Sunday, 6 March 2016

The Oards



Oard Adventures in Mystara

by Sean Meaney "Psst! I've got a time travel mirror you can use."
A Peoples Revolution
Recommended Location: Karameikos, Glantri, Heldann, Northern Reaches
Description: The Bailiffs dispatched by the local lord to collect grain tax have failed to return from the Village of Humprey.
What's going on: The locals are in the middle of a technological boom. A travelling sage has taught the local blacksmith how to build a mechanical grain harvester. The Humprey Push-Scythe allows a single individual to harvest four acres an hour. He has also taught them to manufacture a repeating crossbow that fires bolts from a drum barrel of twenty and must be wound like a clock in a single turn before use. The Sage is an ordinary person dispatched from an Oard Re-education Facility to "assist" the locals in their technological rise.
The Lords Bailiffs simply stumbled into a peasant uprising and were disposed of on their arrival.
Humprey Push-Scythe
The push-Scythe allows the farmer to harvest a grain crop at four acres per hour (4x rate of peasant labourer).
(Weight: 50lb, value: 500gp)
Humprey Repeating Crossbow
Must be wound like a clock with a special handle that fits on the end of the barrel. The weapon fires up to twenty bolts from the crossbow drum barrel
(Weight: 30lb, Weapon Cost: 250gp//Ammunition: 10gp/bolt, Range: 100', Damage: Heavy Crossbow+1, Reload: 1 Turn to reload the drum)
PC Involvement: The Party is called in to investigate an isolated village refusing to pay its taxes in farm produce. They find the locals have declared independence from the local lord and have declared them selves the People's Union of Humprey. They will be ambushed on the road by twenty peasants armed with Humprey Repeating Crossbows. If the party capture the Sage, they find a mind immune to torture and interrogation.
The Lord dispatches fifty light footmen from his castle a week after the Adventurers with orders to exterminate the villagers. If the People's Union crush the soldiers (with PC help) they spread to control the Lords estate within a year.
An Angry Mob
Recommended Location: Luln, Karameikos
Description: A Wizard in Luln is being lynched by local peasants.
What's going on: The Wizard has been feebleminded by an Oard device called a Subjugator Ray which causes the Wizard to be unable to cast spells. An Oard traveller surprised the Wizard with the Ray while in the local tavern and hypnotised the Villagers also there into lynching him.
PC Involvement: The PC's can stop the Lynching. The Wizard and Peasants don't recover from the effects of the Subjugator Ray however (that takes a Wish). Until they are cured, the peasants will attack any identified wizard attempting to Lynch them. When word gets out, rival wizards show up to loot the Wizard's residence.
An Iron Dragon
Recommended Location: North of Radlebb, Karameikos
Description: Farmers in a region of wilderness report an Iron Dragon (Drolem) on the Rampage north of Radlebb wood. The Drolem has destroyed their farms and killed their livestock. The Baron of Verge puts out a call for reliable Adventurers to look into it.
What's going on: The Oard are clearing out a region of its population. They are Mining minerals in an abandoned mine in the Area and needed cover. IF adventurers follow its trail of destruction back to the source they are led to a mine that has been recently worked. Dwarf miners will be unfamiliar with the technique.
PC Involvement: The PC's can stop the Drolem (Oard Robot). It will have some value to a Wizard fetching 1000gp-4000gp. They can also discover that someone used it to cover their mining activity-Something that took Tin, Lead, Copper, Iron, Gold, Silver, Platinum, and some Silicon. Over a thousand tons have been mined in a single week.
Examination of the mine site by a Dwarf skilled in mining for a year will allow improvements in their mining skill (+1).
 
