Geoff's Big Book of Unspeakable Outer Being Lore

 

The Ring of Zargon The Blood Ring
The Precepts of Akh'All  The Ring of Ghastly Intelligence
The Crown of Worms Outer Being Potions of Healing
The Chain of Skulls The Amulets of Protection vs Outer Beings & servants
Ring of Shapeshifting The Book of Voices
The Wand of Hrugesh-K'ha The Tome of Ages
The Black Reaver Statuette of Yurrgh-Thal
Marh Vhol The Riders of the Winds
 

 


The Ring of Zargon

by Jeff Daly

This ring, once worn, causes 4 tentacles (1 set of two on either side) to sprout from the user's ribcage. The tentacles are somewhat small, being no more than a foot longer than the user's own arms. They can be used to bluntly attack (d6 + strength bonus) or to manipulate an object.

Object manipulation, beyond simply being able to knock something off a shelf, requires a dexterity of at least 13.
Dex 13-15 = User can lift easy to grab objects (DM's judgement, but might be a chalice, a suitcase, a fist-sized rock)
Dex 16-17 = User can lift more difficult objects (again, DM's judgement, but might be a gem, or other small item)
Dex 18 = User can lift a small weapon (short sword, mace, dagger)

At Dexterity 13 to 17, the object lifted can be thrown for d3 or d4 (depending on size) damage. At Dexterity 18, the weapon can actually be wielded for one extra attack per tentacle. Handedness must be taken into consideration as well. During combat, it is assumed that a right-handed character may only use his right-handed tentacles.

The tentacles themselves cause an immediate charisma loss of 3. Anyone seeing the tentacles will be struck by revulsion. This in and of itself will not win any friends, but all lawful characters, seeing the tentacles, will have a desire to destroy the ring bearer (save vs spells to resist the urge).

For purposes of keeping the item's true nature secret, assume the travelling companions of the affected character are not affected by the revulsion.

The ring is resistant to analytical magics. It will read as a powerful item that grants certain bonuses, like strength. Attempting to force the issue, through wishes and other such magic, is likely to cause madness (similar to the madness which results sometimes from Contact Higher Plane).

36th level Dispel Evil and Dispel Magic, cast in rapid succession, will be able to remove the ring. The only other method is frying the poor sucker in the Eye of Zargon (a lava pit beneath the Lost City of Cydinicea). Yes, this means that even with death the character cannot lose the ring. Instead, the mind of Zargon completely takes over the character, if he is so unfortunate as to die while wearing the ring. A resurrection spell, cast upon the dead character, automatically succeeds. When this happens, the character immediately heads off in search of the Secret Seals which imprison Zargon beneath the Lost City.

A character, possessed by the Mind of Zargon, cannot be completely killed until the ring is destroyed in the Eye of Zargon, and the Horn of Zargon is destroyed as well.


The Blood Ring

by John Hare

This ring made of some unknown green metal has a small ruby mounted. Inside the ring is an inscription detailing how to activate the ring. On a night of a full moon the ring must be dipped in the blood of a freshly killed werewolf. The ring then allows the wearer to use its powers until the next full moon.

The ring when powered gives the wearer an immunity to normal weapons (but not silver, or magical weapons), which lasts until the next full moon or the ring is removed. However the ring has a craving for blood and every day that it isn't dipped in blood, the wearer must make a save vs spells at -2 or lose one point of intelligence. When the wearer reaches half his normal intelligence the rings craving suddenly overwhelms the character and he attacks the nearest living creature, for each creature killed the character regains a point of intelligence and once all have been recovered the blood lust ends. This craving for blood occurs whether the ring has been powered or not, and cannot be removed until the craving has been satisfied. When in the craving the ring adjusts what the wearer sees so that creatures appear as pounding sources of blood.

Several of these rings have appeared over the centuries, each one supposedly destroyed and no one claims to know how they are made. It is speculated that these are gifts from the Outer Ones to their willing servants.


The Ring of Ghastly Intelligence

by John Hare

This ring is a plain silver band. When worn the wearer feels brighter and smarter. Should the ring be worn for on full week the wearer gains a point of Intelligence, but loses a point of Wisdom. This point gain will go above 18, giving all the benefits of higher level intelligence. After each additional week the wearer gains an additional point of Intelligence until he reaches 24. Likewise the Wisdom keeps dropping for ever point gained in Intelligence. With a 19 Int if the wearer isn't a Magic User he/she can now memorise spells as a caster of 1/3 his/her level. At 20 Int the wearer can cast spells quicker (-1 to spell times, or a +1 on the initiative roll depending on the system). At 22 Int the wearer can cast spells with greater precision and accuracy (adding a +1 to all damage rolls and a +2 to all to hit rolls with spells). At 24 Int the wearer gains the ability to memorise 2 additional spells per spell level. On the down side should the wearer's Wisdom become 0, then the character immediately turns to dust as his existence is drawn into the ring to feed the Outer Beings who created it and is lost forever. In addition each time the wearer tries to employ any of the extras from high Intelligence he/she must make a Wisdom check to complete the action in the time allowed. Otherwise the wearer will have be caught calculating the exact angles, area of effects, wind speed, air temperature, etc. In effect missing the action for that turn. Should the ring be removed (after gaining a point of Intelligence) the wearer immediately falls into a coma which lasts for 1 month for each point of Intelligence gained. During this coma the points of Wisdom return at 1 a month. The coma can be hurried along with the use of one heal spell per point of Intelligence gained. (thus if the wearer gained 8 points of Int. and would be in a coma for 8 months, each heal spell will shorten that time by one month.) However the return of Wisdom points cannot be hurried.


The Precepts of Akh'All

by Geoff Gander

"'Lo, the hills quaver under the shadow of He Who Must Not Be Seen, horrid Ubbeth churns the seas with his mighty form! Rasthz-K'ha! He who sweeps in from the skies! Above it all, 'midst the charnel horrors of obscene dreams which no man must dream, of sounds no sane mind should dare hear, I hear the words, 'AN-CHAGGOTH MWATH-KHEM!'. They come! They will stand over all! The Immortals are as nothing to them!"

--Galfridus Cassius Cato, "Liber III", The Precepts of Akh'All, published in Thyatis City circa AC 627.

The Precepts of Akh'All is a spellbook containing a fragment of the lore of the Outer Beings. Originally written in AC 627, by Galfridus Cassius Cato in the Thyatian city of Kantridae, the Precepts are a collection of barely intelligible scribblings, dire hints of the awesome powers of the Outer Beings, and a handful of spells. As Galfridus was not a spellcaster himself, the fact that these spells actually work is nothing short of miraculous.

All seven known copies of the Precepts come in the form of a black ledger, measuring one foot long by eight inches wide, containing roughly 200 hand-written pieces of parchment, sewn into the ledger itself, arranged in four "books". There is no writing on the cover; the image of a broken sphere is painted on it with red ink, symbolising Mystara broken by the power of the Outer Beings (though casual readers will not know this). The writing is, for the most part, legible, though an experienced observer of handwriting will notice that the style of the lettering itself changes considerably whenever the writer lapses into writing about his dreams, which is all too often. In these places, the writing is exceedingly shaky, and an Intelligence check is required to read each page. There are roughly 60 such pages in the Precepts.

Liber I discusses the ancient times, the era when the Outer Beings freely roamed the multiverse. This section is the most unintelligible one, consisting mainly of praises of the Outer Beings' power, mixed with broken narratives of how they were sealed away into their prisons by the Old Ones, while Mystara was still an infant world.

Liber II goes into greater detail about the Outer Beings themselves, going so far as to name Akh'All, Rasthz the Many-Mouthed, Ubbeth of the Deeps, He Who Must Not Be Seen, and Yurrgh-Thal. Much of the focus is, as the name implies, on Akh'All, whom Galfridus identifies as one of the leading Outer Beings, a "festering source of infamy." Mercifully, the attempted descriptions of these beings fails completely, though there are suggestive hints as to what they might look like. This "book" also details some of the Outer Beings' known powers, but these are couched in the vaguest form, and are of no use from an investigative perspective. The account does, however, manage to convey the sheer power and malevolence of the Outer Beings.

