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Creatures of Western Brunby Robin from Threshold Magazine issue 17
This article describes several creatures that are new to Mystara, as well as expanding some that exist in canon Mystara publications. These creatures are as follows:
Barbarians live in Central Brun, and are a nomadic race of humans. They travel together with the Great Herd.
Qauriks live with the Firelords in an enclosed valley to the far north .
Stalwarts are found in the Northern section of Brun. They follow the Great Herd until they reach mid-Brun, then travel slowly towards the Great Herd’s normal spring destination, to follow them up north again.
Commoners can be found all over Mystara, these are normal humans, living and thriving.
Natives live in the jungles far south near the Arm of the Immortals. Some of them live on islands and are tribal or even cannibals.
Nomads travel alongside the Great Herd, and they are remnants of old cultures splintered, obliterated or even forgotten.
Pilgrims can be found all over Mystara as they have a holy goal to reach some legendary location. Many of these can be found on the western coast, as a religious cult/sect/faith has taken root there sending the pilgrims far south almost to the Savage Coast. The exact location should be determined by the DM, but several options are available: old Oltec ruins, humanoid temples, or cloisters (like those mentioned in module X9: “The Savage Coast”).
Giganthopithecus are actually extinct, but their remains can be found all over the western coast of Brun. Their offspring, yeti and sasquatch, have often taken their place. However, there are many rumours of Giganthopithecus being seen in the mountainous forests on the west coast. A DM could use this creature in such locations. There are rumours of a mage giant desiring to strengthen its gene pool anew by transporting Giganthopithecus from the far past.
Ettins can be found in small groups along the continental side of the mountain range, all the way up to the polar circle.
Geonids are numerous in the mountains and hills of western Brun, but can be found in many Mystaran mountain ranges. They can be used as PCs.
Galeb duhr are another silicon-based (rock) race that also lives in the mountain valleys or caves.
Rockmen live all over Mystara.
The wereraven are a race of lycanthropes existing primarily on the west coast of Brun. They can be used as PCs.
There are gyerian PCs in west Brun.
The urd are an aggressive humanoid race living in the hills alongside the track of the Great Herd, often attacking passing barbarians or other races following the Great Herd.
The aurumvorax (both versions) live in the temperate hills of west Brun, and some follow the Great Herd.
Deep within several caves and dungeons underneath the mountains and coastal hills of the west coast, the humanoids have created such filth, that something evolved within this region that even they fear: the oytugh, and more recently a neo-otyugh.
The crowrse is one of the weirder animals following the Great Herd.
The Great Herd
(Also called the Great Trek)
[Image: Bison herd]
The Great Herd is made up of many large groups of animals following a distinctive migrational pattern, dictated not only by season and geology but also by ecology. The changing seasons, temperature and precipitation influence the growth of grasses and herbs - the predominant food of the herds. In winter, the herds congregate on the grasslands in south Brun, on the Shazak Steppes. The eastern herds congregate on the Great Plain and Gallannor, south of the Borean River.
In both locations, they encounter and are hunted by the local humans and humanoids. In summer these lush lands provide enough food for the whole season, but eventually food becomes scarce due to overfeeding, and the herd then moves onto better grounds. By this time newborns will have grown big enough to be able to follow the herd. It is not a single, gigantic herd that moves across the continent, but a combination of several large herds, following the same routes. All these herds invariably follow the same routes that have been used by previous generations.
As such, the herds will move in spring along the lines shown in pink on the continental map. The western horde moves to the northeast just north of Hule, passing over the Midlands, entering the Borean Valley and moving around the forests to the northwest, where they find their greatest barrier (the Borean River) to onward progress. Even though generations of herds have passed this way before, this hurdle is still a major barrier. Not all animals will survive, as not only the water, but many predators await their passing (crocodiles, dragons, great cats, wolves and dire wolves, lupin hunters, humanoid hunters). When they pass the river, they move further north and slowly break up into smaller herds spreading out over the lush lands there. The eastern herd moves in a similar fashion. Restricted by the Swamp of the Beast, they cross over the Borean River, through the small passage of the Western Forest, to reach the western edge of the Kingdom of Many Colors. Following roughly the western lookout trail north, they eventually reach their summer lands of the tundra.
The summer lands have a much slower migrational pattern, roughly leading west for the western herds, and east for the eastern herds. When the season ends, most western herds have moved to the south of the summer region, or the southwest. The eastern herds have moved onto the Horseplains by midsummer and spread out there in smaller herds. Eventually, they will regroup into larger herds moving west towards the hills.
In autumn, the cold and the overgrazing forces the animals south, where the western herds are now following two major routes. A central group follows the river and forest edges to the south, and a western group, goes along the western mountains. During this autumn trek, the males mostly fight for dominance and mates as per normal behavioral patterns. They follow a path curving eastward until they meet the great river southwest, which forces them to pass the forest until they reach the fertile lands of the Zuveyo Empire. Here, they eventually succeed in finding a passage over the river to reach the Shazak Steppes, where the new mating season takes place. Both the western and central herds follow the same spring route north of Hule towards the Borean Valley and turn west, just south of the Dead Lands, towards the summer grazing grounds.The annual circle is thus completed.
The eastern herds move over the Seeping Hills and the Roangungal Hills (a.k.a. the Staircase) until they reach the Flatlands of the Kingdom of Many Colors. Here, the males fight for dominance and females.They slowly move southwest until they eventually reach the Borean River again and then spread out onto the Great Plain where the young will be born. The annual circle is thus completed.
The numbers for the herds are based on the average per season.
Winter 1.760.000 animals, orange on map
Spring 1.750.000 animals, pink on map, same line as central herds
Summer 1.740.000 animals, blue on map, same as central herds
Autumn 1.725.000 animals, purple(left) on map
The western herd consists of; 50% bison, 20% deer/elk, 15% horse, 15% other.
Winter 1.680.000 animals, orange on map
Spring 1.660.000 animals, pink on map same line as western herds
Summer 1.645.000 animals, blue on map, same as western herds
Autumn 1.630.000 animals. purple (right) on map
The central herd consists of; 40% bison, 30% deer/elk, 20% horse, 10% other. The central herd has many caribou deer from the far north.
Winter 490.000 animals, orange on map
Spring 485.000 animals, pink on map
Summer 475.000 animals, blue on map
Autumn 455.000 animals, purple on map
The eastern herd consists of; 20% bison, 45% horse, 25% elk/deer, 10% other. The horses of the eastern herd belong to the best wild horse breeds existing.
Other creatures in the herds are; mastodon, crowrse, elk, all kinds of deer/gazelle and goat, boar.
Following behind and alongside all the Herds are migrating wolves, dogs, great cats, birds of prey, phororhacos, or the dominant predators (roc, dragon, etc). These predators have their reproduction period just before the herd comes, to ensure the young have sufficient food. Settled humans and humanoids rely more or less on these herds, and some have their whole dependence relying upon the Great Herd. These are barbarian tribes, following the herd, and some other races and tribes awaiting them each year. Either way the Great Herd brings food and other products in the form of meat, pelts, bones, marrow, hair/wool, young animals, manure, and spell- and material components.
It is suicidal to try to pass through a herd. The best way to do this is on horseback, slowly ingratiating oneself into the herd and travelling within the herd slowly to the destination side, before they disengage. This takes at least a single day. Going around a herd might take several weeks. Waiting for openings to pass rapidly through might take a week. As such, the Great Herd is a very hard barrier to surmount. Waiting for the Herd to fully pass takes one and a half months.
Similar herds exist on the Outer World continents Davania (mostly wildebeest/gnu, giraffe, elephant, rhinoceros, camel, etc) and Skothar (mostly caribou, oxen, deer/elk, dromedary, horse, llama, aurochs, baluchitherium, mammoth). The main continent in the Hollow World has its own herd versions (two dinosaur herds on the northern continent, and one huge pleistocene animal; the southern continental herd has mainly dinosaur herds with some pleistocene intermingling).
For statistics on these animals see my Mystara Monster Manual compilation chapter Animals http://pandius.com/Monster_Manual_2.pdf pages 14-79
[Image: Great Trek Map]
A note to all the following tables: the color orange if given in the tables is used to depict the most commonly encountered example of this type of creature.
The human races of Western Brun
Barbarian (Homo erectus)
Barbarians are a primitive, nomadic people who inhabit cold, northern plains and tundra where they live by hunting and foraging. From the outskirts of civilization, these warriors live in their own uncivilized tribes. The civilized people call them berserkers and blame them for the mayhem and destruction many of their kind have been known to bring. The barbarians do not feel any kinship towards other barbarians, unless of course, they belonged to the same tribe at one time or another. They can only breed within their own race.
Most barbarians are first level fighters, although their leaders are mostly of much higher level. Some barbarians are thieves or shamans, and druids are not unknown. They are limited in their clerical class and can only become 12th level. Fighters can become 20th level maximum, like thieves. They follow normal experiences for these classes.
Clothing and weapons
They generally wear thick clothing of skins and furs (AV1 or 2), or coarse cloth and rarely, if ever, use armour or shields. They arm themselves with bows, spears, slings, swords, daggers, knives and small axes, and so on. Some leaders have metal armour, obtained, like their metal weapons and other metal goods, by trading or warfare with civilized people. Some groups ride horses and may be expert riders.
The barbarians cannot be of any lawful alignment; at best they are neutral or chaotic good, seeking only to live in freedom and fighting only against evil, as they see it. At worst, they are chaotic evil and seek to senselessly destroy the civilized world around them. Though barbarians do not do well in the civilized world, many have found their place by adventuring. Due to their tough and primitive background, they have no difficulty relying on nature to keep them alive and well, when a promising adventure is not in sight. Normally the barbarian would not abandon his/her tribe, without just cause. One may have once been a slave, captured from his own tribe, who escaped and came into the adventuring business, or perhaps seeks revenge on the rival tribe that destroyed his/her own tribe.
Barbarians are not usually religious, but if they do find an Immortal, they are more than capable of being very faithful and obedient. They tend to follow powerful Immortals of battle or nature; they have a distrust for all things they perceive to be unnatural (undead, magic, demons, etc.) and thus would not trust an Immortal of magic or the like. Some of those barbarians worship certain gods and goddesses of nature. These clerics (levels 1 to 12, called pagans) practice seasonal sacrifices which they believe to help maintain the cycles of the year. Characters captured by pagans are sometimes used as human sacrifices at these ceremonies held in isolated forest glades and grottoes and attended by large gatherings of barbarians.
The skills a barbarian uses most are Climb, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim. The barbarian isn't necessarily a skilled class, and is often admired most for its brute strength and rage special ability.
Most barbarians have an inborn fear of anything magical, or unnatural (including most monsters) and prefer to stay away from it as far as possible. This is also the reason that they have no wiccas, sorcerers or any other magic user class. Their magic is solely from their shaman or druids and is derived from the Immortals or nature itself. That is what they understand and accept.
Barbarians have, however, adapted strongly to their environment and are not only sturdier and better in constitution and overall health. They also suffer less damage from cold (-1 point from each HD of cold damage and have a +1 to their saves against cold). They are also one die stronger in rolling hit points than that class originally would (a thief of 1d4 becomes 1d6 per HD, a shaman, druid or healer becomes 1d8 instead, and a fighter even 1d10). The extra hit points for constitution and above name level levels are as normal. The barbarian’s heavier hit dice give him unmatched hit points, especially if he has a decent Constitution score.
The natural hardiness of his life in nature helps him resist most effects that attack his body, such as poison, polymorphing, and energy draining. They get a +2 to all necessary saving throws, and get a saving throw -8 against level draining attacks if no such save was allowed.
Technology: Stone-age with magic
Lifestyle: Clan / family-like
Population: Outer World (OW): 9000 all over and slowly declining.
Hollow World (HW): nil (so far).
Existing: OW: Since 13.000 BC
Greatest Expanse: OW: 3000 BC
Faith: OW: Ka, Ordana, Thanatos, Valerias, Ixion
Language: 1 +1 / Int bonus (only if met other race)
Age Baby Youngster Teenager Young Adult Adult Mature Elder Death
Human 0-3 4-8 9-11 12-16 17-25 26-35 36+ 50+2d12
A big, dumb fighter-type clad in furs who hacks up the enemy in a berserk rage - that's the quintessential fantasy image of the barbarian - or perhaps the stereotypical one. This particular image also portrays the barbarian as uncouth, uncultured, and generally uninhibited. Such a character appeals to all of us from time to time, but moving beyond the stereotype allows the creation of a character with great depth and a wide array of useful abilities.
Because he can use any simple or martial weapon, a barbarian is a deadly opponent with just about any weapon in his hand. A barbarian is used to combat with light and medium armor and every kind of shield except a large or a tower shield. A properly equipped barbarian is no slouch when it comes to defense.
Barbarians are typically armed with swords, knives, bows, spears, and clubs. Armor is limited to shields, helmets, and chest plates. They tend to be hostile towards unfamiliar wizards. Barbarians are adept at surprising opponents; such opponents have a -1 penalty on their surprise rolls.
At the 2nd level of any class, a barbarian gets a dodge missiles ability that keeps him from suffering the usual ill effects, except when he is surprised or otherwise caught off guard. He must make a successful Dexterity check for each missile directed at him (except magical missiles, they have their own saving throws or not).
Any barbarian of any class can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level, and every four levels thereafter, can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself.
Although they retain the hands and eyes of men and continue to wield weapons in this state, they lose all fear of death and enter a killing rage - they must attack any enemy they see and cannot be given orders. Thus, any hope of coordinating an attack is completely lost. Due to their blind rage, they suffer a -4 modifier on ability checks involving Intelligence, Wisdom, or Charisma, but receive a +2 bonus to all saving throws vs. spell. While the rage lasts, they are immune to the following priest spells: all Charm spells, Protection from evil, Protection from Evil 10’ radius, and Dispel Evil. They are also immune to the following wizard spells: Protection from Evil, Protection from Evil 10’ radius, and Repulsion, and all enchantment / charm / illusion / phantasm spells.
They get a +2 bonus to Constitution. This increase in Constitution may increase the barbarian’s hit points over the maximum allowed, but these hit points go away at the end of the rage when his Constitution score drops back to norma, and any damage is from these extra hp first.
While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any weapon mastery abilities.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for 1 Turn (10 minutes).
Barbarian fighters (i.e. not thieves, shamans, scouts, rakes, bards, and druids) receive a +4 adjustment to their Strength score, with the accompanying modifiers to their attack and damage rolls, and their AC is modified by a +2 (so that, for example, AC 4 becomes AC 2). A berserk rage frees the warriors from having to make a morale check, and renders them immune to fear. A barbarian who becomes lawful (through magic or actions) loses the ability to rage.
They suffer a penalty against magical attacks of -2 on their saves.
So long as they are allowed to lead their lives and roam where they will, barbarians would rather hunt than wage war. They have a strong sense of honour, however, and fight fiercely if this is offended. They are fond of wrestling, and will form strong alliances with those who prove their might and worth either in a wrestling match or otherwise.
For most of the year, barbarians live in scattered groups and tribes in tents and huts of fur and cloth. At the time of the summer solstice, however, these groups gather for a short time into massive hordes which can be a considerable threat to outsiders.
They differ, however, in that they have never developed civilization—or, if they did so, it collapsed long ago. Most barbarians are primitive people, tribal and nomadic, making only small, temporary settlements, often in remote places. Their technology will often be poorly developed (stone-age or bronze-age), and they may rely on the outside world for more advanced technology, such as iron weapons. These will often be gained by trade or war. Since primitive people live close to nature, their societies and cultures reflect the limitations imposed on them by their environment and way of life. They arose as another human species together with the Neanderthal and were the main cause for their demise on the Outer World.
In uncivilized, temperate areas (forests, moorlands, etc.), tribes of barbarians may exist, hiding from their more advanced neighbours. Groups of these wild men are generally small (10 to 20 individuals). They are nomadic, living by hunting and gathering, and leaving only scant traces of their temporary camps. Some wild men use portable tents of animal skins. Their encounters with outsiders (who call them “wild men”, “men of the woods” etc.), are brief - whether for trade (often in skins) or combat.
Barbarians do not automatically know how to read and write. A barbarian who gains a level in any thief, druid or shaman class automatically gains literacy. Most barbarians remain illiterate for life. Illiteracy usually isn't a deadly flaw, but it can prove embarrassing or inconvenient.
Barbarians are nomadic humanoids. They prefer to follow the large herds of animals following their own migratory routes along the seasons. They follow bison, caribou, horse and even sheep. Some small tribes may maintain the same locations where they temporarily settle (until the horde continues). Others settle wherever possible. There are even those solitary tribes which settle on a semi-permanent basis (until something goes wrong, they stay). Barbarians belong to primitive cultures that possess rudimentary skills such as animal husbandry and simple manufacturing (weaving, carving). They may live in villages of simple buildings or in portable structures like tents, tepees, yurts, or wagons. In aquatic regions, they may live on watercraft like canoes or rafts.
Qauriks1 (Homo sapiens Quaricus)
Qauriks are of above normal height and are very strong (strength scores of 15 to 18 are common). Their skins are dead-white, their eyes and hair pale-blue. At the corners of their mouths are two protruding fangs. Their feet are hairy with sharp downward curving claws which are used to grip the ice. They appear more primitive than other human species. They appear to be a creature that has devolved back towards Neanderthal, but with evolutionary traits that allow them to live in the cold area. Outside the city they wear heavy furs and ride ice wolves. In cities, they favour garbs of warm colours like red and orange. Qauriks wield mostly two-handed swords, large battle axes and lances. They do not use shields. They can achieve levels of experience in the fighter, mage, thief and cleric class (others do not exist among them) as normal humans, but when they reach 20th level they are summoned to the Firelords (to never return).
The qauriks live in a domed crystal city within the polar regions (exactly where is generally unknown as of 1016 AC). They are a hardy race that takes great pride in their culture and achievements. The qaurik city lies in the midst of an icy valley, somewhere on the Brun continent (originally further north than former Blackmoor). The city was cut off many millennia ago by huge avalanches which blocked the mountain passes and have since frozen solid. This happened in 3000 BC with the Great Rain of Fire.
The qauriks are led by a group of 8 magic users (levels 8 to 15) known as the Firelords. The Firelords control all the aspects of the city and ensure that its inhabitants survive the harsh conditions of the region. The Firelords live in a majestic palace in the heart of the crystal city, from where they control the powerful fire elementals which provide heating for the city. The city itself is a gigantic steel and glass (specially treated to indestructibility) dome, and a gigantic underground cave area. In fact, the dome only covers four miles of the valley (about 15%), while the rest is topped off with stone, wood and other materials to block the outside world. The temperature outside is between -50º and -30º Fahrenheit with lots of wind (7+) and precipitation (blizzards, snow, ice, hail). The inside varies between -40º and -5º. However, there is no wind; any precipitation comes from molten ice snow frozen to the roof, due to the fire elementals. Near the Firelords the temperature rises to a more comfortable 5º or inside the palace to 25º. This temperature is very uncomfortable to the qauriks, causing them to suffer heat exhaustion as a normal person might when walking in a desert.