Starfall
Recommended Location: Reedle, Darokin
Description: A wizard seeks Adventurers to look for a Shooting Star that fell from the sky near Reedle.
What's going on: An Oard Entry Impact Capsule has come down in the Mountains. The Engineer of the Oard Survey Ship (detailed in SPLASHDOWN and FOOTHOLD) has ejected from the ship. They find an Iron Golem wandering about a large Smashed "Egg". It is constructing a Bunker (if allowed to finish). The Oard has perished. The "Smashed Egg" is the Entry Impact Capsule from an Oard Ship. Markings on the Capsule translate as "EIC-1". The Iron golem will not allow the PCs to leave with the Oard and will need to be overcome.
PC Involvement: The PC's might be hired to retrieve the falling star.
The Lifeboat
Recommended Location: Anywhere in the Sea of Dread
Description: A ship stumbles across a strange lifeboat in the middle of the ocean.
What's going on: Another of the Crew of the Oard Survey Ship ejected over the Ocean. The "Lifeboat" is an Entry Impact Capsule from an Oard Ship. Markings on the Capsule translate as "EIC-5". The Oard is in Hibernation and will revive if brought onboard. The Oard will attempt to hypnotise the Captain and Crew into slavery.
PC Involvement: The PC's might encounter the Oard controlled ship at sea or coming into the isolated fishing village they are in. If the Oard makes it to a village it will enslave the locals (A PEOPLES REVOLUTION should provide a good suggestion as to what happens next).
Splashdown
Recommended Location: Gulf of Marilenev, south of Karameikos
Description: Sailors report seeing a huge "thing" fall from the sky into the gulf of Marilenev.
What's going on: The "Engine" to the Survey ship has come down in the gulf. There is not much left and it is sitting on the Seabed. Adventurers will find the Ship remains mostly intact and under repair by a pair of iron Golems. Unfortunately the Engine is Days from going critical and any water in "engineering" will cause it to trigger early. The implosion of the engine will create a whirlpool located five hexes south of Specularum. The Whirlpool will last for a year before dissipating.
PC Involvement: The PC's might be hired to go on an undersea adventure.
Foothold
Recommended Location: Eastern Thanegioth Archipelago
Description: The Forward Section of an Oard Vessel has come down on an Island of Cannibals east of the Isle of Dread.
What's going on: The Forward part of the Ship has crashed in the Thanegioth Archipelago. The Islanders are being re-educated by the "Sky Gods" while the Robots (a dozen Iron Golems) begin mining operations.
PC Involvement: The PC's might encounter the Oard dismantling their ship section and constructing a base while exploring the region. This event Takes place AC1010, POST Nuwmont 1 for obvious reasons.
Cannibals Cannon
Recommended Location: Eastern Thanegioth Archipelago
Description: Cannibals invade the Isle of Dread. Their small war galley confronts a Thyatian vessel harboured at Port Mora. The artillery round explodes on impact destroying the ship it hits utterly.
What's going on: IF you decide the Oard have gone un-noticed until Thyatis invades the region in AC1020, then there should be an Oard Dome with full cloning facilities just off the Coast. An Oard Dome can be found in CM6 Where Chaos Reigns. The Re-educated Natives will be working on developing Fire Arms (using a (unduplicatable even by a wish) mix of gunpowder made from minerals only found on their Island) and have the equivalent of a small war galley fitted with a single huge forward facing cannon.
The Cannon and Six shots with Gunpowder would be worth fifty thousand gold pieces to the Emperor of Thyatis who is once again frustrated by the prospect of not having gunpowder weapons. The Thyatians may learn of the incident but will find the mineral reserves soon run out.
The Cannon
(Range: 1000' Damage: 20d6, Weight: 2 Tons//Artillery Explosive Shot: 500lb/ Reload Time: 1 turn to reload).
PC Involvement: The party might be on the Thyatian Vessel only to wash ashore on the isle of Dread after the destruction of their ship.
Invasion of the Twaelar Empire
Recommended Location: The Sea of Dread, Near the Thanegioth Archipelago (Sometime after 1020AC).
Description: The Twaelar Empire stops raiding the surface as they come under attack by Oards.
What's going on: The Oards at the Thanegioth Foothold Site have begun an invasion of the Twaelar Empire. The Sea people come under attack from an army of a hundred Iron Golems (Oard Robots) lead by ugly-looking surface dwellers who breathe water (Aquatic Environment Adapted Oards). The Oards are intent on totally assimilating the Twaelar Empire and mining its resources to build a new Spaceship. They will brainwash the Twaelar People into servitude.
PC Involvement: The PC's might be hired to go on an undersea adventure to investigate why the Twaelar conflict with the Surface has broken off. They might encounter a lone Twaelar citizen fleeing the Empire for help.
The Cannon-powder Plot I: Show and Tell
Recommended Location: Thyatis City (Sometime after 1020AC).
Description: Advisers from the Savage Coast demonstrate the use of gunpowder in Thyatis City. In a Demonstration of the power of Cannon-powder, a single barge with huge cannon mounted centre barge is signalled into the Harbour to Fire on an anchored vessel. The Cannon hits its target from just under a thousand feet. The Target Ship (a large sailing ship purchased for the demonstration) explodes in a fireball and is destroyed utterly.
Unfortunately the creators explain that there are two problems with it. One: The Cannon-powder is only useable in very big Artillery, not hand Weapons, and, Two: The Cannon-powder has a special Oard additive that causes it to detonate within three hundred feet of an actively casting magic-user. A couple of Thyatian Generals see that as more of an advantage than a problem though. The Emperor begins buying the ingredients from the relevant nations on the quiet.
What's going on: The Oards have just sold the Thyatians on Cannon-powder. This particular mix requires a special tar that bubbles up on the Isle of Dread. If the Thyatians are going to control the only Cannon-powder outside the Savage Coast they must take and hold the isle of Dread against all enemies. Considering the Freeport at Tanaroa is currently (1020AC) exporting the Tar by the shipload, the Security of Thyatian Empire is a stake. Other ingredients include a Salt extracted from seawater in the Gulf of Marilenev, A Charcoal found only in the burning of timber from Alfheim, and Sulphur from a Volcano in Ierendi. -The Tar must be mixed with the Charcoal made from Alfheim Wood (no-longer exported) and then with Ierendi Sulphur (not exported), and With Marilenev Salt (currently exported in small volumes by the Estate of Marilenev).
The Thyatian Cannon
Thirty Feet long, ten feet radius, a Steel-alloy made from Ylari Sand, Iron from the Thyatian Empire, and Carbon from Thyatian Hinterlands Timber. Cost of manufacture: 50,000gp, Reload Rate: 2 Turns, Range: 1 Mile, Weight: 50 Tons
Explosive Artillery Round
A 4' diameter Iron shell, Damage: 20d6 (100'radius)/detonates if exposed to magic within 300'.
Cost: 1500gp Weight: 3 Tons
The Cannon-Powder Wad
1,000gp/shot to manufacture is a 4' diameter cannon-powder wad weighing a ton.

PC Involvement: The PC's might be on the expedition to take the Isle of Dread or caught on the island when the Thyatians Invade. Worse still, they might be involved in the future Invasion of Karameikos, Ierendi, or Alfheim to secure access to the other ingredients.
The Cannon-powder Plot II: No Permit, No Wizard
Recommended Location: Thyatis City, Empire of Thyatis (just prior to 1025AC)
Description: The Emperor requires all Wizards in the City of Thyatis (The Cannon-powder Millworks are located here) to carry and display Identification.
What's going on: For reasons of national Security, Wizards are no longer allowed to wander freely in Thyatis City.
The Cannon-powder Plot III: War
Recommended Location: The Western Defence League (Sometime after 1025AC).
Description: The Ingredients to the Thyatian Cannon-powder and the cannons leak out. The Western Defence League cuts off access to the ingredients for manufacturing the Thyatian Cannons and Cannon-powder out of self interest. The Thyatians declare war.
What's going on: The Oards have just leaked the requirements of the Cannon-powder to pit the Thyatians against the Western Defence League. Thyatis must have their ingredients for cannon-powder and cannon-steel.
As the ingredients come from many nations in the Western Defence league, they must invade.

by Caius of Glantri Modfied





 Glantri Campaign Part 5: Students

by Caius of Glantri BACKGROUND: STUDENT OF THE GREAT SCHOOL

Since a very young age, you have been a student at the greatest school of magic in the known multiverse. Built over the source of all weave or radience in existence, the Great School literally crackles with magical energy. Many are sent but few are accepted, and among these there are always a number who fall prey to wild magical surges, conjurations gone wrong or professors in a bad mood. You are one of the survivors, the elite or arcana, enjoying many privilages in Glantrian society and law. You are not a graduate but a senior apprentice on life experience, away from the school but still a part of the hallowed ivy corridoors of power.
Skill Proficiencies : Arcana, History
Cantrips : You have mastered one first level spell. With a note paer and ink you cna make notes on the spell in 15 minutes and then memorize it.
Equipment : A set of student robes, a set of normal clothes, a certificate of enrollment, a bottle of black ink, a quill and 15 gd.

