The Lands of the Great Magus.

Magocracy of Herath.

-Capital : Belphemon (pop.: 185,000 araneas-absolutely no outsiders).

Ruler: Wizardking Yahav IV "The Watcher;' son of Queen-Sorceress Amsharai II (hereditary domain includes the Forest of the Magus).

Patron: Yehm.

The araneas of the Savage Coast are a secret race. No one knows that they realiy exist, because these araneas have learned to take the shape of humanoid creatures when dealing with outsiders. (Note: "Humanoid" throughout the following text includes humans, demihumans, goblinoids, rakastas, tortles, lupins, etc.). Araneas are spiderfolk, highly intelligent beings that look like human-sized spiders in their natural shape.

Over the centuries, araneas learned to use magic to subdue their environment. They also developed a unique culture that, if cold and amoral, remains nevertheless quite pragmatic. Araneas are predators to whom humanoid flesh remains a delicacy. Because of this and their clearly arachnid morphology, other races loathe the very mention of araneas. Unruly children from rakasta cottages to goblin yurts are often told stories about how scary araneas come and take away disrespectful youngsters. Had the araneas not learned to conceal their identities, the neighboring realms would have annihilated the aranean nation long ago. Today, araneas of the Savage Coast are thought to be the stuff of legends, mere mythology of the past.

Thus, as the aranean nation grew, laws and customs that reflected their behavior and mentality were created. The young araneas of Herath are taught from birth that they are two different people. One is the true aranea, the other is a humanoid alter-ego. The aranea's two personalities are very distinct, with two separate sets of histories and personal experiences that the aranea learns to accept as legitimate identities. This is done to ensure that the aranea will play its alter-ego's role to perfection in order to better foul outsiders. Indeed, the practice has largely succeeded, thanks in a great part to the araneas' superior intellect.

However, the practice does present a risk. Some araneas develop split personalities.When this happens to an aranea, it no Ionger knows it has a second personality and forgets what it did under its other personality. A psychotic aranea will almost always revert to its natural mind and shape when in presence of araneas in arachnid shape (95% chance). If it fails, it becomes permanently insane in that it forever forgets about its true nature and everything pertaining to araneas, save perhaps some common humanoid legends and folklore about araneas. So deeply ingrained is the aranea's doublepersanality teaching that a psychotic aranea will always shut down its aranean self and switch to its humanvid alter-ego when in presence of outsiders. (one of the secret aranean laws demands that araneas switch to their humanoid form whenever they prepare to leave the Forest of the Magus.)

A further limitation exists on an aranea's shape-changing ability. It can switch only between its two specific alter egos; it cannot use humanoid or aranean identities other than the two given at at birth by aranean sages. These two original identities are chosen in accordance with the aranea's family Iineage. An aranea of noble birth will be given a noble humanoid identity (e.g., the family of a "human" baron is most likely to be a single aranean family) .

Aranean imitation and acting are so good that an aranea can hardly can tell whether or not a character met for the first time is an aranea. Furthermore, if wounded or killed in humanoid form, an aranea does not revert back to its arachnid body. Dispel magic cast at 20th level or higher is necessary to force an aranea to adopt its true form. This fosters a certain element of confusion very useful to intruding adventurers.

No one knows for sure exactly where araneas came from. Some say they were a creation of the Immortals, an experiment with a race that was left unchecked. Others surmise they came from other worlds and adapted to Mystara. In any case, there are several aranea realms on Mystara, all of which are exceedingly well concealed.

Savage Coast araneas spread out from the area that is presently their capital, at the center of the Forest of the Magus.

Beneath the citadel lies a huge network of caverns that saw aranean prehistory. There, primitive paintings and carvings remain a silent testimony on how long they've existed below the earth. Armed with their incredible abilities, the aranean advance remained unchecked within the confines of their dark forest, a thick wilderness only rarely visited by primitive hunters.

When they reached the outer Iimits of their forest, the araneas had already developed their shape-changing skills. They also knew of the humanoids' hatred and fear of things arachnid. Under their impenetrable disguises, araneas began mingling with their primitive neighbors and soon came to think humanoids were their inferiors. They believed that the aranean immortals put the "savages" there for the araneas' benefit-as succulent edibles at first, as convenient armies next, and finally as a precious source of labor, revenue, and sometimes even magical innovation. However, in the Immortals' infinite wisdom, "savages" were made dangerous and wonderfully varied so that their gift could not be abused and so araneas would learn and inspire themselves.