The Firelords keep the qaurik in awe through the use of their Phantasmal Force spells to appear as mighty supernatural beings. The qaurik willingly die for their leaders, believing that in doing so they become supernatural beings themselves. The Firelords exploit their subjects’ fanaticism by actively preying on them. It is considered a great honour to be called to the Firelords’ palace, where it is believed the person dwells in ecstasy forever. What the qaurik do not realise is that those entering the palace are consumed alive by the cannibalistic Firelords.
No qaurik (of any level of experience) can ever be made to doubt the wisdom of their leaders and they are fond of pointing to the warmth and majesty of their city as proof of the Firelords’ power and benevolence (even under the influence of magic, charms or similar) - this is an inbred obedience created by the Firelords and is now a natural trait. They see themselves as a people blessed, for their gods live among them. Any evidence to the contrary will be dismissed - it is not their place in life (or death) to doubt the actions of their gods. (Other gods are dismissed as being uninterested in whoever, for being faraway or even nonexistent). Without their knowing, they follow Zugzul indirectly by following the Firelords. Spells gained/prayed for are transferred from the Firelords to the clerical qaurik
The descriptions of these lost humans would indicate that they evolved to survive their habitat. These Yanifey humans were explorers from ancient Blackmoor, researching the discovery of a unicorn haven in this valley. Then the Blackmoor disaster struck and the Great Rain of Fire and the tilting of the planet caused the cold climate to increase its effects. The city was cut off many millennia ago by huge avalanches which blocked the mountain passes and have since frozen solid. Isolated for so long from other peoples, they have magically interbred with local sasquatch. Of course, some of them probably became frost mages (elemental magic-users) at some point during their isolation. Together this gave them 4000 years to evolve and adapt to their environment, and become a truly different human race. This race can’t breed with any human race anymore except their own. Their number is now about four thousand, and roughly stable. They do not know any transportation or communication spell.
Firelords (Homo erectus Furens)
The eight Firelords are seemingly of a different race or species altogether from the qauriks. The qaurik, as assumed by researchers, could very easily be some kind of degenerate Yanifey, while the former seem something else entirely.
The Firelords have an unimposing appearance; they are short and thin, seeming a bit oriental in appearance, with straggly grey hair and small needle-like teeth. None of the qauriks are aware of the Firelords’ true appearance, due to the continuous illusions. These humans are pure carnivores, and live a very prolonged life, as they drain life from their victims. They do so not by an ability but by using special equipment and a special necromantic spell. They feed regularly on any prey caught by the qauriks for them, but also regularly feed on qauriks themselves, stealing their life. The Firelords have about 500 unicorn horns left, and like the qauriks they have no knowledge of transportation spells. They know many fire and cold related spells, but nothing that could lead them out of their valley. In all other respects they are equal to normal human magic users of their level.
[Table: Firelords of Qaurik]
Firelords of Quarik
Given the decadence of the Firelords and their mountainous kingdom, their origins likely lay in the Duchy of the Peaks. At some point, the Afridh2i took over the Duchy of the Peaks and instilled some of their ways among the decadent rulers and citizens of that realm. The Afridhi worship of Zugzul was based in fire and ice as well, and was introduced amongst them. After the Great Rain of Fire (3000 BC), their descendants ended up lording over a group of Yanifey, only to find their valley cut off by glaciers and themselves locked away from the rest of the world for millennia. Many of them have died, and their number is reduced to only eight, six males and two females. They cannot breed with one another, as they are all family, and they are unable to produce offspring now that the genetic stock has completely depleted. They are currently 500 to 2000 years of age, and desperate to survive. They do so by stealing life regularly from the qauriks which they also feed upon.
Some explorers coming upon them have discovered that once inside the valley, no transportation or communication spell works (Fly, Levitate, Teleport, Dimension Door, Gate, Contact Outer Plane, Commune, Crystal Ball, and similar). It is rumored that this was a magical area protected from the outer world by some unknown (Immortal) and now forgotten influence. What these sages do not know is that this is indeed the truth. The valley was a safe haven for fairies and unicorns living inside its lush forests. Now everything is frozen and dead except for some polar bears, foxes, hares or sasquatches, the qaurik and Firelords. Sometimes a white dragon or remorhaz passes by, but they refuse any interaction with the local flora and fauna except by eating them. The extremely rare quarik that succeeds in escaping the valley always falls prey to the surrounding environment and creatures living there.
When the Firelords finally die out, the qauriks will be freed from their genetic bond of servility and obedience; no other could fill this void, as they are not genetically equal to these Firelords.
[Sidebar: Year Stealing Spell]
Component: Blood from victim + caster, a special prepared glass screen, water, a Unicorn horn, a black and a white candle
With this spell a Necromancer can steal years from a victim’s life and add them to his or her own life. But draining of a life force demands special preparations; it is an arcane art, lost for hundreds of years except for the Firelords. This spell is the reality behind the old wives’ tales that a demon or evil mage could steal a man’s life.
Before attempting to steal years, the caster must gather blood (about a pint) from the intended victim, which is mixed with the caster’s own and water, then the liquid is placed in a special glass screen made for this purpose. The glass screen must be at least waist high, formed of two panels with a thin channel between, and a hole bored through the center. An unlit black candle is placed on the victim’s side of the glass pane and a white candle is lit on the caster’s side. This is reversed if the spell is reversed (then life is drained from the caster and added to the victim).
A unicorn horn (the Firelords have several - as the valley originally was a haven for unicorns, prior to the disaster) is stuck through the glass pane in the hole left for this purpose, and this acts as a conduit for the magic. When the the spell is cast, the glass screen glows with the light of the candle and the light builds in intensity until a flash of light envelopes all components, including the people. When the light recedes, the white candle has blackened and is blown out, while the unlit candle is now streaked with gray and burns with a blue flame. The caster becomes 2d12 years younger, and the victim the same amount older. The unicorn horn has a 25% cumulative chance per use to turn to dust, becoming useless. All other equipment can be reused. When this spell is expended it drains double the amount of magic from the victim. This spell can’t be made permanent, not even by a Wish. Note; this spell is normally of 8th level of casting, but the Firelords use it as a 4th level spell. The use of this spell is a chaotic act and costs 10 piety points to followers of non-entropic Immortals3.
The spell could have found its way outside the valley by several ways: 1 - escaped qauriks with the components (collecting them for the Firelords) perished outside the valley. Mages found/studied ancient hints and descriptions and recombined the spell, 2 - old scrolls/books from the Blackmoor Era, 3 - visitors from about 1000AC returning through time (Comeback Inn) with the spell, or 4 - an Immortal or demon (they know the spell too) shared the basic knowledge. The mages (like the Glantrian Aendyr) did the rest, 5 - the Yanifey sold the spell to the early Alphatians.
Stalwart4 (Homo sapiens Malovens)
Caption: Fallen Stalwart
Stalwarts are a race of tall (about 7 feet), grey-skinned muscular humanoids, obsessed with the idea that they are physically superior to other races.They were created by some obscure mages in the last years of the era of Blackmoor, prior to the Great Rain of Fire (estimated 3040 BC), to be supreme soldiers against the increasing humanoids. They infused several giant genes (hill, mountain, cloud) into human soldiers.
They were sent primarily to the regions where these creatures lived, and thus they can be found on both Brun and Skothar. Their largest population is, however, on Brun. These creatures were genetically imprinted to be superior to the chaotic beastmen, and because these creatures had such variant appearances, they soon learned to be superior to all races, except giants, from which they were created.
These creatures are so supremely trained to become the best with any type of weapon, that they gain weapon mastery by level as in the table. That means a common 9 HD stalwart has six weapons he can fight in basic weapon mastery, three in skilled, and two in expert.
To test its superiority, a stalwart will challenge any group of humanoids of similar stature (5-9 feet) it meets to appoint a champion for a physical competition of their choice (see below). If the stalwart wins, it will demand a tribute of half the opposing group's non-magical wealth.
If it loses, it will serve them for one month in any way that does not involve danger. If the humanoids refuse the challenge (or to pay up if they lose) the stalwart becomes increasingly angry and will eventually attack (usually with a large club +1 HD over normal - that means if a club in Basic Weapon Mastery would cause 1d4 damage, it would now cause 1d6).
To determine the outcome of a competition, roll d10 for each competitor and add the competitor's strength (eg. for arm-wrestling or rock hurling), dexterity (eg. for log-balancing or archery) or both (eg. running or jumping), as appropriate for the type of competition. The highest total wins.
These creatures refuse to mingle with other species, and even amongst their own kind there is much resistance to cooperation. Only in the case of mating will they form a family group for a short time. But as soon as the child is born, the male leaves and takes any male children with it. If there are female offspring, they stay with the mother. If there are failed offspring (stillborn, handicapped, etc.), the offspring will be killed and the parent will put the blame on each other, until this will become a fight to the death to determine who was right. Strength makes might and right is their saying.
They mostly speak Alphatian or Thyatian, as they have learned that most creatures know one of these languages.
Children develop as humans until the age of 16, in the midst of their puberty, then they have a growth spurt of a year to reach their adult size and strength, equivalent to 7 HD. Before this, they are as strong commoners: Baby - as human, Youngster - as human 1 HD+St+1, Teenager - as human 2HD+St+2, Puberty - as human 3HD+St+3.
As nomadic creatures, stalwarts have a very low impact upon nature. They sleep outside, or in caves, (location and weather depending), eat primarily what they can find, forage or hunt. They often make use of string and other traps to catch animals. These are eaten roasted. They refrain from using traps or magic in any combat. In fact they do not know how to, since none of them are spellcasters - they greatly dislike cowardly magic - but healing magic by a winning opponent applied to them doubles the duration they serve him or her.
Commoners or Normal Men
These are the common people found everywhere on Mystara. They have their Hit Dice (hit points) determined by the profession they have. (the levels 1 to 3 are 75-90% of the commoners, depending on culture).
They acquire experience through working and thus they are more experienced when older. In a population center, the chance to encounter higher levels of experience is much lower than the lower experience levels. Mostly only levels of 1 to 3 are found. For any population center, the DM should roll once to see the highest level available. Check no more than once a month per same population center. There will never be more of any level than the percentages given in a given population, except levels 1 to 3.5 Always round population numbers down, and treat every 0 as being non-existent. As age enables experience to be gained for each level of profession, there is a minimum age for each level. As such, it is easy to determine the average age of such an individual, these are mostly above the level of average age given according to their level of expertise/profession.
Most commoners only have weapons of opportunity (farming or other tools), or daggers, clubs, quarter staves, slings, short bow, bola, or at the most a short sword. Anything bigger is reserved for the higher classes (noble, adventurers, warrior, etc.). This is also the case with armor; anything better than chainmail (AV4) is reserved for the upper classes, while the lower classes use, cloth, leather or chain.
Caption: Peasant dance
Low commoners are mostly peasants, serfs, but also gentry, and middle class.
Peasant, Servant, or Serf
Peasants are farmers, herders, and simple tradesmen of low social class. Unlike serfs, peasants are freemen. Serfs are totally subject to the local lord; they are the lowest of the social classes. They farm and perform the brute labor functions on large agricultural holdings. Serfs, really, are little more than slaves. Servants are mostly better of than serfs; they are paid, often live on or near the ground of their employer, are mostly free of will, but can be fired if not doing what the employer desires. Payments can be very low though, but servants are free to find a new employer.
Both peasants and serfs may be armed with daggers, clubs, quarter staves, and farming tools. They never have any treasure except under the rarest of occasions when they are able to hoard scavenged goods.
These are travellers journeying on personal business. They are found primarily in civilized regions, although pioneers may be encountered in relatively peaceful frontier regions. Middle class travellers may be armed with knives, daggers, and short swords.
These are the upper classes. They are not the ruling nobility, but their wealth and connections make them nearly as powerful. Each member of the gentry encountered may be accompanied by guards (1d4-1) and 1d6 servants. The guards are mercenary fighters of 1st to 6th level and armed with sword and spear. The servants might fight, but are more likely to panic. The gentry themselves might be armed with daggers and short swords.
Low strength professionals
These citizens use their brain more than their strength. They include; apothecary, sage, scribe, tax-official, advocate, astrologer, astronomer, architect, banker, artisan, judge, navigator, tattooer, and candlemaker.
People engaged in the trades and crafts will be doing their business when encountered. They may be operating a shop, acquiring materials for their business, or traveling to or from a client’s location. They are willing to do business with adventurers, provided they are properly paid. They will not attack except to defend themselves. Note that 1% of all trades folk may be retired adventurers. Tradesmen may be armed with knives, quarter staves, and tools. About 90% of their treasure is merchandise or equipment.
Normal commoners are mostly farmers, fishermen, or workers. They also include professionals such as; doctor, dentist, engineer, falconer, farmer, gemcutter, hunter, jeweler, moneylender, shipwright, tailor, taxidermist, papermaker, mason, smelter, weaver, ropemaker, thatcher, paint/inkmaker, potter, undertaker, tanner, boatwright, broom maker, carpenter, canvas maker, cook, cobbler, dairy worker, healer, drover, finesmith, freighter, furniture maker, gemcutter, harbormaster, leatherworker, glassblower, geologist, netmaker, carter/hauler, porter, animal trainer, cooper, locksmith, cartographer, fletcher, etc. most professional classes belong to this group.
Men of the sea are usually found on or near open waters. If encountered inland, sailors may be ferrymen on streams or rivers. Fishermen will either be putting out to a fishing site, fishing, or travelling afar and returning with their catches. Sailors may be armed with knives, short swords, cutlasses, or belaying pins (1 point of damage).
These are simple people involved in the production of agricultural goods. About 65% of all encounters will be with farmers tilling their land. Encounters with herders may occur anywhere there is grazing land or a market for their herds. Encounters with herders also involve the herd animals, whatever they are.
Non-merchant sailors are the seagoing armed forces of the local government, acting as police or soldiers. They may be patrolling their home waters, pursuing a waterborne criminal, or on their way to or from a mission in other waters. Each ship is commanded by a captain (6th level fighter) and a first officer (5th level fighter). Sailors are armed with swords, knives, bows, and polearms. They may also be armed with heavier weapons such as catapults and ballistae.
Slavers are usually found in control of a band of captive slaves; if no slaves are present, the slavers may be mistaken for mercenaries or brigands. The slavers’ leader might be a thief, fighter, or fighter/thief (6th 11th level), assisted by a lieutenant one level lower. Each leader is accompanied by 1d12 guards of 1st or 2nd level. For each 50 slaves and slavers, there is a 10% chance of a wizard (6th 8th level) and a 5% chance of a priest (5th -7th level); these work for the slavers.
There are 10 slaves present for each 1d10 slavers. Slaves are treated the same as serfs. They may be recently acquired captives being taken from their homelands or long-time slaves being moved to a new market. Such slaves will be on foot and linked together in strings of 10-100 by ropes or chains. They will be willing to help any adventurers who try to rescue them, although they will be limited in the help they can provide. Slaves may be any class or type, but only 1% of captives belong to one of the character classes.
Strong commoners are mostly those who use their muscles more than their brain, and this reflects in their hit points. They mostly belong to hard-working classes like the; miner, weaponsmith, saddlemaker, wagonmaker, stonecutter, blacksmith, butcher, laborer (they may also belong to the normal commoners depending on average use of strength (DM),lumberjack.
P, Q, R, S
P, Q, R, S
P, Q, R, S
L, M, N
J, K (Q, R)
J, K (Q, R)
J, K (Q, R)
J, K (Q, R)
J, K (Q, R)
J, K (Q, R)
J, K (Q, R)
Native, Cannibal, Tribal
Caption: People of the steppes of Brun
The term “native” may be applied to those who live in jungles or on islands in tropical areas. The warriors of the more warlike tribes (including cannibals) are all first level fighters, but the natives of more peaceful tribes are mostly normal humans who have a few higher level leaders.
Most natives wear scant clothes and no armor (AC 9), but some wear the equivalent of leather armor (AV2), made from bark, hide, leather or even insect carapaces, and the tribal chiefs may wear special armor of hardened bark or lacquered wood (AV 4 or 5). Their most common weapons are spears, daggers, knives, axes or javelins, although some may use nets, tridents, bolas and/or blowguns. Natives may also carry shields.
Natives may be encountered in groups of 10 to 30, although their villages may contain up to 300. Leaders can range from 4th level (war leader) to 9th level (great chieftain). A tribe may also have a shaman who is a magic user or cleric of at least 5th level.
Some natives are farmers and/or animal herders, but most live by hunting, gathering and/or fishing. Some live by preying on other tribes. Their dwellings are simple wooden huts or tents often protected (in the case of settled groups) by a wooden stockade. They are fighters, thieves, scouts, rarely wicca, but mostly commoners.
Desert / Steppe
(0)1d4 x 100
M; 4'-6' tall
[Table: Nomad organization]
Organization of Desert Nomads
All Riding horse or camel
% of men
Lance, Leather armor, shield
Bow, leather armor
Lance, chain mail, shield,
Organization of Steppe Nomads
All Riding Horse
Lance, Leather armor, shield
Bow, leather armor
Bow, Chain mail
Lance, Chain mail, Shield, Warhorse
These groups of wandering tribesmen may be peaceful or warlike, and may have any alignment. Most of them are first level fighters, but shaman, scout, thief, rake, bard, cleric (any), or magic user (hakomon, any) may also be possible.
Small bands encountered hunting or foraging in the wilderness usually make use of a base camp nearby. Nomads are keen traders and often have knowledge of faraway places, though they tend to be superstitious. Nomad bands are organized as shown in the table. Examples of Nomads are the Ethengar, which have a nomadic existence within their own land.
Nomads typically all have riding (horse) skills and often use group tactics, missile fire etc. For every 25 nomads, an additional 2nd level fighter leader is present. For every 40 nomads there is a 4th level fighter as leader. Nomad tribes may have up to 300 fighting men gathered together in a camp of temporary huts or tents. In addition to the leaders given above, there is one 5th level fighter for every 100 men and an 8th level fighter as the clan or tribe chief. At the main camp, there may (50% chance) be a 9th level cleric, and possibly (25%) an 8th level magic-user. These are average numbers and levels, for Nomad groups; in practice, they may range differently from these figures.Xp by class see footnote 1.
Pilgrims are groups of the devout on their way to or from a holy place. They can be found anywhere. Pilgrims are either commoners or low level clerics.
A group of pilgrims will always be accompanied by priests and other character classes. These people may be acting as leaders, guards, or pilgrims. Groups of pilgrims always include one to six 2nd level priests, one to four 4th level priests, one or two 6th level, and one 8th level priest (accompanied by one 3rd and one 5th level assistant). For every 10 pilgrims, there is a 10% chance of 1d8 fighters (1st-8th level) and 1d6 thieves (2nd -7th level). There is a 5% chance per 10 pilgrims of a wizard of 6th -9th level. The average alignment over the Good-Evil axis of the group is mostly equal (as every Immortal accepts its own alignment of followers and less easily accepts other alignments). Followers in a single group may (DM; see The Immortals Rules box set) be different, some Immortals accept others along the Lawful-Chaotic axis. This alignment also dictates the alignment of the fighters that will accompany the group. If the party is neutral, the priests will be druids. If the pilgrims are lawful evil, they all fight as berserkers, although armed only with daggers.
