The Graakhalia Gazeteer.

 

History of Grakhalia.

When the Gruugrakh gnolls first came to the Plain of Fire (a little after BC 1000), they discovered a strange world of caves, tunnels, mutated plants, and unusual creatures beneath the desert. Having nowhere else to go, they moved in.

Their unfamiliarity with their new environment exacted heavy tolls in the first few years. Many of the strange plantsand some animals-proved poisonous to gnolls. The caves and tunnels were themselves treacherous, with cave-ins and rockslides common dangers. But there was plenty of water in the form of underground rivers, streams, and pools-once the gnolls discovered which water sources were contaminated and which were safe to drink and enough food to provide for the tribe. They stayed.

Through successive generations, the Gruugrakh gnolls explored the realm they named Graakh.("Harsh"). Trial and error-often fatal-taught them which foods were safe and which areas to avoid. Over the centuries, Gruugrakh shamans and wokani discovered magical and alchemical properties inherent in various rare minerals, plants, and animals in Graakh. These soon became part of the gnolls' magical techniques and lore.

Occasionally, humanoids from the Black Mountains stumbled into Graakh while looking for new territory or on their way to raid Sind. They found themselves facing fierce gnollish warriors armed with poisoned weapons (+1 to damage) and using booby traps, ambushes, and their knowledge of the underground terrain to great advantage. The Gruugrakh gnolls tried to ensure that no survivors took word of Graakh back to the humanoid tribes in the Black Mountains.

The all-out invasion the gnolls feared came at last, but from an unexpected quarter. In BC 528, three thousand Sheyallia elves fleeing from the Serpent Peninsula stumbled into the Plain of Fire and discovered the intricate networks of caves and tunnels beneath. They entered Graakh from the southeast, in the Season of the Spores .

At first, they thought they'd found the perfect solution to their troubles; an underground wonderland with plentiful water and abundant plant life. The elves were puzzled by the stone buildings they discovered in some of the larger caves, but the area seemed abandoned and there were no signs of the mysterious inhabitants. Trusting to their luck and skills, the elves settled in and began exploring their new home. A few of their seers complained of unsettling dreams, but no one seemed able to interpret them. The Sheyallia sages theorized the strange surroundings somehow affected precognition.

The elves soon learned why there were no animals in the area. In one dreadful afternoon, hundreds of elves succumbed as thousands of yellow mold colonies released in deadly clouds their annual load of spores.

The survivors fled deeper into Graakh's labyrinth. They encountered the Gruugrakh gnolls, who attempted te, repel them in a series of bloody skirmishes. But the elves had three very important advantages: superior weapons, superior magic;, and some precognitive abilities that had not yet faded.

A number of elves decided to settle in and stick it out. They scouted out areas the gnolls avoided and temporarily camped there while they explored their environment and familiarized themselves with its dangers. Gruugrakh gnolls continued to attack them, but the elves held them off. Eventually, gnollish attacks slowed to occasional raids.

Meanwhile, many elves left in search of more hospitable homes elsewhere. They were repelled from the Black Mountains by its numerous humanoids, and the Sindhis had no place for elves in their strictly stratified society. A few Sheyallia elves made their way into Glantri or Darokin (and thence to Alfheim), but most turned back to the caverns.

The returning elves found their brethren well established in their new homes. Conflicts with gnolls were still a common problem, but both sides could see the need for negotiation. Slowly, with much mutual distrust and a few near disasters, representatives of the Gruugrakh gnolls and the Sheyallia elves tried to learn one another's language. (At that time, gnolls were a relatively new race; the Sheyallia elves had not yet had any contact with them and could not speak the language.)

At first, the elves and gnolls settled on a compromise that kept the two cultures in separate territories. Negotiations got complicated when the elves realized that territorial rights needed to take Graakh's seasons into account and provide safe areas each race could migrate to when necessary.

As the years passed, many elves and gnolls realized mutual cooperation could benefit both races. Elven magic was a powerful tool for survival, as was the gnollish knowledge of Graakh in all its moods. But distrust between the elves and gnolls remained a constant problem. Leaders of the two communities finally settled on a drastic solution. They ordered their followers to cooperate in a number of joint enterprises, with good behavior ensured by an exchange of hostages. For every gnoll harmed or killed by a violent elf, an elven hostage would suffer, and vice versa.

