TEXT: WILDERLANDS OF 
  HIGH ADVENLUREt:M 
  XXXI 
  By JaMes MislJJeR 
  OFFICIAL GAMING AID APPROVED FOR USE Wl'LH 
  CASTL£S & CRVSAD£S® 
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  HOW 'LO USE 'LHIS BOOI<LE'L 
  Looking for adventure? Don't know where to start? Here's an 
  easy method. Flip through the booklet and pick a location 
  at random. This is where the adventure begins, in the middle 
  of the action. Look over the description of the location and 
  its occupants, and consider the nature of the adventurers. 
  Perhaps the NPCs seek to employ the adventurers -
  they 
  need a treasure recovered, or an enemy silenced. Maybe the 
  adventurers seek goods or information at the establishment. 
  If you are still stumped, pick another establishment at 
  random, and develop a connection between the two and 
  the adventurers. Perhaps the Grocer ( #48) has a cart of 
  odd goods to deliver to the Bazaar (#20), and wants to hire 
  guards ... why? What is he really delivering that needs such 
  protection? Or maybe the adventurers start out at the Town 
  Jail ( #55) -
  are they prisoners, visitors, guards, or perhaps 
  they ore bounty hunters? You decide. If the adventurers start 
  in the Slave Market, they could be slaves being auctioned 
  off, or passers-by who see a friend or ally being sold. The 
  possibilities are endless; just pick a location and go! 
  t:ELL QA RECENt: HISt:ORY 
  ... and so, in 4283 BCCC the Evil High Priest of Armadad Bog, 
  Hautulin Seheitt, and his wife, Murielle Eidn, finally eliminated 
  the last of their remaining competitors and assassinated the 
  emperor, Cneninadus the Good, with the assistance of eight 
  demons. Seheitt ascended to the Imperial Throne as the Green 
  Emperor, and thus began the year-long Great Slaughter of Pain, 
  as Mycretians and their allies were purged from the Immortal City. 
  Many Mycretians and their allies fled north, where they settled in 
  Tell Qa under new names, seeking to rebuild what they had lost. 
  As even the Golden Age of Cneninadus was unable to purge 
  Smyrsis Province of its bandit gangs, monster infestation, and 
  nomad troubles, the province remained a hotbed of difficulties 
  generated from within and without. With the Green Emperor's 
  attentions elsewhere -
  first, in Lyoophiath, to repel an invasion 
  of demons at the Great Battle of Pohtega in 4343, and of late, 
  to the northeast, with concerns for the machinations of the 
  Witches of Marmon, Smyrsis is left to its own, as long as the tax 
  moneys and other tributes arrive on time. 
  
  40 years ago, upon his deathbed, the Shah of Smyrsis requested 
  that the master of the Holy Order of the Somnolent Dragon, the 
  local monastery dedicated to the Rune Ki Temple, be named 
  his successor. As the Emperor's Grandhee reported that the 
  monks had been vital in the maintenance of the province's 
  bureaucracy, and that the master was a loyal and a-political 
  old man, the Emperor agreed, and so the rule of the province 
  fell to the capable hands of the master and his monks. 
  20 years later, before the Shah passed away, he named 
  Kijdawr Aenekosii, his successor as Master of the Holy Order, 
  as his successor to the Imperial satrapy. The elite in Viridistan 
  were much less pleased with this choice, as Aenekosii 
  had proven over the years to be more politically apt and 
  interested than his predecessor, opposed to many policies 
  of the Imperial High Council, and most troublesomely, 
  seemed to be more interested in justice and the good of the 
  commons than in enriching his own coffers and maintaining 
  the status quo. Unfortunately for the other members of the 
  High Council and their cohorts, Aenekosii was also extremely 
  competent, and regardless of his weakness regarding the 
  common weal, the Emperor allowed his succession to the 
  Royal Throne. 
  Today, in 4433 BCCC, the Shah rules the town and province 
  with an even and light, if open, hand. Aenekosii seeks to 
  maintain balance in a domain that is hard pressed on all sides 
  and from within. He is most desirous that the evil eye of the 
  Green Emperor does not fall on his lands and his peoples, and 
  so he tries to keep troublemakers contained, seeking to make 
  peace through alliances and the intervention of adventuring 
  wanderers rather than expend treasure on costly and 
  uncertain battles. Using troublesome adventurers in this way 
  often kills two birds with one stone ... Unfortunately, the world 
  does not provide the Shah with the peace he prefers -
  the 
  Greenscale kobolds of Shimmertree Vale are on the move, 
  the Eagol dwarves of the northeast appear in ever greater 
  numbers, the Tharbrians raid from the north, the Obsidian ores 
  of the Starrcrag Mountains raid from the west, the barbarians 
  of the Berserker Wastes raid from the south, the Thygami and 
  their demf-giant allies in Yakin Ley raid from the east, and there 
  are even rumblings of possible rebellion among the Elphan 
  cavemen in the northern settlements! And of course, the Green 
  Emperor has doubled tax rates in the last seven years and has 
  decreed a special "Wall Tax" at least once each year. 