FEATURE : A STUDENT FOR LIFE
As a student, whenever you are in Glantri City, you can stay for free in the School, consult your personal tutor (a powerful wizard) for help and advice and use their facilities for magical research (you have advantage on any rolls you have to make).
Each time you advance a level, you may return to the school to renew you subscription. The fee is 200 gold ducats/level and in return you may learn 1 extra spell of your choice (of a level you can cast). In addition, at the appropriate levels, you can learn the special feats that are only open to members of the school (students and staff).
If you don't (or can't) renew your subscription, you are temporarily blacklisted and cannot gain any benefits until you pay all the fees owed.

SUGGESTED CHARACTERISTICS
Foreigners believe that Glantrian wizards are arrogant, scheming, eccentric megolomaniacs. Though this isn't universally true, there is more than a grain of truth in the stereotype.

d8 Personality Trait
1 I am unworldly and don't know how the mundane world operates
2 I have a strange theory (eg. Halflings are short dwarves) that I often argue
3 I am the elite and I behave and dress accordingly
4 I'm slow to trust anyone and see devious motives behind everything
5 I have no time for immortals or the mortal fools caught in their web of lies
6 I will change the world – either you aid me or you oppose me
7 I spout interminable facts about anything I encounter to those near me
8 I'm always scribbling notes on everything - my hands and clothes are ink-spattered

d6 Ideal
1 Tradition. I will play my part in serving the rich traditions of the School (lawful)
2 Noble Obligation. It is my duty to protect and care for those beneath me (good)
3 People. I look out for those I care about, not for vague ideals (neutral)
4 Power. I'll do absolutely anything to get to the top (evil)
5 No limits. Don't let anything stop you changing the world (chaotic)
6 Aspiration. Wizards of the future will use my spells (any)

d6 Bond
1 As a junior, I made an enemy of a powerful wizard who I try to avoid
2 I love my school and will defend it from criticism and attack
3 My old tutor may have deteriorated but I still honour him or her
4 The library is a sanctuary of learning in a world of ignorance. I bring it books
5 I accidently released something from captivity and it lurks in a dark place
6 A powerful wizard killed one of my friends. One day, I will have revenge

d6 Flaw
1 I hear imagined insults & anger swiftly
2 The things I've seen sometimes make it difficult for me to sleep
3 I love to be enchanted
4 I enjoy provoking religious beings
5 My curiosity may end up killing me
6 I'd rather lose a friend than an argument