This exchange of hostages proved to be the key to peaceful interaction between the two races. It also served to expose each race to the customs and ways of the others. Hostages gradually ceased being prisoners and became guests instead. Within a century of the elven arrival, some bands of gnolls and elves had taken to camping together. The leaders of both groups encouraged an exchange program in which children of each race spent a year or more living with families of the other race. Hostages as such were no longer needed.

Life in Graakhalia, as the elves called their new home, settled into an ever more steady routine. Elves and gnolls gradually merged intc, a united Graakhalian society based on mutual cooperation and peace. Members of the two races lived and hunted side by side, their daily life interrupted occasionally by encroaching humanoids or the everpresent dangers of Graakhalia itself.

In AC 610, a band of a hundred elves fleeing their recently conquered Sylvan Lands far to the northwest encountered a group of Graakhalians on the Plain of Fire. They decided to stay with their elven cousins and settled into Graakhalia. Their arrival was not without incident, as some of the recent arrivals found it difficult to accept Gruugrakh gnolls as their brothers. But eventually they, too, adapted tc, Graakhalian society. The few who seemed unable to fit in were asked to leave at sword point.

The delicate balance of Graakhalian society faced a grave danger in AC 722. jennial, an elven leader from the Sylvan Lands, led an uprising of dissatisfied elves against the elf/gnoll alliance. jennial believed the Sheyallian elves and Gruugrakh gnolls were conspiring to evict the newcomers from Graakhalia. He cited incidents of discrimination against natives of the Sylvan Lands in recent council decisions. In heated attempts to draw other elves to his cause, jennial preached that the Gruugrakh gnolls were simply biding their time, waiting for the elves to become too trusting before they'd turn on their "brothers" and kill them all.

Most of the rebels who joined his cause were also originally from the Sylvan Lands. A very few Sheyallia elves jumped into the fray mostly corrupt elves who saw a chance to increase elven power in Graakhalia, or an excuse to plunder a few gnollish treasure hoards.

The rebellion was quickly put down. The Graakhlian Council tried and executed the rebel leaders-including jennial-and exiled many of the participants. During the following decade, tension between elves and gnolls remained high.

The intervening centuries have mellowed many Graakhalian's memories of the uprising. However, some of the elven rebels are still alive and are still quick to see dangerous insult in gnollish behavior. And some gnollish parents tell their children of the awful time when, two and a half centuries ago, the elves still living in Grakkhalia killed their many-times-removed great-grandfather.

 

The Graakhalian Landscape

Graakhalia encompasses only a small part of an incredible system of caves, tunnels, crevices, and cracks in the limestone bedrock of the Great Waste. Some of these caves extend beneath the Black Mountains; others open up into the lava pits and gas vents of the Burning Waste. Most of thern are uninhabited-pitch blackness, lack of any sort of food, and poisonous gases can all combine to prevent creatures from making these caves their home. But other areas, including Graakhalia, receive enough light and life-giving nutrients to sustain complete underground ecosystems.

The actual mapping of Graakhalia and other cave and tunnel systems beneath the Great Waste is left to the DM to tailor to the needs of the campaign. A bit of research into real-world cave systems may help. Famous realworld caves include Carlsbad Cavern in New Mexico (its "Big Room" measures 1,8001 x 1,1001, with a 255' ceiling); the connecting cave systems of Flint Ridge and Mammoth Cave Ridge in Kentucky; and the cave system found in Gunong Mulu National Park in northwestern Borneo, which boasts Earth's largest known cave.

Here are some points of interest to include when mapping or campaigning in Graakhalia.

 

Brekvarg

(The Land Above)

To the Graakhalians, the surface of the Plain of Fire is a place to be avoided whenever possible. With daytime temperatures reaching 120° Fahrenheit (90° in winter), dehydration and heatstroke are serious threats. Those caught without water in the desert suffer dehydration at an enormous rate. (Use the dehydration and starvation rules-P. 150 of the D&Dl Rules Cyclopedia-but roll for hit point loss three times during the course of a day and once more during the night, rather than once per day.)

 

Cracks in the Land: The numerous canyons and crevasses that break up the otherwise level surface of the Plain of Fire offer some shelter from the heat and burning sun of the desert's surface. Anyone making their way down the steep walls of a gully, arroyo, or canyon can find some shade, decreasing damage rolls for dehydration to two per day. In addition, there's a 10% chance that a small pool of water can be found at the bottom of the canyon, containing 2d6 days' worth of water for one petson. There's a 75% chance that the canyon hides one or more openings to the cave systems of Graakhalia. Some of these "breathe"- they whistle and sigh as air passes in or out as the caves equalize their air pressure with changing air pressure above ground.