In the past centuries, Savage Coast araneas posed as wizards and slowly established their magocracy. Seizing power in the region without drawing suspicion from the local folks proved to be an easy task for the crafty araneas. Over the years, four "wizards" established large domains and imposed their authority on the people there. Finally, the "wizards" declared allegiance to the "Great Magus in the Forest;' and "united" their domains into a single, large realm. Nonaranean wizards are unwelcome and promptly and quietly removed from any position of power there. Today, the aranean realm stretches from Bellayne to the northern edge of the Dark Jungle in the Orc's Head Peninsula, and goes about 14o miles inland from its shore on the Western Sea.

The common folk of Herath have grown accustomed to the thought of their ruler being a quiet and reclusive wizard, "over there in his tower at the heart of the dark forest:' They have had no reason to complain of their treatment or suspect the truth about the ruling nobility. Their fate is comparable to any other nation's subjects, save for people who occasionally "disappear" without explanation.

Once in a while, the Great Magus (in humanoid shape) visits one town or another or the court of his vassals. Most of the time, envoys or vassal nobles will conduct business with visiting dignitaries on behalf of the Great Magus. So far, no monarch abroad has had reasons to suspect anything, other than the natural distrust of magocracies-wizards can be strange, indeed. The Forest of the Magus is off-limits to all uninvited people. In any case, none of the local folk would enter that forest, since it is rumored to be haunted and infested with monsters a perfect place for wizards.

The Great Magus live's in what could be called the capital of the araneas. It is a great citadel where araneas enjoy going about in their true shapes. There, the most brilliant aranean minds help the Great Magus determine his nation's fate and rule his subjects, humanoid and aranean. The citadel reaches 100' into the air but delves 10 times deeper below ground, connecting with ancient caverns where many more araneas dwell. The deepest and oldest caverns hold sacred grounds for temples, as well as dark secrets and clues to the true origins of araneas.

Six fortresses delineate the Great Magus' domain. Each is the home base for aranea patrols (in humanoid shape) that guard the edge of the woods. The fortresses connect with each other and with the Great Magus' citadel through tunnels and caverns. Each fortress is a magical building that marks the edge of the Magus' magical power.

An invisible web of magic emanates from the citadel and affects the forest. The web is an immaterial extension of the Great Magus' mind, allowing him to sense everything inside the forest, including the predominant feelings and physical sensations of visitors. If an animal is killed, the Magus may sense it, but the Magus cannot actually read someone's thoughts, only the surface impressions.

The greater the extent of the sensations [e.g., many warriors fighting in a small area of the forest), the more the attention of the Magus is Iikely to be attracted; this chance is 1% per 10 HD or levels of creatures involved in a single event (round up fractions, with a l% minimum chance per roll). If the Great Magus expects trouble somewhere and actively searches the web, the chances he'll notice some activity go up to 5% per 10 HD.

Once the Magus' attention has been caught, the Magus can "lock" his attention on a specific individual in a party, usually the one with the highest experience level or the greatest number of Hit Dice. The Magus will not know who that individual is, but he will sense where the victim is (within ld8 miles) as long as the individual keeps moving through the magical web. If the individual stops for more than 1d4 hours, the link is lost.

The Magus can tell if someone he's been tracking with the web enters the citadel, but no more. Short of personally encountering the visitor, the Magus will not be abie to locate or identify that visitor. Once he has personally met a Visitor, the Magus may keep tracking the visitor through the web after the latter's departure from the citadel (no die roll needed for this). If the visitor returns to the web at a later time, the Magus will then be able to recognize him, provided he does something to attract the Magus' attention.

Herath maintains peace with Bellayne, as a war with the rakastas would be far too costly; there's also the risk of unveiling the araneas' little secret if things go wrong.

