgloonestu and Wobmachgloonestu,
which translated mean North land of
the fish-people and South land of the
fish-people, respectively. Collectively,
the territories are known as Machunestoo,
or Lands of the fish-people.
Machunestoo is made up of the species
of common merfolk that can be found
throughout the multiverse. They are neutral aligned, amphibious humanoids
with the upper torsos of humans and the
lower torsos of fish.
The merfolk are divided into communities, each led by a chief. Groups of
communities of either the northern or
southern territories are called a clan.
A single ruler, the Sea King, is sovereign over both the northern and southern
clans. The Sea King dwells in a vast city
located in the northern clans territory.
The merfolk play a large part in
Dargonesti politics because the sea elves
own a long stretch of land that separates
the two clans of merfolk, a piece of territory that the Dargonesti won after the
second struggle with the Sea Witch.
In order for the two clans of merfolk to
communicate and trade with each other,
they must either cross dangerous koalinth
territory, or use the Dargonesti-captured
land and pay heavy taxes and fees. This
infuriates the merfolk, and some factions
within the clans are contemplating
action.
To the Dargonesti, there is no reason
for the merfolk to contemplate anything
concerning the Corridor of Glory, as the
Dargonesti call the piece of land that
splits the merfolks land in two. As far as
the Dargonesti are concerned, it was elven blood that purchased the Corridor
during the second war with Sagarassi,
and therefore it rightfully belongs to
Watermere.
What frustrates some of the merfolk
WITH
U NDERSEA FOLK
THE KOALINTH
The koalinth are the aquatic hobgoblins of Krynn, much in the same way that
they are throughout the rest of the multiverse.
As is also true on other worlds, these
aquatic hobgoblins hate the other
aquatic human, humanoid, and demihuman races. Furthermore, like their counterparts throughout the Prime Material
plane, these koalinth also reserve their
greatest hate for elves, in this case, the
Dargonesti of Watermere.
The Dargonesti call these koalinth the
Nabari, the Hated Ones. The Nabari
have clashed with the Dargonesti in fullscale war four times before, twice under
the control and guidance of Sagarassi the
Sea Witch. The Nabari have lost badly all
RELATIONS
WITH
U NDERSEA FOLK
utter breaking of the Nabaris warmaking capability that has ended all four
conflicts.
Fortunately for the Dargonesti, the
Nabari have plenty to worry about, having to deal with the neighboring lacedons
to the northwest, as well as the amphidragons to the east.
The frustrated Nabari cannot even
score significant victories against the merfolk of the north or the south. Both merfolk territories are protected by the same
continental shelf that keeps the Nabari
away from the Dargonesti.
Raids launched on the merfolk fare just
as badly as raids launched on the
Dargonesti. This is not because the merfolk fight just as well as the elves, but the
merfolk have the advantage of numbers,
not having been involved in many decimating campaigns.
So, King Soobrahwn sits on his throne
of dolphin bones in the middle of the
capital city of the Nabaris territory. He
broods over the string of defeats that has
plagued the Nabari throughout their history. The more he thinks, the angrier he
gets. This anger has resulted in two very
significant thoughts brewing in the kings
less-than-exceptional brain.
First of all, King Soobrahwn awaits the
Sea Witchs next move. He will gladly
join her armies, providing, of course that
she give him some measure of power. In
fact, there are rumors that she is stirring
again, anxious to darken the good lands
with the shadows of her foul tentacles.
Second, the king is trying to get over
his distaste of humans (his distaste in
dealing with them, that ishe still finds
human flesh quite good) long enough to
forge an alliance with a few of the more
unscrupulous among them. What the
king fails to realize is that there are not
enough evil humans on the islands to
make it worth the trouble. Sagarassi tried
it, then she abandoned the idea when she
saw how hideously ineffectual the evilaligned humans were.
The king has even heard of some struggle that has occurred recently on a continent southwest of the Nabari, where the
forces of evil have lost. Perhaps some of
them will migrate in this direction? And
84
THE LACEDONS
The lacedon presence is an unusual situation that the Dargonesti have had to
deal with in the past, and will most certainly have to deal with again in the future. (Lacedons are ghouls that live at the
bottom of the sea.)