About 75% of pilgrim bands encountered are on foot. There is a 5% chance that a high level priest will be carrying a religious artifact, carefully hidden and protected by traps and magic.
[Table: Pilgrim alignments]
LN, N, CN
These are the duly appointed representatives of the local government, concerned with upholding the laws, maintaining the peace, and carrying out their superior’s will.
They are easily recognizable, as they always wear a uniform, or a badge designating their rights and purpose.
They are mostly of any lawful alignment, but some individuals (about 1d30% of the force) might be corrupt, and have a link to a local thieves guild or is actually aligned to another force
If constables are encountered in the wilderness, they might be pursuing a fugitive (50%) or investigating a case on the outskirts of their jurisdiction (50%).
Constables are the equivalent of fighters of 1st -5th level. Wilderness encounters include a 25% chance that the constables are accompanied by a mob. The mob is composed of citizenry temporarily deputized to assist the police; they fight as commoners.XP as Fighters see footnote1.
The giant races of western Brun
Giganthopithecus (Giganthopithecus Blackii)
Before the age of the humans and even before the Empire of Blackmoor, Mystara saw the rise of the Age of the Giants, when some of the Garl suddenly (by Immortal influence of Ouranos) evolved into the Giganthopithecus. Some of these creatures evolved further into three giant sub races and some other After that time, the giants were divided into people of the plains (Cloud, Fog), ice (Frost and Hill) and sea (Sea)6.
Giganthopithecus (meaning; gigas "giant", and pithekos "ape") is an extinct genus of hominoid ape. The fossil record suggests that the Giganthopithecus Blackii species were the largest apes that ever lived, standing up to 9 to 10 feet, and weighing up to 1200 lbs. The genus has claims that giganthopithecus survives in remote parts and has further evolved into the yeti, the yeren, the mande-barung, the sasquatch, and the skunk ape. Actually only two of these species (yeti and sasquatch) evolved from it, the others are just no more than local name versions of these creatures.
The dominant view is that it walked on all fours like modern gorillas and chimpanzees; however, a minority opinion favour bipedal locomotion, but this assumption is based only on the very few jawbone remains found, all of which are U-shaped and widen towards the rear. This allows room for the windpipe to be within the jaw, allowing the skull to sit squarely upon a fully-erect spine like modern humans, rather than roughly in front of it, like the other great apes.
The majority view is that the weight of such a large, heavy animal would put enormous strain on the creature's legs, ankles and feet if it walked bipedally; while if it walked on all four limbs, like gorillas, its weight would be better distributed over each limb. Based on the fossil evidence, it is believed that adult male Giganthopithecus Blackii stood up to between 9 and 10 feet tall, and weighed up to 1200 lbs. making the species two to three times heavier than modern gorillas and nearly five times heavier than the orangutan. Large males may have had an arm span of over 12 feet. The species was highly sexually dimorphic, with adult females roughly half the weight of males.
The species lived in Brun and Davania and probably inhabited bamboo forests, since its fossils are often found alongside those of extinct ancestors of the panda. Most evidence points to giganthopithecus being a plant-eater.
Its appearance is not known, because of the fragmentary nature of its fossil remains. It is possible that it resembled modern gorillas, because of its supposedly similar lifestyle. Some sages, however, think that it probably looked more like its closest modern relative, the orangutan. Being so large, it is possible that giganthopithecus had few or no enemies when fully grown. However, younger, weak or injured individuals may have been vulnerable to predation by tigers, pythons, crocodiles, hyaenadon, hyenas, bears, and Homo erectus.
These creatures pummeled their opponents with their strong fists. They rarely used weapons, and if they did, they were nothing more than tossed rocks and branches. Although the ranges of these thrown objects doubled (20’/40’/60’), the damage remained the same.
Due to the fact that the giganthopithecus did not have fangs, it will only bite on a victim that it is currently hugging.
If any hit with claws is made with a natural 8 or more than needed to hit, the victim is pulled in for a squeeze (similar to a bear hug)..
The jaws of giganthopithecus are deep and very thick. The molars are low crowned and flat and exhibit heavy enamel suitable for tough grinding. The premolars are broad and flat and configured similarly to the molars. The canine teeth are neither pointed nor sharp, while the incisors are small, peg like and closely aligned. The features of teeth and jaws suggest that the animal was adapted to chewing tough, fibrous food by cutting, crushing and grinding it. Giganthopithecus teeth also have a large number of cavities, similar to those found in giant pandas, whose diet, which includes a large amount of bamboo, may be similar to that of giganthopithecus. In addition to bamboo, giganthopithecus consumed other vegetable foods. An examination of the microscopic scratches and gritty plant remains embedded in giganthopithecus teeth suggests that they ingested seeds and fruit as well as grasses, and bamboo.
Although the giganthopithecus is of average intelligence, it has no civilization. They can use simple tools, including man-made weapons, but will not make any themselves. Of course, giganthopithecus prefer to dwell only in cold climes, it being much more comfortable since their normal body temperatures are much lower than most warm blooded living creatures. Their peculiar internal biological processes require cold atmospheres to maintain life, and in turn produce an even colder one. They will live in plains, hills, or other areas of extreme cold. They are hard to spot in the snow-covered plains due to their white fur. They also seem to be smart enough to learn to use this to their advantage, and so gain surprise when they hunt. They also like shallow caves.
Giganthopithecus live in ice caves in hills and mountains. Sometimes these are natural; sometimes they are excavated by the giganthopithecus or enlarged to accommodate the family. Most giganthopithecus treasure consists of items recovered from the bodies of explorers.
Life is harsh in the arctic, and friends and food are hard to find, making survival and reproduction the giganthopithecus’ only goals. The giganthopithecus will associate only with its immediate family, the young leaving to fend for themselves as soon as they mature. A family usually consists of an adult male with one to three females and a 50% chance of 1-6 young if females are present. In an attacking group, the largest giganthopithecus is the male; the next largest ones are his mates. Any others are small males or females that are due to leave the family soon.
The creature often clashed with the primitive human species, especially the Neanderthal.
There is no knowledge about the ecology of this creature, though it is assumed that it had a lifestyle similar to that of the orangutan and garl together. It did not wear clothing or use self made tools. It knew fire but was afraid of it, but it also knew scrapers and cutters in stone splinters. They however, never fashioned these things themselves.
Yeti7 (Homo gigas Glacialis)
Sometimes confused with the abominable snowman, the yeti is a distant cousin to the great carnivorous apes of warmer climates. Taxonomists have typically associated the yeti with the primates, but the creatures also appear to share certain characteristics with giants. Their ancestry may be of one or the other, or possibly a mix of both. The yeti seems to have the instincts of the carnivorous ape and hill giant, both of which may be distant relatives.
An adult yeti stands 8 feet tall and is covered in long, white fur. Their feet and hands are wide and flat, which helps to disperse their great weight (about 300 pounds) on treacherous snow fields. They travel on all fours like the apes, but fight very comfortably standing erect. Unlike most apes and gorillas, the yeti does not have an opposable toe on its feet. They wear no clothing or ornamentation. The spoor, or smell, of a yeti is very subtle in cold climates, but in confined or warm areas, they have a strong, musky odor. The eyes of a yeti are icy blue or almost colorless. Their claws and flesh are ivory white.
Unlike many arctic creatures, the yeti does not have a thick layer of body fat to keep it warm. Instead, it relies upon the special properties of its thick, warm fur. It has a transparent second eyelid, which allows the creature to see in blowing snow, and prevents its eyes from freezing in extreme temperatures. It has 60’ Infravision.
Female and male adults have the same game statistics.The yetis are quite strong and are not ones to be toyed with by the careless. The physical strength of the average yeti is comparable to that of a hill giant, which is greater than that of any human alive.
[Image: Yeti or Sasquatch]
Caption: Drawing of Yeti or Sasquatch
It seems that the yetis are quite fierce and aggressive in their disposition, but among their own kind they are said to be quite congenial. Should they happen to encounter any other beast or being, they respond fiercely, to ward away the threat before they attack. They beat on their chests, hurl stones, strut about, flail their arms, and hoot loudly in a manner which echoes for great distances. If the intruders do not leave, they are soon surrounded and attacked. If they do leave, they are stalked and attacked soon enough. Any meeting with these creatures is bound to end in conflict.
The yeti is a fierce hunter of the Polar Regions. It stalks its prey and lays an ambush, attempting to gain surprise. A favorite trick is to get ahead of its prey and lie in a depression in the snow, or dig a shallow pit and cover itself with snow. Such works can be detected only by natives of the arctic regions, and then only 25% of the time. Against the snow, the yeti is invisible due to its coloration until its prey is 10 yards away. It is completely invisible under a thin layer of snow..
They have a special talent for inducing great fright in their opponents. More than a few who have survived yeti encounters have testified to an unnatural sense of horror upon gazing into the pale eyes of a snowman. The majority agree to the description of it as a mind-chilling sensation, leaving the blood as water and the skeleton as jelly, though not everyone is affected in exactly the same manner. The most experienced of fighting men seem to have some resistance to this power.
Any opponent surprised by a yeti must save vs. paralysation or go rigid with fright for three rounds, indicating that he has looked into the icy blue depths of the yeti’s eyes. Any opponent that is paralysed in this way can be automatically hit by both claws and squeezed. This effect does not take place against creatures which are normally immune to fear of any sort, including cavaliers, most undead, and generally mindless creatures. It is believed that the unusual crystalline colouring, together with a strange and faint pulsating of light within the creature’s eyes, is responsible for this effect. Such pulsating dies when the yeti does, thus ending any more fear striking gazes from the creature.
Although the yeti does have fangs (1d4 points of damage), it does not usually attack with them, preferring to use its formidable claws. It will only bite on a victim that is dead or prone (it tries to eat it) or one that it is currently hugging.
If any hit with claws is made with a natural 8 or more than needed to hit, the victim is pulled in for a chilling squeeze. The creature’s fur actually absorbs heat, making it extraordinarily cold if contacted (2d8 points of damage if squeezed).
Since the yeti is a cold-blooded, cold-dwelling creature, heat would not please one. The human body temperature is fairly high, and when sick it can be just a little too high and the human will perish in a specific time. But though the yeti’s internal temperature is much lower, it can still get a fever. A yeti seems to radiate cold around him. That ugly thing feels colder than Hells’ eighth plane. But a creature cannot actually radiate cold. Cold is not really a presence of something, it is an absence of something: heat, actually energy of a sort. Nothing can radiate a lack of something, cold is not radiated. Still, because of its low body temperature, if a yeti were to find itself in surroundings where the temperature was higher than its own, it would pick up some of the heat. Heat energy travels from areas of greater concentration - warm areas - to areas of lesser concentration - cool areas - like any other diffusing action. This means that the yeti does not radiate cold, but that, by way of a kinetic vacuum of sorts, it absorbs the heat. The temperature of its surroundings drops, losing energy, while that same energy is absorbed by the yeti, whose internal temperature rises slightly. Not necessarily body heat; the heat energy can come from virtually anywhere. How well are your homes heated? Not all that well, really. The yeti would dare not get close to a really warm area.
Maybe a heated metal fence would help guard the rest of the town better than a big wooden fence. If you are very careful about its design and construction, that is. Most metals are wonderful conductors of heat. But keep in mind, a heated wall will not be foolproof by any means. It is more of a general deterrent. You will still have to keep on your toes.
Yetis absorb heat from their surroundings. If grabbed by a yeti, a victim suffers hugging and cold damage. After a yeti has caused chill damage equal to its own hit-point total, it begins to feel weak, suffering -1 on ‘to hit’ rolls and an additional -1 for each additional 8 hp chill damage caused. This chill damage is actually causing the yeti to warm up internally, disrupting its metabolism. When this ‘to hit’ penalty reaches -6, the yeti passes out, becoming feverish and remaining unconscious for 2d6 turns. At -9, the yeti dies from severe overheating. Generally, it takes about three turns for a yeti to recover from each -1 of ‘to hit’ loss suffered, providing the creature is still alive.
The yeti is particularly vulnerable to fire, as it sustains 150% damage from any such attacks. The heat-absorbing property of the yeti’s fur can work against it. This also applies to any other form of heat-based attacks. Yetis are not particularly bright nor fearful, but usually stay away from fire and other obvious sources of heat, for they realise this weakness and take pains to avoid it.
This heat absorption condition may also be inflicted by absorbing heat from sources other than people. Greater sources of such heat contribute more than the hp drained from humans, just as relatively cooler sources contribute less. Heat or fire attacks contribute half their unadjusted (prior to the addition of the extra 50%) damage value in addition to the 150% damage taken. This cold radiation fades away gradually after a yeti dies. The internal biological and chemical functions which maintain such an extremely low body temperature eventually cease within a dead yeti, and the body then begins to approach the temperature of its surroundings, thus decreasing the effect of the radiation of cold. In terms of hit points, the damage inflicted is typically reduced by 10% for every two turns that the yeti has been dead (this may be adjusted up or down in unusually warm or cool air temperatures). Consequently, two turns after death, cold damage from a yeti will be multiplied by 0.9, by 0.8 after four turns, 0.7 after six, etc. After 20 turns, the yeti’s internal temperature will be close enough to the surroundings, the cold damage will be nil, and the body may be safely investigated.
The only weapons a yeti will use are hurled rocks, which gain bonuses to damage from this great strength. A hurled rock does a base of 2d4+2 hp damage, has a maximum range of 120 yards, and is about 6” in diameter, weighing about 10-12 lbs. The yeti hurls them with one hand like shot-puts.
Although the yeti is of average intelligence, it has no civilization. They can use simple tools, including man-made weapons, but will not make any themselves. Of course, yeti dwell only in very cold climes, it being much more comfortable since their normal body temperatures are much lower than most blooded living creatures. Their peculiar internal biological processes require cold atmosphere to maintain life, and in turn produce an even colder one. They’ll live in plains, hills, or other areas of extreme cold. They’re hard to spot in the snow-covered plains due to their white fur. They also seem to be smart enough to learn to use this to their advantage, and so gain surprise when they hunt. And they like shallow caves.
Yetis live in ice caves in hills and mountains. Sometimes these are natural; sometimes they are excavated by the yeti or enlarged to accommodate the family. Most yeti treasure consists of items recovered from the bodies of explorers.
Life is harsh in the arctic, and friends and food are hard to find, making survival and reproduction the yeti’s only goals. The yeti will associate only with its immediate family, the young leaving to fend for themselves as soon as they mature. A family usually consists of an adult male with one to three females and a 50% chance of 1-6 young if females are present. In an attacking group, the largest yeti is the male; the next largest ones are his mates. Any others are small males or females that are due to leave the family soon.
Yetis are actually biological relatives of both the lower primates and the giants. They are most closely related to the mountain gorilla, to which many of the yeti’s typical habits and instincts might be compared. Yeti mate and bear young much as do any other lower primates. After that, the young stay with the parents for only two years after birth; they don’t stay dependent on their parents as long as most other primates do. Any young encountered with a group of yeti will typically be just old enough to fight effectively on their own. This early separation and independence from the parents causes them to hunt for food at a relatively early age, limits their population growth to those strong enough to survive, and accounts for part of their racial ferocity.
[Table: Yeti age]
Unlike most other primates, the yeti does not care much for their young long after the whelp stage. Usually, these young must fend for themselves at an early age, looking and fighting for food and such. This makes them strong, fierce, and rare as well.
Yetis become adults at seven years of age. Young yetis do less damage with their claws. Chill damage from young yeti amounts to 1-6, 2-8, or 2-12 hp damage. The power to frighten opponents by gaze only comes with full adulthood. All yetis are immune to cold attacks because of their thick fur and fat layers, as well as from their unique biology.
If a yeti is captured at an early age, cared for, fed properly (they have voracious appetites) and kept in a suitable arctic climate, the creature could be tamed and raised in much the same manner as any other domesticated animal. Usually, such domesticated yeti will follow their instincts and leave ‘home’ after a few years for the icy wilderness. As a result of their early domestication, however, these yeti are often less ferocious than the average abominable snowman. These yetis that stay at home (30%) grow up to be very loyal to their caretakers.
Any living creature not of its family is considered potential food, including other yeti. This does not make them foolhardy; only a starving yeti will attack an obviously stronger party. Their typical diet consists of herd creatures, such as caribou, bears, wolves, and other creatures inhabiting the snowy mountains in which they live. The yeti may turn to scavenging in hard times. They roam across a wide area in search of food, usually 15 miles in all directions from their lair.
Yeti claws and teeth have value only because of the rarity of the creature. They sell for about a gold piece a tooth or claw in the open market. Yeti fur is another story. It is prized by those living in cold climates for its extraordinary ability to keep its wearer warm. A full grown yeti pelt can fetch up to 300 gold pieces in the open market.
These beasts are not particular about what meat they eat, though one of their favorite meats is human flesh. Yeti have Low senses(see table under Crowrse).
Sasquatch (Homo gigas Sylvestris)
The sasquatch8 are a very shy race of low intelligence who dwell deep within dark woods and in high mountains. The creature is tall and ape-like, standing 6 to 9 feet in height and weighing between 350 and 500 lbs. It has a crested head, large feet, and a thick mat of hair (dark brown in woods, white in mountains). It is omnivorous, occasionally slaying animal prey but usually eating plants and berries. Every sasquatch shows their ability to intimidate any other who has the weakest of heart. It has a smell so strange that only those living in the forest can withstand.
Males tend to be heavier and taller than females. They age the same as half-elves, and have the muscular strength of an orc. All sasquatch have human-like bodies that have a bear‘s nose, an ape’s arms and face, and most sasquatch have brown colored fur, but it can range from yellowish-brown to black.
It is normally covered in dark brown or deep black hair. However, it is important to note that fur colouration will change dependent on their habitat. Those that dwell in swamps will have dark reddish hair (often called skunk-apes). Regardless of their habitat, they all share the same statistics. They have large eyes, a pronounced brow ridge, and a large, low-set forehead; the top of their head is rounded and crested, similar to the sagittal crest of the male gorilla. Sasquatch have a strong, unpleasant smell that can nauseate the strongest stomachs. They have huge oversized feet that leave enormous footprints which have earned them the nickname bigfoot. They are mainly nocturnal and omnivorous.
A sasquatch’s appearance will scare most people who have never seen one. (Save vs. Fear to negate.)
Although not aggressive, it will defend itself and its cavern lair ferociously (morale 11), attacking with club like fists. In combat, it can also throw boulders up to a 50' range (damage 2d8 points). Also, if both hands hit one victim, the sasquatch hugs for an additional 4d6 points of damage. Sasquatch, or bigfoot, act almost animal like with their fur covered bodies and animal sounding language. Sasquatches are the most misunderstood race of all. Those who get to know them call them a gentle beast because they only wish to play with the young ones of any race. Sasquatch rarely attack another person unless threatened, whereby they then conform to their basic animal instincts. No one has been known to beat a Sasquatch in either a wrestling match or a fist fight. (WR +12)
Common names for sasquatch include "Bigfoot" (the woodland variety) and "Yeti" or "Abominable Snowman" (the mountain folk). Most people make no difference between the two species, but sages know they may be related but are different races, and no longer genetically compatible. Snow apes (q.v.) are also often called by the latter two names, while these creatures are of a completely different race, belonging to the apes instead of the humanoids.