Repost Glantri

Section 2: Setting

What is the Known World?
The Mystara campaign setting evolved from an area called the Known World, this is the area of the setting where many of the initial products specifically took place and in which most of the subsequent products have been situated.
What is Red Steel / the Savage Coast?
The line of products known as 'Red Steel' were one of the last line of Mystara-based products made. It takes part in a region known as the Savage Coast, this area is located to the west of the Known World. The area is totally compatible with the rest of Mystara however the area is thematically distinct as noted in the following excerpt from the Savage Coast Campaign Book. The SAVAGE COAST campaign setting is unique in many ways. Though this fantasy setting has magic, heroes, and everything else one would expect, the new swashbuckling and panache rules add both individual flavour and style. The land also lends fantastic, magical powers to all types of player characters. Still, it is a savage frontier, suffering under a magical bane called the Red Curse.
What is the Hollow World?
The Mystara game world is a hollow sphere, and the inside of the planet is inhabited. It holds old civilisations that are now extinct on the surface, placed there by the Immortals to protect their cultures, there are strong magics in place preventing them from evolving much or dying away. The only entrances to the Hollow World are through underground passages between the two worlds, and through the holes that stand in place of the north and south poles.
What is Blackmoor?
Blackmoor is an area that has some history in a number of TSR products, Mystara included. Blackmoor was, like Greyhawk, the campaign world of one of TSR's founder, Dave Arneson. It was later placed in both Greyhawk and the Known World. There is no further relation between the two Blackmoors of Mystara and Greyhawk.
What is Voyage of the Princess Ark?
The Voyage of the Princess Ark was a storyline in Dragon magazine written by Bruce Heard. It ran from issues 153 to 188 and it expanded upon the Heldannic Knights and the Savage Coast. It introduced characters such as Herr Wulf von Klagendorf, Haldemar of Haaken and Synn.
What are immortals?
The Mystara game world is not looked over by other-worldly deities, there are however immortals. Immortals are mortals who, through their deeds, have reached a higher status granting them more power than mere mortals. These immortals have extraordinary powers and take it upon themselves to look over Mystara. They also perform the functions of deities in other game worlds in that they are the source of clerical spells and powers. Now whilst immortals were once mortal some do not remember their mortal beings although there is nothing to suggest that they weren't mortal. It also should be noted that whilst a number of immortals share the same name as deities in other game worlds or real world deities that immortals are not deities, they are not all-powerful and have their own agendas and foibles like mortals. It is also possible for player characters to become immortal although this is a difficult task and could be the goal of a whole campaign, or series of campaigns, to allow one player to attain immortality. An all-immortal campaign is also a possibility of course.
Where is Blackmoor located?
Bruce Heard's said: Blackmoor -- the travelling legend. If there were archaeologists on Mystara, they would have a devil of time figuring where the darn place was really located. Officially, it's supposed to be up there by the Thonian Marches. Unfortunately, conflicting info has crept into several products, getting in the way of the Thonian theory. The best thing is to assume evidence of Blackmoor's presence elsewhere is the result of later colonisations and outposts. Other communities were also magically displaced (such as a certain ancient tavern in the Broken Lands of the Known World). Definitely a messy development of the World of Mystara! :) It should be noted that on the map in the Hollow World boxed set that the names of Blackmoor and Thonia have been reversed (Blackmoor was north of the Empire of Thonia according to all other sources)
Who are the immortals of the Church of Karameikos?
These are the immortals of the Church of Karameikos, as given by Bruce Heard in an old Dragon Magazine:
Asterius (Eternal of Thought), Leader
Kagyar (Eternal of Matter)
Ilsundal (Hierarch of Thought)
Valerias (Hierarch of Matter)
Vanya (Empyreal of Time).
Although Chardastes is a native Traladaran Immortal, he is venerated through the auspices of the Church of Karameikos, not the Church of Traladara. This is extrapolated from info in B1-9 In Search of Adventure.
The Immortals of the Church of Traladara are:
Halav
Petra
Zirchev
Is Jaggar von Drachenfels the Star Dragon?
No. According to Bruce Heard's article in Dragon #170 he became the Star Dragon for a brief period but relinquished the title for absolution.
What is the Wrath of the Immortals?
Wrath of the Immortals (or WotI) is an epic campaign that TSR published to update the Known World. It deals with the Great War that involves the major countries of Mystara and that was caused by the Immortals to obtain control of the Nucleus of the Spheres, a powerful artifact located under Glantri. At the end of the war, Alphatia sinks, Glantri and Thyatis have suffered dramatically from the conflict and three new powers enter the political scene of Mystara: the Heldannic Territories, the Hagiarchy of Hule and the "revamped" Kingdom of Karameikos.
What has happened to Rad after Wrath of the Immortals?
As a result of the events during WotI Rad was absorbed into the Radiance, and some of his life force was used to lessen the drain of the artifact on Mystara's magic: thus there is only a Day of Dread each year, and not a week as in Wrath. Rad is not dead though, but he has been put into a slumbering state to reflect on his deeds, and hopefully change. This is covered in detail in the module Mark of Amber. The outcome of the module vary from campaign to campaign, as the actions of the PCs in the module decide Rad's fate. The module's three outcomes are: 1. He returns as a mortal with no chance of being sponsored back to Immortality and no access to the Radiance; 2. He returns as a mortal but can become an Immortal again sometime (considered to be the most likely outcome); 3. He returns as a full Immortal. Later products avoid the issue, and the general consensus is that he should return but be left in the background, keeping a low profile for some time, either rebuilding his following (if an Immortal) or attempting to reach Immortality again (if mortal). Few favour him becoming a mere mortal with no chance of reattaining immortality.
What has happened to the Radiance after Wrath of the Immortals?
In WotI, the Radiance is altered to draw from the sphere of Entropy instead of the sphere of Energy. Yet in GKoM, the rules for the Radiance are exactly the same as in Gaz3, stating that it drains from Energy. This is a mistake in GKoM; the authors overlooked that event in Wrath and forgot to update the info from Gaz3. Thus the new rules for the Radiance are undefined, as are the effects of Entropy-draining. Various suggestion have been made on the MML, though.
What happened to Specularum?
Specularum was the name of the capital of the Grand Ducky of Karameikos. During the events of Wrath of the Immortals, in AC 1006, Duke Stefan of Karameikos seceded from the Empire of Thyatis becoming King of the Kingdom of Karameikos. On Nuwmont 1 AC 1012 Stefan renamed the capital Mirros.
Where is Teldon?
From Dragon Magazine #207 about Teldon's fate: "One of the attractions of the Magicians' Guild, its location in Karameikos' largest city, was its downfall. Such a collection of powerful (and often egotistical or secretive) mages in one location created great potential for conflict. The final straw was the creation of a mechanical beholder by one of the more advanced apprentices, powered by an Immortal's artifact. The resulting creation was turned loose in downtown Specularum, levelling a good section of the South End. The creation was defeated by the head of the Magicians' Guild, Teldon, but at great cost. Both mage and monster disappeared in a pure white ball of fire, and while they are assumed to have both been destroyed, they may instead have been teleported to some far-off location. The fact remained that the Magicians' Guild proved itself too dangerous to remain in Specularum, and lost one of its most valuable supporters."
Where is Bargle?
After the fall of the Black Eagle Barony, Bargle is an itinerant villain that pops up here and there. He can easily be used as a recurring villain who the PCs bump into. He has been spotted in various place, including Esterhold and Serraine (always helping the evil guys, of course), but can have business anywhere.
Is Kol a shadowelf or a kobold?
Most sources present Kol as a kobold who, using the rules from Gaz10: Orcs of Thar, could cast spells. In Glantri: Kingdom of Magic (one of the last printed Mystaran products), he is said to be one of the deformed shadowelf babies raised by the humanoids, thus explaining both his high intelligence and spellcasting abilities under the AD&D rules. It is both an interesting plot, and a disappointment to many, as it removes again from the humanoids any glint of chance that they can achieve something by themselves. Many people ignore that section in GKoM referring to Kol as a shadowelf preferring to have more realistic humanoids whilst others prefer the potential of having Kol as a shadowelf. As always use whatever version suits your campaign and your taste best.
What happened to the continental map published in the Master DM's book?
According to Bruce Heard in Dragon #153 the map in the Master set is "wrong, wrong, wrong!" The map was supposedly released by a very imaginative Thyatian, and wrongly accepted for the truth. There is no Empire of Dorphin IV, no Empire of the Great Khan, etc. Also, as you probably guessed, the size of the Thyatian Empire was largely exaggerated on this map. However since then people have used names and countries from this list to create things in their campaign, and of course in your own campaign you are free to use anything you want in your campaign.
How do the Mystaran novels fit into things?
Some of the Mystaran novels, particularly from memory the Dragonlord Chronicles, do not fit well into other established pieces of Mystaran continuity. Whilst for any given campaign you, the DM, is free to choose what you want to make up your campaign. Generally speaking however, the general Mystaran net-community does not consider the novels to supersede any other published information.
How does the D&D Movie fit with Alphatia?
Izmer, the setting of the D&D movies was inspired by Alphatia. Here is Dave Arneson on the land of Izmer.