 

Firestone Deposits: Strange crystalline formations litter the Plain of Fire. Some of these are enormous, extending deep into the bedrock and thrusting upward to 40' above the rocky deserrt. Others are the size of boulders, or only pebbles. They appear dull black in sunlight. In darkness, however, they radiate heat and light in a subdued reddish glow. Where firestones cluster together in large deposits, their glow can be seen for miles.

 

Lahkvarg

(The Land Below)

The cave systems beneath the Great Waste are incredibly convoluted and extensive. They reach nearly 1,0001 into Mystara's bedrock and include up to a dozen horizontal levels of tunnels and caves. Some caverns are isolated, with entrances to the surface world but no interconnecting cracks or crevasses large enough for man-sized creatures to pass through to the rest of the underground labyrinth.

Graakhalia covers nearly 25,000 square miles directly beneath the Plain of Fire. The Graakhalians separate their territor-y into a number of regions, including Braatmok (the southwestern region, dominated by colonies of yellow mold); Orkmok (the northern region, where most humanoid incursions from the Black Mountains occur); Rbialliamok (the region to the east and southeast, where the elven plan to explore and extend tunnels under the Kingdom of Sind is underway); and Grongmok (the central region). In addition, Graakhalians refer to the cave systems' lower levels as Labnmok, the middle levels as Gaargmok, and the upper levels as Vrasmok.

Sun Caves: Throughout Graakhalia, vents and fissures in the bedrock carry fresh air into the cavern depths. They also provide light, focused and magnified by quartz, mica, and other crystals embedded in the rock. Graakhalians long ago developed ways to increase that light by careful placement of rairrorlike metals and crystals attached to the walls of such fissures. This created a number of vantraks, or "sun caves," where daylight is strong enough to support small photosynthetic plants (bushes, grasses, flowering plants, and the like).

 

The Twisted Forest: An enormous cavern in the heurt of Graakhalia contains the mutated remnants of the ancient forest that once covered the Great Waste. This is Urggrik-Graastok, the dreaded "twisted forest," where only the bravest Graakhalians venture. It's a place of unknown terrors; camivorous trees somehow manage to survive in near-total

darkness, preying on animals as twisted and horrible as themselves. Graakhalian shamans and wokani make occasional forays into the outer fringes of UrggrikGraastok in search of rare spell components, Some never return.

 

Bronkhaat. Within the upper levels toward Graakhalia's western edge, Bronkhaat is home to a tribe of manscorpions (see the D&D, Rules Cyclopedia, p. 191). Graakhalians know that to venture into Bronkhaat means almost certain death.

 

The Klahktar Caves: This area is avoided simply because of its fearsome inhabitant-a beholder.

 

Underground Waterways: Water rushing and tumbling through the lower tunnels produce a thunderous roar that can be heard as a low, dull throb even in the upper levels of Graakhalia. As the numerous streams and rivers erode away Graakhalia's limestone, they gradually cut through the bedrock-lowering the water table and leaving behind new, freshly dry caves. The process takes centuries, but is quick enough for the elves to mark the rivers' progress.

In the meantime, Graakhalians enjoy the waterfalls and numerous waterslides. The latter are long, smooth tunnels carved by a foot or so of rushing water. Elves and gnolls alike thrill to the ride they get by letting the water carry them clown the twisting tunnels.

There are calmer pools, lakes, and springs beneath the Plain of Fire as well. Most of these are safe to, drink from or swim in-although aquatic monsters large enough to eat an elf or a gnoll are not unknown. Some, especially near the twisted forest, are unsafé to drink.

 

The Moktor Fire Pits: Deep underground, nearly in the center of the Great Waste, lie the Moktor Fire Pits. Although well outside their normal territory, Graakhalians know and fear this region of lava flows, burning gases, and bubbling mud pits. It's the home of an ancient red dragon, Verminthrax, who occasionally hunts for its meals in Graakhalia.

The dragon is a spell-caster, and has collected many magic treasures over the centuries-some of which allow him to take human form, pass through solid rock, or turn into a gaseous forrn in order to journey through places his huge dragon body could not.

The Graakhalians take what precautions they can: guarded outposts along the most frequent avenues Verminthrax uses to enter Graakhalia, scouting parties to forewarn of the dragon's comings, and occasional parties of Graakhalian heroes attempting to rid the Great Waste of this menace.