Sasquatch are big lovable creatures, and will interact with all who are willing to try to understand them (mostly elves, gnomes, and halflings), but other races just see them as a beast of burden (like orcs and goblins). Because of their gentleness, any young will not be harmed by them no matter the race.
All Sasquatch look to protect others in any way they can so they go more to the good side and they hate living by laws of the humans so they tend to be chaotic. Sasquatch can be found in thick, dense forests of the most temperate climate where they can hide their villages with ease. Their love for nature always draws them to these areas where they live their lives with fewer worries.
Sasquatch speaks Sasquatch. This language is based on barks, humming, whistles, growls, and groans as the dialect. Sasquatches can only speak Sasquatch because their vocal chords can only make animal sounds and they lack the ability to speak other languages; however they have a basic understanding of the local tongue spoken near their territories, and know about 50% of all words spoken in the local languages. They can’t, however, repeat these words, but when a Sasquatch learns another language, they can read and write it. Sasquatch have their own alphabet. Sasquatch names are complicated to say in Sasquatch to a person from another race so most sasquatch give themselves nicknames to be called by befriended members of other races.
Sasquatch have empathy towards animals from the same environment that they are from; they sense their emotions and thus are often alerted of impending danger.
No one knows for certain what the sasquatch religion is. Some elven philosophers believe that the Sasquatch religion is based on nature and that they worship all animals as if they were gods or spirits of their dead family.
There can be sasquatch spellcasters; mostly these will be druids of up to 6th level, or more rarely wicca of up to 4th level.
[Table: Sasquatch age]
Sasquatch are always looking for food and keeping an eye out for danger. Therefore, will see hidden persons or objects sooner than most other creatures. They have a basic 30% chance to see hidden objects and persons, but this is adjusted by its intelligence and wisdom adjustments.
Sasquatch have the Survival Forest skill as an extra skill. Often they also have a survival Mountains, but then they use a skill slot as normal creatures.
Sasquatch are experts at moving fast but silently, and never being seen, they have Move Silently and Hide in Forest as a thief of level equal to their Hit Dice.
A character knows the following information with a successful Nature or Monster Lore check:
Although normally peaceful, sasquatch are highly territorial and protective of their families. If they feel threatened, or find intruders within their habitats, they will attack to protect themselves and their families. Sasquatch dislike most other hominids, and build their homes far away from them. Many generations still tend to remain in the same areas, and if other humanoids move into these places, they soon find themselves in conflict with them. Sasquatch will continuously observe intruders before determining it is a good time to attack and drive them off. Often people will find evidence of these observations in the form of huge footprints and tufts of stray hair. While sasquatch are not highly intelligent, they are adept at remaining hidden. They will make their homes in secreted caves or woodland nests, that they can easily conceal when needed. Also they will eat their own dead, and then bury what remains deep beneath the ground in order to hide their presence. Sasquatch live in small family groups of up to half a dozen members. Sometimes they will be captured (or dominated) and kept as wild guardians in certain natural locations.
They are most prominent in the Denwarf Spur of the Rockhome mountains and the mountain chain on the west coast of the continent of Brun. A few hundred live spread over an area near a semi-active volcano, where the terrain is too wild and barren for other creatures. Sasquatch have Medium Senses (see table under Crowrse)
Ettins9 (Homo giganticus Minor-Hydrae)
Ancient lore, speaks of the Ettins: legendary two-headed giants. As with all legends, there is a kernel of truth in this. Ettins do exist on Mystara, but they are not recognized as a strongly distinct breedable race. Rather, ettins are seen as a particular form of conjoined-twins unique to hill giants. The ontological development of the ettin’s second head is akin to polyp budding – completely unlike twinning in humans. This may have been the reason for their creation during the Great Rain of Fire radiations. Their number remained low, as they have difficulty breeding, single headed offspring are still about 50% of all births. These children are eaten, chased away at a specific age or abandoned near a hill giant enclave.
The Great Rain of Fire nearly obliterated the hill giant race, genetically corrupted by the radiation, several new evolutionary offspring arose. One of them was the ettin, of which later a single entity (Grolanthor) was responsible for creating the ubue. Since 300 AC, these creatures diminished in number due to encroaching humans and their killing adventurers. It is rumored that some unknown immortal placed some of these individuals on an island in the Hollow World.
Ettins can detect and identify living creatures by scent alone at a range of 30 feet. The most commonly accepted reason for the “ettinization” in hill giant offspring today is an imbalance of nutrients and exposure to radiation effects (wild magic zones, etc.) given to the child during gestation, but some maintain it is caused by a peculiar sickness or avariciousness of one or both parents.
One out of 1000 births yields an ettinized child. Healthy, separate twins are unheard of. The physiology of the ettin does not always align properly during development, and half of all ettin babies die within the first month of life. Another 25% perish by their teenage years from compromised health. Those which survive are always sent away, and often conglomerate with others of their mutated kin. Sometimes these babies are dropped by the hill giant mother near an ettin enclave; they are never killed or eaten (in opposition of the ettin who do this). The remaining ettins are capable of surviving into their adulthood, though they are afflicted with disabilities. Ettins stand two feet shorter than their peers, and suffer -2 adjustments in dexterity, wisdom, and constitution. Each head has its own intelligence, charisma and personality. Wisdom is “joint” in the sense that the body-mind intuition must work together to do anything.
An ettin at first appears to be a hill giant with two heads. On closer inspection, however, the creature’s vast differences from the relatively civilized hill giant become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. Its skin is thick, giving the ettin its low armor class. An ettin’s hair is long, stringy, and unkempt; its teeth are large, yellowing, and often rotten. The ettin’s facial features may strongly resemble those of an orc - large watery eyes, turned-up piggish snout, and large mouth, but often it seems reasonably humanlike.
The race is a two-headed hill giant and possibly due to their origin, is more evil and chaotic than even the hill giant they originate from, but ettins, on average, are substantially taller and thinner than hill giants. They are not able to rise in levels like other giants, and can’t learn nor understand any form of magic, technology, culture, tribal knowledge, hygiene, family, or anything else. Their Intelligence is rolled on a 2d4 instead of that of a normal hill giant. Furthermore, they seem to resemble a common hill giant, in behaviour. They have many miscarriages - due to the two heads, but mate a lot with the females who do survive. Young are not brought up, they are reared until they can walk (8 months) and then they must learn all this themselves.
An ettin’s right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits – good or bad.
An ettin is a nasty brute - murderous in a face-to-face fight if one is unlucky, injured, or weighed down; but easy prey to a well-armed band of three or more who keep their wits about them and meet the monster on grounds of their choice.
Having two heads is definitely an advantage for the ettins, as one is always alert, watching for danger and potential food. This means that an ettin is surprised only on the roll of a 1 on 1d10. An ettin also has infravision up to 90 feet, which enables it to hunt and fight effectively in the dark. Though ettins have low intelligence, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, ettins usually fight furiously until all enemies are dead, or the battle turns against them. Ettins do not retreat easily, only doing so if victory is impossible.
In combat, an ettin has two attacks. Because each of its two heads control an arm, an ettin does not suffer an attack roll penalty for attacking with both arms. An ettin always attacks with two large clubs, often covered with spikes. Using these weapons, the ettin causes 2d8 points of damage with its left arm, and 3d6 points of damage with its right. If the ettin is disarmed or unable to use a weapon, it attacks empty-handed, inflicting 1d10 points of damage with its left fist and 2d6 points with its right.
Capable of dealing massive amounts of damage, the ettin delivers a healthy dose of terror to the average adventurer. With two clubs that can strike an average of 13 points per hit, the creature's full attack can reduce even a raging barbarian to tears. As such, ettins make effective encounters on their own or good minions for tougher giants and powerful warlords.
The ettin have cave bears, orcs, goblins, and rarely a green dragon as allies.
But even though its weak points can't be completely overcome, a tougher-than-normal ettin can still put a serious fright into its opponents. Just keep in mind that its power comes in short bursts - it doesn't have the staying power for a long-term fight, but if it can survive for even a couple rounds of melee, it has done its job. Thus, enhancing its short-term effectiveness is often the best bet for keeping it potent.
Ettins, commonly known as the ‘two-headed giants’, are brutish, aggressive carnivores who dwell in caverns, disused mines, and the like, emerging to raid the upper world only by night. They hunt prey well in darkness and subsist on raw flesh of all sorts; however, only rarely do they fight among themselves, and an ettin will only eat the meat of its own kind if it is badly wounded or sorely in need of nourishment, and no other food supply is readily available. As befits their crude and cruel behaviour, ettins will typically hammer their food to a pulp, either with a weapon or by flailing the carcass against rocks, before eating it.
Ettins like to establish their lairs in remote, rocky areas. They dwell in dark, underground caves that stink of decaying food and offal. Ettins are generally solitary, and mated pairs only stay together for a few months after a young ettin is born to them. Young ettins mature very quickly, and within eight to ten months after they are born, they are self-sufficient enough to go off on their own.
On rare occasions, however, a particularly strong ettin may gather a small group of 1d4 ettins together. This small band of ettins stays together only as long as the leader remains alive and undefeated in battle. Any major defeat shatters the leader’s hold over the band, and they each go their separate ways.
Typically, ettins collect treasure only because it can buy them the services of goblins or orcs. These creatures sometimes serve ettins by building traps around their lairs, or helping to fight off a powerful opponent. Ettins have also been known to occasionally keep 1-2 cave bears in the area of their lairs.
The sloppy caves of ettins are a haven for parasites and vermin, and it is not unusual for the ettins themselves to be infected with various parasitic diseases. Adventurers rummaging through ettin lairs for valuables will find the task disgusting, if not dangerous.
These creatures are not especially fluent in any single language, but use a smattering of words and expressions from whichever tongues are most predominant in their vicinity - usually orcish, goblin, and the local common speech. Most of them know at least a little of the Bratak (hill giant language), and ettins often consider this their ‘own’ language. In some areas of the world where ettin populations have established themselves and resided for a long time, the creatures have developed a debased dialect of the orcish tongue into a language that can truly be called their own.
Any creature who is conversant in orcish will be able to understand 60% of what is said in this ‘ettin tongue’. Ettins often howl and slobber in bestial rage when in pain or frustrated by nimble foes.
Some humanoids have enlisted these misfits as powerful “tools”, where they learned their mismatch of humanoid tongues (Orcish-Goblinoid-Bratak). Any adventurer who speaks orcish can understand 50% of what an ettin says.
Ettins are generally stupid, but can be cunning in matters of chasing, ambushing, and fighting prey. They are wary of all other creatures - even other ettins - and slow to trust.
Ettins have keen senses, well adapted to night hunting, infravision up to a 90’ range, and a sense of smell sufficiently developed to distinguish animal, unusual, and specific, known-to-be-dangerous scents from those of the surroundings within 30’. They dislike sunlight or any other strong light (continual light, but not a torch or a light spell) immensely, but it does not harm them or impair their fighting abilities. Their dislike comes from habit and conditioning, and their self-preservation instinct; they inhabit darkened, hidden places because of their solitary nature. They greatly prefer to hunt at night so as to take full advantage of their keen senses, and to reduce the chances that they themselves will be set upon by adventurers or other adversaries.
One fact known by everyone, of course, is that ettins have two heads. This strange property affords them some obvious benefits in combat situations; unfortunately, however, their low intelligence prevents them from taking full advantage of this ‘blessing’. The head on the right-hand side of an ettin’s body is always dominant; and despite folktales and ballads to the contrary, an ettin never argues with itself.
The ettin derives some unusual protection from its dual brains. Spells of mental control, such as Sleep, Fear, and any Charms or Hold spells, will not completely affect an ettin unless two spells of the same type are cast upon it, either simultaneously or one after the other so that both spells are in effect at the same time. Of course, both spells must succeed; for magics of this sort against which a saving throw is allowed, each head is entitled to a save against one of the spells. If one but not both spells succeed, the unaffected head will assume control of the body without pause or internal struggle, and the affected head will be held powerless until it regains its normal state (at the expiration of the spell’s duration). If the affected head is the dominant (right-hand) one, it will immediately resume ‘control’ after returning to normal. During this time of powerlessness, the arm closest to the affected head will hang limp and useless; it will not drop anything it is holding, but it can’t consciously use or wield such an object and could (under the right circumstances) be easily disarmed or disengaged from the object by the application of some force (a list or weapon blow, for instance) against either the arm or the object.
Note that mass charm, psionic domination, and other ‘group-effect’ magics and powers will affect both heads of an ettin upon a single application; if a saving throw is allowed in such a case, the creature is only entitled to one. If the ettin’s dominant head is destroyed or severely damaged in a fight, the creature will be confused for 1d6 rounds, after which time the single functioning head will gain control of the ‘opposite’ arm, but that arm will only be capable of wild (empty-handed) flailing until the ettin learns to control both arms with its single head. This process takes 1 to 2 months to run its full course, after which time control is perfect and both arms can attack normally.
Damage figures for both arms will not change, regardless of which head is controlling both of them. Because of its low intelligence, an ettin saves against all types of illusions at -1. but each head is entitled to a saving throw, and if one or both of them are unaffected by the illusion, the ettin will be enraged at such a trick, not bewildered at its occurrence, and will angrily seek out its perpetrator.
Also contrary to certain legends, an ettin cannot regrow a lost head; however, a one-headed ettin is well able to survive its loss and carry on a normal life, albeit without the aforementioned combat advantages and most probably without receiving any trust or respect from its fellow creatures, which will look upon the one-headed ettin as deformed. The former disadvantage is minimal in most cases, since even a one-headed ettin is a formidable foe in physical combat. The latter disadvantage is not considered important either, because such creatures generally do not solicit or value the trust of their fellows in any event.
Because ettin society is so primitive, they produce little of any value to civilized creatures. Ettins tolerate the presence of other creatures, like orcs, in the area of their lair if they can be useful in some way. Otherwise, ettins tend to be violently isolationist, crushing trespassers without question.
Ettins collect treasure only because it can buy them the services of goblins or orcs. These creatures sometimes serve ettins by building traps around their lairs, or helping to fight off a powerful opponent. Ettins have also been known to occasionally keep 1-2 cave bears in the area of their lairs.
A female ettin will bear a single offspring seven months after mating, and such young typically grow to full size in little more than a year. The offspring of a pair of ettins has no combat ability until it attains six months of age. From that time until it reaches one year old, the young ettin is size M (5’ tall) with 3 HD and does roughly half damage on an attack with either arm. In the period of one year, an ettin grows to 5 HD, is quite independent and will either be abandoned by its parents or simply treated as another member of the group. It will grow to 7 HD in two more years and finally reaches 9th HD after about another four years; it is truly adult at 10th HD after another four years.
Female ettins are always longhaired, and generally more full-bodied than the males, whose frames are relatively gaunt and wiry except for the exceptionally broad shoulders which are (for two obvious reasons) a hallmark of the species. Neither the male nor the female takes any care of personal appearance, but females like to wear jewelry as a status symbol, perhaps to display their hunting prowess and thereby prove themselves attractive to a prospective mate. Females may gain their finery from prey they vanquish, or as gifts from male ettins during the crude courtship ritual they practice. Aside from the uses described above, ettins keep treasure to bargain with and to purchase the services of others for specific tasks, such as hiring a band of orcs to build a wall or a trap near an ettin lair.
An ettin has pink to brownish flesh, with calloused hands and feet that carry a yellowish tinge. Its complexion often looks darker than it actually is, because the creatures are habitually covered with dirt and filth. The clothing of an ettin, if such a term can be used, comprises of nothing more than scraggly, filthy animal-skins. The creatures care nothing for the appearance or odor of such garb, and wear it only for the warmth and comfort it affords them when sleeping on cold, rough stone. Such garments never have sleeves or other accessory parts, for ettins don’t want to be hampered in a chase or a battle by mere sleeping-furs. The skins worn by an ettin are uncured and rotting, and typically carry parasitic diseases. Ettins are not immune to these diseases but ignore it totally. They will, however, never suffer damage from it or die by it.
Ettins have no finesse, or the desire to have any, when it comes to physical combat. They fight with crushing and battering weapons such as spiked clubs and iron bars. They have been known to throw rocks if no other weapon is immediately at hand, and they will not hesitate to rip apart furniture or uproot small trees to fight with. Their outlook on combat is as crude as their tactics; Ettins know nothing of honor, fairness, or truces. Boulders or rocks thrown by an ettin cause 2d6 points of damage per hit, with range figures of minimum 3 feet to maximum 120 feet; each arm can throw one rock per round. Note that this is not an ettin’s preferred attack mode, and the monster will always use some sort of hand-held weapon if one is available.
But the Ettins are not imprudent, and will not take on obviously superior foes if escape is possible. They will bargain with all intelligent prey if they think more food will be gained by doing so, but if the bargaining gets unpleasant or frustrating, they may abruptly decide that a snack in the hand is worth a feast in the bush. At any rate, Ettins do not feel bound by agreements reached by bargaining. They seek only to get what they want, and as much of it as possible, while incurring the least risk to themselves.
Well known Ettin
Grush: The Ettin Barbarian
Grush is a run-of-the-mill ettin barbarian. He works equally well as a lone opponent (perhaps a hunter cast out from his colony, or the last survivor of a dwarf-giant battle) or as part of a group. With two mouths to utter his raging howls, he makes quite a racket during a fight. To stage a particularly terrifying combat, add a couple more just like him and watch the blood fly.
Grush: Male ettin, Large giant; HD 10d8+20 plus 2d12+4; hp 82; MV 120’/40’ AC 3,
THAC0 7, Att; large club right; 1d6 x3 or 1d6 x2 left; or javelin 1d8 x3 right or 1d8 x2 left, SA Berserk rage 1/day; infravision, AL CE; SV Str 20, Int L/R 6, Wis 10, Dex 8, Con 15, , Cha L; 11 R; 9.
Skills: Hide in shadows DX Hear Noise IN, Find Traps IN, Alertness. Possessions: +1 breastplate, two large clubs, four javelins, potion of cure serious wounds, 600 gp.
Grolanthor, the Crimson Ettin
Ettins worship an Immortal-like being that is similar, or identical, to the one the hill giants know as Grolanthor, though they usually do not call the Immortal by this name. He is usually known by a slightly different name, such as ‘Grolettinor’ or ‘Grelinor’, among the ettins that revere or worship this figure. They view their Immortal as a gigantic ettin of great intelligence and wisdom (as well as superior fighting prowess) whose two heads enable him to maintain an eternal vigilance against all who would seek to subjugate or destroy the ettins. The similarity of their immortals suggests the link ettins and hill giants have, but the two species have no affinity for each other nowadays. Very few ettins rise in service to their Immortal to become 3rd level shamans. In order to cast spells, a Shaman must have a Wisdom of 9 or better.