Liber III is a prophecy of the coming battle between the Outer Beings and their minions, and the massed forces of law and goodness. This part is truly apocalyptic, relating how the Outer Beings will be freed from their prisons by "the walking lizards and their servants", and how they will subsequently "ravage the world from end to end, moulding it into their own blasphemous image."

Liber IV discusses civilisation's only hope for salvation. In cryptic language, Galfridus exhorts the reader to seek out lost lore, and to learn as much as possible about the horrors facing Mystara. Embedded in the text of this section itself are two spells - identify servitor (3rd level) and nullify Outer powerr (4th level). These spells cannot be discovered unless the reader is actively search the text for something interesting, and he or she makes a successful half Intelligence check.

DM Notes: The Precepts are intended to make the PCs aware of the Outer Beings, and to provide them, if they are resourceful, with two spells to aid them in identifying and combating the various servants of these evil entities. There are, in fact 18 copies in existence around the Known World, so it would not be improbable that the PCs might come across a mysterious black ledger during their travels...


The Crown of Worms

by Geoff Gander

"And he came unto lost Yath-Khe in the wilds, and spake not of what he saw, lest the Evil Ones that lived therein steal away his soul. Ever after he gibbered of Yurrgh-Thal, Lord of the Worm That Gnaws, and looked not into the darkest caverns, lest he see the ever-eating Pestilence."

--James Addelston, "Midnight Dreams and Other Miscellany", published AC 1003 in Selenica by J.P. Ironfoot & Sons

The Crown of Worms is a truly malevolent magical item. Though not an artifact, its power and history are enough to have made it the desire of numerous quests of power. In appearance it looks like a dull grey iron crown, lacking any form of colour or ornamentation. What makes this item truly disgusting to the beholder is the fact that, above the iron headband, the remainder of the Crown's body appears to be made of petrified maggots and worms, all seemingly frozen in writhing poses. The air immediately surrounding the Crown also reeks of decay, forcing anyone within 20 feet of this item to Save vs. Poison or be violently ill for 2 rounds.

The Crown is a gift of the Outer Being known as Yurrgh-Thal, otherwise known as the Lord of the Worm That Gnaws. His domain is that of decay in all its forms, both physical and moral. He created the Crown as a means of making his chosen champion more powerful, as well as serving his own aims of destroying healthy life wherever it exists. The first known wearer was a barbarian warlord named Thramis, who found it amidst the ruins of the great Carnifex city of Yath-Khe, in what is now the Izondian Desert. A simple person, Thramis fell easily under the influence of the Crown, and soon raised a horde of undead that terrorised northern Davania for over a century, laying waste to many villages and towns. It was only due to the massed might of the Milenian Empire that Thramis was brought low, though the Crown was lost.

When worn, the Crown radiates a sickly greenish glow, and the worms and maggots comprising much of its bulk begin to slowly writhe and crawl. The wearer, when donning the Crown, must make a Save vs. Spells at -5, or immediately fall under the Crown's power. Making this save allows the wearer to control the Crown's abilities, but this contest of wills must be made each time the Crown is worn. If the wearer fails the save, the Crown takes control of the wearer's body, and converts it for its own purposes.

The conversion is horrible to behold, and takes only one turn of game time. The wearer's skin turns a greenish-grey colour, and almost immediately begins to emit a foul odour, reminiscent of decay. Additionally, some of the worms comprising the Crown burrow into the wearer's skin - the wounds never healing as long as the Crown is worn - and reproduce inside. Within one week, the possessed wearer's body is filled with worms and maggots, so many that several drop off of his or her person each day. These creatures are unusually large for their species, being roughly six inches long, and a pinkish grey in colour. These foul creatures do not harm the wearer, though they do serve a more malign purpose. Once this process is complete, the possessed wearer's Charisma is reduced to one-third its former value, rounding down. If a wearer succeeds his or her save, the conversion does not happen. Needless to say, in both cases, the alignment of the wearer becomes chaotic once the Crown is worn.

Whether the wearer is possessed or not, several of the Crown's powers are available. The wearer may control undead as though he or she was an undead liege of equivalent level, equating Hit Dice with level; and he or she can also detect the presence of undead within a five mile radius. Thus, a 15th level individual who wears the Crown could control undead as powerful as lesser vampires. Another gift of the Crown is a paralysing gaze - anyone looking into the wearer's eyes must make a Save vs. Paralysis at -4 or be paralysed with fear for 1d6 rounds. Wearers of the Crown can also summon, once per day, a Lesser Servitor of Yurrgh-Thal, who will obey the wearer's commands for 1d6 hours before returning to its own plane. Finally, the wearer can also cast shield, curse, speak with the dead, and animate dead up to ten times per day.

Wearers who are possessed by the Crown gain another power, due to the crawling horrors that inhabit their bodies. When in combat, a possessed wearer may spew worms at an opponent instead of attacking normally. A normal attack roll is made, and if the opponent is hit, they are covered with writhing, biting maggots. The victim then takes 1d6 points of damage each round, unless they try to brush the maggots off. This action takes three rounds, during which the victim still suffers damage. Should a victim die from this attack, the maggots will burrow into the body, and it immediately animates as a zombie, under the control of the wearer. If the wearer already controls the maximum amount of undead he or she can, then the zombie wanders aimlessly.

If someone is possessed by the Crown, or simply wearing it, there is only one way to remove the Crown from them. If a remove curse spell is cast by a lawful cleric of at least 15th level, the Crown returns to its stony state for 1d4 rounds, during which it may be removed safely. A raise dead fully spell may also be cast by any cleric of 15th level or greater, to the same effect. Finally, the magic user spell nullify Outer power may be cast on the Crown, in which case it becomes dormant for 1d2 days. Unfortunately, the Crown may not be destroyed by any mortal means, not even by a wish. If the Crown is removed from a possessed wearer, his or her skin colour returns to normal in 1d6 hours, and the foul odour dissipates almost immediately. The worms and maggots inhabiting the wearer's body also vacate their host, leaving through the wounds they inflicted on the wearer's body. Those wounds heal normally.


Outer Being Potions of Healing

by John Hare

These small grey vials each contain a pinkish fluid that when drunk causes brief intense stomach pain but heals the drinker 2-7 hp of damage. The intense pain is caused by the fact that the potion doesn't heal in the normal manner but instead is ageing the character 2-7 days (depending on how many points were healed). In the short run a couple of extra days won't matter a whole lot... but constantly drinking these potions will have an effect. Especially considering the age group modifiers where a character pushes himself over the limit an loses strength. In addition the character doesn't gain the corresponding Int/Wis bonuses for older age until character has actually lived out the required number of years!

Another take on these items is that by drinking the potion the character makes an unknowing pact with the Outer Beings and is considered for 2-7 days afterwards to be a willing servant! (for purposes of weapons to hit, detection spells, protection from Outer Beings, etc) Constantly drinking these potions will cause the character after the tenth potion to make a save vs death magic or change alignment to chaotic.


The Chain of Skulls

by John Hare

This item is a light copper chain with nine small yellowed skulls on it. When worn several voices can be heard, generally arguing about what to do and making complaints about the wearer's lack of skill, intelligence, etc. The voices are a quiet murmuring most of the time but constant. Every week of wear whether consecutive or not requires an insanity check with a 2% non-cumulative chance. The source of the chain can be traced back to the time of Lhomarr. A small cabal of 10 mages working for the Carnifex was experiencing increasing success along their assigned tasks. However while powerful they still had a fear of the Carnifex and the Outer Beings behind them. One member discovered some hidden Carnifex lore and made some amulets which would protect the cabal from the Carnifex and the Outer Beings. Thus bolstered the mages became increasingly arrogant towards their allies. Eventually even angering one of the lesser outer beings which took rapid offence against the mages using the secret disabling word which the discover mage had worked into the amulets of his nine fellow mages. The nine punished for their insolence and forced to serve the Carnifex in a different fashion. Their skulls where shrunk and hung on a copper chain to be displayed around the 10th and still loyal mage's neck. This was to show that loyalty was demanded, as well as respect and that failure would be messy and that they would get service from those betrayers' even after death.