  To exacerbate the already chaotic situation, Mycretians 
  have again been operating in the open -
  even in Viridistan 
  itself -
  though quietly, subtly, and not in such a fashion as to 
  appear interested in overthrowing the status-quo. However, 
  during the last five years they have run rampant in Tell Qa, 
  seeking to do good deeds and confound the best efforts of 
  those seeking power or wealth through questionably moral or 
  openly evil, if legal, activities. Their actions run the gamut from 
  empowering and teaching the poor and needy; robbing 
  wealthy (and legal) slave merchants and moneylenders and 
  giving their ill-gotten goods to the poor; and disrupting the 
  ceremonies of the priests of the evil temples, especially those 
  who perform (legal) human sacrifices! Though the Shah has 
  vowed to put a halt to the activities of the Mycretians, to date 
  his decrees and policies have had little luck in stemming the 
  tide of "vigilante goodness." And so things stand today on the 
  northern verge of the Falling Empire ... 
  2 XXXI 
  POPULA 'LION AND CUL'CURES 
  There were 3,300 resident adults and 1, 106 resident children in 
  the last census, taken three years ago; this does not include 
  the monks of the Inner Citadel or the Town Guard of the Outer 
  Citadel; scores of beggars and urchins, nor hundreds of itinerant 
  adventurers or wandering merchants; nor the hundreds local 
  laborers and farmers from nearby hamlets and villages who do 
  business in the town on a daily basis. 
  Three-quarters of the residents are of the races of Men; of 
  these, 373 are Smyrian, 253 are Common Viridian, 183 are 
  Aelphen, 103 are Tharbrian, 73 are High Viridian, and 33 are 
  of some other human tribe. The native Smyrlan peoples are 
  of goodly mien and kindly sort, dedicated to the common 
  weal but wary of overweening authority; they have pale skin, 
  blue eyes, and curly brown-black hair, and prefer clothing 
  in riotous clashing colors. Common Vlrldlans are descended 
  from an ancient admixture of all the races once found under 
  the sway of the Falling Empire, and thus exhibit any and all 
  physical types, though tend toward light green skin and 
  tawny hair; their disposition is as varied as their appearance, 
  but most found in Tell Qa are hard working, if decadent in 
  tastes. The Aelphen are of solid peasant stock, descendants 
  of refugee barbarians from the Vast lrminsul; they are ruddy 
  skinned, hazel eyed, blonde haired, and rough of build and 
  character, though like the Smyrians dedicated as much to 
  the common weal as to their own devices. Tharbrlans are 
  a far-ranging nomadic people; those of Tell Qa are slaves, 
  descended of slaves, or adventurers, as free Tharbrians look 
  down upon dirt-hugging, house-dwelling peoples. Tharbrians 
  are pale of skin, blue or green eyed, and flame haired, usually 
  with temperament to match. High Vlridlans ore descended 
  from the noble houses of the conquering True Viridians, the 
  royal daughters of the Thousand Tribes of Wild Men, and the 
  noble clans of the Shordan Warlords. For four millennia they 
  have sought to keep their bloodlines and culture "pure," 
  and today madness, depravity, perversity, and vice ore as 
  bread and butter to this decadent, craven, and cruel inbred 
  people, though a very small minority cling to the noble, 
  martial traditions of their ancestors. They possess medium 
  green to dork blue-green skin, dirty blonde to platinum 
  white hair, and green or blue-green eyes; men and women 
  dress in richest silks, drip with gems and jewels, are painted 
  heavily with cosmetics, and stink of exotic perfumes. Other 
  human races encountered in the town include the blue-
  skinned Shardans from the southern plains of the empire; 
  golden-skinned Lenapashim from the desert lands for to the 
  south; Amazons, a matriarchal warrior race not native to the 
  region; Thygaml. a backward and barbaric hill people from 
  Thygamus Province, little more than semi-civilized cavemen 
  who, it is said, alternately mote with pigs and demf-gionts; 
  and true Cavemen, of Elphan and other stock, from the 
  colonies in the debatable lands north of the River Flee. 