Children of the Kingdom of Many Colors have long been scared by the tale of Grolanthor, the Crimson Ettin, a fearsome creature of unbridled hunger and cruel intellect. Unfortunately, the nightmare is true.
The Crimson Ettin is unique: a three-headed giant who was so ravenous he ate through his mother’s womb. The creature bred with several ettin and thus became responsible for the creation of the race of Ubue, of which he was the progenitor. The beast was finally subdued by other giants and somehow trapped within a fairy-built prison plane.
AC-3, AV by armor (max 4), -4AC for 4 attacks each round, Deflect two attacks each round if SV DR success. HD 26****, Hp 152, MV 150’/50’ THAC0 Primary target +8, Secondary Target +6, AT 2 giant clubs Grand Master P; (1d6+6)x2 S; (1d4+6)x2, Or two spells (By spell MU or CL), Morale 11, AL CE, ST 20, IN 16, WI 16, DX 13, CO15, CH 8, XP 20,000
The Crimson Ettin quickly conquered his new home (the Prison realm) and remade it in his image. He learned arcane and clerical abilities (his right and left heads, respectively) in addition to his martial development. He has the capabilities of a 27th level magic-user and Cleric. The giant gets his spell from an unknown Entropic Immortal (Hell is assumed). He is thus influenced by its dark Immortal so that it seems as though he is the one mortal able to give spells to its few followers. In effect, the Immortal gets its due, but uses Grolanthor for its own purposes. The giant now awaits his release and return to the Dale. The Prison Realm of the Crimson Ettin is filled with two-headed beasts. Each head bears four horns. These animals charge trespassers, but those who can show no fear (treat as a cause fear spell) will go unmolested.
In melee, the Crimson Ettin attacks with a large club in either hand. This is coordinated by his central head. From a distance, his left and right head cast appropriate spells. The Crimson Ettin has learned how to intertwine his hand motions to cast spells simultaneously.
His prized possession is his silver wand. This wand can put victims into suspended animation, turn them to stone, or disintegrate them.
Only a prismatic stone (the Yellow Diamond of Release), left at a particular hill-lock in the Flatlands on the night of the full moon, will break the seal on the ettin’s realm. From that point forward, he will be able to freely merge his fairy realm with Mystara on nights of the full moon.
The Crimson Ettin enjoys playing games with his food, and he might engage in riddling before devouring someone.
Rock Races (or Silicium based life-forms)
Nobody knows where these creatures came from. Sages speculate that they’ve been created by several Earth/Matter based Immortals, or those trying to become Immortal, others debate if these creatures are adapted forms of existing creatures, who living underground for millennia must have become stone themselves, or are creatures created by the magical energy of the planet itself.
Whatever the cause, these creatures came into existence thousands of years before the legendary rain of fire. The rockmen were first (around 550.000 BC), followed by the geonids (around 350.000 BC), then the stone giants (around 225.000 BC) and as last the galeb duhr (in the last ice age 80.000-60.000 BC).
Some people say that the several constructs, like gargoyles, statues, golems are mere reflections of mortal mages trying to create what was created better prior to their existence. But these creations not even resemble the rock-based creatures in any way other than their appearance. They are free-willed, creatures of viable races, with many special abilities, powers, societies and cultures.
Rock altering spells will inflict damage to these creatures. This damage will be as a Cause Wounds spell of similar level or lower (this will be 1d6/level of the spell).
Somehow gems seem to be Important to the lives of these creatures, as are the gem grounds where diamonds, rubies and other gems are created by different chemicals under the immense pressure of the rocks above and after immense long time periods. It may even be that these creatures actually were created much longer ago, maybe even before any other intelligent life, but took so long to hatch or become free from the rock they have been created from.
Neither of these creatures will be really fast or hasty, some like the stone giant and geonids can be hasty but rarely do so.
Their material bodies resist time in such a way that they often become very old, or at least very resistant to erosion. They also become slow, powerful, constructive, and mostly good and even Lawful due to this process. They love the earth and things of creation. Although the changing of ores into metals goes too far according to them. Stone cuttings and creations, gems and rare ores are always appreciated to get, or to create.
All Rock-based creatures despise water. Water creatures will view and be viewed in hostility, what means a –4 reaction modifier (doubled if also alignment opposite). These creatures are more or less affected by the material they’re made from. The geonids are the least affected, therefore the fastest, followed by the stone giant, ghaleb duhr and rock men, respectively, of which the last is the slowest, and most rock/stone like. Only an Earth Elemental consists of more pure Earth/Stone matter.
All rock-based creatures have gem-based hearts Mostly rubies but stone giants have bloodstones. Rumors exist that these magical hearts are needed for the creation or conjuration of the dreaded Tarrasque.
Almost all known life on Mystara is built upon carbon and carbon-based compounds. Yet some life has a different chemical foundation—one based on the element silicon. The inert magic of the planet itself gives these creatures mobility, and sentience. The creatures exude the silicium hydroxide (opposing to oxygen and carbon hydroxide in carbon-based lifeforms) not by breathing, but it exudes it through their skin. The building up of silicium-hydroxide makes the creature harder (Higher AV) over a period of time. The movement of the creature does prevent solidifying. The geonid does it though their shield, the rockmen and galeb-duhr through their overall skin. The sand-folk does it through crystallization of their skin, which is eroded by movement. (Keeping statistics the same).
“Urt; the Living Planet, Her Veins are of Magma, Her Sinews of Ore, Her Skin of Earth, Gems Her Blood, Stone Her Bones, Water Her Sweat and the Air Her Breath. When She Dreams the Earth shakes, when She Awakes the Earth rocks, and Her Skin opens to let the angry Blood out. We’re no more than Fleas upon the Skin of a very lazy Dog”,
Maybe there is a truth behind this ancient dwarf saying when seen in the same context. Maybe this is the reason the ancient dwarves have named the planet Urt, instead of Mystara like the humans and other demihumans did. Whatever the truth, dwarves have the best connection with these creatures and at the same time the worst, due their fixation upon rock and stone, and their greed for gems and ores.
Geonid (Granitus hominoides Basaltum)10
The bipedal geonids have two arms ending in sharp, three-part claws dexterous enough to wield weapons and tools. The fingers are totally opposable to each other, with no thumb needed. The three toes are pointed forward, ending in shorter but sturdier claws (to set off when using their rolling ability).
A geonid’s tender flesh is protected by a mottled gray stone outer shell, which also gives the creature its unusual appearance and supreme protection. When standing up, the body cannot be seen unless standing directly in front of it with a light source. Normally only the clear white eyes with black pupils can be seen, piercing through the darkness inside its shell. These creatures have infravision, but their eyes seem to be void of reflective ligament. Underneath its shell, the body and face are dark haired, whereas the arms and legs are hairless, making it virtually Impossible to see a geonid’s face.
Its arms and legs protrude from the singular opening in the bottom of the shell and can be withdrawn for either protection or camouflage. Their sickly yellow brown legs and arms can easily fold in. The head is then curved forward closing the hole completely. With its limbs retracted, a Geonid cannot be easily distinguished from a normal boulder. This way it can still move by rolling down hill, and at greater experience levels, even up hill. This ability allows it to easily surprise others.
They have three small hollows inside their shells, one on either side next to their bodies (5”x 12”x 8” deep = 300cn each), and a smaller one between the legs at the back (5”x 10” x 7-8” deep = 220-250cn). These hollows are used to hold their small belongings. If they ever acquire a Bag of Holding, it would always be placed in one of these holes.
Beyond their clicking language they also use a ticking and tapping of rocks on rocks to speak over greater distances, especially in tunnels and caverns where this works best due to the echoes there. They can use specific melodies to lure giant worms from far away.
Beyond the basic combat abilities it must be said that they hunt Purple Worms for giant worm glands and meat food.
Due to their resemblance to boulders when hiding, opponents are surprised 1-6 on 1d8 when encountering them.
A trick used in groups is to roll against opponents legs (especially) from different sides. For each 5 hp damage thus given, the victim must make a constitution check or suffer a broken leg (or other body part if hit). All these rolls need normal hit rolls at +4.
[Table: Geonid constitution]
With more HD, they gain a better constitution limit, and therefore potentially extra hit points. This reflects the hardening of their bodies. (See table)
Geonids can never become grand masters in any weapon. Instead, they can become skilled, expert or master in one weapon only. Other weapon slots are used to become known with a new weapon, or with their claws.
The roll ability number for damage also gives the maximum adjustment to its THAC0 on claw attacks, when a weapon slot is sacrificed for each adjustment possible.
They are able to roll down a hill as a form of self-propelled missile, rolling uphill thereafter, possibly triggering an avalanche, yet somehow always landing on top of it. They can move downhill at double their rolling speed, and will cause impact damage to creatures and non-solid structures as given if succeeding a Hit roll at +4 (see table) . If they hit solid objects, or fall down a steep slope (60º+), they may cause themselves impact and maybe falling damage (as normal –AV).
On a successful dexterity check, they can divert their rolling coarse by up to 45º sideward, or stop completely at the end of that round (thus after the rolled distance, which is normal speed x2). When falling down less than their normal movement distance, they may make a successful dexterity check on 1d100 to minimise damage to 1 per die needed to roll falling damage. Any breaks are always cracks in their shells, resulting in a –1 AV until healed (1 break per week can be naturally healed).
They later also learn to roll themselves uphill at angles of 50º or less, at their rolling speed, but can’t give impact damage there (see main table). This can be done to the maximum uphill distance (+10’/Str adjustment). A dexterity check is needed there to stop, else the geonid will roll down again. (DM keep in mind the curvature of a slope and up/down hill angles -diagonally up will also go diagonally down, with the top as the mirror point). Only by stopping can the geonid change his course, or steering at the end of each round to come close to that chosen course (no greater change than 45º sideways). Every 10º increase in the distance achieved in a round decreases the upward speed and distance by 20%.
A character rolling can make one attack at full speed at a penalty equal to its normal Impact damage with one claw, but then can’t steer or stop his rolling movement in any way - gravity and momentum/speed will then be in control.
The character can be played from child level to the given restrictions by age or by the table, whichever is the lowest. They can be of any class, but suffer a 20% experience penalty, as Fighter only 10%.They often have a child-like style of thinking, with all its flaws, mistakes, ideas, and actions. Whatever their class, they will keep their HD/Hp/Claw Dm/Weapon Slots-Limits/Skills as in the table above. Even if their class implies other statistics.
Fighter classes get 2 hp after name (9th) level, other classes only 1hp.
Thief and mage classes exist but are extremely rare. Mages are always earth elementalists11, without the debilitating side effects and mostly live a single life. Geonid thief classes (scout, bard, thief, and rake) can’t climb walls but have learned to roll in such a way that they can roll any angle upward, but no higher than 10% of their movement rolling. A successful dexterity check on 2d20 can be used to stop somehow (if possible - i.e. grabbing a ledge, or a branch).
Spellcasters can only cast spells of a spell level lower or equal to their limit. But when they achieve this level, they may instantly pray for all spells normally available to them. This means that a 6th level geonid mage (normally capable of two 1st, two 2nd, and three 3rd level spells), could cast no spell at all, but as soon as it reaches 7th level it could cast three 1st level spells (normally three 1st , two 2nd, two 3rd, one 4th), and when it reaches 8th level it could instantly cast three 1st, and three 2nd level spells (normally three 1st, three 2nd, two 3rd, two 4th), and when it reaches 9th level it could instantly cast three 1st, three 2nd, three 3rd level spells (normally three 1st, three 2nd, three 3rd , two 4th, one 5th), etc. It is clear that spells of higher levels only become available when the specific level is reached. This also counts for clerics.
Clerics can only be clerics, no other clerical classes are available.
Mages can only be earth elementalists, even without entering the secret craft of Glantri12. They will suffer double damage from fire elementals or elemental fire magic, and will themselves inflict double damage to air elemental based creatures. They dislike water-based creatures, Implying a –4 to reaction rolls (-8 if also of opposing alignments).
Geonids live underground in tunnel complexes and in natural caves. Their lairs are normally filled with rocks, stalactites, and stalagmites.
These social creatures usually live in clans of 30-80 individuals mostly. However, some locales, often near their birthing or death grounds, harbour thousands of geonids, rockmen, and even stone giants and the rare galeb duhr. Three of these locations are known to exist; one within the Plains of Denagoth, one in the Black Mountains in the Great Pass between Sind and Hule, and one in the Elven Kingdom Mountains on the western shore of the continent of Brun. Three others are not yet located by other species (Arm of the Immortals, and two in the western mountains of Brun). They have not yet been found on other continents, but they would be as rare as on Brun. Skothar only has 4 of these areas, Davania has 6 (of which 4 are in Vulcania - which could easily become a main rock nation), Alphatia has 1, Bellisaria has 1, and there are no more. Up to 1000 AC, only the stone giant and ghaleb duhr have spread further over the world. The few outsiders who have stumbled upon a geonid lair/village are often surprised by their numbers and organisation, since most adventurers encounter them in hunting parties of 2-12 individuals. They could (and sometimes do) live in Norwold, but they dislike the cold, snow and ice (water).
The most holy grounds of the geonids are their birth-burial grounds of the mineral corborundurum. This - the most holy to the rock-based creatures - mineral is the basic layer where rubies, emeralds, and diamonds can be found. The mineral itself has no value to most creatures even when it still holds many tiny gems. However, its hardness and the unstable consistency of the surrounding stone, limits miners to mine only at the surface level. Even then, they still find the largest of gems. The costs and dangers never outweigh the income from their finds, even if digging deeper than a few feet. It also absorbs the dead geonids, without a trace after three full months. Here the ovarious females lay their eggs to hatch in the ground. The grounds are most magical when exposed to the sun, and a geonid hatched and grown there is adept to become either a cleric or a mage. Natural magical wells often reveal a layer of corborundurum beneath, just like the Moon well in the Great Pass.
When living together with other rock-based creatures, they also have above ground homes of either brick or stone. They use plates of curved metal through which water is led, to make solar heated warm water, waterwheels, and mechanical energy. Many contraptions are attached to these wheels to create an environment where most creatures like to live in or near.
Geonids are monogamous and form small coherent family groups. Young geonids hatch from 2d3 eggs in the corborundurum layers or within a mother’s shell if no such layer is near (these geonids are the weakest of their kind), and ripens out13 for the first few months of life. For several months thereafter, the child stays with the mother, clinging to the safe parental shell, often hiding beneath it when threatened.
They enjoy using distractions like the lair of an underground monster or piercers. Once the piercers have attacked the outsiders, the rolling boulders and geonids overrun the victims. If the creatures have mangled the outsiders, the geonids finish off any remaining monster or outsider. They sometimes use a variation of this tactic in hunting. They attack both the fallen piercers and the prey.
They also hunt giant worms (purple worm, burrowers, etc), by tapping with several geonids together in special rhythms which can lure a worm. For each tapper more than four they can attract a worm a mile away (at the normal speed this can still take hours, and a tapping hunt rarely lasts more than 8 hours). These large and dangerous creatures are attacked en masse. ome geonids even allow themselves to be swallowed whole,whereby they proceed to damage the creature as long as they can resist its stomach acid (this damage is modified by the geonid’s Armor Value). Geonids favour the different glands of these worms, but also feast upon its sandy meat. Their cooks can prepare it in such a way that even humans will find it palatable, yet sandy. Multiply each hit point of such a beast by its HDx3 to find how many standard day rations14 it yields (a 90 hp 15HD worm would be 90x15x3=405 standard day rations). These rations remain fresh for, 8 days, edible for 3 weeks, and if salted can even last up to 12 weeks. Beyond that, they are used to attract new prey.
Geonids are related to galeb duhr, but they rarely live in close proximity, unless in the greater rock-cities mentioned. They trade with stone giants and rockmen alike, and sometimes with dwarves and gnomes (the last preferred for their less greedy, less violent lifestyle).
Geonids recognize each other by the colouration of their shell. To other creatures these colourations are unclear, no more than hues, if noticed at all, but to geonids they are as clear as the striped patterns of zebras, and no two are alike.
Geonids cultivate mosses, plants and fungi by warm water gulleys. The shells of adolescent geonids, fashioned into strong and durable helms, grant AV protection to the wearer. They are also hunted by evil mages for their ruby hearts, which according to their obscure knowledge, are the basic component to create the heart of the dreaded Tarrasque. Whatever is done with geonid remains, surviving geonids will always be severely upset and can become very violent, unless the remnants are given to them to be buried in corborundurum.
Shadowelves sometimes enslave geonids for their ability to sense gems. Geonids therefore hate or at least utterly dislike shadowelves (they “hunt” crystals, and use dangerous Earth Magic.)
The strange shrine in their lairs is dedicated to their Immortal Avalanche. It is an Immortal offense to take these treasures and will always be ‘rewarded’ by the geonids or other rock-based creatures or their friends - including some Dragons (Avalanche informs his followers worldwide).
A clan usually follows a geonid priest who, though often lacking spells, remains an exceptional and powerful specimen. Higher level priests can cast spells normally.
The faith is known as “Krrak” - as the sound of a starting avalanche, is based upon Matter and thus Earth, and owned by the geonid Immortal Avalanche15.
Followers Alignment: Any Called; Silærr (Sands) - sounds like sliding sand over a paper.
Followers under the Rock creatures gain thief abilities at 2 levels higher than their Hit Dice (or level).
Clerics Alignment: Lawful/Neutral Called; Dåkk (Rocks) - sounds like a rock bouncing of a stone.
Healers Alignment: Neutral Called; Thøng (Stones) - sounds like a heavy stone falling on the ground.
These priests can cast Cure-all once a week, and Detect Lie at will no matter what level, on natural Gem grounds containing diamonds, rubies, and such (called corborundurum).
[Table: Geonid age]
The very rare temples are large round shaped caves, Tokk..owowwowww (Høllow - sounds like an echo of a stone tap) with a lot of alcoves around the central area at all levels. The alcoves are connected to small corridors in the back, so that their open end overlooks the central cave where the ceremonies are held. The walls are adorned with gemstones and metals of many kinds, and the floor is always a base of natural corborundurum. There are smaller and larger alcoves, provided for all rock-people and guests (called; Fluff (dust) - sounds like a hand of fine sand dumped on a flat stone) in different sizes, including sometimes giants and dragons (In Denagoth at least). The latter have their own access into the temple, as a safety measure for the other followers or guests, due their immense size. Living centres are built all round the temple for all these creatures, often grouped together by species, but always facing the temple. The temple is used as an area to honour Avalanche or make requests to him, as a market to sell and buy goods, and as a hall of justice where justice is dealt swiftly but mostly fairly (due to the special spells of the clerics). Here are the many family shrines constructed of boulders, with the offerings, circled along the walls.
The holy symbol is a pure, clear diamond on a thin chain of platinum, rare and expensive but easily obtained by rock-based creatures from corborundurum. (Poor clerics may also use a glass and copper at ¼ effect, or crystal and gold at 2/3 effect,)
Galeb Duhr16 (Uidisset granitus Arcanum)
[Table: Galeb Duhr]
The galeb duhr is a curious boulder-like creature with two appendages that act as hands and feet. These intelligent beings are very large and slow-moving. They only live in rocky or mountainous areas where they can feel the earth power and control the rocks around them. When stationary, these creatures look like part of the terrain they’re in.