It is speculated that the first lacedons
that chose this site were evil humans who
had once served the Sea Witch but had either displeased her or tried to betray her.
She transformed them into an undead
state, then let them run free on the ocean
floor in the deeper areas, knowing that
they would add to their numbers of their
own accord.
And add they did. When the Cataclysm ravaged Taladas, living and dead
bodies that fell into the depths controlled
by the lacedons became food or new lacedons.
After the Cataclysm, when ships
foundered in storms and dashed themselves on rocks and islands that did not
exist before, the lacedons were there to
kill any poor sailors that still survived.
This legacy of horror has produced an
area of the ocean floor controlled by a
horde of over five thousand lacedons.
The atmosphere is so oppressive that even
sharks hesitate to swim here.
There is no society here, no cities, no
culture. All that exists is a dark ocean
floor covered in a carpet of bones of the
lacedons victims.
Even some marine life has been transformed into a ghoulish state. There exist
a few undead sharks and hippocampi.
The merfolk are safe from most of the
lacedons ravages, thanks to the continental shelf. The lacedons have to climb up
the steep cliff faces in order to cross into
merfolk territory, and the vast majority of
them lack the patience to do so. Still, the
merfolk keep a close watch on this border,
for once in a while a flock of sea ghouls
will erupt without warning into the pure
waters of the living, ready to wreck havoc.
RELATIONS
85
WITH
U NDERSEA FOLK
R ELATIONS
WITH
U NDERSEA F OLK
SAGARASSI,
THE
SEA WITCH
86
RELATIONS
WITH
U NDERSEA FOLK
RELATIONS
WITH
U NDERSEA FOLK
that Sagarassi may be readying for another foray into the peaceful lands, are
beginning to send out small teams to negotiate with the dragon turtles in hopes
of reforging the alliance if the need arises.
These negotiations seem to contradict
the basic Dargonesti tendency to remain
isolated and private, but it must be remembered that the Dargonesti are elves,
and share in the elven quality of being
pragmatic when necessity dictates. The
Dargonesti generals are hoping that the
dragon turtles would strike at the Sea
Witchs lightly protected rear, catching
Sagarassi and her forces in a pincer movement, with the Dargonesti and merfolk
providing the other pincer.
The tactic worked once, though the
dragon turtles did not make much progress into the Sea Witchs domain. However, Sagarassi has learned from her
mistakes and has set up magical traps and
special monstrous guards to defend her
rear. Since she has not used any of her
normal forces, the Dargonesti think that
the Sea Witch has not reinforced the area.
Thus far, the dragon turtles are willing
to listen to the Dargonesti, but the great
beasts are most capricious in their intents.
There are about 1,700 dragon turtles of
all ages. The creatures live in cave lairs,
with no more than two dragon turtles to a
lair. Usually, this arrangement is made up
of an adult and an offspring.
The dragon turtles have collected immense amounts of treasure, and thus cannot be bought. On the other hand, they
are always looking for better living space.
OTHER RACES
Besides the major factions covered
above, there is a group of creatures that
the Dargonesti classify as minor races.
The tritons are the most significant of
the minor races. A colony of 1,000 tritons
live in an independent area located on
the southeastern border of Watermere.
The northern border of the southern merfolks territory also abuts the tritons
land.
These handsome, noble sea-dwellers
respect the Dargonesti need for privacy,
since they themselves are reclusive. Still,
RELATIONSHIPS
WITH
RELATIONSHIPS
SURFACE FOLK
SURFACE FOLK
WITH
The Dargonestis relationship with surface dwellers is not one of goodwill and
friendliness. It is merely the Dargonesti
way of acknowledging that some times
one must do unpleasant things in order to
survive in an unpleasant world.
In the year 1530 AC, when the humans
from Taladas and the tropics came to the
coral islands in Dargonesti territory, they
knew that someone else was already
there.
The newly-arrived humans found
small way-stations complete with dried
food, water supplies, and odd potions.