  103 of the town's natives ore elves, the vast majority being 
  of the Aelvoress, a declining gray elf tribe, and the handful 
  non-Aelvoress being of the Aelslnar wood elf tribe. The 
  Aelvoress are a tired, dreaming people; though most remain 
  within the walls of their hall, in town, or on nearby hamlets, 
  recalling of their faded glories and olden toles, a few seek to 
  regain what was lost, questing ofter ancient treasures and 
  new glories. The Aelsinor, like their brethren in the Elsenwood, 
  
  seek little more than merriment. pleasure, and jests, often at 
  the cost of Men. The Aelvoress are tall, often topping 6'6", 
  have fine long fingers, pale ivory skin, platinum hair, and 
  purple eyes, while the Aelsinar are short. rarely taller than 5', 
  and have sharp noses. nut-brown skin, straw-colored hair. 
  and green or blue eyes. 
  63 of the residents are dwarves, of the Starrcrag mountain 
  clans. renowned as miners, goldsmiths, and makers and 
  enchanters of jewelry. They are large-headed and barrel-
  chested, with bronze skin, red-hair and blue eyes; they are 
  a dour lot. save for when gold is present. then they warm 
  up. but as often out of avarice as love. 53 are halflings of 
  the Mishell clans, usually highly skilled vintners. brewers, 
  bakers, or merchants; they have elven ears, burgundy to 
  mauve skin, white hair, and gold-flecked blue eyes. Of the 
  remaining 33 of the population, most are Eagol dwarves, 
  a mysterious race from the ruins to the northeast; they are 
  often mistaken for gnomes, as their build is light and they 
  are shorter than their (very, very distant) Starrcrag cousins. 
  Few know what the Eagol truly look like, as all wear black 
  robes and boots, red hoods and gloves, and white masks 
  with green lenses. It is said that all are horrible of visage 
  and warped of form, mutated by the strange energies that 
  permeate their ruined lands. Those who have seen the dead 
  c laim their skin is wormy yellow- white and covered with 
  pustules. rashes, and oozing sores. It is said their touch and 
  breath are as poisonous as their croaking speech. which is 
  punctuated with blasphemies against all the gods. Of other 
  races, there are but a handful. including houris, Greenscale 
  kobolds. demi-giants and troll-kin, and a few far-wandering 
  cousins of the local elves, dwarves. and halflings. 
  IMPERIAL CURRENCY 
  The following currency is minted in the Falling Empire: 
  Copper Bit (l cp), Bronze Obol (5 cp), Silver Drachma (I sp), 
  Electrum Stater (5 sp), and Gold Mina (l gp). Viridistan does 
  not mint platinum; gems are used for larger transactions. 
  Foreign coins and old coins from hoards -
  especially the 
  greatly debased coins from the period between the Great 
  Plague (ca. 2500 BCCC) and the rule of Cneninadus (4226 
  BCCC) -will not be accepted by most merchants and must 
  be changed at a moneychanger. 
  'COWN DEFENSES 
  Tell Qa has the mightiest defenses in the Falling Empire. save for 
  the walls of the Immortal City itself. Unfortunately, the defensive 
  structures outstrip the manpower of the Shah, and many of the 
  mighty towers would be empty, if the Shah did not lease them 
  to nobles, gentry, and other interested parties. 
  The Outer Citadel is a large triangular castle, each of the three 
  walls being equivalent to a massive shield wall. The First Gate 
  and Second Gate (A and B) are independent gatehouses, 
  each consisting of two 30 ft. diameter 60 ft. tall towers 
  connected by a 40 ft. tall, 20 ft. thick. and 20 ft. wide gate 
  block. Each gate consists of a double portcullis/triple door 
  arrangement. replete with murder holes above the tunnel. 
  After each gate stands a moat. each 40 ft. deep and filled 
  with rushing water. The drawbridges are drawn up and the 
  gates are shut between sundown and sunrise, with no one 
  going in or out save with a writ from the Shah or the Captain 
  of the Guard. Each gatehouse is manned by 12 archers, four 
  halberdiers, and four rocketeers (1st level fighters, see #64 
  for rocket types) and a man-at-arms (2nd /eve/ fighter). The 
  Third, Fourth, and Fifth Gates (C, D, and E) are identical, each 
  consisting of two 40 ft. diameter 80 ft. tall towers connected 
  by a gate identical to that of the gatehouses, above, save 
  it is 60 ft. tall. Each gatehouse is manned by 16 archers. 
  l 0 halberdiers, four racketeers, and a man-at-arms. The 
  drawbridge between Fourth and Fifth Gate usually remains 
  down, save during times off war. but is off limits to residents 
  during the night. 