The stony body of a galeb duhr always matches the predominant stone of the area. Granitelike stone is most common, but marble, quartz, and all other igneous or metamorphic types are possible. No galeb duhr have bodies matching sedimentary rock, such as shale, sandstone, or limestone.
Galeb duhr are monolithic in appearance, for these beings are formed entirely of stone. They look like huge boulders or outcroppings of rock, with stony humanlike features positioned on the broadest of faces.
They have two limbs, which act as both arms and legs. A galeb duhr walks with a slow, ponderous steady gait, the digits of its appendages gripping the ground steadily. A galeb duhr can’t walk while holding something in its “hands,” though the digits are capable of fairly delicate manipulation. A galeb duhr that is dormant or wishes to remain hidden can merely close its eyes and mouth, draw its appendages close to its body, and sit still; in such a state, it can’t be distinguished from a normal boulder.
These creatures are fairly solitary, preferring to live with a few of their kind or with related creatures like geonids and rockmen. Even earth-elementals are shunned. When approached, a galeb duhr is liable to avoid the encounter by sitting down, closing their eyes and withdrawing their appendages, sometimes even rapidly digging themselves partially into the ground. If chased or otherwise irritated, however, they don’t hesitate to fight the intruder. They are not harmed by lightning or normal fire, save at +4 vs. magical fire with normal damage.
They can animate 1 or 2 boulders of 5-10’ high within 60 yards, like a treant controls trees. The game statistics for these animated rocks are: AC 0, AV11, MV 30’/10’ HD 9, Hp 9d8, THAC0 11, Dm 4d6. In fact, the stones are temporarily possessed by the spirit of fallen earth elementals
Galeb duhr are naturally resistant to certain extremes. Fire does little harm to them, for it takes a great deal of heat to harm stone. Magical fires, which have such intense heat, are more dangerous to these beings. Galeb duhr easily shrug off electrical attack, being nonconductive, and they are completely immune to any and all poisons. However, all stonemasons know that there is nothing like cold to bring out cracks or faults in stone. Intense cold does considerable damage to galeb duhr, and they are often dormant during wintertime, but this may not be the case in areas of strong earth power (like corborundurum fields, gates to or from Plane of Earth, or other natural energy fields).
Galeb duhr are very sluggish after more than three days of sub-freezing temperatures. They are hard to rouse in such times and act as though under the influence of a slow spell when active at all. Those who are resistant to cold may move and act normally. (Caverns at least afford protection from the winter’s chill.) Galeb duhr suffer double damage from cold and water based spells (not acid) and save at +4 vs. these attacks.
Wizards knowledgeable in elemental matters have discovered that certain spells affecting rock will also harm a galeb duhr, though details on these effects are not clearly known. The following effects of wizard and priest spells should be noted when such spells are used against galeb duhr:
Animate rock, if it can affect a stone the size of the galeb duhr, it effectively charms the galeb duhr (who receives no saving throw) and causes it to obey the caster’s every command; however, the galeb duhr greatly resents such treatment and always attacks the spell-caster after the spells duration ceases.
Dig, Move Earth, Passwall, Dissolve/Harden, Stone Shape, and Transmute Rock to Mud (Lava) have no effect if cast upon on galeb duhr.
Earthquake, if cast directly at the galeb duhr, causes death and shattering if a saving throw vs. death magic fails, or 3d10 hp damage otherwise.
Stone to Flesh causes the galeb duhr’s body to become fleshy (AC 8) if it fails a saving throw vs. spells; a condition that distresses it greatly and causes it to lose all of its spell-like powers and immunities; Flesh to Stone reverses this effect. Always consider the galeb duhr’s 20% magic resistance when figuring spell effects.
Galeb duhr can conjure powers copying the following spells (actually, mages created these spells based on the powers of the galeb duhr); they are all cast at 20th level of power.17
Effect: 20 cubic feet
Saving Throw: None
This spell enables the caster of this spell to shape solid stones as though it were soft clay. It can be shaped, reshaped, and corrected for as long as the spell lasts. This spell is most often used to make stone sculptures, but an artist skilled in this field is needed to make objects as finely statuettes, or other sculptures. SFPs 0. The galeb duhr can cast this at will once a day - one world rotation = Mystara; 24 Hours. This spell is sometimes used at 12th HD to create a pair of arms for themselves. This can’t be done earlier as the link is too weak to enable usable arms.
Range: caster only
Duration: 10 Turns
Effect: Opens a path through packed rocks.
Saving Throw: None
For the duration of this spell, no rocks can prevent the caster’s passage, no matter how dense. Even stalagmites will bend or magically open to allow the caster to pass. A solid mass of stone will be closed however, but cave-ins and stalagmite-forests open freely. The caster can freely carry equipment while moving through such barriers, but no other creature can use the passage (except when it is carried by, or holds on to the caster). Note that a caster can hide inside a large rock after casting this spell. The caster can’t see what is happening while he is in the rock. SFPs +5. The galeb duhr can cast this once a day — one world rotation = Mystara; 24 Hours.
Transmute Rock to Mud or Mud to Rock
Range: 160 yard
Effect: Turns hard rock to soft mud.
Saving Throw: None
This spell turns natural rock of any kind (even Magical) into an equal volume of mud. The most that can be transmuted is a cube of 400’ on a side. The depth of the mud can never exceed one-half its length and breadth (the rest will flow to the side, until the above circumstances are met). Once cast, the resulting mud acts like normal mud in all situations. SFPs +50 The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Duration: 1 Hour per level of the caster
Effect: A hole of 100ft³ will be created, by magically digging material out.
Saving Throw: None
When this spell is cast, it will start digging in the earth and excavating the material out of the hole. The caster can direct the dimensions of the hole as he wants. There is a chance that the pit collapses, as per table. These percentages will rise by 5% for every 5 feet depth beyond the safe depth. These chances will be doubled if a large amount of water mixes with the material. If this spell is used to make tunnels, the safe depth will be halved. The collapse chances are reduced to normal if the tunnel is supported with beams and stouts (and planks if the material is loose) at every distance equal to the safe distance dug. (SFPs -20).
This spell will not work in solid materials (like rock, or stone), nor in liquid or low viscous materials (like magma, lava, or quicksand) since these materials are either too hard to dig through or would collapse immediately. The excavated material is placed directly next to the hole and will slide back in if the amount becomes higher than 5 feet. To prevent this from happening, the material has to be moved away, either magically (another Dig or Move Earth) or manually, or the material has to be blocked from sliding back by walls or rocks. A being running toward the caster while the Dig spell is directed in front of it must make a saving throw vs. spells or fall in. Immediately a collapse check has to be made by the caster. If the pit indeed does collapse, then anybody in the hole must make a saving throw vs. Death Ray or be buried alive and suffocate in 1/3 of the victims Constitution in rounds. If the victim does make a save, however, he will still be partially imbedded in the material. This spell can also be used against earth elementals, but galeb duhr doesn’t know or refuses to use this effect. SFPs +50 The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Duration; 6 Turns
Effect: Moves soil
Saving Throw: None
Reading /Casting Time; 6
This spell causes soil (but not rock) to move. The caster can use the spell to move earth horizontally, or vertically, to open a large hole (one up to 240’ deep, unless it reaches solid rock). The spell moves the soil up to 60’ per turn, and at the end of the duration, the moved soil remains where it is put. This spell is helpful for constructing castles. Remember, however, that the soil put down always responds to gravity, especially during rain, or heavy wind. Any earthquakes or tremors will also slope down the accumulated earthen hill. Any hill with a slope of lower than 45 degrees will remain in existence “permanently”. SFPs +50 The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Duration; 3 turns
Area of Effect: Creates a hole 10’ deep.
Saving Throw: None
This spell causes a hole 5’ in diameter and10’ deep to appear in solid rock or stone only. The stone will reappear at the end of the duration, and anything still in the hole will be disintegrated and becomes part of the wall. No resurrection in any form will be possible on the victim (if more than 1 pound of flesh stuck out of the wall, the victim could be Cloned though). The hole may be directed horizontally, vertically or diagonally as the caster wishes at the moment of casting. SFPs +0. The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Wall of Stone
Area of Effect: 1000 cubic feet of stone
Saving Throw: None
This spell creates a vertical stone wall exactly 2’ thick. Any dimensions and shape may be chosen by the caster, but the total size must be 500 square feet or less (10’x50’, 20’x25’, etc.), and the entire wall must be within 60’ of the caster. The wall must be created so as to rest on the ground or similar support, and can’t be cast in a space wholly or partially occupied by another object (it can’t be cast through a room and so encasing the table in the middle of the room). It lasts until dispelled or physical broken, whereupon the created material will disappear into nothingness. SFPs +50. The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
These creatures seem to be earth elementals or at least related, but they are pure Prime Plane material, infused with (remnants of) life energy from the planet’s World Shield. This energy can escape only in mountainous areas where they came into existence.
A galeb duhr lives out its life in a mountainous environment; they are almost never encountered elsewhere, for good reason: loss of contact with the natural mountainous environment progressively weakens a galeb duhr, and it will die if kept from areas of stone for too long a time, much as a plant will die without sunlight. If a galeb duhr is removed by any means from its natural surroundings, its physical condition will slowly begin to deteriorate, as the life-giving connection to the elemental Plane of Earth slowly fades. In areas where they are not totally cut off from their mountain origins, such as plains or farmland, this deterioration will be slow: the galeb duhr will lose 1 hp every day it is away from mountain regions. Such loss is permanent until it returns to an area that is predominantly rock and stone, at which time it recovers the lost hit points at a similar rate. In an area totally removed from its normal habitat, such as a desert or an ocean, a galeb duhr will lose 2-5 hp per day, but will regain them at the above rate if returned to its home. When a galeb duhr falls below 20 hp due to loss of contact with its natural habitat, it loses its powers to control stone. Such powers return at once upon renewed contact with a rocky or mountainous environment. Should a galeb duhr fall to zero hit points due to environmental deprivation, the connection with the elemental Plane of Earth is considered to have vanished completely, and it becomes nothing more than a normal boulder. A full Wish is required to revive a galeb duhr from this state.
Galeb duhr are often found in underground caverns as well, though they are rarely recognized there in the jumble of rock. Galeb duhr rival treants for slowness of speech. The galeb duhr are very strongly connected to the elemental Plane of Earth. This link is unconscious for the most part, and it exists in each of them. Since they are so well attuned to that plane, they are able to consume the rocks themselves and magically control stones without the use of spell-casting, as we understand it. Earth power is simply a measure of a place’s “connection” to the plane of Earth; places of strong earth power include mountain ranges, deep caverns, or rocky lands prone to severe earthquakes. Galeb duhr greatly prefer such places, for away from them their endurance and powers wane.
All mountains contain the “earth power” to some extent, though some less so than others. Generally, the younger and less eroded by air or water the rocky surroundings are, the stronger the elemental link possessed by that place. In very new mountains or places where the natural elemental link has been heightened, such as by magical alteration, a galeb duhr’s power is said to become greater still. Tales tell of whole colonies of stone men dwelling there, and only the foolish would contest their power. A galeb duhr’s powers over the rocky environment of its home are similar in form to known earth- and stone-affecting spells; such powers may be activated with but a moment’s thought (a warning to wily mages who might think to best these creatures at their own game!). The very old galeb duhr or those dwelling in highly magical areas are stronger than ordinary galeb duhr, and may command additional powers.
[Table: Galeb Duhr power]
AV +1 (max 10)
+4 vs magic fire -1 dm/HD done
+1 CO (max 30)
As blade barrier spell
animate 2d2 boulders
For every 100 years that a galeb duhr has lived in its own territory, it gains one of the following advantages (see benefits table). This reflects the galeb duhr’s ever-strengthening connection with its territorial surroundings and the Plane of Earth. In areas where the natural elemental influence has been heightened, galeb duhr may obtain these additional powers more quickly (DM’s decision). If duplicate powers are obtained on rolls of 13-20, roll again.
Galeb duhr are very territorial creatures. Once they have settled into an area, it is nearly impossible to move them. A galeb duhr usually spends much of its time either sitting in one place, watching and thinking, or slowly patrolling its environs for signs of disturbance. A galeb duhr’s territory usually encompasses an area of about 1-4 square miles. It is invariably protective of its mountain home, vigorously defending it as its own against uninvited or hostile intruders. It will often ally itself with those of like mind against potential despoilers; in wooded mountain ranges, galeb duhr and treants often work together, and alliances between galeb duhr and bands of geonids are not unheard of.
A galeb duhr is intimately familiar with the layout of the land in its territory and will usually have traps set in various areas of access (paths, natural ascents, etc.). Such traps are usually features of the landscape, either natural or created by the galeb duhr, which can be triggered by one of the galeb durh’s earth-affecting powers; an outcropping at Truman’s Pass18 that changed to mud was one of these. A galeb duhr will typically watch invaders for some time, determining if they are of violent intent or not. Peaceful travellers are allowed to pass unmolested. Should the intruders be deemed hostile, the galeb duhr will attack from hiding, using its powers to harry and waylay the intruders (note that “hiding” to a galeb duhr often means simply closing its eyes and mouth and sitting still).
If a galeb duhr can’t persuade invaders to leave its territory in this way, it attacks openly, usually in a steep or narrow area so its foes can’t retaliate easily. In combat, a galeb duhr animates normal boulders and rocks around it and commands them to attack; this action is similar to the way a treant animates trees. Earth-affecting powers will be used in the most effective way possible: walls of stone may be raised and collapsed on intruders; earthen embankments may be moved to hinder movement or cause an avalanche, and so forth. If any foes come within striking distance, the galeb duhr will attack physically with a crushing bite or a smashing blow from one of its appendages.
Galeb duhr social structure is practically nonexistent. They have no castes or classes, leaders or followers. They are, for the most part, solitary creatures, each of whom will stake out and watch over its own mountain territory. Occasionally, a number of galeb duhr will dwell in the same area, as do those at Truman’s Pass, but this is unusual.
[Table: Galeb Duhr age]
Nothing of their religion, if any such exists, is known; the galeb duhr show little interest in the subject. Galeb duhr are extremely long-lived; an average specimen could live to be 2000 years old. They do not mate; indeed, they have no genders at all. When a galeb duhr dies naturally (that is to say, not from combat or the loss of contact with its earth power), it slowly cracks and crumbles away over a period of 2-7 days. At the end of this time, all that remains of the original galeb duhr is stone dust, gravel, and 1d4-1 large chunks of stone. These chunks of stone are young galeb duhr. They remain immobile for a period of approximately one century, slowly growing and developing, during which time they are completely indistinguishable from normal rocks. At the end of this time, they awaken as young adult galeb duhr. The largest (most hp) then usually takes control of the surrounding territory. The smaller ones usually move off to stake out their own areas, though they sometimes remain (15% chance) and share the area between them. In such cases, the largest does not rule the others, and they take little note of each other in day-to-day activities, though they do not hesitate to aid one another in a crisis.
Armor Value is not only a case of time by age as per table, but also by constitution. Add the constitution adjustment to the AV given by age, to find the current Armor Value.
While they seem to have no visible culture above ground, they’re known to collect gems, or to sometimes take magical items into their possession, mostly taken from those who attacked them on the battlefield.
The ‘music’ of the galeb duhr often provides the first evidence that these creatures are near - and usually the only evidence, as the unsociable creatures are quick to pass into the ground when they feel the vibrations of approaching visitors (a range of HDx100 yard on stone, HD x 100’ on earth).
Sitting together in groups, they harmonise their gravelly voices into eldritch tunes; these tunes can balance SFPs by 1 per HD sung per day. This can either ease or pump up the tension that causes earthquakes or eruptions. The low rumbling is also used to communicate to other galeb duhr miles away (1 mile per HD sung). Sages know of these uses, but never found any conclusive evidence.
They have no natural enemies, other than those craving the gems they collect, and the magma of the planet. These creatures seem to eat rock, especially granite, which becomes part of their bodies, once every two or three months. But this is actually not eating, as these creatures need no sustenance. Instead, it is a way to prevent natural erosion - which as mobile creatures of rock they suffer from. This is the reason they only eat non-sedimentary rock. It would be more accurate to say that they draw sustenance from rocks, for a galeb duhr does not eat, at least not as we understand eating. They also neither sleep nor breathe. Galeb duhr have no need for oxygen or any other inhaled gas for survival; accordingly, they suffer no damage from harmful gases (poison gas, Cloudkill, green dragon breath, etc.) or immersion in any liquid except acid. Instead, they gain nourishment simply from continual contact with their stony surroundings. Galeb duhr take their sustenance from the earth in much the same way a plant grows in the sunlight; the more sunlight, the stronger and healthier the plant. In the same manner, a galeb duhr is strongest and healthiest in areas that are predominantly stony in nature.
In some strange way, they feel responsible for the smaller rocks and boulders around them - in much the same way a treant feels responsible for “his” forest section. A traveller who disturbs the area near galeb duhr does so at their own risk.
Besides the gems they carry with them, they are likely to know where many other gems are, as well as veins of precious or metallic ores but they have no real interest in them. Galeb duhr have no difficulty in escaping from harm if inclined to do so. They are very territorial, and are irritated at any attempt to make use of their knowledge in their vicinity, but sometimes they can be friendly and willing to trade knowledge or defense, as the following manuscript describes .
A fragment of a galeb duhr’s body, if it can be identified as such, is of special value to spell-casters. Any earth- or stone-related spell requiring a piece of stone as a material component will be 150% more effective if the stone used comes from a galeb duhr. Fragments retain this magic-boosting property for one month after their creation, after which they become like normal stone in all respects. Fragments used in spell-casting will always be consumed, even if the spell does not ordinarily destroy the material components. There is no way to prevent this consumption or to cause a fragment to retain its enhancing power for more than one month.
When a galeb duhr is struck dead by a mighty blow and breaks apart like a rock struck by a sledgehammer, then the fragments are almost indistinguishable from the ordinary scree of the area. Galeb duhr have no interior organs at all, being literally solid stone throughout. Their tie to the planet itself allows animating elemental forces to flow directly into them.
Rockmen19 (Silex silicis Stalagmitum)
[Table: Rockmen constitution]
Rockmen are roughly cone-shaped humanoids as tall as a human with their base - ‘their feet’ - being about 2/3 their length in width.
They always know how to speak, although slowly, the local tongue (mostly a human language). and they also know the tapping signal-language of the geonids.
They are of neutral alignment, and as long as travellers simply pass through their territory, and do not exhibit plans to settle, mine, or otherwise poke around, the rockmen let them pass. Mostly they exact a toll (typically in the 500gp range per group) for passage on any road through their territory. They have a love for gems and jewelry, and will accept a smaller toll if it is paid in this form.
Because of their ponderous movement, they suffer a –2 on their initiative, and any rockmen spellcasters need 1 round more to cast any spell.