Unfortunately to reward the loyal mage the Outer Beings accidentally drove him insane and he soon killed himself. Thus the chain of skulls was not put to use and was discarded. Occasionally the chain turns up briefly giving the wearer great power but it almost never lasts, due to the arguing of the nine skulls driving the wearer insane.

The chain itself is treated similar to a ring of protection +2 and allows non-mages to be able to memorise spells into the skulls. The skulls do provide quite a bit of raw power. Each skull is treated as a ring of spell storing capable of holding 9 spell levels. Thus the chain altogether has the ability to hold 81 spell levels. In addition each skull gives the wearer a special ability, whether a spell or skill. However too much of their personalities slipped through and the skulls also have some quirks which affect the wearer.

The Skulls abilities and quirks.
1) read magic 3/day - will only work if the wearer is dressed in red silk robes
2) gives infravision - only works at night
3) continual light 1/day - mild phobia of darkness
4) detect magic 3/day - severe phobia of snakes
5) protection vs normal missiles 1/day - only works during the day
6) read/write & speak Carnifex at skill 14 - will only work for 24 hour period after eating lamb
7) pottery skill at 16 - can't handle silver (similar to lycanthropes), takes +1 hp damage from silver weapons
8) hold monster 2/day - the wearer gets a compulsion to knit socks every evening (wis check at -2 to avoid this)
9) curse 3/day - turns all wine within 10' sour

Needless to say getting all the skulls to work at the same time is extremely difficult except for dawn and dusk when the day and night skulls will work together, while wearing red silk robes after eating lamb.


The Amulets of Protection vs Outer Beings & servants

by John Hare

These obsidian amulets have a red marking are given out/sold to those who would walk the dark path of knowledge. These amulets protect the wearer so long as they don't attack anyone with a melee weapon, else the protection disappears and the amulet will stop functioning for 1 turn. However a deliberate fault designed into these amulets is that with a common key word the amulet becomes inactive for a day. This was built in so that the lesser creatures would know who is the true master and who is the servant. The amulet is also used as identification of servants of the Outer Beings for those who wander their citadels and homes.

Originally made by the loyal member of a cabal of mages who betrayed his fellow members it is thought that he had made one with out such a defect but it has never been found.

The affects of the protection are similar to that of the magic user spell protection from evil.


Ring of Shapeshifting:

by Geoff Gander

This item is used extensively by the Zhochal in their espionage activities against the various nations of the world. In appearance it is a greyish-green colour, veined with black traceries. These rings are always slightly warm to the touch. When they are found, they are always much larger than the standard ring in size, large enough to encircle two or three fingers.

When worn by a Zhochal, the ring fits their tentacles perfectly, and, after putting it on, the wearer need only wish the ring to operate for the transformation to take place. The shapeshifting process takes only two rounds, and after it is completed, the Zhochal wearer will look like a normal unclothed human. The ring also constricts in size, until it is the size of a normal ring. This transformation is permanent unless the wearer wills otherwise, the ring is removed, or if a dispel magic spell is cast by a magic user of at least 15th level. If a detect magic spell is cast nearby, the ring will register as a magic item.

Although the disguised Zhochal looks, and sounds, like a human, they must still learn to walk, interact, eat, and live like the race they are impersonating. This includes such tasks as using fingers, eating human foods (which are digestible, but unpleasant, by Zhochal standards), and behaving in such a manner that does not arouse suspicion. Such training usually takes at least one year. In this manner, the Zhochal are able to infiltrate the human lands near their citadels, in order to keep abreast of what they are doing, so that local cabals of Outer Being worshippers may gain extra information, and so that their masters, the Outer Beings themselves, may have more direct access to important humans. Independent Zhochal use these rings as well, but primarily to aid their efforts as freelance spies, assassins, and mercenaries, functions they have been known to perform in the past. Trained independent Zhochal also use these rings to serve as "front men" for their companions, so that most of their kind do not have to interact with those of other races on a regular basis.

An interesting aspect of this ring is that, if it is worn by a human, it will function as a ring of protection +1, +2 vs. servants of Outer Beings. Needless to say, the Zhochal as a whole have taken great pains to prevent anyone else from acquiring these rings.


The Book of Voices:

by Geoff Gander

The Book of Voices was originally written in AC 904, by a now-deceased Alphatian wizardess in Citadel, Bettellyn. This book is special in that the spirit of an ancient Carnifex wizard of Y'hog has been bound within it. Those of his spells deemed by the wizardess to be noteworthy were transcribed, and his soul was commanded to ward the book until it was destroyed, or until a suitable successor was found. The Carnifex wizard, named Katheg, still haunts the book today, though the whereabouts of this unique work are unknown.

This spellbook is bound in a dull red leather cover, sealed with a small golden clasp. It measures nine inches wide by 12 inches long, and it contains 20 leaves of parchment, eight of which have spells on them (the remainder are blank). Embossed in gold thread on the front cover is a large mouth, with pronounced canines and a forked tongue. The clasp itself does not appear to have a keyhole, and if anyone touches the clasp, or tries to tamper with the book in any way, a guttural voice emanates from the tome, asking, "Seek ye the perilous Path of true Magick and unearthly Pow'r, the One Source, the very Wellspring of Cunning Artificers?" If the person answers affirmatively, the clasp seemingly melts into the book, and it can be opened. If there is even the slightest amount of doubt in the person's mind, the book produces an electric shock, doing 2d6 points of damage (no save).

Once the book has been opened, Katheg's spirit becomes active, embedding itself partially into the opener's mind. This linkage allows the owner to read the book itself, which is written in the Carnifex script. Whenever the book is opened, Katheg will try to communicate with the owner in his or her mother tongue, though his voice is always guttural and sibilant. He will routinely ask the reader about events in the modern world, and about the goings-on of nations that have not existed for millennia. Should the reader ask, Katheg is a veritable font of knowledge about the geographical and political facts of Mystara circa BC 7600, though none of this information will be readily understandable to modern Mystarans. At no time, however, does Katheg reveal what he was in life, nor does he provide any information about the Outer Beings mentioned in the spells, save for the fact that they are powerful.

As time passes, Katheg will begin to ask more personal questions, asking about the reader's life, family, and so on. At all times he is pleasant and polite. This is part of a plan on his part to eventually try to take over the reader's body without anyone noticing the change. Once he has determined that he knows enough about his potential victim to take his or her place (the DM should determine randomly), he will engage in a contest of wills with the owner. Both Katheg and the reader must make Intelligence and Wisdom contests, with the person rolling the lowest beneath their scores succeeding. Katheg's Intelligence is 18, and his Wisdom is 14. If Katheg wins, he immediately takes over the reader's body, and the reader's soul is banished into the book for a period of 6 months, after which he or she may try to take over another reader's body to escape. If Katheg loses, he is trapped in the book for another 50 years in a dormant state, after which he may try to steal a different body. In either case, the reader will learn of Katheg's true nature once the contest is over. If Katheg is defeated, and at some later period gains a body, he will seek out the person who defeated him, in order to gain vengeance.