Section 3: Products

Secret Orders



Seven Secret Crafts of Glantri member lists

by Aleksei Andrievski I saw Cthulhudrew's post about the membership of the seven secret crafts of Glantri. Good job and a handy list, but he did miss a few ;) Here are the (to my knowledge) complete lists for 1000 and 1012 AC:
1000 AC
Alchemy
Genevieve de Sephora High Mistress
Isabelle d'Ambreville 3
Guillaume d'Ambreville 3
Jakar Daron 3
Rolf Graustein 3
Malachie du Marais 3
Diane de Moriamis 3
Antonio di Tarento 3
Dracology
Jaggar von Drachenfels High Master (star)
Eachainn McDougall 3 (gold)
Erik Helsing (from Serraine) 3 (red)
Helgar von Drachenfels 2 (white)
Ezechiel Naramis 2 (black)
Aliana Nyraviel 2 (blue)
Galladin 1 (jade)
Elementalism, Air
Volospin Aendyr High Master
Serena Aendyr 3
Margaret Hillsbury 3
Emeth Urbaal 3
Arbana Jerbat 2
Gertrud von Drachenfels 2
Elementalism, Earth
Innocenti di Malapietra High Master
Hildegarde von Drachenfels 4
Murl of Vlaardoen (from Minrothad) 4
Giovanni di Malapietra 3
Lucrecia di Malapietra 3
Elementalism, Fire
Vanserie Vlaardoen High Master
Wilhelmine Vlaardoen 4
Sinaria Verlien 4
Gherynid (from Ierendi) 4
Pieter Vandehaar 3
Rowena Krollnar 3
Juliana Vlaardoen 1
Elementalism, Water
Harald of Haaskinz High Master
Quentin McGregor 3
Sean McGregor 1
Illusion
Jherek Virayana High Master
Lan-Syn Virayana 4
Urmahid Krinagar 4
Ralindi Virayana 2
Rejladan Virayana 1
Necromancy
Morphail Gorevitch-Woszlany High Master
Brannart McGregor 4
Boris Gorevitch-Woszlany 3
Youri Ivanov 3
Angus McGregor 3
Piotr-Grygory Timenko 2
Laszlo Wutyla 2
Cryptomancy
Carlotina Erewan High Mistress
Eleesea Erewan 4
Norelia Erewan 4
Bethys Erewan 4
Franz Lowenroth 3
Witchcraft
Carnelia de Belcadiz High Mistress
Isabella de Montebello 3
Szasza Markovitch 3
Carmina de Belcadiz 2
Victoria de Belcadiz 2
Gilles Grenier 2
Esmeralda Erewan 2
Yolanda de Belcadiz 1
And 1012 AC
Alchemy
Genevieve de Sephora High Mistress
Isabelle d'Ambreville 3
Guillaume d'Ambreville 3
Jakar Daron 3
Rolf Graustein 4!
Malachie du Marais 3
Diane de Moriamis 3
Antonio di Tarento 3
Jissel de Gheyn (p.79 in GKoM) 4!
Dracology
Jaggar von Drachenfels High Master (star)
Eachainn McDougall 3 (gold)
Erik Helsing (from Serraine) 3 (red)
Helgar von Drachenfels 2 (white)
Ezechiel Naramis 2 (black)
Aliana Nyraviel 2 (blue)
Galladin 1 (jade)
Miguelito de Belcadiz 2! (I suggest green or blue)
Elementalism, Air
Serena Aendyr 3?
Tereis Haaskinz 4!
Natacha Datchenka 2!
Elementalism, Earth
Innocenti di Malapietra High Master
Hildegarde von Drachenfels 5*
Lucrecia di Malapietra 3?
Tresh Barukta (p.111 in GKoM) at least 2!
Elementalism, Fire
Sinaria Verlien 4
Gherynid (from Ierendi) 4
Pieter Vandehaar 3
Juliana Vlaardoen 2!
Elementalism, Water
Harald of Haaskinz High Master
Dominick Haaskinz 3!
Gerrid Rientha 3!
Quentin McGregor 3
Sean McGregor 3!
Illusion
Jherek Virayana High Master
Lan-Syn Virayana 4
Urmahid Krinagar 4
Ralindi Virayana 3!
Rejladan Virayana 1
Necromancy
Morphail Gorevitch-Woszlany High Master
Brannart McGregor 4
Boris Gorevitch-Woszlany 3
Youri Ivanov 3
Angus McGregor 3
Piotr-Grygory Timenko 2
Laszlo Wutyla 2
Cryptomancy
Carlotina Erewan High Mistress
Eleesea Erewan 4
Norelia Erewan 4
Bethys Erewan 4
Franz Lowenroth 3
Witchcraft
Carnelia de Belcadiz High Mistress
Isabella de Montebello 3
Szasza Markovitch 3
Carmina de Belcadiz 2
Victoria de Belcadiz 3!
Gilles Grenier 2
Esmeralda Erewan 3!
Yolanda de Belcadiz 1
*Hildegarde von Drachenfels is once again listed as being at 5th Circle. While this is probably just a typo copied from GAZ3, you could decide that she's just about ready to venture into ruined tower of Sirecchia and challenge Innocenti for the mastery of Earth Elementalism. This should not be too hard for her, since Innocenti lost a lot of levels to his wraith relatives.
? As Drew said, it's uncertain whether Lucrecia and Giovanni are alive. However, I think Giovanni is most likely dead since he was the Constable of Lizzieni which was destroyed. Serena Aendyr also stayed at the capital, so she might be alive - and in fact, she *might* be the new High Mistress of Air Elementalism.
! This denotes a change from GAZ3 - either a rise in level or a new member.

Temp Rings of Duelling

Rings of Duelling


These rings belong to Mario Luis de Guzman, a mage in the service of the constabulary of Nuevo Alvar. They are used to control certain magical duels within the city (ie, duels of a personal nature; duels between high-level wizards for control of a dominion or craft must, by law, take place outside the city). There are two rings, housed in a wooden box ornately carved with magical symbols. The rings, of gold filigree with an inset ruby, are of a size to fit most men comfortably on the small finger, and most ladies on the thumb.
Whenever two people want to duel within the city limits (which include the fields and woods outside of town), they choose their weapons: sword or other weapon, or magic. If they should choose magic, they are required by law to present themselves to the constabulary up to 24 hours before the duel is to take place. Mario Luis will prepare the rings, and will personally bring them to the chosen duelling site at the appointed time.
To prepare the rings, Mario Luis casts five spells onto the closed box. These spells are magically stored in both rings, in random order. During the duel, the wearer of the ring must only will the spells to be released.
Since most hot-headed Belcadiz duel to the death, Mario Luis typically enchants the rings with potentially deadly spells (see the Wizard's Spell Compendium; the DM may choose the exact spells). No spells which can cause a large amount of damage to the area, such as fireball or lightning bolt are used, and the spell levels are usually relatively low (no death spells or power words). Should neither dueller be killed, the one who has taken the least damage is declared the winner. Should both die, it is a draw.
In some cases, Mario Luis has been asked to prepare the rings with non-deadly, or even amusing, spells for "quick-draw" contests and duel between friends simply to settle a score.




Maria's Faery Mound


This item was created by the Princess's daughter, Maria de Belcadiz y Fedorias Velasquez, for her husband, Don Carlo Velasquez. Carlo is the secret head of F.A.E.R.Y., and is in the habit of leading midnight expeditions into Erewan territory. Afraid that Carlo would be captured by Erewan's E.L.F. faction, Maria created the Faery Mound.
The Mound is stored as a small, pebble-sized ball of an indeterminate hard, green substance. This ball radiates a strong aura of protective magic. Whenever the ball is tossed on the ground and the command word spoken, the ball erupts into a small hill, a "faery mound" which covers all creatures within a ten-foot radius, up to ten man-sized creatures. Within the mound, the space appears to be large enough for all occupants to stretch out comfortably; there is air, water, and soft ground on which to sleep. The area is protected by a silence spell, which permits those inside to converse normally without anyone outside the mound being able to hear them. However, the occupants can hear everything from outside normally.
Outside, the mound blends perfectly with its surroundings; it appears as a small hill, in a forest clearing. It can be walked on, stomped on, even slept on - those outside will have no idea that the hill is not what it appears to be; however, its protective aura can still be detected. If someone on the outside shoves a sword through the hill, he will withdraw it covered in nothing but dirt and grass.
The mound lasts until the command word is spoken again; at that time, it folds back up into the small green ball. The mound can be used as often as is needed; however, there is a 2% chance per use (non-cumulative) that the silence spell will fail, and that anyone outside will hear the occupants talking and laughing within.