Strange runes decorated these small
structures, runes that the humans could
not decipher. Warily, the humans began
setting up camps and staking out territory. They had no inkling of the existence
of the Dargonesti below them.
The humans ignorance was shortlived. A few days after they landed on the
biggest island, a Dargonesti patrol made
up of members of the Order of the Dolphin came to tend their way-station.
This particular group of Dargonesti,
being disciplined paladins, showed enormous grace and control in the face of a
barrage of insults and outrageous claims
from the human fishermen. The paladins
courteously informed the humans that
the islands belonged to the Dargonesti,
and that the sea elves had owned them for
the past 300 years. The sergeant also gave
the humans 36 days to depart.
Thirty-six days later, the very same
group of paladins returned along with a
leftgroup of Waveriders and a rightgroup
of Farstrikers.
Not only had the humans not left the
island, they had spread out to several
neighboring islands. Furthermore, the
humans were waiting for the Dargonesti
to return. Without warning, the fishermen and traders attacked the Dargonesti
using spears and arrows.
Though momentarily surprised, the
Dargonesti defended themselves with
ease and destroyed two boats full of human warriors. The Dargonesti casualties
were light, mostly injuries, and they returned to Watermere. The humans
thought that they had driven off the
elves, and immediately began making
preparations for a victory feast to be held
that night.
The victors were only one hour into
their revelry, when then-Speaker of the
Moon Drudarch Takalurion appeared in
their midst with his most trusted advisor.
Drudarch told the foolish air-breathers
that the Dargonesti would regain all the
islands by force if necessary, but that negotiation was preferred. For good measure, Drudarchs advisor cast a spell that
spoiled all of the food at the party, sort of
as a low-key demonstration of sea elf
magic.
The demonstration went completely
unheeded. Drudarch and his advisor
overestimated the humans superstitious
awe. The proud men considered the spell
a pathetic show of might, and Drudarchs
conciliatory words were taken to be a sign
of weakness. Besides, certain nations on
Taladas had been interested in doing
trade with the islanders, since a rich fishing ground surrounded the coral reefs.
The humans had used the 36 days to
forge alliances and get promises of aid
from the mainlands.
What followed in the next nine years
was a series of skirmishes that escalated to
all-out war. Still, the Dargonesti showed
amazing restraint in combat, inflicting
casualties only on the humans who were
able to fight, not on the innocents.
Sometimes, the Dargonesti forces struck
at the leaders of the islands, in hopes that
eventually a group of humans who were
weary of fighting would come to power.
In the ninth year of the war, the Dargonesti strategy finally bore fruit. After a
whole new set of leaders was appointed,
the new commanders realized the folly of
the war. Also, since some of the new leaders had actually been in combat, they
could see how the Dargonesti were using
restraint, so they knew first-hand that Takalurions words of talking instead of
fighting were sincere.
In the sixth month of the ninth year, an
agreement was worked out between the
human leaders and Takalurion. The hu90
RELATIONSHIPS
WITH
SURFACE FOLK
T HE M AHKWAHB
THE MAHKWAHB
May they be swallowed up by the ocean
floor, never to molest any good-hearted
denizen of the sea.
Dargonesti curse on the Mahkwahb
The Mahkwahb, or elves of the
Abyss, are a blot on the Dargonestis
name and heritage. This offshoot of the
Dargonesti consists of exiled Quoowahb
of evil alignment, forced to leave Watermere for their crimes or ideas.
The idea of exiling someone for thinking the wrong way may seem harsh, but it
must be remembered that the Dargonesti
are not a violent race. They are not used
to crime or dealing with internal threats.
Most Dargonesti find it inconceivable
that a Dargonesti would raise a hand in
anger at another Dargonesti. The
Mahkwahb would, and the Speakers decided that it would be better to head off
trouble before it gets a chance to flourish.
Such is elven justice.
The first migration of Mahkwahb oc-
92
THE MAHKWAHB
Secondly, she greatly increased the fertility of the Mahkwahbs. Their current
population has increased to 200. To an elven race, this constitutes a significant
population explosion.
