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Legends of the Known World part 2

by Irving Galvez from Threshold Magazine issue 33

The Nasnas



In the heart of the Ylari desert, where endless dunes painted the horizon, there dwelled a sorcerer with an insatiable thirst for knowledge: Khaldun the Enigmatic. Khaldun’s obsession lay in the intricate dance of life within the unforgiving desert, where humans and desert creatures coexisted, sometimes in harmony, often in strife.

With ancient parchments and rituals veiled in the dust of ages, Khaldun embarked on an arcane odyssey unlike any other. He believed that by weaving the essence of humans and the spirits of desert creatures, he could unlock the enigmatic secrets woven into the arid tapestry. And so, on a fateful night, bathed in mystic energies, Khaldun performed an unparalleled ritual, birthing forth the Nasnas, a creature divided in both essence and form.

Emerging from the throes of magic, the Nasnas stood before Khaldun as a testament to the very duality he sought to comprehend. One half was graced with the lithe form of a human, while the other bore the agile physique of a desert dweller, an embodiment of the desert’s paradoxical existence.

For epochs, the Nasnas commanded reverence, seen as custodians of profound wisdom. Desert tribes revered them as living bridges between the realms of humans and animals. These enigmatic beings assumed the mantle of protectors, warding over hidden oases, guarding the slumbering secrets within ancient tombs, and bearing the clandestine knowledge concealed beneath the dunes.

As Ylaruam’s civilizations burgeoned, so did the Nasnas’ repute as enigmatic tricksters and defenders of the desert’s enigmas. The subterranean labyrinths near Ylaruam City bore testament to their playful nature, enticing and perplexing adventurers who dared tread upon their concealed treasures.

In the contemporary era, the Nasnas persists as a living enigma, neither entirely friend nor foe to adventurers. Their presence continues to beckon, teasing with tantalizing riddles that ensnare the imagination. Ylaruam’s culture remains steeped in mystery, for the secrets guarded by the Nasnas may forever elude complete unraveling.

Hence, the Nasnas perseveres, etching its presence into the annals of Ylaruam’s history. It stands as a living emblem of the eternal mysteries that pervade the desert, an enduring tribute to the legacy of Khaldun the Enigmatic, the sorcerer who dared to explore the profound duality etched into the arid sands.

Nasnas, Desert Trickster

Type: Monstrous Humanoid

Armor Class: 5 (due to its elusive nature)

Hit Dice: 3+1 (for a total of 4 HD)

Attack: 1 bite (1d6) and 1 claw (1d4)

Special Abilities

Illusion Mastery: The Nasnas can cast the minor illusion cantrip at will, usingIntelligence as its spellcasting ability.

Shape-shifting: The Nasnas can briefly alter its appearance to blend in with its surroundings or take on a more humanoid form. This allows it to gain advantage on Dexterity (Stealth) checks when hiding in desert terrain or crowded areas.

Laughter of Deceit: Once per short rest, the Nasnas can unleash an enchanting laughter. All creatures within 30 feet that can hear this laughter must succeed on a Wisdom saving throw (DC 13) or be charmed until the end of their next turn.

Actions

Multi-attack: The Nasnas makes two attacks: one with its bite and one with its claw.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing damage.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4) slashing damage.

Encounters

Adventurers seeking treasures rumored to be hidden in the dungeons near Ylaruam City might find themselves confronted by a Nasnas. These encounters often involve a series of riddles, illusions, and challenges set by the Nasnas to test the wit and resolve of intruders. While Nasnas are not inherently malevolent, they are driven by a desire to amuse themselves, making it unclear whether they will aid or hinder adventurers in their quest for riches.

Minotaur, http://pandius.com/Minotaur_gencraft.jpg done by Gencraft at author's prompting

Aelius The Minotaur



In the heart of the Imperial City of Thyatis, where marble palaces and grand bazaars thrived, a shadowy tale was whispered among the citizens. It was a story of ancient curses, hubris, and a creature condemned to eternal torment.

Centuries ago, when Thyatis was still young and the empire’s ambitions knew no bounds, there was a wealthy and influential family named the Galians. The Galians were known for their insatiable appetite for power and wealth. They sought to extend their influence to the farthest corners of Mystara. In their pursuit of dominion, the Galians committed a grave offense against the Immortals.

One fateful night, in a fit of arrogance, the head of the Galian family declared that they were above the divine laws and refused to offer sacrifices. Among the deities they spurned, it was an unknown and enigmatic Immortal who took the greatest offense. In their wrath, this mysterious Immortal cursed the Galians and their descendants for all eternity.

As a manifestation of this divine retribution, the Galians family’s firstborn son, Aelius, was born with a monstrous form. Aelius possessed the body of a man but was cursed with the head of a bull, a grotesque and unnatural fusion. This abomination, a living symbol of the family’s arrogance, became known as Aelius the Minotaur.

Terrified and ashamed, the Galians ordered the construction of a vast labyrinth beneath their opulent mansion, believing it to be the only way to contain Aelius’s insatiable hunger for human flesh. The labyrinth, an intricate web of twisting passages and dark chambers, was designed to imprison the accursed creature.