Belcadiz

Wish and Genies




Wish Corruption Ideas

Be careful what you wish for! While the DM can't say no outright to a wish, wishing for something beyond the power of a 9th level spell (+XP cost) (or a 7th level spell for limited wish) can have dangerously unpredictable effects! The DM is encouraged to grant a partial fulfillment, or pervert the wisher's intent in such cases. (This site [[1]] has some great ideas on how to corrupt a wish, but you're free to come up with your own ideas.)
The idea, DMs, is to have fun with these. This isn't a contest of players vs. DM, you're just here to facilitate the story. Granting overpowered wishes can unbalance the game enough to ruin the fun, but burning the players every time can be frustrating for them.
Keeping wishes in balance is fairly easy if you keep in mind this one simple rule: Always try to grant them something at least somewhat useful, in line with a 9th (or 7th) level spell effect, even if it's not exactly what they wanted. The Wish negotiation framework below is a good way to do this. It's recommended to use the wish types enumerated on the website to help you come up with the different "interpretations". (Types of wishes are: Wish of Credit; Least Resistance; Contrivance; Malevolence; Benevolence; Limitations; Expiration; Contrariness; Vagueness; Misinterpretation; Unspoken Desire; Overkill; and Half Wish.)

Wish Negotiation

Inspired in part by wishing in Baldur's Gate 2. Wish summons a genie or something who will try to corrupt your wish. You must choose one of the corrupted "interpretations" enumerated by the genie. Roleplay this with the DM. Players aren't limited to talking only about the wish, but the genie doesn't have to be particularly cooperative. (A clever player may gain useful information or figure out how to get a better wish this way.) You negotiate by citing precedent of "safe wishes" or "known effects", using the framework below.
DM should write down any granted wish. These now count as precedent of "known effects", so be careful how you grant wishes! 


(If you want a known effect precedent to have a more chaotic effect, you must include a die roll or something as part of the effect when you first grant it. The same roll will always have the same effect, however.) 

If a wish would be granted by a powerful being instead of a spell, roleplay negotiation with DM as that being. DM should consider the being's motivations in how the wish is negotiated and granted.

Terms of the Negotiation

The wisher may choose to skip this phase entirely by starting phase 2, the wish itself. Wisher can try to set additional terms for the negotiation, but these may have additional costs or risks to maintain power "balance" of the wish spell.
You only get a certain number of negotiations before the genie becomes impatient and you must make your wish. Limited Wisher can negotiate up to one term, and amend up to 2 times. Wisher can negotiate up to 3 terms, and amend up to 6 times.

Step 1: State a Term

Wisher must state a term of negotiation (the term). Terms can be nearly anything about the process of making the wish. (e.g. possible terms could be: retry wish once if you don't like enumerated effects; Genie must enumerate at least 5 effects instead of 3 if it's not a safe wish; challenge genie to a game for a better outcome; use only "wish of least resistance" corruption; Give me 2 more terms allotment; etc.) 

You may cite precedent and say what kind of balance you would be willing to accept, but the genie doesn't have to use your suggestion.

Step 2: Appraise the Term

Genie discloses to wisher the balancing cost or risk in line with precedent (the balance). The genie can't say no outright to any term, but can take them more literally than intended and/or make the balancing cost extreme, if precedent allows.

Step 3: Review the Term

Wisher accepts, rejects, or amends the term and balance together as a unit. These can only be done a certain number of times (unless, of course, an accepted term changes that). When wisher is satisfied by the terms, or genie becomes impatient, move on to Phase 2. 

On acceptance, or rejection the term and balance either both apply, or both don't apply (respectively) together as a unit. Either way, deduct one "term" from your allotment. Genie states remaining allotment. Go back to step 1 for another term or move on to the next phase.
On amendment, at the choice of the wisher either: 

(a) Change the balance. The genie must come up with a different, equivalent balance;
or (b) Adjust the term. Wisher may modify the power level of, but not completely alter the term (or it counts as a rejection instead).
Either way, deduct one "amendment" from your allotment. Genie states remaining allotment. Continue from step 2 to re-appraise for a new balance.

Make the Actual Wish

Wisher makes the wish, citing precedent for a more favorable outcome. Move on to Phase 3.

Outcome

Depending on how you phrased your wish, there are three possible outcomes:

Wish Granted

If power of wish is in line with established precedent, it is safe and granted as intended.
Reversing all the effects of a wish gone wrong is usually considered a safe wish. The reversed wish still happened, however, so long-term indirect consequences may still remain after the direct effects of the wish have been reversed.

Comical

If the phrasing of any Limited Wish or a non-safe Wish would lead to a particularly comical effect, just grant that effect instead. It still becomes a precedent of "known effects", so make sure it's not unbalanced.

Choose Your Poison

If the power level of the wish is not in line with precedent, negotiate additional costs: DM/genie will enumerate (3 + the Wis modifier of wisher) number of interpretations (minimum 1), which may include partial fulfillment, side-effects/costs in line with precedent, and wisher chooses from them. The wisher must choose one of them, even if they are all bad! (Unless, of course, previously negotiated additional terms allow some other way out...)
Try to include as many different wish types as possible in this list. Wish types are: Wish of Credit; Least Resistance; Contrivance; Malevolence; Benevolence; Limitations; Expiration; Contrariness; Vagueness; Misinterpretation; Unspoken Desire; Overkill; and Half Wish. (See the wish corruption ideas section for an explaination of wish types.) The Wish of Limitations; Expiration; Vagueness; and Half Wish (and perhaps even Least Resistance) are particularly appropriate for Limited Wishes. A Wish of Credit should be worth about 20,000 GP, and a Limited Wish of Credit should be worth about 900 GP, though you could add some kind of die roll to randomize this. Consider granting a 1% chance of a Wish of Ultra-Potence when rolling a randomized Wish of Credit from the 9th level spell. Wishes of Credit from different sources may have different values. For even more fun, you can try occasionally combining multiple wish types into one wish effect.