The Great Magus is far more interested in political intrigue and magical influence than in open warfare. He stays busy maintaining a delicate balancing act between Bellayne to the east and the bellicose orcish hordes of the Dark Jungles at the opposite end of the magocracy. The presence of Terra Leaoca, a small Vilaverdan colony, is useful to the Great Magus, since the colony is a pain in Bellayne's flank. The Magus quietly supports the Vilaverdan colony, in exchange for which Herathite merchant ships may sail through the colony's territorial waters without any interference.

Eastern Dominions of Herath

Viscountcy of BerevromCapital: Amion pop.: 4,300, araneas, humans, elves, rakastas; ruler: Lady Beryam "The Deft;' daughter of Lord Balmoroth of Berevrom; typical NPCs: soldiers, thieves, and aranean spies; patron: Enebaan.

 

 

Duchy of Ensheya -Capital: Sorodh (pop.: 14,900, araneas, humans, elves, halflings); ruler: Duke Yaluughu "The Dark Weaver;' son of Lord Ezer of Ensheya; typical NPCs: farmers and woodcutters; patron: Yehm.

County of Enom    -Capital: Nezhev (pop.: 5,000, araneas, humans, dwarves, some tortles); ruler: Count Disbaal "EightEyes," son of Lord Enzuth of Envm; typical NPCs: miners and gem cutters; patron: Negyavim.

Viscountcy of Hethzya-Capital: Shahav [pop.: 18,50D, araneas, humans, halflings, some rakastasl; ruler: Lord Mazioth "The Hook;' son of Lord Gerphemon of Hethzya; typical NPCs: merchants and soldiers; patron: Shaya.

The Wildwoods -Administrative center: Tower of Yedom; regional population is mostly araneas, with some humans and elves; ruler: Lord Yezarath of Pazphezu, appointed overseer; typical NPCs: forest hunters and lonely wizards; patron: Shaibuth.

The Wildwoods are mostly wilderness, barely touched by civilization. The Great Magus is still debating whether it should be left to the hand of the woodcutters and farmers to expand the nation, or saved for future aranean generations. Aranean nobility is widely divided on the fate of this unclaimed territory. More pressing is the need to curb the incessant encroachment of rakasta hunters from Bellayne's Wyndham Marches.

Imrnortal Patrons of Herath:

Yehm (alias Korotiku the Spider) Araneas are an old-time favorite of Yehm, one of those Immortals who no longer remembers ever being mortal. lt is tempting to say he once was a mortal aranea, which would attest to this race's ancient existence in the universe, but no proof exists of this. Nevertheless, Yehm is the grand patron of araneas, even more so than he is of the lupins.

Enebaan (better known as Masauwu):

Enebaan represents the arts of diplomacy, intrigue, influence, and masquerade things of vital importance to the existence of araneas in a world dominated by humanity and its cousins. By definition, this makes him the patron of rulers, spies, and thieves.

Negyavim (known as Iliric elsewhere): This Immortal is a brilliant teacher of magic whose attention was attracted early on by the araneas' talent in things arcane. His followers use the local mining of gems and the dwarves, skillful crafting of these precious stones as a source of sacrificial gifts to this greedy Immortal. Negyavim is the patron of aranean wizardry-but also of their insensitivity.

Shaibuth [also named Eyrindul): This elven Immortal took on the cause of araneas as an afterthought, merely a means to compete against Korotiku, his old rival. Eyrindul, however, prefers those araneas who decided to remain creatures of the forest. He still tries to create a druidic aranean philosophy but with little luck so far. His devout eight-legged followers have decidedly proven much too pragmatic and cynical for Eiryndul's hopes.

Shaya (aüas Valerias): One might be shocked to find such a symbol of beauty and love here; howewer, the unusual story of two Herathite lovers touched her so much she wished to know more about araneas. A human paladin once met an aranea's beautiful human alter-ego. They fell in love-he being unaware of his lover's true self, and she being so immersed in her masquerade she could neither discern nor control her emotions. Alas, the nature of the aranea's shape-changing ability allowed the lady to bear a child, no doubt some poor creature neither fully human nor arachnid. This tragic birth would foil her secret and forever destroy her love. In desperation, she kissed her knight and bit him to death, then ended her own life and that of her progeny. Shaya witnessed the sad tale and saw that even within a truly loathsome creature true love could still be found-and it is this quality that she sponsors.