  The walls of the Outer Citadel ore all 30 ft. thick and 60 ft. tall. 
  The walks at the top are replete with arrow and rocket loops 
  and riddled with mochioulis. while numerous breteche and 
  bartizans are found along the wall walk, which is covered 
  over with fire-proof reinforced masonry. The triangular 
  citadel is defined by three towers. West Point (F) and East 
  Point (G) ore each identical to a single tower that make 
  up the Third Gate; each is manned by eight archers, four 
  halberdiers, two rocketeers. and a man-at-arms. The 
  Southern Donjon (HJ. also known as the Tower of the Guard, 
  is 80 ft. in diameter and 160 ft. toll. It houses 72 archers. 48 
  halberdiers, 12 rocketeers. three men-at-arms, a sergeant, 
  three 2nd level clerics, a 5th level c leric, three 2nd level 
  chirurgeons, a 5th level chirurgeon, two 2nd level wizards, 
  a 3rd level wizard. a 6th level wizard, a siege engineer with 
  two apprentices. a rocket engineer with two apprentices, 60 
  slaves. and the Captain of the Guard, Milos Taanlkos. 
  BENE:.VOLE:.NC' CHA~ACC'E:.~ MOOU LE 
  MILOS TAANIKOS:LN mole High Viridion 7'n/evel fighter. HD 7d 10, HP 
  51, AC 18 (expert Neo-Oossicol Viridion Ensemble plus dexterity). 
  Move 20 ff .• SL Military 11. Str 17*, Dex 15'. Con 12, Int 13, Wis 15*. 
  Cha 15. Closs obifilies are weapon specialization {broadsword) 
  and combat dominance. Special abilities are three Rune Ki Runes 
  - detect evP. detect magic, and see invisibiuty, each of which he 
  can use once per dcry as o 4th level cosier. He wields o + 2 magical 
  broad sword "Telikosponto" {+ 13 BIH, 2d4+6 points of damage), 
  and o master-quality Tharbrion War Bow { +9 BIH, 1d12+2 points of 
  damage, 100 fl. range, 20 arrows). He speaks Common Viridion, 
  High Viridian, Smyrian, and Tharbrian. He wears o bronze badge 
  of authority, o silver hot}" symbol of Shong Ta worth 25 gp, o small 
  sifver-chosed horn worth 75 gp, and carries 4d20 gp, 3d6 sp, and 
  3d6 cp. He keeps 167 gp, 335 sp, 85 cp, and o 20 gp moonstone in 
  o locked chest in his room. 
  Milos is a likeable enough fellow, though he tends to be 
  totalistic at times. He cores for his men, and is absolutely loyal 
  to the Shah. The Shah hos given him carte blonche to deal 
  with troublemakers as he sees fit. within the low, as he trusts his 
  judgment. He hos a good working relationship with the general 
  of the Imperial Vosllhrongs. Strotegos Goliinoor Unorew; his 
  best friend is Veliik Tocsmek. a Disciple of the Order of the 
  Somnolent Dragon; and he is also friends with the Guru of the 
  Rune Ki Temple (#75). Eoscmo Douurn. Milos is on atavism. being 
  honorable. competent, and sane like his ancient forebears 
  rather than dissipated. perverse, and decadent like most of his 
  fellow modern High Viridions; he hos a great many enemies in 
  the town, most especially Norkissos Pompojos, sub-captain of 
  the Water Gate, and Lady Klytemnestro Xonthou (#62). 
  WILDERLANDS OF HIGH ADVEN'CURE 3 
  
  The Outer Citadel bailey houses a large stable; a smithy with 
  two blacksmiths, two weapon smiths, two leatherworkers, 
  two armorers, two bowyers. and a fletcher; and a small 
  complex of offices housing the Imperial Post. complete with 
  a syndic commanding eight bureaucrats and 20 slaves. The 
  stables, smithy. and offices are separated from the road 
  through the citadel by an 8 ft. wall. Four scribes accompany 
  the guards at the Fourth Gate, and write down the name, 
  home. description, and business of all passers-through in 
  large dated ledgers. Residents need not pay a fee to enter; 
  strangers will be charged a copper bit to enter, to make sure 
  they are not vagrants, and merchants will be charged a 
  bronze obol per beast and vehicle. and two bits per porter. 
  while farmers are charged a copper bit per axle on Market 
  Day. Wanted posters. complete with depictions of outlaws 
  and fugitives. hang prominently on a board behind the 
  guards. Entry to the town can be denied for any reason or 
  none; Captain Taanikos is the final arbiter. and if he doesn't 
  like a troublemaker's reasoning. he might just let him in the 
  town in chains. charged with disturbing the peace and 
  disrespecting the guard. The wait to get in varies. depending 
  on the time of day. usually 5d6 minutes; morning is longest. 
  doubling the wait up to an hour. and market day is worst. 
  tripling the wait. The captain likes things orderly, so those 
  who step out of line will get special attention. 