The book itself contains several spells relating to the Outer Beings, as well as some basic information about the means of communicating with them. It should be noted that Katheg did not share all of the spells he knew; only those that he felt he could afford to share with the wizardess, so as not to arouse suspicion. The following spells are contained with the book's pages, at one page per spell:

1st level: read magic, detect magic, magic missile, light, cause pain

2nd level: continual light, rending claw

3rd level: acidic blast, fireball, contact lesser servitor, summon lesser servitor

4th level: contact Outer Being

Cause Pain (1st level spell):
Range: 50'
Duration: Concentration
Effect: Causes extreme pain to anyone within range.
This spell allows the caster, through concentration, to inflict severe pain on an opponent. The opponent may make a Save vs. Spells each round to ignore the sensation. The pain itself causes no physical damage, though the person affected will have a penalty of +5 to his or her AC, as well as a further -5 penalty to all actions. The caster is also able to switch targets at the beginning of each round, though only one person at a time may be affected. If the caster is injured in any way, the spell fails.

Rending Claw (2nd level spell):
Range: 0' (caster only)
Duration: 6 rounds/level of caster
Effect: Allows caster to claw opponents.
This spell causes the caster to grow long, barbed claws on each hand, which are capable of doing 2d4 points of damage. Any person who is hit by these claws must also make a Save vs. Poison or fall violently ill for 1d2 days, as a result of a non-lethal poison present in the claws. The shape of the claws makes it impossible for the caster to hold any objects, or wield any weapons, for the duration of the spell. This spell also gives the caster two claw attacks for the duration.

Acidic Blast (3rd level spell):
Range: 100'
Duration: Instantaneous
Effect: Shoots a stream of acid at a selected target.
Devised by wizards loyal to Galhossian the Tyrant during the Lhomarrian Civil War, this spell was intended as a means of weakening even the strongest and most heavily-armoured fighters. The caster is able to shoot a stream of acid, which hits the target automatically and clings to him or her, doing 1d8 damage per round. The victim may Save vs. Dragon Breath for half damage, but will continue taking damage until the acid is nullified by immersion in water, which renders it inert. In addition to taking damage, the victim's clothing and armour are also affected - leather armour takes 3 rounds to dissolve, scale mail takes 4 rounds, chain mail takes 5 rounds, and so on - with every one point increase in armour class equalling an extra round before the armour becomes useless. For magical armour, add one round for every plus - i.e.: leather armour +1 takes 4 rounds to dissolve. Generally speaking, only evil wizards tend to use this spell, and some priests serving the Outer Beings have been known to cast it as well.

Contact Lesser Servitor (3rd level spell):
Range: 0' (caster only)
Duration: Three questions
Effect: Allows the caster to contact a member on one of the lesser servitor races of the Outer Beings.
Casting this spell allows the caster to establish communications with a lesser servitor of the Outer Beings, either within the Prime Material or Ethereal Planes. This line of communication lasts until the lesser servitor answers three of the caster's questions. The lesser servitor may answer these questions in any way it desires, either as a "yes/no", or a more detailed response. The caster does not control which lesser servitor is contacted, nor is there any guarantee that the servitor in question will know anything useful.

Summon Lesser Servitor (3rd level spell):
Range: 0' (caster only)
Duration: 1 turn/level of caster
Effect: Summons one lesser servitor for the duration of the spell.
This spell, when cast, summons a lesser servitor to the plane currently occupied by the caster. The servitor will, for the duration of the spell, obey the commands of the caster, as though it was under a geas. Any command may be given except for those that might endanger the life of the servitor, in which case the caster's control is broken. Examples include ordering the servitor to kill itself, to attack anything whose hit dice or levels exceed its own (i.e.: anything larger or visibly more powerful than itself), or to go somewhere that is obviously extremely dangerous. This is up to the DM. The servitor will also take commands literally, even if its Intelligence is high enough to make this normally impossible. As a result, the caster must word his or her orders very carefully. The caster also has no control over what kind of lesser servitor is summoned; the choice is up to the DM. It should be noted that if a type of servitor is summoned, which cannot normally survive in the environment to which it is summoned, it will suffer the full effects of that exposure. Finally, if an intelligent servitor is summoned, it will likely remember its summoner, and take vengeance upon that person at some later date.

Contact Outer Being (4th level spell):
Range: 0' (caster only)
Duration: One question or one insight
Effect: Allows the caster to ask one question of an Outer Being, or to gain one insight.
This spell was originally used by the Carnifex wizards and priests of Y'hog to contact their masters, the Outer Beings, in order to gain instructions or to have questions answered. The caster of this spell has a chance, determined on the table below, of contacting the Outer Beings, imprisoned as they are away from the minds of mortals.


D 100 roll Result Notes for Caster (what DM tells player)
01-40 Nothing Feels only blackness.
41-75 Disturbing images Vague impressions, nightmares for 1d4 nights.
76-90 One insight Learn something about current events that only They know.
91-95 One question One question gets answered (answer comes in a weird dream).
96-99 Insight & question Same as above two, but both happen together.
00 Sharing of minds For one instant caster's mind becomes one with Them - insanity.

Needless to say, the insights or answers gained from the Outer Beings are both highly abstract and disturbing - the caster could see bizarre vistas on unknown worlds, or other-dimensional realms occupied by the Outer Beings where things like gravity and geometry have no meaning. It is up to the player to find whatever hidden meaning there might be. In the final result, the caster, for the briefest moment, sees everything as the Outer Beings do, and knows what They know - something the average mortal mind is not equipped to handle. The caster would immediately go irretrievably mad, and would most likely spend the rest of his or her life muttering nonsensical but highly disturbing things.

DM Note: While it may seem highly unfair to have a character get written off in this fashion, these rules do reflect what would most likely happen when a mortal mind tries to understand things that do not have any parallels in an normal universe - even in a fantasy universe. If you wish to give the character a chance, you should play things up until this spell is obtained, have him or her learn about the potential dangers - as with most other spells, one would normally learn the theory before the practice.


Wand of Hrugesh-K'ha:

by Geoff Gander

The wand of Hrugesh-K'ha measures roughly one foot long, and appears to be made of some kind of black metal, which, when touched, seems to pulse gently. The wand is also oddly shaped, being gnarled, with many sharp protrusions along its length at irregular intervals - not unlike a thorny branch.

Created by the now-deceased Carnifex wizard, Hrugesh, in BC 5200, this wand is among the newer magic items dedicated to the service of the Outer Beings. Hrugesh was not a denizen of Y'hog, but of a now-lost colony of that realm which escaped the notice of the Immortals in the era following the sinking of Lhomarr. This colony, Orzhekh, was located in a fertile valley, now buried by the Sind Desert. Hrugesh was the mightiest wizard of that realm, though both he and Orzhekh were destroyed in a tremendous earthquake circa BC 5100. Before that time, however, the wand found itself in the possession of many other people, though never long enough to grant them ultimate power. Obscure tales of mighty wizards throughout history allude to the presence of the wand, but nowhere is it explicitly written that it was in their possession. Its current whereabouts is unknown.

When wielded, the wand gives the user certain abilities that convey great advantages in battle. When first picked up, it immediately conveys the message that it can store spells; any spell cast at the wand is stored within it - up to 100 spell levels may be stored in this manner. If the user is of lawful alignment, the wand functions only in this manner; it does not reveal its other functions. It will also seek to obtain a user of a different alignment, sending telepathic suggestions up to two miles away in search of a magic user of neutral or chaotic alignment who seeks power. If the non-lawful magic user comes within 20 feet of the wand, he or she must make a save vs. Spells at +1 or be compelled to attack the wielder in order to obtain the wand.

If the user is of neutral alignment, the wand functions as a spell-storer, but it also plants suggestions in the user's subconscious to surrender him- or herself to the wand's power, and be made unbeatable. To aid in convincing the user to do so, it enhances the user's casting power, such that all damage, areas of effect, and ranges are increased by 10%. Each week, the user must make a save vs. Spells at -1 or fall under the power of the wand. If this happens, the user's alignment becomes chaotic, and the wand proceeds to convert the user for its own purposes.

If the user is of chaotic alignment, the wand provides the above functions, but it also sends subliminal messages to the user, telling him or her about the power of the Outer Beings, and how by converting to their worship, the user may gain ultimate power. The wand implants in the user's mind the command words for activating other powers, including:

1. Summon lesser servitor three times per day.
2. Contact Outer Being three times per day.
3. The ability to speak, read, and write the Carnifex language for a period of one day.