Araneas as PCs

Although these creatures are better suited as NPCs to annoy and torment your favorite player characters with, they could be a challenge to role-play among a group of unsuspecting adventurers. Use the magic-user's experience progression table, with a 50% penalty (rounded dow) to all experience gained for the sake of game balance.

Araneas were described in the AC9 Creature Catalogue as 3-HD monsters. Let's assume these are a separate species of NPCs. PC araneas would start with the same game statistics and abilities as human magic-users, with the racial abilities listed as follow. These differences apply only to araneas in their natural form. An aranea can cast spells in both forms.

In humanoid form ,treat an aranea as a normal human magic-user. If mimicking elves, rakastas, or lupins, be aware that the PC's number of Hit Dice and the combat tables will remain those of a human magic-user. Otherwise, the shape-changed araneas do benefit from the race's special abilities (e.g., increased dexterity and claw/ claw/bite routine for rakastas, secret door detection and infravision for elves, improved senses of hearing and smelling for lupins, etc.).

Aranean racial abilities

Level 1: Araneas can shape-change at will between their two alter-egos. The change requires a full game turn. Araneas have multiple sets of eyes that provide infravision, secret-door detection, and wide-angle vision [araneas can be surprised only on a roll of 1 on 1d10). They can climb walls without the help of tools like thieves of the same level, and can cling to ceilings with a  -40% penalty to the climbing roll.

Level 2: An aranea can build a sticky web [or a cocoon) or secrete a silk strand. it does so at the rate of one square foot per round for the web, or 20' per round for the single strand. The aranea can hang at one end of the strand and descend as it secretes the strand. The strand is as strong as a normal rope, with half the encumbrance. The aranea can climb up its strand at its normal web movement rate.The web functions like a web spell for creatures running or falling into it. The web must be large enough to cover the entire creature or else it rips apart. Without constant care, an aranean web lasts a week, after which it dries up and falls apart. Araneas can move at their web movement rate on any giant arachnid web. They can also toss a small sticky web (no more than 3' x 3'); treat as a basic skill with nets (Rules Cyclopedia, page 79).

Level 3: Aranean venom becomes potent enough to affect creatures of 1/2 HD or more. The venom causes paralysis (saving throw vs. poison to negate) that lasts one game turn per level of the aranea.

Level 5: Araneas can freely sense the presence of and control normal spiders (up to 4 HD worth). This is done at will, as long as normal spiders exist within 30' of the aranea (no save). This does not include giant types or other monstrous arachnids.

Level 7: Once a day, araneas can summon normal spiders regardless of the situation. They arrive magically within ld4 rounds as a single, crawling mass. Treat as an insect swarm for game purposes (RuIes Cyclopedia, page 187).

Level 9: The aranea's poison becomes lethal. If the victim fails to save against paralysis, the victim must then roll a second saving vs. pvison. If the second saving throw fails, the victim dies within 1d4 turns. The lethal effects of the poison affect only creatures with the same number or fewer Hit Dice as the aranea.

Level 12: The summoning and controlling of spiders also applies to non magical giant spiders. The aranea magically attracts a number of Hit Dice of giant spiders equal to or less than one third its experience level, once per day.

Araneas must be neutral or chaotic, use skill slots to acquire the ability to speak to normal and giant spiders (one skill slot covers both), and reach a score of 18 in Acting as soon as possible. The Acting skill is based upon the araneas' natural Charisma scores.

Araneas gain a + 2 bonus to Dexterity and Intelligence (up to 18], but suffer a -2 penalty to Strength and Constitution. These game statistics apply to both alteregos. Roll up the aranea's natural Charisma as usual. The Charisma of the humanoid alter-ego is initially equal to 8 (use the aranea's natural Charisma if 7 or less). Each time the aranea gains a new level of experience, it may make an Acting skill check. If successful, the aranea permanently increases its humanoid alterego's Charisma by one point, up to 18. Note that the alter ego's Charisma can be higher than the aranea's natural Charisma. In their natural form, araneas have a Charisma of 3 to outsiders.

Natural Aranean statistics: AC 9 (minus dexterity bonus); HD as MU; MV 180'(6O') or 120'(40') on web; #AT 1 bite or weapon or spell; Dmg by weapon or spell (bite 1d6 + paralysis); Save as MU; AL C or N.

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