 

Graakhalian Seasons

Although protected from weather, remperature, and similar forces that vary with the seasons (air temperature is a nearly constant 68', except near fire pits and similar regions) Graakhalia does experience cyclical changes. It has four major seasons, each rendering part of Graakhalia more dangerous or uncomfortable than usual. They correspond roughly to Sind's Spring, Sunimer, Fall, and Winter.

 

Braatkrahl: This "Season of the Spores" marks the annual release of mold spores in Braatmok, the southwest region of Graakhalia. Many molds spore, but the most dangerous spores come from the yellow mold prevalent in the area. The molds are unpredictable, releasing their spores any time during this three-month period. Graakhalians take their cues from Braatmok's rats, whose hurried exodus from the area signals the beginning of the Braatkrahl season. Any air-breathing creature caught in Braatmok during a spore release has a 50% chance of being overwhelmed by a cloud of spores. Affected creatures receive ld6 points of damage and must save vs. death ray or choke to death within 6 rounds. Not all areas of Braatmok are clogged with airborne spores during a spore release, so it is possible to escape the effects unscathed-until the next release occurs.

 

Lahnkrahl: This "Season of Rising Waters" marks an annual surge in the water level of Graakhalia's deepest caverns. It begins when runoff from the Black Mountains' melting snows ends its

journey through the Great Waste's water table. Later in the season, Sind's monsoons deluge the cracked and pockmarked surface of the Plain of Fire. This tain promptly and unerringly finds its way through the cracks and crevices of the limestone bedrock to the water courses of Graakhalia.

By mid-season, Graakhalia's lakes and rivers overflow their confines in massive floods. The rising waters gradually flood the lowest levels of Graakhalia, completely inundating hundreds of miles of caves and tunnels.

At season's end, the waters subside te, their usual levels. In their wake they deposit fertile soil composed of silt carried from the Black Mountains, dust and sand washed down front the Plain of Fire, and the organic remains of plants and animals caught in the floods.

 

Vraskrahl: This "Season of the Swarm" marks a stage in the life cycle of Graakhalia's cave crickets. These insects, normally harmless, experience an annual population explosion that coincides with the "flowering" of a number of Graakhalian plants and fungi. Swarms of crickets crawl and leap through the caves, devouring every edible scrap they can find. At the peak of the Vraskrahl season, crickets find their way into in nearly every nook and crevice of Graakhalia. The swarms are most prevalent in Agmok, the northwestern region. They also tend to occupy the higher cave levels, leaving the lower levels untouched.

Graakhalians take advantage of this abundant food supply, catching thousands of crickets in nets stretched across tunnels. They're not alone. Spiders, giant and otherwise, spread their webs to benefit front the insect harvest. More than a few creatures feeding on the swarms of crickets find the situation suddenly reversed. Despite elaborate precautions, unfortunate Graakhalians may find themselves engulfed by particularly large, hungry swarms of crickets. (See Insect Swarm, p. 187 of the D&D- Rules Cyclopedia.)

Few crickets swarm in Braatmok, so this area offers relative safety during

Vraskrahl. The yellow molds are mostly dormant this time of year and pose little danger provided they're left alone. Small shrubs in Braatmok's sun caves produce small edible berries this season, and many Graakhalians move to Braatmok.

Some Graakhalians, following the receding waters of Lahnkrahl, venture into the lower caverns. These are the Auduns, or "planters." They take with them seeds carefully preserved front the previous year and large loads of firestones. Everywhere they find a suitable spot-in level areas in which the floods deposited good layers of silt-they sow their seeds, then set up rings of firestones to provide light and heat. Throughout the Vraskrahl season, the Auduns carry bat guano and recharged firestones clown tc, their carefully tended crops. Graakhalian scouts take riants escorting the planters to protect them front Graakhalia's dangers.

 

Trovatkrahl: This "Season of Good Harvests" finds the Graakhalians moving en masse into Graakhalia's lower levels to take advantage of the fruits of the planters' Vraskrahl labors. Except in the rare years when the harvest fails due to disease, insect plague, or some other disaster, Trovatkrahl is the Graakhalian's best season. Food is plentiful, danger is at a minimum (although scouts must remain vigilant against scavengers attracted by the rich harvest), and friends and family who have perhaps not seen one another all year are once again united. The elven love of games and carefree living infects nearly every Graakhalian, with the result that Trovatkrahl sees almost endless feasting, friendly contests and games of all sorts, and a great deal of merriment.

Many monsters and animals take advantage of the temporary absence of elves and gnolls from the upper cavern levels. They move in front the marginal regions of Graakhalia to partake in feasts and good harvests of their own.