Finally, Zeboim saw to it that not a single Mahkwahb would go to waste. When
a dark elf dies, he returns as either a zombie, ghast, or wight, depending on his
level of devotion to Zeboim. These undead are under the command of the highest level cleric of Zeboim.
Sagarassi the Sea Witch is unaware of
the Mahkwahbs existence, and Zeboim
plans on keeping it that way. Like her
scheming mother Erestem, Zeboim enjoys having more than one tool at her
disposal.
The Mahkwahb have constructed a
large city in the cliff walls of the dark
abyss, complete with fortresses, several
temples to Zeboim and one temple to
Erestem, and an ornate palace. Despite
all of these trappings of culture, the true
nature of the Mahkwahb cannot be
hidden.
For the position of ruler, the
Mahkwahb have an Overlord, a powerful
dark elf who rises to power by killing all
other claimants to the throne.
Every decade, the Overlord must accept challenges from aspiring politicians
who desire to rule.
There is yet another big difference between Mahkwahb and Quoowahb. The
dark elves lust after treasure, whereas the
Dargonesti care little for such things.
Mahkwahb society is stratified, with
wealth being the gauge of how important
someone is. Dark elf lairs are rich in gold
and steel coins, gems, and other valuables.
The Mahkwahb have also rejected the
Dargonesti power of shapechanging into
dolphins. In its stead, the dark elves have
developed the power to change into either a manta ray or a shark. These forms
carry the same restrictions as the Dargonestis shapechanging.
In fact, the Mahkwahb hate the dolphin so much that a dolphin is sacrificed
to Zeboim on the middle night of
Nuitaris High Sanction. After the sacrifice, the Mahkwahb sit down to a feast of
dolphin meat.
93
DARGONESTI ELVES
AS
PCS
DARGONESTI ELVES
AS PCs
It is possible to use the Dargonesti in
an underwater campaign. There are certain differences from other elves that
need be kept in mind, however.
The minimum and maximum ability
scores for PC Dargonesti are as follows:
Ability
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Minimum Maximum
5
9
5
7
7
8
18
19
18
18
18
18
94
Dragon, Brine
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
Any ocean
Very rare
Solitary
Any
Omnivore
Low (5-7)
Special
Chaotic neutral
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
1 (2-5)
2 (base)
Sw 9
11 (base)
9 (base)
1 + special
4-40
Breath weapon and magical abilities
Variable
Variable
H (26 base)
Champion (15)
Variable
Age
1
2
3
4
5
6
7
8
9
10
11
12
Body Lgt.
5-8
8-12
12-20
20-29
29-38
38-47
47-56
56-65
65-74
74-83
83-92
92-102
AC
5
4
3
2
1
0
- 1
- 2
- 3
- 4
- 5
- 6
Breath Weapon
1d4+1
2d4+2
3d4+3
4d4+4
5d4+5
6d4+6
7d4+7
8d4+8
9d4+9
10d4+10
11d4+11
12d4+12
Brine dragons are bizarre mutations that may have been created by
Erestem as an experiment. These great beasts claim remote ancestry
to black dragons, but such a claim is difficult to believe, considering
the complete lack of resemblance between the two dragon races.
The only complete ocean-going dragon, these beasts cannot fly or
walk on land. Brine dragons do not enjoy even breaking the seas surface, but they can sometimes be persuaded to do so if given the
proper incentive, such as a boat load of juicy humans.
These massive creatures have bodies much like plesiosauri, but
with draconian heads. They have flippers where other dragons have
claws. To compensate for this, brine dragons have oversized teeth
that make them appear as if they are smiling all the time. The grin is
not a friendly one.
The hide of the brine dragon is rough and mottled, with many
ridges and crags. The scales are irregular and do not fit together very
well. Huge clumps of salt dot the body of the brine dragon, some
clumps so old that they are discolored by the dragons bodily secretions and are no longer able to be dissolved in the water.
C o m b a t : Though they cannot walk or fly, brine dragons are good
swimmers. Though their unwieldy bulks would seem to take away
from the creatures swimming ability, brine dragons can move
through the oceans without causing so much as a ripple. As a result,
opponents suffer a -1 penalty to their surprise rolls. On the other
hand, the dragons themselves are acutely aware of disturbances in
the current, and are surprised only on a 1 in 10 chance.