Examples

Negotiation of Terms

A wizard casts Wish. The genie appears with an ominous laugh, and says "State your wish, mortal."
"A genie!" The wizard replies, "Where did you come from?"
"From the Plane of Air, of course!" responds the genie, "You've just summoned me here to enact your wish. Shall we begin the negotiations?"
"Negotiations?" replies the wizard, "What does that have to do with my wish?"
"These are vast cosmic forces you are toying with, mortal! Do not take them lightly." responds the genie, impatiently. He continues with a sigh, "The common tongue you speak is far too imprecise to direct them reliably. You need me to create the precise magical interpretation."
"So I just ask you for a certain outcome?" asks the wizard.
"Well, yes. For well-known 'safe' effects, it really is that simple," responds the genie.
"And for the other effects?"
"Ah," replies the genie, "That is where the negotiations really come into play. Your job is to make your wish, as precisely as you possibly can in your inferior tongue, while my job is to use my vastly superior intellect to make the possible interpretations as (ahem) interesting...as possible. Some wishers are willing to pay a little more to hedge against interpretations that don't agree with them, but we must agree on these terms before you actually make the wish. Be warned, once I enumerate the interpretations, the wish is spent, and you must choose one of them."
"But what if I don't like any of your 'interpretations'?" asks the wizard.
"Then, I suggest you choose the interpretation you dislike the least," replies the genie with a grin, "The spell has already been cast. You can't not make a wish. If you are willing to pay a little more though, we could negotiate terms for a hedge against unexpected...problems."
"How do we negotiate terms then?" asks the wizard.
"It's quite simple, really," replies the genie. "You ask for a term, I tell you what it costs, then you can accept it, reject it, or amend it. I don't have all day though, so you may only ask for three terms and six amendments."
(Note that up til now the wizard has just been talking to the genie. Phase 1 begins below.)
"For my first term," says the wizard after some thought. "I must be able to cancel my wish if I don't like your interpretations." (This is step 1, stating a term)
"Very well," replies the genie, "reversing a wish, usually takes another wish, so this wish will instead drain twice the normal amount of experience should you wish to cancel. That's fair, you don't even have to prepare another Wish spell, you see? I am being generous!" (This is step 2, the appraisal. The genie cited precedent, a second wish to reverse a bad wish, to come up with the cost of 5,000 XP for this term, but only if used.)
"That is not fair!", replies the wizard in consternation, "here I would pay double the cost, but get no benefit at all! Why is it so difficult to 'not make a wish'? Can't wishes have weak effects as easily as powerful ones? Come up with a more reasonable cost!" (This is step 3, the review. The wizard didn't ask for a new term, but rejected the balancing cost, citing precedent that wishes could have weak effects for a more favorable outcome. Since the wizard asked the genie for a different cost, this counts as an 'amendment' rather than a rejection.)
"Ah, that is true," replies the genie, "You have two terms and five amendments remaining. I suppose that the net effect of almost nothing would tend to balance the cosmic forces out. I could build in a weak alternate effect of almost nothing to all of my interpretations for a very small cost. You could choose that effect instead to effectively cancel the wish. Since you seem unwilling to expend extra experience, I could take the small extra cost out of you physically, temporarily. You would be fatigued until you get a full night's rest, regardless if you choose to cancel or not. You already expended some experience when you first cast this spell, and I cannot give that back." (This is a repeat of step 2, to re-appraise on amendment.)
"That is acceptable." concedes the wizard.(This is step 3, and the wisher accepted, so the term and balance will apply/)
"Done," replies the genie, "do have another term?"
"No," responds the wizard.
"Then make your wish!" (Advance to Phase 2)

Wish Granted

A wizard casts Wish. The genie appears with a ominous laugh, and says "State your wish, mortal." The wizard says "Who in Hades are you?!" The genie responds, "Nay, mortal. I hail from the Elemental Plane of Air! I don't much care for the lower planes."
"Right, but who are you?" the wizard presses.
"Why, I am the embodiment of your wish," the genie replies. "The common tongue you mortals speak is far too imprecise to adequately control the powerful forces you are manipulating. That is why you need an interpreter such as I."
"I see, so how does this work? How do I get my wish?" inquires the wizard.
"Well, essentially you ask me for it." replies the genie, "for well-known effects, it is just that simple. I already know the exact magical interpretation, so your wish simply happens as you say."
"And what are these well-known effects?"
The genie reads the effects from the SRD:Wish description. "Also anything I've granted to you before is a known effect."
"Creating a magic item is a known effect, right?" says the wizard, "Can you create a minimum-level wand of fireballs with all 50 charges as a known effect?"
"Of course! But remember, wishes creating magical items take more out of you than normal. Is that your wish?"
"Yes."
"Granted."

Choose Your Poison

A wizard casts Wish. The genie appears with a nefarious laugh, and says "State your wish, mortal." The wizard says "I wish to gain increased physical strength!" (Thus skipping phase 1 again). "Very well!" says the genie, "I can interpret your wish in the following ways:"
The genie must enumerate interpretations because the wizard didn't specify a known safe effect, but the wish wasn't particularly comical either. This particular wizard has a Wis score of 10 (Wis modifier of 0), so she gets the standard 3 interpretations. A wizard would be wise to cast SRD:Owl's Wisdom on himself before making an untested wish, so he can get more interpretations to choose from.
The genie continues, "A. I cast SRD:Bull's Strength on you, granting you increased physical strength for the duration of the spell." (Casting a lower level spell is a known safe effect. It's still somewhat useful, if weak for a 9th level spell effect.)
"B. I grant you slight but permanent inherent bonus to your strength." (A +1 inherent bonus to an ability score is a known safe effect.)
"C. I cast SRD:Iron Body on you, granting you increased physical strength for the duration." (This is a bit of a misinterpretation corruption, it does increase strength, but has other effects as well. An 8th level spell effect is a known safe effect. This is very much in line with what a wish spell should be able to grant.)
"Now choose." 


http://www.amazon.com/gp/offer-listing/1560768932/ref=tmm_pap_used_olp_sr?ie=UTF8&condition=used&qid=&sr=

Blade of Blood , repost

Glantri Spell

Blade of Blood

Necromancy
Level: Assassin 1, blackguard 1, Cleric 1, duskblade 1, sorcerer/wizard 1
Components: V, S,
Casting Time: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: No
This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, this spell discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).
The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Source: Player's Handbook II, page 103
Necromancy
Level: Assassin 1, blackguard 1, Cleric 1, duskblade 1, sorcerer/wizard 1
Components: V, S,
Casting Time: 1 swift action
Range: Touch
Target: Weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None
Spell Resistance: No
This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, this spell discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage).
The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Source: Player's Handbook II, page 103

Reaving Aura

Vance's Spell

Reaving Aura

Reaving Aura

Necromancy [Evil]
Level: Assassin 1,cleric 1, hexblade 1 sorcerer/ wizard 1
Components: V
Casting Time: 1 swift action
Range: 10 feet
Area: 10 ft radius emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at -1 to -8 hit points become dying, while creatures at -9 hit points die immediately.
This spell has no effect on creatures that have 0 or more hit points.