All too soon, the Graakhalians must again split up and move on to different regions. Other harvests important to their long-term food stores await thent in the scattered fungus forests and sun caves of

Graakhalia, and the upper levels must be reclaimed in the annual monster hunts.

 

Encounters

Almost anything common to cavern environments can be found in Graakhalia: basilisks, bats, giant beetles (especially fire beetles), black puddings, blast spores, carrion crawlers, giant centipedes, gelatinous cubes, insect swarms, giant lizards, giant locusts, ochre jellies, rats; rhagodessas, giant scorpions, shriekers, giant slugs, giant crab spiders, sporacles, stirges, yellow molds, and more.

In addition, many creatures and plants not normally found underground have made their way intc, Graakhalia and survived long enough for their descendants to adapt to the unusual environment. These include rock baboons, giant snakes of various sorts, and a blue-furred breed of giant weasels. The lakes and rivers of the lowest levels of Graakhalia harbor remnants of the abundant life found in the ancient waterways before Blackmoor's destruction created the Great Waste, including blind giant crabs, giant fish, and water termites.

 

Intelligent inhabitants of Graakhalia include the Gruugrakh gnolls, the Sheyallia elves, and a small tribe of ogres who live near the boundaries of the cave networks. Recent migrations have forced some Black Mountain humanoids into the Plain of Fire. Small bands of orcs, goblins, hobgoblins, and the like hide in little-traveled tunnels and caves, or eke out an existence near the small, widely scattered, unreliable oases found in canyons and sinkholes open to the surface.

The Graakhalians meticulously avoid areas inhabited by dangerous intelligent creatures, including the beholder in the Klahktar caves, the huge red dragon of the Moktor Fire Pits, and the manscorpions of Bronkhaat. A small blue dragon lives in the broken lands on the southern edge of the Plain of Fire, but rarely ventures into Graakhalia.

DMs are free to introduce into Graakhalia any weird, mutated forms of monsters, plants, and animals they wish.

 

 

Graakhalian Society

The Graakhalians' unique society blends aspects of both gnollish and elven culture. But the mix of customs and philosophies has not been even. Gnolls have much shorter lifespans than elves. Because youngsters adapt more quickly than adults-and pass those adaptations on to their own children-the Gruugrakh gnolls have been more influenced by elven ways than the other way around.

Population

Life in Graakhalia is harsh; even the thousands of miles of tunnels and caves can support only 25,000 Graakhalians. The majority are gnolls. Sheyallia elves make up 20% of the population.

Of the 20,000 Gruugrakh gnolls, 20% are children with ld4 hit points; 20% are teenagers with 1 HD; 50% are adults with 2 HD; and 10% have 3 HD or more.

Of the 5,000 Sheyallia elves, 10% are children less than 20 years old (with id4 hit points and no spellcisting abilities), 50% are first-level elves, and 40% have advanced to second level or higher. With a higher mortality rate than most elves experience, the Sheyallia elves have more children than their forest-dwelling brethren in other nations.

 

Government

Each band of Graakhalians elects its own leader-someone they trust who will protect them from Graakhalia's danger by strength of arrns, quick wit, and experience. Bands camped near one another form larger communities that elect their leader the same way.

In addition, the Graakhalians elect a council of twelve members-six gnolls and six elves. These councillors are almost always individuals who have spent a great deal of time living with and learning the ways of the other race

and who have proven their wisdom and valor. The council decides such things as the guilt or innocence of thos accused of serious crimes (murder and abandoning a fe.llow Graakhalian to his fate in a dangerous situation are considered serious crimes), as well as things that effect Graakhalian society as a whole.

All decisions are reached by majority vote. In deadlocked cases, the council ceremoniously decides by the roll of a sacred wooden die.

 

Daily Life

Many Graakhalian customs stem from survival techniques the gnolls developed over the first few centuries they occupied Graakh. Others came with the Sheyallia elves. Some of the most important social customs practiced by the Graakhalians evolved during the early years when cooperation between elves and gnolls took concerted effort on the part of both races.

 

 

Animals

The Graakhalians train giant horned chameleons as beasts of burden and to help in giant insect hunts. They aiso train giant foot-pad lizards to accept riders . The Graakhalians raise and train blue-furred giant weasels as pets and hunting companions. Some keep more exotic pets (bats, snakes, and the like). Most animals of Graakhalia are looked on as potential food. The really dangerous ones are avoided whenever possible.