For centuries, Aelius has prowled the labyrinth’s depths, a tormented and relentless guardian. His existence serves as a stark reminder of the Galians' prideful past and the consequences of defying the unknown Immortal’s divine will.

Adventurers who seek to unravel the secrets of Thyatis may find themselves drawn into the depths of the labyrinth, where Aelius waits. These encounters are fraught with peril, as Aelius uses his intimate knowledge of the labyrinth to stalk and confront intruders.

Aelius is more than a mere monster; he is a living embodiment of the family’s ancient curse, a symbol of humility and divine justice. The labyrinth beneath the Galian mansion remains a place of dread and mystery, where the sins of the past continue to echo in the present.

Aelius the Minotaur

Type: Monstrous Humanoid

Hit Dice: 6+2 (for a total of 8 HD)

Armor Class: 5 (due to his tough hide)

Attack: 2 claws (1d6 each) and 1 bite (2d6)

Special Attacks: Aelius can use his immense strength to charge at opponents, making a gore attack with his horns (2d8 damage) if he moves at least 10 feet in a straight line before attacking.

Special Abilities

Labyrinthine Knowledge: Aelius possesses an intimate knowledge of the labyrinth beneath his mansion. He never gets lost in it and can navigate it effortlessly.

Curse of Humility: Aelius’s presence carries a curse that affects those who defy the gods or act with arrogance in his presence. Any creature who engages in such behavior within 60 feet of Aelius must make a saving throw or suffer a -2 penalty to all rolls for the next 24 hours.

Weakness: Aelius is vulnerable to enchantments and spells that target his mind. He has a -2 penalty to saving throws against such effects.

Alignment: Chaotic

Treasure: Aelius guards a hoard of treasures that adventurers of past generations have brought into his labyrinth, seeking to appease or outwit him. This hoard may include valuable gems, magical items, and ancient artifacts.

The Trow



In the heart of picturesque Five Shires, nestled among rolling hills and lush meadows, there lived a bard named Brynna Songweaver. Brynna was renowned for her enchanting songs and timeless tales, but her heart was forever captivated by the age-old legends of the Trows—the mischievous fairies said to dwell in hidden hillocks known as “Trowie Knowes.”

These Trows, with their peculiar appearance, stood short in stature, their visages bearing a curious blend of features. Their round faces, adorned with sallow complexions, framed long, dark, and bedraggled hair that danced like midnight shadows. But despite their unusual looks, they possessed eyes that sparkled with an enchanting love for music, a passion that resonated deeply with Brynna.

Brynna’s obsession lay in unraveling the mysteries of these elusive creatures. Armed with her trusty lute, Brynna embarked on a quest like no other. She believed that by harmonizing her melodies with the Trows’ own whimsical tunes, she could uncover the secrets of their hidden realm.

One starry evening, as the moon cast a silvery glow upon the tranquil Five Shires, Brynna performed a haunting melody beneath an ancient oak tree hollow between the roots. She poured her intentions into her music, and to her amazement, the Trows answered her call—a soft, ethereal shimmer took form before her eyes, revealing a Trow, a creature divided between their whimsical nature and the age-old tales spun about them.

The Trow stood before Brynna, a living testament to the very essence of the fairies she yearned to comprehend. They possessed the distinct features that folklore spoke of—short stature, curious faces, and a love for music that mirrored Brynna’s own passion.

For generations, the Trows became revered companions of the Five Shires, celebrated for their peculiar charm. Halflings viewed them as guardians of artistry, protecting hidden glens filled with treasures of gold, silver, and gems. They shared feasts of the finest Shires’ fare with those they favored, inviting fortunate souls into their concealed abodes.

As time flowed on, the Trows’ reputation as mischievous yet benevolent beings grew. Their hillocks remained places of wonder and delight, where talented musicians might find themselves in the company of these whimsical nocturnal revelers.

In the contemporary era, the Trows persist as enigmatic friends of the Five Shires, neither purely mythical nor completely tangible. Their presence continues to enchant, drawing musicians into moonlit gatherings filled with music and merriment. The culture of the Five Shires remains steeped in the mystique of the Trows, their stories weaving through the tapestry of halfling traditions like timeless ballads.

Trow

Type: Fey

Hit Dice: 1+1

Armor Class: 6

Attack: 1 weapon or musical instrument (1d4)

Special Attacks: Musical Enchantment, Mischief

Special Abilities

Musical Enchantment: Trows possess innate musical talents. When playing a musical instrument, listeners within a 30-foot radius must make a saving throw versus spells or become captivated, unable to take any actions for 1d4 rounds. This can be used once per encounter.

Mischief Mastery: Trows are notorious tricksters skilled in creating illusions, moving silently, and hiding in shadows. They gain a +2 bonus to Dexterity-based ability checks involving these skills.

Hillock Dwellers: Trows inhabit underground dens known as “Trowie Knowes,” lavishly decorated with precious gems and fine foods. They are protective of their treasures and can be hostile to intruders.

Alignment: Chaotic

No. Appearing: 1d4 (1d6)

Save As: Halfling: F1

Morale: 8

Treasure Type: V (in Trowie Knowes)