The strong rockmen attack with their two great fists and massive strength. A natural 19 or 20 results in a constitution check minus the sustained damage or suffers 1d3 broken bones by the impact and hardness of their skin20
They are immune to all types of fire attacks (including magical and magma). Any rock altering spells give 1d6 damage per spell level to a rockmen. Rockmen can become their own class,cleric, shaman, or wokani.
A deserted depression21 - called by most Natoka’s Grave - covers central Red Orcland between two mountain ranges. Natoka’s Grave is notorious for being the Red Orcs’ sacred burial grounds, as well as a strange place where rocky pillars rise straight up from the ground, supporting huge flat stones. What nobody knows - and probably will never know - is that this area is one of the birth-grounds of the legendary rockman. They live nearby east of Gnollistan. Not even the magic of the shadowelves can reveal a rockman if he does not want to be revealed. After the fall of king Thar and the takeover of the Broken Lands, the rockmen decided that this strange land was taboo. They assumed this was due to the spirits of the red orcs buried here.
Caption: Family of rockmen; strong old one, a somewhat younger and weaker Earth-Elementalist with a Fulgurite staff, and a very young rockmen happy with his ogre skull ball.
Rockmen live for about six centuries (and have no aging like other creatures, they just fall apart after 550+3d30 years), and as a result, are never in much of a hurry to do anything. A typical tribe contains 2-20 families each of 1d4 rockmen. Leadership is handled by a council of elders made up of 1d4+4 of the oldest rockmen. Rockmen, like galeb duhr know no genders. Reproduction is created by the union of two rockmen, and one or two are able to reproduce. They are oviparous and deposit every 25 years 1d3 eggs which grow for 40 months until they hatch .
They have a single partner for life, creating a solid family basis, but it seems to take an eternity for mates to be chosen. Once a decade they work toward reproduction, one chooses to bear the child, always one at a time. They mature in 40 years, and don’t actually age any further. Like the adults, the offspring are in no particular hurry for anything. Some dwarven artist can recognize from the rock murals the average age of the rockmen carving it, since the young tend to be more fantastic in their creations. They venerate special days such as birthdays, wedding days, and any significant events of their clan, lasting sometimes as long as a week, roughly in the same period a year later. They somehow know the passing of years, sensing the planetary rotation around the sun.
They prefer to direct any creative urges toward the continuing beautification of the caverns in which they dwell. Some spend decades carving a single wall. Rockmen are the scribes and historians of the rock-based creatures, and the murals - though very hard to translate - depict hundreds of stories. They do all this with their bare hands and sometimes with spells or spell-like abilities.
Due to their extended lives, rockmen have a different perspective on time. The concept of it rarely occurs to rockmen, though they know the difference between present, past, and older past. Unless shown the urgency in a situation, rockmen will simply refuse to be rushed (thus they are able to resist any haste magic, it always fails unless willed to succeed).
These creatures are hunted by mages, spellcasters, greedy gem hunters, and alchemists for their ruby hearts, their grey sludge blood as magical mortar, etc. Supposedly, bricks mortared together with this mixture will never collapse or crack.
When killed, a rockman crumbles into rocky debris. Anyone sifting through the debris will find the rockman’s heart, which is a heart-shaped ruby (often with remnants of stone clinging onto it), worth 1d10 x 100 gp. If a rockman sees anyone possessing one of these rubies, it will attack the owner immediately and later try to bury the hear.
As they have no advanced technology, but instead are well adapted to their environment, they know how to produce healing vapors from the certain common rocks (once a day/person after 1 Hour; cure 2d20 hp to any creature or Cure All to rock races).
The character can be played from child level to the given restrictions by age or by the table, whichever is the lowest.
[Table: Rockmen levels]
They can be earth elementalists, or clerics, but suffer a 20% experience penalty. Spellcasters can only cast spells of a spell level lower than or equal to their limit. Mages can only be earth elementalists, even without entering the secret craft. They will suffer double damage from fire elementals or elemental magic, and will themselves inflict double damage to air elemental based creatures. They dislike water-based creatures, applying a –4 to reaction rolls (-8 if also of opposing alignments). Whatever class, they will keep their HD/Hp/Claw Dm/Weapon Slots-Limits/Skills even if their class implies otherwise. Other classes don’t exist. They can also become shaman or wokani at any level, but not when they are already either cleric or earth elementalist.
Should the character decide to become a shaman or wokani, he needs more experience points per level to achieve a higher character rank and casting level. The indicated XP have to be gained before actually acquiring the corresponding spellcasting level. This means that one can’t start with a spellcasting character when the PC is created. In order to cast spells, a shaman must have a Wisdom of 9 or better. A wokani needs an Intelligence of 9 or better.
Fulgurites are formed when lightning strikes the ground, fusing and vitrifying mineral grains. Rockmen Earth Elementalist dig these from the ground to use as a sort of spellbook. These fulgurites store the spells learned indefinitely enabling to memorize them if in tune with the stone itself, in fact functions like a normal spellbook, but useless to non-Earth Elementalists. Valued at normal book prices x150%, weight 400+3d100 cn.
The humanoid races of Western Brun
Wereraven (Lycanthropis Corvus)22
Addition to the Werecreature historic line:
467 AC Scavenging Raven become infected by eating dead lycanthropes on the Western side of Brun, and later infect several farmers in self-defense; causing Wereraven lycanthropy coming into existence.
Wereravens are a race of wise and good-aligned shapechangers who have managed to survive in Western Brun.
Wereravens have three forms, that of a normal human, a huge raven, and a hybrid of the two when they reach level 11. The hybrid form of these creatures looks much like a mixture of raven and human. The arms grow long and thin, sprouting feathers and transforming into wings. The mouth hardens and projects into a straight, pecking beak, and the eyes turn jet black. A coat of feathers replaces the normal body hair of the human form.
Wereravens are deadly opponents in close combat, although they seldom engage in it. Because they can be hit only by silver weapons or those with a +2 or better magical bonus, these creatures do not fear most armed parties.
When in human form, a wereraven retains its natural immunities to certain weapons, but has no real attack of its own. If forced to fight unarmed, it inflicts a mere 1-2 points of damage. For this reason, wereravens in human form often employ weapons, causing damage appropriate to the arms they wield.
In raven form, the wereraven attacks as if it were a common example of that creature. Thus, it inflicts only 1-2 points of damage but has a 1 in 10 chance of scoring an eye peck with each successful attack. Any eye peck will cause the target to lose the use of one eye until a heal or regeneration spell can be cast on the victim. Half-blinded persons (those who have lost 1 eye) suffer a -2 on all attack rolls. A second eye peck results in total blindness until the above cure can be affected.
In hybrid form, the wereraven’s arms have grown into wings, making them almost useless in combat. However, the muscles in their mouths/beaks strengthen, giving them a savage bite. Each attack made with the creature’s beak inflicts 2d6 points of damage.
Wereravens are strong flyers and often use this ability to their advantage in combat. A Wereraven can duplicate any sound or voice that they hear.
Wereravens can detect gold and other treasure at will, and are often attracted to it. Their lairs are often decorated with glistening polished treasure.
A wereraven is able to discover a deep, dark secret of someone else. When it does, it strikes the head of the target with its feathers. The target must roll 2d20, if they fail their saving throw, the wereraven discovers a mental/psychological secret of theirs (if available).
Wereravens may Speak with the Dead once a day and hear the spirit of a recently (no more than 24 hours) dead body.
This ability is gained at 7th level. Wereraven can use its power to grow to triple size with increased Armor Value (AV3). This growth increases THAC0 by +6, and saves by +3, doubles damages, and lasts no longer than 1 turn (10 minutes = 60 rounds) at most. The raven may choose to shrink at will. Its hit points will be doubled temporarily, and any damages will be taken from the extra hit points first. Each day, a wereraven can grow three times, needing 8 hours of sleep at minimum or 24 hours of not using the ability to recharge. In this giant shape, they cannot fly.
At 9th level (1.300.000 xp), a wereraven gains the ability to transform into a ravenman. This beastman form looks like an upright giant bat with very flexible, usable wings. A ravenman’s hands are claw-like fingers extended from the top edge of his wings (in the same location the thumb of bats is found). They have clawed feet. A ravenman has all the capabilities and handicaps that come when mastering the beastman form. A ravenman’s lycanthrope statistics are dominant. Don’t mix human and lycanthropic statistics as with other Lycanthropes as in PC4 Nighthowlers, unless mentioned otherwise as per statistic.
A wereraven family will be found only at the heart of a dense forest. Here, they live in the hollowed out body of a great tree. Entrance to their lair is possible only from above (if one does not wish to cut or break through the trunk itself). Curiously, the wereravens are able to keep the tree in which they nest from dying even after they have hollowed it out, so it is difficult to distinguish from the normal trees around it.
Wereravens recognise that they are bastions of good in a land dominated by evil. They have managed to survive by avoiding large population centres or performing overt acts of good that would draw the attention of the reigning lords to them. Thus, a wereraven flock will generally have no more than 2-8 adults in it. Of course, such groups have young with them (1-4 per 2 adults), but these are seldom encountered for they remain in a true raven state until they are old enough to fend for themselves. In addition, a typical wereraven lair will draw 10-100 (10d10) common ravens to nest in the trees about it. These wise birds will serve the wereravens, doing their bidding and striving to protect them from harm.
Wereravens are not opposed to helping for a good cause, but they do so reluctantly. This is not because they do not wish to do good, but because they fear the wrath of the Dark Powers. It is said that the wereravens have come to the aid of endangered elven clans in Western Brun on several occasions and that close ties exist between the ravens and these elven clans, but neither will admit this openly.
Wereravens are omnivores who prefer to maintain a vegetarian diet. They enjoy berries and nuts, but will eat carrion or kill for fresh meat from time to time in order to maintain good health.
Wereraven are hunted by unscrupulous humans who have discovered that their midriff bone can be used to create items which detect treasures. Wereraven have Low senses (see table under Crowrse).
[Image: Living area of Wereraven]
Caption: Living areas of Wereraven
Gyerian (Aves humanoids Turbulentia)23
Gyerians can be found in Western Brun and Eastern Skothar.
Gyerians don’t use any type of armor. It is either uncomfortable, or will not fit upon their corporeal structure. They don’t use shields and rarely handle weapons for the same reason. Rings, or other magical protective items, though, are greatly sought after. When using weapons, it will always be daggers, slings, tossed stones, clubs or something similar. They can’t use bows or crossbows. The only thing they carry is a sort of leather kangaroo pouch, in which they store what they need underway. They dislike destructive magic, but are not extra vulnerable to it.
Normally a Morale check has to be rolled on 2d6, but the gyerian rolls a d12 extra. When the morale check fails, the d12 will be checked; if it is higher than the current morale of the creature, it will be particularly nervous. In these cases he may be able to make an uncontrolled sneeze, which is so powerful that anyone in front of the creature within the given range must make a Dexterity check or be bowled over for the full range and suffer 1d4 points of damage. Any such unfortunates must then spend the next round recovering their footing. A gyerian may check morale any time it feels particularly nervous (even when not in battle!), but it cannot use any other attack in the same round. Morale checks may be modified by the DM as normal (first damage, half damaged, fallen comrade, massive damage, etc).
10' +3'/ level
A gyerian of 7th level may make a controlled sneeze; he does not have to be nervous. The effects are similar to an uncontrolled sneeze, but stronger and will give more damage in the bowling over.
Gust of Wind
A gyerian of 12th or higher level is able to make a Gust of Wind 3 times a day by blowing (1 full round) in the intended direction. The wind will continue for 1 round for every three levels of the gyerian.
A gyerian of 18th level or higher may fly at will at a movement rate of 240’/80’ and MF 3A.
A gyerian of 25th or higher level is able to summon once in 24 hours an air elemental of HD equal to the level of the gyerian. He does so by blowing three full consecutive rounds on a particular spot, which breaks the planar barriers and opens a temporary gate. In all effects, this resembles a Summon (not Conjure) Elemental spell24. The elemental, if treated friendly will help the gyerian for no more than 8 hours or one task, whichever passes first.
Although flightless (at least in the beginning), gyerians are migratory beings that travel in flocks, moving from the mountains into the grasslands every spring and returning in the autumn.
The homes gyerians build quickly each year, are intended to last only until migration. These huts sometimes exist much longer than a year, and are often used as a temporary resting place for travellers. Most people are unaware that these structures are gyerian.
The gyerian towns (geyers) are mostly a grassy knoll with a number of singular rail fences circling a high post at the centre, where the town square is. The post has signs attached to it: Nester, Hole in Ground, Seedlands, Hawkshead, Old Stony, Big Birds, Earl, Nasty Hootface, Our Sister’s House, and similar designations. These are mostly related to local spots of importance (where it is dangerous, where there is food, where to nest, local ruins, caves or similar), or where important gyer or other individual creatures reside. (Local birds of prey - like hawk or roc - with which the gyerian have reasonably good relations), etc. Most bird creatures of importance will be noted also, making the pole a plethora of routes and directions.
Many gyerian towns also have a pond (for fresh water). Many of these are decorated with water lilies and a path skirting it. Most are inhabited with talking fish, (they spray with water if teased) which are also truly liked by the gyerians. When the gyerian or the fish are under threat, they take the fish elsewhere. They do not feed upon them, unless they are already dead by other causes.
The huts are mostly dishevelled, or rickety. Some are in use; many are remnants of past years. Each hut has a sign next to its door noting the names (or professions) of the inhabitants (these names/professions can also be found on the posts).
There is always a huge basin of water and fountain, with 4 white pillars nearby, of chewed wood plaster and twigs (resembling stone), which are in use as beehives. Gyerians really like sweets, and can’t get cavities or tooth decay, as they have no teeth but beaks.
Gyerians have evolved from a species of pigeon, but it is assumed that some Immortal of Air/Thought had a great hand in their creation.This is almost certain as these creatures develop magical abilities related to air when they become more experienced. Gyerians existed in the era of Giants (100.000 BC) and sometimes traded with them.
However, recent gyerians seem to be hindered somewhat by the presence of other humanoids, repressing their need to gain experience. Many gyerians never reach 3rd level; only 10% become Cock-robin, while only 1% become Rooster. Currently it is unknown if a gyerian exists which is of Sneezer or higher level. So rare are these creatures that there are legends about gyerians, which speak of an Air-king who will unite the gyerians in a true nation.
Urd25 (Canis Avesoides)
These aggressive, flying humanoids have evolved (with some immortal magical influence) from kobolds and as thus follow their statistics mostly.
Urds stand three feet tall and have short ivory horns, red-rimmed eyes, and flattened noses. Their bodies are thin, frail and covered with mottled yellow to brick-red scales. Leathery, batlike wings sprout from their backs. When flying, the wings stretch eight feet or more across. Urds are quick and maneuverable in the air, capable of gliding for long distances or pulling up sharply. On landing, urds slouch to counterbalance the wings on their back and move with an awkward half-walk, half-hop gait. Urds wear minimal clothing, but many tribes decorate their bodies with paints made from berries and ground bone.Urds speak their own language, as well as Kobold, and a smattering of local language.
Some Monsters of West Brun
Aurumvorax26 (Cormanthum aurumvorax)
The aurumvorax is a small, shaggy, eight-legged animal usually found around lightly forested hills, though it may be encountered near the timberline of some mountains. It is covered with long golden and well cleaned fur, measuring 3’ long and about 1½’ high. The animal has copper-colored teeth and claws, the latter up to 3” long. Its whiskers and parts of its mane are bronze in colour, and its eyes are pools of silver with golden pupils.
The aurumvorax’s flesh is extremely dense due to the intake and retention of gold, which accounts for its partial immunity to attacks by blunt weapons and its incredible weight of over 500 pounds in adulthood. Other metals are absorbed into its system as well, but in lesser amounts. Despite being only the size of a large badger, the aurumvorax, or golden gorger, is an incredibly dangerous creature.and fears nothing; the little monster can be extremely vicious and will attack anything that looks edible or threatening.
A variety of this creature exists; the spotted aurumvorax.
The aurumvorax charges any creature that enters its territory, causing a -3 to opponents’ surprise rolls if attacking from its den. A female of the species receives a +2 bonus to attack rolls when guarding her young.
The creature bites at its prey until it hits, clamping its massive jaws onto the victim and causing 2d4-AV hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, causing an additional 8 (no AV) points of damage per round until either the aurumvorax or its enemy is dead. Only death will cause the aurumvorax to relax its grip.
Once its jaws lock, the golden gorger also rakes its victim with 2d4 of its eight legs, causing 2d8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor Class.
The aurumvorax must eat gold in order to survive (except the Spotted Aurumvorax), although it will also eat meat and other metals. Without gold, it will become ill and die in around a week, unless it has access to platinum, which may prolong its life by three weeks. The gold in its diet gives the aurumvorax the colour in its golden fur.
The only time adult aurumvorae willingly meet is during mating season, which occurs approximately every eight years. They spend a week or two together before the male returns to his territory and the female prepares for the birth of her kits. Between three and four months later, the female gives birth to a litter of 1d6+2 kittens. For the first two weeks of life, the kits are blind and hairless.They smell gold directly and can devour a chain in mere moments, and seek it out in addition to red meat. They must be fed both meat and precious ores, including gold, in order to survive. Most will die due to a lack of gold. Without gold in the first three weeks of life, the kitten dies. It is unusual for more than 1-2 of the strongest kits to survive. She weans them after about five or six years, before they become fully grown and independent, and forces them to stake out their own territories. They can reach full maturity much faster if their diet is rich in gold, not normally an option in the wild. It is not unknown for the mother to eat its own young when gold is scarce.
If a kitten is found and adopted before its eyes are open, a character may attempt to befriend it, the probability of which increases with the amount of food and gold given to the kitten. When giving one kitten an all-meat diet, another a diet of meat supplemented with gold, and the rest of the litter other precious metals with their meals, the kitten with a plain diet will die in a week, as do the others, although the one fed platinum will live about three weeks. The one fed with Gold, however, grows rapidly, putting on weight until it is too heavy to carry after a month. It retains all the gold it eats, gnawing at the bars of its cage and any other metal that it can find. Copper pots are a favorite; its teeth and claws absorb the metal from these.
If raised further as a pet and supplied with ample amounts of gold, food, and attention, kittens grow rapidly. It can then be tamed and trained.Typically, an aurumvorax reaches full size in about seven years in the wild, but may take only a year in captivity with ideal conditions. Kittens raised in captivity grow into strong, fiercely loyal pets if conditions are ideal.
The aurumvorax hibernates, usually during the winter, and during this time it buries itself in the ground. Although it usually breathes through its nostrils, while hibernating it breathes through its skin, a small patch of which it leaves exposed, above the ground. This can easily be confused for gold. It can be woken easily at any point during its hibernation, reacting fiercely and angrily to any disturbance.
The meat of the aurumvorax is highly toxic to most other creatures (Dragons and some monsters excepted). If killed and eaten, the flesh of the aurumvorax produces severe metal poisoning. The eater must save vs. poison 1d4 turns after the meat is eaten; a successful save means severe nausea and cramps strike the victim lasting 2d4 hours. Failure to save indicates the victim goes into a coma and dies 10d6 rounds later. Another aurumvorax may feast on one of its kind.