 

Death Customs

Graakhalians cremate their dead amid great ceremony. Family and friends of a deceased elf or gnoll collect flammable plant material and build the funeral pyre beneath a ventilation shaft. A solemn procession of Graakhalians accompanies the pallbearers on the journey from the camp to the pyre, with scouts providing an honor guard and protection against scavengers. Traditionally, at least one family member and the deceased's best friend make short speeches. Everyone who joined the procession stays for the cremation, chanting and singing songs in honor of the dead. When the fire has burned out, friends and family members gather the ashes and carry them to the lower levels of Graakhalia. There they scatter the ashes, which will be swept by the annual floods.

Graakhalian custorn dictates that onefifth of the deceased's possessions be added to the community stores for use by any in need. if the deceased died by violence or accident, the family presents an additional fifth of his possessions to the person (or people) they feel tried hardest to save their loved one. It's considered a great honor to receive such funeral gifts. This custom encourages Graakhalians to come to one another's aid in danger, regardless of race or relation.

 

Education

Every Graakhalian child's education includes the Venallya, or "time of sharing," when the child leaves his own family to live with one of the other race. Traditionally, the Venallya lasts for at least a year. Some children choose to stay longer. The custom helps ensure greater understanding between elves and gnolls, which leads te, greater peace.

Formal education in Graakhalia concentrates on survival skills. Very young children learn which areas to avoid; ways to detect dangerous plants, animals, and terrain; and what to do when they get lost. (Stay right where they are unless there is imrnediate danger; wait until they hear the scouting parties shout their naine before doing anything that might attract predators.) Older students learn basic Graakhalian geography, zoology, and botany. Adolescents learn the nittygritty rules of survival and how to hunt.

Many parents teach their children to read and write in the elven script, as well as other, more artistic skills.

 

Food

"Civilized" visitors may be disgusted by some of the things Graakhalians eat. But Graakhalians must make do with what they can find. Staples in their diet include insects, various types of fungus, palefleshed fish froin the underground waterways, and animals such as snakes, bats, and giant slugs.

Firestones provide a favorite way of cooking food. A slug steak can be cooked to medium rare in minutes by placing it on a newly recharged firestone and turning it once. Soups and stews are popular, and firestones carefully hollowed into pots are especially prized.

A number of foods in Graakhalia require special preparation to make thern safe to eat. Generations of cooks have found out what works and what doesn't. Certain mushrooms have poisonous caps but edible stems or vice versa; other foods require boiling, skinning, or a long soak in water which must be discarded later.

Graakhalian adolescents' survival training includes intensive instruction on the foods of Graakhalia-how to find them, how to hunt or gather them, and how to prepare them. The lives of Graakhalians who have become separated from their fellows in an unfamiliar section of Graakhalia depend on such knowledge.

 

Honor and Courtesy

The Graakhalians have a strict code of honor. It governs their behavior toward one another-especially when interacting with someone of the other race-and toward strangers. Above all, it stresses the need to remain calm and free of passionate emotion (anger, hatred, jealousy, etc.) which may lead to hasty judgements. "Wait and see" is the rule of thumb in any situation where someone's intent is not immediately evident.

 

Graakhalians thus show a degree of cautious tolerance when they encounter creatures that seern even semi-intelligent. They refrain from attacking any obviously intelligent creature without provocation. On the other hand, creatures that have proven themselves te, be enemies in the past may be attacked without warning, with no loss of Graakhalian horion

one simple offshoot of this code of honor is the custorn of keeping to the right when passing someone, especially in narrow tunnels. Right hands-the usual weapon hands-are thus kept as far from the other person as possible. Failing to observe this custom is not only a breach of etiquette; it may be taken as a sign of hostile intent.

 

Marriage

The Graakhalians strictly forbid intermarriage between elves and gnolls. After the disaster with the Tanagoros (see p. 35), due in part to intermingling between elves and humans, the Sheyallia elves were not willing to risk the consequences if gnollish and elven blood mixed.

Gruugrakh gnolls practice polygamy, although this isn't as prevalent as it is among other gnolls. Males and females among both races-take equal part in personal relationships and in protecting and providing for the community.

Graakhalian marriage ceremonies are short and sweet. The couple announces their intent to form a family, offers a féast to their friends and family, and moves in together. Divorces are similar-the couple announces they no longer wish to live together, and one or the other (or both) move out.