Once all three of these abilities have been used once, the user becomes known to the Outer Beings. They are able to contact him or her whenever they wish, and during a full moon they manifest images of themselves in his or her imagination. If this does not drive the wielder insane, the revelation of what the Outer Beings intend to do with the user certainly will. The wand serves as a lure for the most susceptible, powerful wizards. Once fully under the control of the Outer Beings, the spellcaster becomes their tool, through the wand. He or she cannot part with it under any circumstances except death, and even then his or her spirit will serve the Outer Beings for eternity. Any thought of disobedience is punished through the worst nightmares.

While in possession of the wand, the user is forced to carry out quests for his or her new masters, seeking items of power to help them escape their prisons, and freeing various avatars that might be imprisoned on Mystara. The user may also be ordered to eliminate anyone who might threaten the Outer Beings' plans. All the while, part of the user's mind is left free of the Outer Beings' control, enough to be aware of what is happening, and enough to know what horrors await after death - as a slave, and as a means of helping them achieve their goals.


The Tome of Ages

by Geoff Gander

This book is composed of two hinged electrum covers, measuring 10" wide and 1' tall, sealed with a small gold clasp, which can be opened by pressing a tiny button hidden in the carvings on its surface (1/4 Intelligence check to discover, or thieves may make a normal Find Traps roll). The book is roughly one inch thick, and is filled with yellowed vellum pages - 295 in all. Neither the covers nor the spine are marked in any way.

Opening the book, however, will not aid the reader; the script will not resemble any known language of modern Mystara. It is in fact written in Lhomarrian, using a script that had fallen out of use centuries before that land sank into the sea. This book could be read using the read languages spell (a process that would be very time-consuming), or someone who knows the modern Lhomarrian language written and spoken in Selhomarr may do so. In the latter case, every attempt to read this book will succeed with a successful Intelligence check penalised at -5.

Written circa BC 7600, the Tome of Ages tells the tale of the ancient battles between Ixion (known as Xeron to the Lhomarrians) and the Outer Beings. It describes how he defeated them, and sealed them away in their prisons for eternity. It then goes at length to explain the apparent motivations of the Outer Beings, and how it is believed that no prison will hold them forever. This section is quite dire in its implications, stating on no uncertain terms that the world would be destroyed if these powerful beings managed to become free once more. The supposed prison dimension where the Outer Beings are kept is also described to some degree, though the wording is vague, hinting at vistas that cannot be conceived in three dimensional space, and of unspeakable horrors inflicted upon those who enter uninvited.

There is also a discussion of the places around the world where the Lhomarrians knew Outer Being worship existed, based on the accounts of explorers. Although geographic references given in the text will have little meaning to modern readers, certain clues do exist that may, if the reader was in that region before, and knows its local history, provide a reasonable chance of guessing the modern locations of these places. They include: the Amalur Lowlands of Davania, the Blight Swamp of Karameikos, the westernmost spurs of the Cruth Mountains, the Orc's Head Peninsula, The Arm of the Immortals, the Izondian coast of Davania, and the Brasol Range. The descriptions vary for each location, but all of them refer to the presence of temples devoted to the Outer Beings in those places. Each of these regions is described as being permeated by evil. Whether or not some vestiges of that ancient corruption still exist in those places today is up to the DM, though they could take any form. Regardless, the descriptions given for each region are vague, though an underlying sense of ancient malice pervades them. Anyone reading this section will be made uneasy at the very least.

There is only one known copy of this book, its location unknown. The Tome of Ages is a useful tool for the DM to provide additional information to adventurers investigating the fragmentary legends concerning the Outer Beings. It should be remembered that much of the writing in this book is vague; none of the Outer Beings are named, nor is their number estimated. It should also be kept in mind that its account of ancient history is incorrect, in that it attributes to Ixion the deed of imprisoning the Outer Beings. Also, no time frame is given for any events listed; readers will have no idea how old the book might be, unless they are well-versed in ancient Lhomarrian history - an almost impossible achievement unless they have been to Selhomarr and studied its most ancient records thoroughly. Readers will also gain the skill Outer Being Lore at 2, unless they already possess it, in which case it will increase by one.


The Black Reaver

by Geoff Gander

Forged in the foul troglodyte-run smithies of ancient Y'hegg-T'uhath during the final days of the wars between the Carnifex of Y'hog and Lhomarr, the Black Reaver was intended to be used as the personal weapon of one of the most powerful generals of the Carnifex-led armies. In a special ritual, for which no less than 500 slaves were sacrificed, the Carnifex were able to weaken a portion of the interdimensional barrier separating the Outer Beings from the Prime Plane, and through it they sent one of their more powerful servitors, a monstrosity named Oroleth. Once summoned, Oroleth willingly let itself be bound to the newly-forged blade, which was bathed in a vat of sacrificial blood as part of the ritual. After the ceremony was completed, the Carnifex high priest grabbed the blade, and killed the physical body of Oroleth, severing its final link with its body, and forcing it fully into the blade. Afterwards, runes of power were inscribed along the blade, forever sealing the might of Oroleth into the sword, and serving as an embodiment of the power of the Carnifex of Y'hog, and the Outer Beings.

Afterwards, it fell into the possession of a succession of warriors, the last of whom was killed by Brell's crusaders during the siege of Y'hog. Recognising it as a weapon of power, Brell ordered the blade be carried off as part of the plunder, and it made its way to what is now the region of Ravenscarp, before its bearer was killed by roving barbarians. There it remained for centuries, until it was discovered by a Blackmoorian Expeditionary Force during that nation's ascendancy. The blade was brought back to Blackmoor, where it rested in one of its museums as a curio. It remained undisturbed for many years until, not long before the Great Rain of Fire, a nearby cabal of Outer Being worshippers became aware of its existence, and recovered it.

The Black Reaver then found its way, centuries later, into the hands of a Nithian worshipper of Thanatos, who used it against the Antalian peoples to the north of his nation. Eager for slaughter, the blade goaded its owner on, urging more violence and more blood, until the man met an untimely end near what is now Altendorf. Once more, the Black Reaver lay forgotten, until, almost 2,000 years later, a zealous Heldannic Knight, by the name of Hermann Strassenburger, chanced upon it while engaging in hostilities against the native Heldanner populace. Though it was in his possession for several years, it is unknown whether Hermann still owns it.

The Black Reaver is of the same dimensions and weight as a conventional bastard sword, though it is made of a metal unknown to most Mystarans. It was, in fact, forged from marh-vhol ("dark metal"), a black, cold metal originating in the prison dimensions of the Outer Beings, which may in fact be created by them. Very little of this substance was ever brought successfully to the Prime Plane, not least because of the magic required to tap enough of the Outer Beings' power to transport it. Marh-vhol is a deadly substance when used against those who do not worship the Outer Beings, capable of inflicting grievous injury. Aside from being black as pitch, the Black Reaver also has a line of spidery runes inscribed along each side of its blade - ancient Carnifex runes of power praising Y'hog, the Outer Beings, and invoking their power. In absolute darkness, the runes glow very faintly, with a light greenish hue. The hilt is made of pure platinum, and within the pommel is a large, flawless emerald. When wielded, a serrated edge, looking very much like tiny teeth, sprouts along the edge of the blade.

In battle, the Black Reaver functions as a bastard sword - the hilt is long enough that the blade can be wielded one- or two-handed. As a magical weapon, the Black Reaver has many powers, but some of them are more obvious than others. As a weapon it functions as a +5 blade, but in terms of damage a successful strike will do 2d6+5 damage one-handed, and 2d8+5 damage two-handed. The plus increases by two for each additional level of weapon mastery above basic that the wielder possesses. This high level of damage is due in part to the weapon's composition, as well as a slight vibrating action of the blade's serrated edge. The Black Reaver has a special function in combat: if the wielder rolls an 18-20 when striking an opponent, damage is doubled. When not used against an opponent, the blade can be used to cut through wood and ice, because of the incredible sharpness of its edge. The wielder does not have to chop at an obstacle; merely by placing the sword against a section of wood or ice, the vibrating edge will saw through it, in much the same manner as a chainsaw.