If, on the other hand, the whole animal is roasted and the remains heated until everything burns off, (very difficult and takes up to two weeks) 1500-2500 gp in value of gold and traces of other metals remain, depending on the size of the aurumvorax. If the hide is burned at the same time another 1d200+200 gp in value of gold can be found.
If an aurumvorax is killed with a minimum of cutting damage to its hide, and if the pelt is carefully removed and tanned to preserve not only the hide but the gold-colored, metallic hair (the whole process typically costing 4000-5000 gp for the special procedure and materials), a durable but heavy garment of incredible strength and beauty may be made that has a value of 15.000-20.000 gold pieces. The garment will also protect its wearer as armor, the specific Armor Value depending on the size of the aurumvorax. A garment with AV 6 weighs 800 cn, one with AV 5 weighs 650 cn, and one with AV 4 weighs 500 cn. It provides 90% immunity to golden weapons. The wearer of either hide or garment receives a +4 bonus on saving throws vs. normal fires and a +2 bonus on saving throws vs. magical fire.
The hide can also be made into a bed fur or a cape for a dwarven wedding.
The aurumvorax’s teeth and claws, due to their combination of bone and metal, are also prized for decoration or jewelry, and can bring up to 1 gp each on the open market.
An aurumvorax's saliva is highly corrosive to metal. It also has an extremely high tolerance to heat, able to survive all but the largest of fires, which makes it a worthy spell component..
Spotted Aurumvorax (Cormanthor aurumvorax)
The Cormanthor aurumvorax can be found in the forests of Davania. It was introduced to the forest in 500 BC by a group of treasure hunters from Alphatia in an attempt to discover gold in the area. Although the aurumvorax found gold, they became very protective over it, and devoured their masters when they tried to get to the gold. Statistics equal to common aurumvorax, but the creature is not an endangered species.
Although the aurumvorax thrived in the plains near the rivers making many holes in the ground in that area, the gold on which their diet was based was gone within a decade, and they were forced to adapt to a different diet. It adapted its digestive system to allow it to eat iron ore, onyx and other minerals. Its hide also changed as a result, becoming mottled with dull red and blue streaks. As a result, they only fetch 7,500–10,000 gp, about half that of a regular aurumvorax hide. Cormanthor aurumvorax claws are usually bright green or purple, and can fetch up to 100 gold pieces and 1,000 gold pieces, respectively.
Like the regular aurumvorax hides, cormanthor aurumvorax hides can be turned into armor, although the Armor Value granted varies depending on the diet of the aurumvorax.
As a strange side-effect from the cormanthor aurumvorax's non-native surroundings, about one in five suffer from allergies during the spring, causing them to sneeze, expelling their highly corrosive saliva up to 10'. Metals must roll a save vs. disintegration (either by DM or a Player) which is; 17 or higher for Weapons & Armor, 15 or higher for jewellry, 10 or higher for coins/ores, add magical +/- to the roll, if failed it is damaged after a week, (-1 point of AV or damage, or loses value by 10%), unless thoroughly cleaned. Roll once per item, and not per NPC/PC. Ascomoids seem to be attracted to this saliva and can be found nearby.
All Aurumvorax have Medium Senses (see table under Crowrse).
Otyugh27 (Gulguthra omnivorus) & Neo-Otyugh (Gulguthra omnivorus Rex)
Otyughs (Aw-tee-ug), also known as the gulguthra, which is Sindhi for "dung eaters". Otyughs lurk under piles of offal with only their eyes exposed. An otyugh is never surprised by the approach of a creature, as it watches his surroundings constantly with the eye-stalk sticking out of the refuse. They usually attack if they feel threatened, or if they are hungry and there is fresh meat nearby in the form of parties of three people or less. They will eat fresh meat as readily as they consume carrion, dung or offal. They attack with their two 14 feet long ridged tentacles, which either smash an opponent or grapple it. They are exceptionally strong, able to snatch warriors and throw them away like rag dolls. When the creature is attacking, its tentacles erupt from the concealing pile of offal and slap victims with strength 18 for purposes of matching the creature’s grip or the force of its thrust against the strength of an opponent. A tentacle does 1d8+Strength damage on a slap that hits its target within range. Grappled opponents suffer 2d2 points of damage per round, until the hold is broken. The otyugh can lift a grasped opponent and hurl the victim into a pit or against a wall at a distance of 30 feet – 5 feet for each 500 cn of encumbrance the opponent weighs (in total).
Otyughs smash grappled opponents to the ground, while the more intelligent neo-otyughs use their victims as shields, increasing their armor class by 2 (a missed attack on the otyugh of 2 or less difference will automatically hit the enwrapped victim). Characters with a strength of at least 18 can struggle for one round and break free on a successful strength check penalised by the strength bonus of the creature. Either sort of gulguthra can sense when a creature grasped is weakened or disabled, and will try to push such prey into reach of its suckerlike mouth. Due to the creature’s favoured habitat (proximity to dung and carrion) and its digestive system (waste is spat back out of its mouth), anyone bitten will suffer 1d4+1+strength adjustment damage and 90% likelihood of contracting typhus. Otyughs' bite attacks gain a +2 bonus to the attack roll when biting grappled opponents.
Both types of gulguthra are disease-ridden and they are immune or at least highly resistant to these diseases. DM option: other diseases, however, like mummy rot are normally contracted, and have normal effect.
Otyughs and neo-otyughs live in ruins and dungeons, but can also be found in offal/dung heaps or middens (castle dung dump spots). They are mostly solitary, but may exist in symbiosis with another (often more dangerous or energetic) creature, such as a doppelganger, ettin, will-o-wisp, or even a beholder. They make deals with other dungeon denizens, agreeing not to attack them in exchange for their dung and body wastes, which they then devour. Such creatures serve to guard treasure, which they always conceal at the very bottom of their offal pile, hidden from view beneath the otyugh itself. Encountering an otyugh is bad enough - but if you do so, be sure to look around for another even more fearsome foe!!
Every gulguthra is bisexual (hermaphrodite). Most gulguthra live alone, however, during mating season once every seven winters, they produce a jellylike “eggmas” and travel underground (in a slow and patient manner) by instinct and memory until they reach others of their kind. Then they regurgitate the jelly-like “eggmas” from a secondary stomach and wanders off. In some manner, not yet understood, another gulguthra can fertilise any “eggmas” (except its own) by taking it briefly in its mouth, or perhaps exposing it to some (as yet) unknown internal organ, and expelling it again. An “eggmas” that is fertilised, if left undisrupted, will develop in one week’s time into a miniature version of the parent that produced the “eggmas”. Otyugh and neo-otyugh can’t breed interspecies, so “eggmas” will always spawn its parents race. This newborn creature is driven by an instinctual urge to find warmth and food, and will wander off to seek its own fortune, returning to its birthplace several years later. They often follow the offal tracks of one of their parents in the beginning, but soon track off in another direction (often after they have found enough food - then they seem to forget their parents). The legend is that they mate in mass gatherings with others of their kind, who have made the same journey, in giant bone pits under the earth where the remains of thousands of ancient creatures lie. This false rumour was undoubtedly created after a misinterpretation of several otyugh attracted to such a pit, feasting on it and then moving away.
Otyughs and neo-otyughs live underground in heaps of offal and refuse. They hate bright sunlight, preferring the comfortable darkness of dungeons. They mate each year for one month, with one offspring produced. It takes the newborn four months to mature (immature gulguthra have 3-5 HD, damage 1-6 / 1-6 / 1-2, and a Strength of 16 is required to break free of their grasp). Otyughs are so disgusting that no alchemist or wizard would want to touch their components, so the corpses of the gulguthra have no known use or value. The statistics for Neo-otyugh young are equal to the normal otyugh and the young together. They gain 1 HD each month, until adulthood.They can live up to 24 years, often dying just after their 4th mating period.
Otyugh have Low senses (see table under Crowrse).
Crowrse (Corvus coraxryphus)
Created Normal Animal
Any Grass, Hills, Forest
Day, Dawn, Dusk
Females; L; 8'-12' long, 5'-6' tall
Malse; L; 12'-15' long, 6'-8' tall
Male 16+1d3 Female 13+1d4
4 (males 3 front vs non-piercing)
0(male front 1 vs non-piercing)
Run 6 r
2 Rear claws
Surprise only 1 on 8
Extra Vulnerable to;
Piercing (no AV)
9, alone 8
One of the most typical herd animals of the western herd are the crowrse; a crossbreed (magically created in the era of Blackmoor) between a crow and a griffon. The crowrse are large predators living in wilderness areas and are only found on the continent of Brun. Male crowrse are distinguished by their larger size and a distinctive mane of hairs and feathers around their neck and chest; females do not. A crowrse is mainly a griffon-like lion (without wings) with a large crow head and beak. They have strong claws in front which are about a foot wide. Males tend to be 6-8’ tall, and 12-15’ long; females are 5-6’ and 8-12’ long. Their colours are mostly black or dark brown, but blueish black and white also exist, and are the most beautiful.28 In total, about 2500 of these creatures accompany the Western Great Herd. They are carnivorous and do not refrain from attacking strayed animals or scavenge the fallen animals.
Both male and female lions are fierce fighters. Crowrse hunt in prides. They are cautious, normally only attacking their natural prey, herd beasts. They will avoid fights with humans and demihumans unless forced by extreme hunger or when trapped with no escape route. Despite their shyness, they are very inquisitive and may follow a party out of curiosity. They will always chase a fleeing prey, if they determine it is within their reach with the lowest risk of sustaining danger. They generally avoid combat except when hunting for food or in self- defense. Since their senses are so keen, crowrse can only be surprised on a 1 on 1d20.
Crowrse have mainly griffon statistics, but cannot fly as they have no wings, not even vestigial ones. Even if magically given wings, they will never desire to fly or even climb. Their walking speed is that of a mule, but they can leap as far as 30 (+1/St adjustment) feet and make a Leaping/Dropping attack..
Males have an AV of 1 to non-piercing weapons and an AC of 3 in their forequarters (due the heavy mane) and AC4 elsewhere, while females are Armor Class 4 in all areas. If a crowrse hits with both forepaws, it can rake with its rear claws doing 2-7 points damage each. All crowrse have a Move Silent of 75%, a Hiding of 50%, a Hear Noise bonus of 35%, and Infravision of 90’, and Darkvision. Their senses are High.
[Table: Crowse Abilities]
Detect Invisible & Ethereal Beings:
Only with skill
Odor Scenting; Race:
Int. at +4
Int. at +2
Odor Scenting; Individual;
25%, no bonus
Weakness, Penalty vs. Saves odor-, or sound-based attacks (a stinking cloud, a banshee’s wail, etc).
Biting bonus: Many animals have a claw/ claw/bite attack routine. Roll the claw attacks first. If both are successful, the bite attack gains a +2 to hit with its other attack forms. In real life, claw attacks serve to give a secure grip for the bite.
Leaping/Dropping: Many predators attack their prey from ambush, closing the distance by dropping on the prey from above or leaping. The impact of a heavy animal on an upright animal or human frame is great. If the animal hits with both claws or makes a critical hit, the victim is knocked prone and must save vs. paralyzation or be stunned for 1d3 rounds.
Strangling: Many predatory mammals do not kill by mauling their prey to death. Instead, they instinctively try to get a choking hold on the victim’s neck, shutting down the air, blood, and nerve pathways. In game terms, a critical hit29 on a bite attack means that the animal has gotten a chokehold on the victim’s neck, inflicting automatic maximum bite damage each round the chokehold is maintained. This tactic can’t be used against characters with full helms, plate mail, plate armor; or similar protections, as the neck is too well protected.
Crowrse generally live in temperate climates and thrive in savannah and brush lands near hills. Crowrse prefer temperate climates, thriving along forest edges, grasslands and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. Crowrse frequently kill animals the size of bison, buffallo, or even mastodont. Crowrse will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, and do attack humanoids, but will almost never attack men.
Crowrse never go deeply into caves and usually remember a quick escape route to the outdoors, but they may nest in overhanging caves or old excavations. Being oviparous, they nest in the south until their eggs hatch. They nest for 2 weeks, hatch 2+1d3 eggs each year, and live approximately 40 years. There is a 25% chance that any crowrse's lair (often an area in or under a tree) will contain 1d10 cubs which are 30%-60% grown. Cubs are unable to fight, and are grown to adult size in 3 years. Crowrse will fiercely defend their lairs (+2 to morale) or young (+4 to morale) against intruders.
Crowrse are loyal to their mates and offspring for life, and have a sense of extended family feeling . They have a clear self image (recognize their mirror reflection as being themselves), and know grief about lost ones, as humans do (and crows, raven, magpie in the real world too).
Although they do not collect treasure for its own sake, their lairs may contain money, gems, jewelry and even small magical items carried into the lairs with the bodies of their humanoid victims. Crowrse are poor climbers and dislike swimming. Crowrse flourish only when the supply of game is adequate.
Their size and strength have made them a favorite target of human hunters. These creatures are favoured by the humanoids for meat and other parts of their bodies, and lose 25% of their number yearly to humanoid hunters. Their intelligence is better than that of a common dog, but they are very stubborn. The only thing they can be trained to do, if domesticated by humanoids, is pulling carts and wagons. Humanoid merchants of Central Brun rarely use any other draft animal than a crowrse.
The name crowrse is actually a humanoid name, and seems to be a mixture of “crow” and “horse”, but in fact means “crying worse’, after the lament these animals do when losing a mate.
Main Predator: Dragon. Main Prey: Animal Herd
Sources of material used
Rules Cyclopedia, Dragon Magazines 92+132, AD&D2 Monster Manual, TSR2501 AD&D 2ed Mystara Monstrous Compendium, TSR91273 AC9 D&D Creature Catalog, TSR9438 DMR2 D&D Creature Catalog, TSR9069 X5 Temple of Death, TSR9154 CM5 D&D Mystery of the Snow Pearls, Wikipedia
[Image: Bison herd]
"When the Land Belonged to God." Oil C.M. Russell, Montana Historical Society MacKay Collection, Helena, MT via Wikimedia Commons.
Attila and his Hordes Overrun Italy and the Arts by Eugene Delacroix via Wikimedia Commons
Snowbound, Oil on canvas, 26 x 20 in. On extended loan to the Staten Island Museum, New York City by Charles R. Knight via Wikimedia commons
[Image: Living area of Wereraven]
Map created by the author modifying the Master set map of Mystara
Modified by the author from Table from The animal kingdom; based upon the writings of the eminent naturalists, by Hugh Craig, via Wikimedia commons.
1Quarik and Firelords are expanded from AC9 Creature Catalogue.
4Stalwarts are expanded from AC9 Creature Catalogue.
5Thus never more than 1% of level 12, 2% of level 11, 3% of level 10, 4% of level 9, 5% of level 8, 6% of level 7, 7% of level 6, 8% of level 5, 9% of level 4, 15% of level 3, 15% of level 2. Any remaining commoners are of 1st level. A population with, for example, level 4 highest will have up to 9% of level 4, up to 15% of level 3 and of level 2, and the remainder are 1st level.
7The Yeti is adjusted to BECMI D&D and expanded from Rules Cyclopedia with the help of some AD&D2ed sources.
8Sasquatch is used both for the Single and Plural form.
10This section detailing the Geonid uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9-TSR91273 D&D Creature Catalog, and DMR2 TSR9438 D&D Creature Catalog and X5 TSR9069 Temple of Death. This section details information different from these sources in adding more abilities and enabling it to be a Player Character race.
11as the Secret Craft of Earth Elementalism of Glantri.
12See GAZ3: The Principalities of Glantri page 72 or Glantri - Kingdom of Magic page 110-112
13Ripening out for a geonid child is similar to a chestnut, not only does it grow from a tiny spawn, its outer shell also hardens while it grows.
14A standard day ration is all the food a human, humanoid or demihuman needs to function daily.
16The Galeb Duhr appears in the AD&D2ed TSR2103 Monstrous Compendium Volume 2. This section differs from these sources by providing additional abilities and enabling it to be a NPC race. Use these sources for more information.
17SFP =Seismic Force Points. This is the effect the spell will have on the cellular structure of the Megalith. On itself not really important, but on long terms these can and will affect the region. More see Dragon 265 Earthshakers page 34-41 by Jennifer Tittle Stack.
18Truman’s Pass is one of the passes through the western mountain chain connecting the western coast with central Brun. I placed it along the route between Anzhero and Kharkav using Sturms map of Brun http://www.pandius.com/Brun_updated.png
19This section detailing the Rockmen uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9-TSR91273 D&D Creature Catalog, and DMR2 TSR9438 D&D Creature Catalog. This section differs from these sources by providing additional abilities and enabling it to be a Player Character race. It might be interesting to know that the creation for rockmen were probably based on the rockmen of the Flash Gordon series; http://flashgordon.wikia.com/wiki/Rock_Men, http://flashgordon.wikia.com/wiki/Flash_Gordon_Conquers_the_Universe from 1940.
21Natoka’s Grave is unlike everybody thinks; it is actually a depression of a former lake, where the actual Natoka’s Grave is only a section of. The region is normally called Red Orcland. For more on this see here
23This section detailing the Gyerians uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9 TSR91273 D&D Creature Catalog, DMR2 TSR9438 D&D Creature Catalog and CM5 TSR9154 D&D Mystery of the Snow Pearls. This section differs from these sources by providing additional abilities and enabling it to be a Player Character race.
24The difference between a Summon Elemental and Conjure Elemental lies in the fact that a Conjure Elemental opens a tiny gate through which the essence of an elemental is sucked into the Prime Plane destroying its original shape, but enabling it to recreate a new shape if sufficient elemental matter of its sort is on location; a Summon Elemental opens a larger gate from the Elemental Plane, and requests an Elemental to help (often by calling its name while the gate will appear next to it). The Elemental will keep its own shape, and thus may be larger (more HD) the next time summoned. Summon Elemental is thus friendly with respect to the creature (lawful so to say), Conjure Elemental is egoistic without respect (Chaotic so to say). A Summoned Elemental can’t be affected by a Dispel Magic/Evil, a Conjured one will be forcibly repelled into its own Plane where it acquires a new body according the matrix of the Conjure spell, which may be lower than it originally had before being conjured...this is the reason they become angry if not controlled.
25The Urd is are adjusted to BECMI D&D and expanded from AD&D2 source. Use these sources for more information.
26The Aurumvorax and Spotted Aurumvorax are adjusted to BECMI D&D and expanded from Ecology of the Aurumvorax in Dragon Magazine 132,and AD&D 2ed sources. Use these sources for more information.
27Ottyughs and Neo-Otyugh are adjusted to BECMI D&D and expanded from AD&D 2ed sources. Use these sources for more information.
28Miniatures of Warhammer seem the best source for a picture of these creatures, but the colors will be mostly black, see for example:
29A critical hit according the Armor Value rules (presented in TSR1037 Dawn of the Emperors Boxed Set) are 18 (maximum rolled damage reduced by AV), 19, (maximum rolled damage not reduced by AV), 20 (double rolled maximum not reduced by AV). Adjustments of Strength magic are added to these results.