 

Money

Graakhalians rely on barter to trade with one another. They use coins as well, though not in quite the same manner most cultures do. To a Graakhalian, a coin is a convenient item of trade-easy to carry, durable, and recognized by other Graakhalians as being valuable. But Graakhalians don't assign specific values to their coins. Instead, coins are bartered for goods or services just as though they were goods themselves.

A coin is worth more if it is pleasing to the eye and to the fingers. Shiny new coins are worth more than pitted or worn ones; smooth coins are worth more than rough ones; and decorated coins are worth more than plain ones. To most Graakhalians, gold coins are worth more than platinum coins-gold is considered more beautiful than platinum, and can more easily bc transformed into jewelry.

Graakhalian coins tend to bc a mishmash of foreign coins found amid the remains of caravans that never made it across the desert for one reason or another. But Graakhalians make some of their own coins as well. Some are simply metal nuggets or raw gemstones found in Graakhalia's depths. Others are smoothly polished, intricately decorated wooden coins crafted by students practicing high elven magic (the woodfonn spell).

A few Graakhalians regularly trade with outsiders. They understand the concept of assigning specific values to different coins and usually keep two sets of coins. They trade one set with other Graakhalians; the second set includes coins considered valuable by foreigners.

 

Names

Traditional gnollish and elven names are popular among the Graakhalians, regardless of race. It's not uncommon to find a gnoll named Lunyllyn, for example, or an elf named Bratgok.

In general, elven names are fluidsounding, with primarily liquid consonants-1, m, n, and r-and often have three or more syllables. Gnollish names sound harsher, with "growling" consonants (gr, gl, br, bl, etc.) and sharp syllables (grok, baat, darg, and so on). They are usually short, with only one or two syllables.

 

Campaiging in Graakhalia

The Graakhalian elf-gnoll alliance provides ample opportunities to surprise player characters who have never before met courteous gnolls. PCs are likely to mistake Gruugrach gnolls for dangerous humanoids-after all, humanoid raiders from the Great Waste have been causing trouble in Sind-with possibly disastrous results. They won't expect to bc dragged before a council of elves and gnolls to answer a charge of murder, just for killing a nasty gnoll!

Player characters are most likely to encounter Graakhalians on the Plain of Fire. The Graakhalians may bc members of a hunting and scouting party, or a party bringing expended firestones to the surface to recharge and gathering fresh firestones for Graakhalia. Any such party will consist of 3d6 individuals, with a 50% chance that the party is a mix of elves and gnolls. If more than 15 elves or gnolls are encountered, one of them will bc a leader (level 2 to 7 if an elf; 5 HD if a gnoll). As long as the leader is alive, all members of the party will have Morale 10.

Roughly once each year, a party of elves makes its way into Sind-usually crossing the border at Gola Keep-to trade gems, precious metals, and small firestones for useful items they cannot find or make in Graakhalia. While on these trading trips, the elves take care to represent themselves as merchant adventurers from far western lands. (They fear endless troubles should their human neighbors discover that they live beneath the Plain of Fire-especially if anyone suspected the elves' plan to divert water from Sind's oases and Lake Amsorak).

These merchant parties generally consist of 2d4 first-level elves led by a second- or third-level elf. Each elf has one 1st-level spell (chosen by the DM or at random); the leader bas two ist-level spells, and possibly one 2nd-level spell as well. in addition to their personal treasure (treasure type U), each elf cardes treasure type V for use in trading.

Every Sheyallia elf of second level or higher has a 5% chance per level to own a magical item from any one particular subtable on p. 229 of the D&D Rules Cyclopedia (check each elf separately). Some of these items are of elvish make, though most were scavenged from unfortunate caravans and adventurers who fell prey to the dangers of the Plain of Fire. Gnolls have a 5% chance per hit die to own any magical item.

 

Sheyallia Elves

Graakhalian elves are quite different from most elves the PCs may have met. For one thing, they live almost entirely underground. Despite their long absence from their traditional forest environment, the Sheyallia elves have retained many elven customs and beliefs. Chief among these are their carefree attitudes and their love of games.

Like the forest elves of Alfheim, the Sheyallia elves have a different attitude toward the passage of time and the urgency of tasks than do shorter-lived beings. This attitude sometimes leads to friction with their Gruugrakhian neighbors. Gnolls who think elves should live up to their promises now, rather than in a year or more, may become exasperated by the elven saying that "there's always tomorrow."