In addition to its regular damage, the Black Reaver possesses a number of other abilities, each of which is tied to one of four runes engraved in its hilt. All of these abilities are invoked by willing them to happen, and the powers themselves will make themselves apparent once the wielder wins a contest of the wills against this sword. The powers are listed below:

1. Cast cureall upon the wielder, three times per day.
2. Cast invisibility upon the wielder, three times per day.
3. Cast haste upon the wielder, four times per day.
4. Create an aura of dread around the wielder as per the spell fear, with a radius of 15', twice per day.

The Black Reaver can also create its own sheath when not in use. The wielder must simply will the blade to be sheathed, and a hard, scaly shell will grow out of the hilt and envelop the blade. Tiny, claw-like grips also pop out of the sheath, near the crosspiece of the hilt, and these will grip onto any surface the wielder desires, such as a belt, saddlebag, bandolier, or any other surface. Only the wielder is able to detach it from that surface.

As with many items created by the magics of the Carnifex and the Outer Beings, the Black Reaver's powers do not make themselves available to the wielder without cost. This is especially true given that a powerful servitor of the Outer Beings, Oroleth, has had its essence bound into the weapon. Before being bound, Oroleth was hideous creature who rejoiced in destruction and who had a seemingly unquenchable thirst for blood. These evil passions have become fused with the weapon itself, and are so powerful that, after drawing blood with the weapon for the first time, the wielder must win a contest of wills against the Black Reaver (with an EGO score of 34) or be subsumed by its lust for more blood. If the wielder fails, he or she will fall under the control of the blade, and will be forced to embark upon an orgy of violence, slaughtering friend and foe alike until the blade's thirst is quenched. If that first contest was lost by the wielder, there will be a contest of the wills each time the Black Reaver is drawn. If the wielder wins the contest, they will only face another one when the weapon does double damage.

A second driving passion within the Black Reaver is its allegiance to the Outer Beings. It will not allow itself to be used against members of the various servitor races, or loyal worshippers. If the wielder attempts to use it in this manner, another contest of wills is required, with failure meaning that the blade strikes at the wielder, instead!

Another effect of using the Black Reaver is that the Outer Beings will become aware of the wielder. He or she will stand out like a beacon, enabling them to contact him or her through dreams or messengers at will. This may not be a desirable outcome, depending on the wielder. If the wielder is deemed to be pliable enough, or of sufficient power (attaining Name-level is a suitable benchmark for this criterion), the Outer Beings may use the Black Reaver as a conduit for their powers, channelling their energies through it. If they deem the wielder to be worthy, they may try to win him or her over; otherwise, they will summon their underlings to "eliminate the problem".


Statuette of Yurrgh-Thal:

by Geoff Gander

"In my darkest dreams, when I thought myself alone, I saw a form approach me out of the swirling mists, in this dank, dark place at the back of my mind. Always it beckoned me forth, where, I do not know. How long I had envisioned this place I did not know either, yet always, whenever I cast my vision thence, there came to me one image. Nestled in the midst of a rank miasmic swamp, its foetid gases choking all life that would take root in such a place, there was a forlorn, rocky hillock. Upon that hillock, resting in a tiny depression, there lay a statuette, carved in the likeness of a creature I knew not, nor ever wished to see! That loathsome form burned itself into my mind, so unwholesome a form should not exist - must not exist! Yet my own eyes could not deceive me. Such an inhuman form could not have been imagined; it must have been the sitting subject for some mad sculptor! I ran, then, running as fast as I could, through murky waters and over forgotten hills, frantically seeking a respite from all that I had seen...

"Now, I wander listlessly through my regular haunts, not knowing where my dreams end and my reality begins. I dare not consider what might be the truth."

-- excerpt from "The Testament of Corinn Marylebon", published AC 987 in Glantri City, by Gauthier et fils.

Statuettes of Yurrgh-Thal are not ancient, unlike many other magical items powered by the energies of the Outer Beings. Though they have been in existence for countless centuries, they are rather unique in that they are among the few items that can be crafted by any spellcaster who worships the Outer Beings, using their own magical repertoire. These statuettes are all made of red-veined black marble, which is consecrated in a prayer praising the Outer Beings before being sculpted into its final form. After the ceremony, no less than 10 HD worth of living creatures must be sacrificed over the stone.

The statuettes are carved with special tools, crafted from marh-vhol - an other dimensional metal created by the Outer Beings themselves - and dedicated purely to the making of such unholy items. Although any Outer Being may be the subject of such a magical item, most statuettes of this type are crafted in the image of Yurrgh-Thal, who is among the more active Outer Beings. When crafting this item, most spellcasters employ the services of those who have looked upon Yurrgh-Thal in their dreams, or who have seen a representation of it (not wishing to destroy what vestiges of sanity they have left, and thus lose control over their spellcasting powers and other abilities). What results is a statuette, measuring roughly two feet tall and eight inches wide at the base, carved in an excellent likeness of Yurrgh-Thal - that of a roughly humanoid figure, whose decaying flesh is covered with writhing maggots, pustules, and abscesses from which tentacles and other membranous matter protrudes. The statuette weighs 200 cn. Non-worshippers who look at the statuette in passing will be vaguely disturbed by it, and feel compelled to look elsewhere. Those who look at it intently must make a Horror Check against the statuette's Horror Rating of 2.

The chief use of such statuettes is as a focal point during ceremonies, during which is it placed on an altar where offerings are placed. It is in this function that the statuette serves a darker purpose. For every 5 HD of worshippers who pray before the statuette each turn, it gains one spell level's worth of stored magical energy, up to a maximum of 30 spell levels. This magical energy can then be used by the statuette's wielder to activate its various powers, which are as follows:

1. Radiate a 15' aura of fear around the statuette, with the same effects and duration as the spell of the same name (one spell level per use).

2. Instantly recall any spell cast within the past 24 hours, and be able to cast it again, in much the same way as a ring of memory (applies only to spellcasters, five spell levels per use).

3. Dispel all enchantments and spells that counter the influence of the Outer Beings for one turn (ten spell levels per use).

4. Direct a pillar of magical energy at any opponent, identical in principle to magic missile but doing 2d4+2 damage, once per round (two spell levels per use).

5. Cast death curse of Yurrgh-Thal (statuette crumbles upon activating this power).

It should be noted that the statuette must be held in order to activate its various powers. Anyone of chaotic alignment who holds the statuette will also receive a bonus of -2 to Armour Class, due to the perceptible aura of unwholesomeness that seems to surround the owner; opponents will always feel a slight urge to stay away. Holders of the statuette who are neutral or lawful in alignment receive a penalty of +3 to Armour Class, and are cursed, such that they are unable to put it down. For them, horrid images of Yurrgh-Thal and his minions dominate their dreams, preventing them from obtaining any rest and forcing them to make a Horror Check against a Horror Rating of 5 once per day, due to the sheer terror of the experience and fatigue. DMs should not forget to apply penalties for fatigue, as well. Unless removed by a remove curse spell cast by a cleric of 15th level or greater, the owner will eventually die of sleep deprivation, unless they go insane first.

The most powerful ability of the statuette is the activation of the death curse of Yurrgh-Thal, a 9th-level spell that invokes the power of this Outer Being to pursue a foe unto the ends of the earth - and beyond.