Source: Complete Mage, page 114

981 AC Great School

The Great School can be found in Glantri City in the Citadel Quarter near the Parliament and the House of Ministers. It is the largest school of magic in the Known World.

Teaching methods at the Great School center around the tutorial. Each student is assigned a tutor with whom they meet on at least a weekly basis. Tutors assign additional readings and work as benefits the individual student. This system seems to resemble that of Oxford University and Sarah Lawrence College.


AC 979 - 981

When the campaign starts in AC 979, some of the faculty and Staff at the Great School include:

Most of the students live in dormitories on campus. In AC 979 one such dormitory, Bloodthistle Hall, suffered a sudden, localized earthquake.

Repost Glantri Gorevich-Woszlany's

The Gorevich-Woszlany's have controlled the northern baronies for generations. The population of Boldavia is a mix of Traladaran and Flaemish outcasts.


This tough, 4-inch-long bar of vegetable matter provides the equivalent of one day’s worth of food. A creature that has consumed a bar (which takes about 10 minutes) receives all the nutritional and stomach-filling value of a full day’s food—if none of the flavor. However, consuming a second trail bar before 24 hours have passed sickens the creature for 1 hour. Rangers and bounty hunters carry trail bars only if going into the wilds for long periods of time, and even then only reluctantly. 


This associations of entertainers counts among its members actors, troubadours, dancers, acrobats, buffoons, animal handlers, poets, painters, sculptors, and many others.

Membership in the Guild requires an entrance fee of 10 gp and dues of 2 gp per month. Members are given the privilege of paying said dues following a very basic display of ability. Members who are lousy will simply never be hired.



The Principality of Klantyre is a region of hills and lowland plains in northern Glantri. The principality was founded by humans who journeyed to Glantri from another plane of existence more than 250 years ago. It is ruled by Brannart McGregor of the House of Crownguard. The Prince is a mysterious individual who rarely leaves his tower. Other influential families of Klantyre include the McDuffs, the Stewarts, the McAllisters, and the McDougalls.

A variety of longhaired sheep are raised in Klantyre, providing large quantities of wool and meat. The second largest business here is lumber: Glenmoorloch is a large center for woodwork, especially for construction of houses and bridges. There are many banks and moneylenders in Glenmoorloch. Through the town a lot of gold enters and leaves Glantri with no questions asked. The region grows grain and potatoes, some of which are used for the production of a famous local drink.






Princess Carnelia rules Belcadiz and holds the charge of Vice-Queen of Monteleone, but has transferred the charge to her older brother, Don Hippolito. When her father, Alfonso died, her husband, Don Mateo, was adventuring in the mountains. he never returned, leaving Dona Carnelia to rule the clan alone.

Carnelia is a proud young elven lady. She is easily offended and has called on her younger brother, Don Diego to champion her cause in several duels. Rumor has it that she is actually a more skilled duelist than her brother. If the tales are true she apparently sees no reason to reveal her true capabilities when her accomplished brother has proven perfectly capable of defeating all comers.

Before his father’s death, Princess Carnelia spent many years as her father’s representative at the Council of Princes and at Parliament. By the time she became princess, Carnelia had already proven herself a canny politician and capable leader. Though stern, Carnelia can be merciful. Usually, however, she makes decisions based on the consequences to her people, rather than any personal considerations.

Carnelia's relationship with her elder brother, Don Hippolito is somewhat strained. Hippolito cannot entirely hide his resentment at being passed over as heir to the Principality.

nd so the ancestors of the people of New Averoigne escaped persecution on that plane of existence around 250 years ago. Led by Etienne d'Amberville, the greatest (presumably secret) wizard Averoigne had ever seen, the d'Amberville family and other like-minded individuals fled through a magical gate he created to what was to become Glantri.

The party is preparing to head to Averoigne in an attempt to break the curse surrounding the Chateau d'Amberville and return home.



Broken Lands

The Broken Lands
General Information

The broken lands is made up of the most desolate and inhospitable terrain on the continent. The incredibly diverse terrain includes mountains, volcanoes, glaciers, swamps, an deserts. However, the Streel and Vesubian Rivers cut through the eastern Broken Lands. They and their tributaries provide fresh water and make it possible to support inhabitants.
The inhabitants include monsters of many varieties, including orcs, ogres, goblins, hobgoblins, bugbears, kobolds, gnolls, trolls, giant insects, and giant lizards. Some regions are fertile enough to support sheep and goats. The Broken Lands are where creates are driven when they can no longer find a place in the surrounding countries. Intelligent creatures have subdivided the region into many tribal lands. Alliances between these small nations are constantly shifting and territory is constantly shifting in bloody conflicts.


Notable Locations

  • High Goblinry - Goblins, hobgoblins, and bugbears make up the majority of this nation. High Goblinry lies south of Glantri, and extends to the Streel River. Currently ruled by King Oth.
  • Bugbaria - region of dry, rocky hills with very steep slopes gradually becoming mountains. Several mountain caves lead to the bugbears' underworld. The Vesubia River flowing from Glantri marks Bugbaria's western border: a deep, dark canyon filled with giant rhododendrons and thick mosses, except for the narrow, slippery trail used by human caravans.
  • Orcus Rex - In the northwestern Broken Lands, Orcus Rex stretches along the Glantrian Border west of the Vesubia River. This territory perhaps best deserves the name Broken Lands, made up of a succession of cliffs, narrow canyons, impassable rocky crags, and dusty plateaus. The population is primarily made up of orcs, but with sizable groups of goblins as well.
  • Ogremoor
  • Trollhattan
  • Red Orcland
  • Hobgobland
  • South Gnollistan
  • Kol
  • Yellow Orkia
  • Oenkmar - The Hidden City