Sheyallia elves don't spend ail their time frolicking in the Graakhalia's fungus

forests or riding the water slides of the Roaring River (see p. 27), though. They are perfectly capable of intense and difficult work involving matters that interest them. But with lifespans of 600 years or more, elves do tend to make long-term plans. Their most ambitious endeavor to date involves an intricate engineering plan to allow them to control the flood waters of Graakhalia.

Their plans include setting up a series of tunnels and channels controlled by water locks and dams to divert water from the oases of Sind-and even Lakes Hast and Amsorak-in the event of severe drought. Once in place, the irrigation systems should improve Graakhalian crop yields. They could conceivably be used for defense as well. Areas threatened by intruders can be swept clear with controlled flash floods.

The elves-assisted by some gnollshave been working fairly steadily on these water control systems for two and a half centuries now, and expect them to be completed in a matter of mere decades. Some Graakhalians, both elves and gnolls, oppose these engineering projects. They fear tampering with Graakhalia's waterways invites disaster.

 

Optional: In rare instances, NPC (or PC) Sheyallia elves may use gnollish shamanistic magic (casting clerical and druidic spells, see pp. 215-216 of the D&D' Rules Cyclopedia) rather than traditional elven magic. These characters advance on the normal Elf Experience Table, but they cannot go beyond 6th level. They can use the same number of spells pet level as normal elves, but choose their spells from those available to gnollish shamans rather than from the list of magic-user spells.

Sheyallia elves who adopt gnollish ways to this degree usually prefer to live in gnollish encampments rather than with their fellow elves. They may be fat more reckless and far less lackadaisical than other elves; in short, they usually behave more like gnolls than like elves.

 

Gruugrakh Gnolls

Gruugrakh gnolls look like a cross between tall humans and hyenas. Both males and females stand 6' 61, plus W12l' tall. Their hair is usually very short, ranging from light brown to, black. Some have darker spots freckling their fur. Mature Gruugrakh gnolls sport manesresembling mohawks-that extend from the forehead down to the middle of their backs.

Nearly every Gruugrakh gnoll speaks Elven to some degree, often fluently. Elven influence extends to gnollish behavior, weapon choice, and sometimes even to gnollish spell-casting.

Unlike stereotypical gnolls, Gruugrakh gnolls are not bullies, are only slightly less intelligent than average humans, and are neither lazy brutes nor ferocious monsters bent on raiding and stealing. Alignment tends toward Neutral; some Gruugrakh gnolls are Lawful.

When hunting or patrolling on the surface, many Gruugrakh gnolls prefer to use the longbow (introduced centuries ago by the elves). Few gnolls have the weapon-making or bowyer skill, so most of their weapons are made by elves or plundered from unfortunate caravans lost in the Plain of Fire.

Average expected life span for a gnoll is less than that for a human. Gnolls reach adulthood at about 18 years of age, are considered truly mature at 26, and are elderly by the time they pass the half-century mark.

Due to the elven influence on their culture, Gruugrakh gnolls produce a higher than normal proportion of spellcasters. One out of ten gnolls has the talent and ambition to study spellcasting of one sort or another (as opposed to 1 in 20, as with most gnolls). Of these, 50% choose to become shamans, 25% choose to become wokans, 15% become dual-classed Gearning both shamanistic and wokani magic), and 10% follow the elven way (advancing on the Elf Experience Table and casting magic-user spells the same way elves do; see below).

 

Gruugrakh Gnolls as PCs

(Optional)

At the DM's option, Gruugrakh gnolls may be used as player characters. Gnolls may rarely adopt elven ways to such a degree that they gain levels, fight, and cast spells as though they were elves.

When creating a Gruugrakh gnoll this way, roll all Ability Scores normally. Then, adjust Strength by +1, Wisdom by -2, and Dexterity by +I. (Don't allow any adjustments to drop an Ability Score below 3 or raise it above 18.) Maximum Intelligence for a gnoll is 16; ignore any results of 17 or 18. Minimum Strength is 13. Roll for hit points on 1d8 rather than the elves' normal ld6. Such gnolls have the same to-hit rolls and saving throws as elves, but cannot advance past ninth level (elves can advance to tenth level). Gnolls are not eligible for demi-human Attack Ranks.

The gnolls' thick fur coats confer a natural AC 8 Dexterity bonuses and penalties affect this AC; armor affects it only if the armor protection exceeds the character's natural AC. Most Gruugrakh gnolls wear leather armor, bringing their AC clown to 7, plus or minus any Dexterity adjustments.

 

If you have access to GAZ10: The Orcs of Thar, you may use that material to create player character gnolls instead.