Death Curse of Yurrgh-Thal

Range: One person
Duration: Special
Effect: Curses one individual
This spell, devised in ages past by devotees of the Outer Beings to torment their foes for all time, is quite unique in that, upon its casting, the caster dies. Before death, however, the caster names one individual who is currently located on the same plane as him- or herself. In a formal incantation, the caster curses the individual, and implores upon Yurrgh-Thal to deliver unending horror and suffering upon them until death, and even afterwards. Once the last words are uttered, the spellcaster dies, his or her body suddenly erupting with dozens of sores, from which stream hundreds of maggots, who then consume the earthly remains in three rounds, and burrow underground, leaving nothing but an acrid pool of slime in their wake. There is no saving throw.

The effects of this spell make themselves known on the day of the next new moon (or equivalent time interval on other planes), and every new moon afterwards. At midnight on that day, a lesser servitor of Yurrgh-Thal will be teleported to a location 1d4 miles from the victim, and then proceed to track them down, day and night. As they do not rest, the servitor will trod across the landscape tirelessly, day and night. They are also able to keep a mental image of their quarry's location; even if the victim sails across a lake, or flies, in the hopes of removing any scents, the servitor will simply plod along, homing in on its target along the most direct route. They are so persistent that they will even walk along lake bottoms and scale mountains to get at their victims, and, although they will not attack innocent bystanders, they will try to destroy anything and anyone that tries to stop them. Once it spots its quarry, the servitor will rush to the attack, directing all of its attacks at them, though there is a 50% chance per round that the servitor will attack another person who attacked it during the previous round, if any. During this time, the victim always hears, when his or her surroundings are absolutely quiet, the sound of squelching footsteps, slowly getting louder. This does not inflict any game-related penalties, but it does unnerve the victim, and make them more liable to being surprised (increase the likelihood by 3).

What makes this spell so insidious is that, even if the servitor is killed, another will appear during the night of the next new moon, and continue the hunt. If the first servitor is not killed, a second will appear anyway; there is no real limit to how many may appear, and all of them will be seeking the victim. The only way to end this curse is for the target to die, for a 36th level cleric to cast remove curse, or for the victim to perform a quest to retrieve a rare magical item or destroy an ancient evil. The nature of the quest is for the DM to decide, but it should be arduous, and difficult to realise at first. Ideally, the victim should seek knowledge from a sage of wizard concerning his or her curse, and only then learn of a possible way to end it. This process itself could take a long time, for knowledge of this curse is not widespread.


Marh Vhol - Metal of the Outer Beings

by Geoff Gander

"In ancient days, of which we have scant records and half-remembered tales told by the firelight, there was a great race who ruled much of our world. They were not men as we know them, but of an entirely different race - a race touched by madness and shadows, it is said. Of their great works and mighty cities, we know nothing, save for what we have unearthed amidst the mossy ruins and worn stones that speak in mute testament to the once-awesome power of these strange, forgotten people.

"There was, however, one other thing that remained from those half-forgotten days. A strange, black metal, imbued with otherworldly power. Very little of it has been found, but those amounts known to exist have been hotly contested by sages, wizards, and the power-hungry. Weapons forged of this metal are said to be more durable, and deadlier against one's foe. Blades made from it seldom lose their edge, and when wielded such weapons seem to give added prowess to their owners. Always, however, such gifts come with a price. Those who use the black metal for too long become attuned to...darker powers. Their bodies have been known to sicken and wither, and sometimes to develop an altogether unwholesome aspect. Few know for certain what transpires in the souls of those who use the black metal, but it is known that all who use it are changed somehow.

"Such is the power of this enigmatic substance, known by certain sages of old as marh vhol".

- excerpted from "A Treatise on Rare Magical Metals", by Rudolfo Benedetti, professor of alchemy at the Giovanni della Monte Academy of Thaumaturgical and Natural Sciences, Wendar City, Wendar, AC 988.

Trapped as they are behind dimensional and magical barriers, the Outer Beings are thought, by those who know about them, to be relatively harmless. Barring the odd incident where they may influence susceptible minds by aid of artifacts or weaknesses in the barriers containing them, it is thought that they are unable to affect the Prime Plane in any meaningful way, and that they spend their time in idleness. Sadly, this notion is incorrect.

Furious about being imprisoned all these millennia, the Outer Beings actively plot and scheme for a means to escape and wreak havoc on the Prime Plane. One means by which they do this is distributing the metal known as marh vhol to their followers, either as raw metal, or in the form of magical weapons crafted by their servitors in their various prisons. Some of the more powerful weapons are crafted by the Outer Beings themselves; these are by far the deadliest of their kind.

Marh vhol, which is a Carnifex word meaning "dark metal", is fashioned from the basic solid matter composing the prison dimensions. These prisons, it should be noted, are not buildings or enclosed spaces per se, but entire worlds and planes of existence, from which the Outer Beings cannot leave. Thousands of servitors, accompanied by the spirits of former worshippers, labour ceaselessly to mine the fabric of the prison dimensions' realities for the proper materials that may be used to fashion marh vhol. Once sufficient quantities are gathered, the Outer Beings will then use their powers to shape the material, to compress it down into its base elements, and to imbue with a fraction of their own strength. Occasionally, they will sacrifice some of their more powerful servitors, whose essences are then melded with the metal to strengthen it even more. In this latter case, the product is most often a finished weapon of some sort; very rarely would they make such sacrifices to craft the basic metal itself. Once finished, the product resembles a block of dense, black metal - marh vhol itself.

Often, the metal is then transported to the Prime Plane by way of bloody ceremonies conducted by worshippers, or it may be brought by summoned servitors. It is not given out freely, however; only the most loyal cabals of worshippers are granted even the tiniest amount of it. Whenever it is brought to the Prime Plane, it is most often for the purpose of crafting magical items to further the cause of the Outer Beings.

As mentioned above, in appearance marh vhol is a black metal. It is not dull; rather, it has a lustre to it reminiscent of obsidian, and there are never any imperfections in it. To the touch marh vhol is cold - holding it for prolonged periods (in game terms, more than six turns) will inflict mild frostbite damage to the possessor (1d2 damage per turn). In terms of weight, raw marh vhol is no more cumbersome than iron or steel. An additional, though less tangible, effect of marh vhol is its otherworldliness. Those tiny amounts that have been located and collected by sages an spellcasters have been shown to emanate a certain "alienness" - those exposed to it cannot help but notice its presence. It does not disturb them, but it does register its presence with them in some manner at the subconscious level, as though indicating that it does not belong there.

As mentioned above, marh vhol is brought to the Prime Plane for one purpose only - to aid in the construction of weapons and other items that will further the cause of the Outer Beings in various ways. Although this metal is not required to make such items, those items which are crafted from it - at least in part - are always among the most powerful. This is because marh vhol, no matter where in the Prime Plane it is located, or in what quantity it is found, is always attuned to the minds of the Outer Beings. Having been fashioned by them, it retains a small portion of their essence.

In game terms, there are no precise rules governing the use of marh vhol in the creation of magic weapons and other items, since each item created with it tends to be unique. Occasionally, the steel used to forge weapons and armour is mixed with tiny quantities of marh vhol in order to equip larger numbers of Outer Being worshippers. Generally, only one part marh vhol is required per twenty parts of mundane metals is required to accomplish this. If this is the case, all weapons created in this manner will acquire an additional damage bonus of +2, on top of any other bonuses that might be in place (magical or otherwise). Likewise, metal armour created in this manner reduces all damage received by the wearer by one. It should be noted that such bonuses not magical per se; they are properties of a metal that does not "belong" on the Prime Plane.

Those few non-worshippers who have managed to secure varying amounts of marh vhol have conducted numerous experiments concerning its origins and nature, as well as its possible uses. Although only a select few have managed to discover anything concerning the metal's origin, all concerned do tend to agree that it is not of the Prime Plane, and that there could be inherent dangers in meddling too much with it. Incautious researchers have disappeared, or been found dead, as a result of acquiring too much of it, or of delving too deeply into the mystery of the metal. The various cabals of Outer Being worshippers throughout the Known World are always on the lookout for errant pieces of marh vhol, and they will do anything within their power to recover them for their masters.