MR
10%
15%
20%
25%
30%
35%
40%
50%
Treas. Type
F
F
F
F
F,G
F,G
F,G,H
F,G,H
F,G,H
XP Value
1,400
2,000
3,000
4,000
7,000
8,000
10,000
12,000
13,000
15,000
16,000
17,000
Though brine dragons lack claws, their bite causes terrible damage
and can create huge gouges in large marine creatures, such as whales
or amphidragons.
Brine dragons attack with little or no provocation. On the other
hand, they sometimes hold off from attacking even in circumstances
where combat would be expected. Being very capricious and unpredictable by nature, it is difficult to tell just what a brine dragon will
do at any given time. They are the embodiment of chaos.
Breath Weapon/Special Abilities: The brine dragon can breathe a
salt and alkaline-based spray that functions like acid. This breath is
in the form of a cloud that is 90 feet long, 45 feet wide, and 45 feet
high. Creatures successfully saving vs. breath weapon suffer half
damage. The brine dragon can employ this breath weapon once
every three rounds. The breath weapon can be used underwater or at
a target in the air, with no change in its effectiveness.
Brine dragons are immune to poisons and acids. They cannot
breathe air.
As a brine dragon ages, it gains the following abilities, each usable
three times a day:
Age
Adult
Old
Wyrm
Great Wyrm
Ability
Melfs acid arrow
Stinking cloud
Fear
Cloudkill
Dragon, Brine
Should the alkaline breath weapon of a brine dragon somehow
mix with the acid-based breath weapon of a black dragon, the
breaths would neutralize each other, creating a volume of water
equivalent to the volumes of both breath weapons.
Since a black dragon breathes sulfuric acid, a volume of sulphur is also created, equivalent to one pound per age category of
the black dragon.
The other effect of the mix is that a large amount of heat from
the chemical reaction is generated. Thus, the newly created water
is scalding hot. Any unfortunate caught in the area where the two
breaths mingle suffers 12d4+12 points of damage (successful saving throw [with a -2 penalty] vs. breath weapon cuts the damage
in half).
It should be noted that gnomes would be very interested in any
news of such an occurrence. The gnomes have been trying for
centuries to get a brine and black dragon together for the sake of
research, the only result being a lot of dead gnomes and no cooperative dragons. Enterprising PCs may make some money on the
experience if they are shrewd enough.
Habitat/Society: Brine dragons are best described as violent,
aquatic anarchists with nihilistic tendencies. They have no system of
rulership, no leader, no society of any sort. The Sea Witch Sagarassi
has long since given up trying to recruit any brine dragons for her
causes, since the beasts are just as likely to breathe on her troops as on
any enemy.
The beasts make their lairs out of coral and rock formations, using
their caustic breath to create a convenient cave. Brine dragons hoard
wealth only when they feel like it.
Each brine dragon stakes out its turf, which can vary day to day
from 100 yards to ten miles. Its cave remains the only point of fixed
interest.
When a brine dragon lays its eggs, the mother usually stays
around and raises the hatchlings, though sometimes the father stays
and does the job instead. Other times, both parents stay and raise
the hatchlings, or both parents leave and let the eggs fend for themselves. Sometimes the parents get hungry and just eat the eggs or
young.
This extremely random way of raising children keeps the number
of brine dragons at low levels.
E c o l o g y : Brine dragons get their name from their love of salt. The
dragons eat salt and also absorb it into their systems through osmosis
as they swim the oceans. Often, brine dragons can be found in salt
marshes that exist in coastal areas.
Black dragons are hated by the brine dragons. A brine dragon
would certainly not attempt to eat a black dragon, for despite their
lack of intelligence, the brines have an instinctive knowledge of what
would happen if the acidic meat of a black dragon wound up inside
their alkaline system.
In essence, brine dragons will eat anything. They are distinguished among marine life as one of the few species that will actually
eat undead.
Otherlands
BY
AND
JOHN TERRA