Despite the dangers inherent in the metal, many scholars who come across it are not easily dissuaded from pursuing further knowledge, either out of curiosity or greed. Certain rulers also know of marh vhol, and eagerly seek out as much as possible in order to equip their elite forces with it, or combine it with red steel in order to produce, as certain alchemists believe it would, a "super-metal" of unrivalled potential. Whatever the motive, the growing thirst for marh vhol will only serve to spread chaos and dissent among the nations of Mystara, which can only aid the cause of the Outer Beings. Indeed, there are some scholars - those who know too much - who believe that this is their plan.


The Riders of the Winds:

by Geoff Gander

This book is a rather slim volume, measuring 12 inches tall by nine inches wide, containing 72 pages made from vellum. The cover is made from waxed black leather, with its title punched along the spine in gold type. On the front cover, in silver etching, is the rough image of a mountaintop, around which several flying creatures can be distinguished. It was published in AC 934, in Glantri City, by the Rumbleratchet brothers, three enterprising gnomes who, briefly, ran a printing house in the city, using a magical printing press of their own design. Long after the explosion, in AC 935, which levelled their shop - even until the years leading up to their mysterious disappearance in AC 982 - they maintained steadfastly that they never knew the identity of the author.

The text of the book itself is in typeface; a testament to the gnomes' ingenuity, and certainly a novelty to anyone who comes across a copy. It is composed primarily of the journal of an unnamed explorer, who spent five years - from AC 922 to AC 927 - in search of the "Riders of the Winds". A brief note on the first page indicates that the book is in fact an edited version of the original text, which, it says, was 250 hand-written pages in length.

The writer spent those years journeying through the Silver Sierras, the Cruth Mountains, and the Altan Tepes in search of his quarry. Regularly, references are made to legends told among the local humanoid tribes of those regions concerning "mountain men", or "riders of the winds". The journals indicate that the writer encountered no success in determining the origins of those legends, save only that they have been told "at least for the past 1,500 years, and definitely a considerable time before the establishment of Alfheim. That region is always referred to as 'The Great Valley of Grasses'; no mention is made of the Canolbarth Forest".

The book also relates the humanoid tales concerning the dwellings of the riders of the wind:

"For it is said that they dwell in great halls, high up in the mountains, where none dare tread. Even the mighty clouds fly below their homes. The great Urgrah, greatest and strongest of the goblin spearmen, is said to have tried to scale the tallest mountain in the Silver Sierras, in search of the abode of these riders. In the sight of Wantra, the great shaman, he reached the lower clouds, eager for glory in the clan's honour.

"Just as he reached a great ledge, only a shadow through the veil of clouds, a winged form, no bigger than a human, grabbed him from the mountain, and lifted him high. Then, his defiant warrior's cry turned into a scream of fear, as he fell through the clouds into the chasms below."

From this, and similar tales, the writer develops some ideas towards the end of the book. The conclusion is that a strange race, with the ability to fly, dwells in certain high mountains of the Known World, building great citadels on the very peaks. Those tales that mention encounters with the creatures themselves describe them as "not belonging on this world". Almost always, the creatures are portrayed as belligerent, killing or abducting any who encounter them.

Near the end of the book, the author mentions making preparations to scale a tall mountain in the north of the Five Shires, and, during the actual expedition, writes of hearing "strange, buzzing voices and whirring vibrations, as though giant insects were cavorting outside the firelight". As the author progresses up the mountain, the incidents increase in frequency, with various possessions being stolen or damaged during the night, "as though some force was determined to prevent intruders from learning too much about it".

The last two pages contain what appears to be an encounter, and a sketch of a bizarre creature. There is also a publisher's note at this point, indicating that the original handwritten text was illegible at certain points in the final narrative, though the drawing is the author's own. The text reads:

"The sounds - that buzzing - are around me again. They must be voices, I am sure of it, for how else could my journey have been so beset with obstacles, if there were not some malign intelligence behind it all? But wait! I hear movement, coming closer to the fire, pebbles scattering and crunching underfoot...it's not small, whatever it is....

"[Unintelligible writing] n! Doesn't see me yet, but coming closer. Coming into the firelight, BY THE [Unintelligible large writing] ME! [Spilled ink]

"Later now. Can't believe what I saw; words cannot describe it! I shall attempt to draw what I saw on the last page of my journal - a fitting end to my quest. All that can be said is that all of the old tales are TRUE! They are out there, and they live in great citadels on the tallest peaks. What they do I do not know, nor do I wish to do so, but I feel deep inside that they are watching, and waiting. The secrets that [splattered ink] that THING told me, I cannot believe them, but have no reason to doubt it! I fear the consequences!

"Now is not the time. They are nearby, and will not grant me peace until I leave the mountain. I must write the full account of what I heard - the entire world must know!"

On the last page of the book is what appears to be a drawing of a bizarre creature; a halved Intelligence check, or an art-related skill check, will reveal to the examiner that the drawing is a copy of an original. The creature depicted is very likely to be unlike anything the reader has ever seen before. Its size is impossible to determine, but it is depicted as having four tentacular "arms", a vaguely insect-like body (with what appear to be folded wings projecting behind it), and four spindly legs. Notes typed beside the picture indicate that the creature's skin has the appearance of an insect's carapace, as is a mottled greenish-grey in colour. The head of the creature appears to be crested, and large in comparison to the body. Dominating its face are three large eyes, which are noted as being red, below which four thin tentacles protrude.

DM Notes:

The Riders of the Winds is, in fact, a summarised version of one person's quest to uncover the truth behind humanoid legends concerning the Zhochal and their activities. To the extent that the book documents the various legends, it is accurate - possibly the only remotely scholastic work dealing with such a topic. The author, an Ostlander named Magnus Thorvaldson, spent over 15 years travelling throughout the Known World pursuing this, and other, legends. A thorough reading of this text will reveal the likely locations of several Zhochal holdings: Four in the Silver Sierras, six in the Cruth Mountains, three in the Altan Tepes, two in the Makkres Range, and another in the Mengul Mountains. Many of these hypothesised locations are, in fact, correct.

Readers will also learn that the Zhochal construct citadels atop the tallest mountains in any range, though their description will be unavailable. Other information a reader could glean from the book would include the fact that many Zhochal appear to serve a powerful being of some sort (Akh'All the Unmentionable, though Magnus was unable to discover this); they appear to be organised, as though they have a common agenda of some sort; and they have been in the Known World for quite some time - roughly 2,000 years, in fact. The main benefits to be gained from this book are basic information about the Zhochal, as well as a reasonably accurate drawing of one. Knowledge that these creature have an agenda (even though readers will not know what it is) should also make them more watchful for clues. The Zhochals' plot is to infiltrate and observe the more powerful nations of the Known World and surrounding regions, in order to determine what sort of threat might be posed to the machinations of the Outer Beings. Those individuals who are thought to have learned too much about the Outer Beings are abducted, killed, or both.

Magnus, after he wrote his journal (which contained information on the Zhochals' plans as well as what is contained in this book - the information having been supplied by a renegade band based in the Cruth Mountains), attracted unwanted attention when he tried to publish his work. Eventually, he located the Rumbleratchet brothers, and sneaked a trimmed-down version to them under a new title. This threw off pursuit for a time, though some information was lost due to further editing before publication. He fled Glantri scant weeks after his book was published, and Zhochal spies tracked down the publishing house and arranged for its destruction the next year. Magnus was pursued relentlessly for the next ten years, until he managed to flee for Open Isle in Minrothad, where he was able to "disappear" until his death in AC 967. Even today, the hin of the island remember his bizarre tales.

Four copies of this book are known to exist, either in private collections or in libraries. Six more are thought to exist throughout the Known World, according to sages and interested researchers. A copy was also rumoured to have been purchased by a wealthy trader in Raven Scarp, in the Thyatian Hinterlands of Davania.