  The town's outer curtain wall is 20 ft. thick and 40 ft. tall, 
  while the Inner curtain is 30 ft. thick and 60 ft. tall. There are 
  five towers along the outer and inner walls (1. J, K, L, and M). 
  each 40 ft. in diameter and 80 ft. tall; each is leased to a 
  noble, gentleman, or other worthy (i.e .. wealthy) person. 
  TOWER (I) is known as the Tower of Mists, as it hangs above the misty 
  falls of the River Qa. It is the domicile of Mergados the Strident (CG 
  male Common Viridian 5th level bard. SL Gentry 8). Mergados 
  often sings from the top of his tower at sunrise and sunset; he is a 
  renowned tenor from Viridistan, in a wise self-imposed exile in Tell 
  Qa due to several indiscretions with noble wives. 
  TowER (J) is known as the Tower of Justice. and is the home of 
  Zhlrqulssa Artemlsla Mavroudis, "The Chopper" (LN female 
  High Viridian 91h level knight, SL Gentry 13. Int 14, Wis 17). A 
  former paladin. Artemisia found that her heart valued law 
  and order far more than good and morality, and abandoned 
  her faith and god in order to take up o life dedicated to law 
  and strict justice -
  some say to a level bordering on madness. 
  The Zhirquisso is the Provincial High Justice. appointed by the 
  Shah to oversee the courts. She tries all High Court coses 
  herself. and keeps a close watch on the Lower Court cases 
  of Zhir Jaaneracszy and Zhir Pappas. She possesses bracers of 
  armor +3 and a medallion of thoughts. 
  TowER (K) is known as the Tower of the Mountain Rider. and 
  is the residence of Krunk Pak (CN male Elphan caveman 
  101h level ranger, SL Military B). the "Mountain Rider," once 
  a leader among the Elphan cavemen allies of the empire 
  and a renowned adventurer and guide. He longs to return 
  to the wilds. but unfortunately, he was cursed by a wizard. 
  and whenever he leaves the environs of the town, o huge 
  demon appears and immediately attacks him. So he is stuck 
  in the town. storing over the walls, mourning the freedom 
  he has lost. He seeks a way for the curse to be lifted. but no 
  wizard or priest of the town has been able to help him. 
  4 XXXI 
  TowER (L) is the Twilight Tower. and is home to the elf-lord 
  Angwyn Aharawn. Lord of the Exiles, Arc hon of the Aelvoress 
  (CG mole Ae/voress elf 91h level fighter/9th /eve/ wizard, 
  SL Noble 14). This ancient elf was but o squire when the 
  Thorbrians invaded the Sidhe Hills. slaughtered his people, 
  destroyed their many- towered cities. and sent the survivors 
  in flight, south across the Plain of Lethe, there to settle 
  among the gnomes of Shimmertree Vole. He remembers 
  when vengeance was hod o thousand years later, as the 
  rain of Tharbrion blood satiated his hatred ot Glint Valley. He 
  witnessed the Great Plague. the terrible fate of the gnomes, 
  and the rise of the Greenscole kobolds. Today he seeks only 
  to protect and nurture the Aelvoress elves. the remnant of 
  a once great people. He sponsors expeditions to the north. 
  seeking to find ancient elven treasures that might make his 
  people great again. 
  TowER (M) is the Wizard's Tower, the comfortably warm 
  residence of the town magist and advisor to the Shah. Brerrab 
  Ocehan. The Rainbow Wizard (NG mole Common Viridian 2Q1h 
  /eve/ wizard, SL Noble 13). one of the few purely good beings 
  to be found in the province. He's o bundle of happiness and 
  joy. always seeing the silver lining in the thundercloud. always 
  trying to be pleasant under even the worst of circumstances 
  -
  those who have only just met him think he's barmy or 
  smarmy, they aren't sure which. Unfortunately for those who 
  misinterpret his character and abilities. he is also one of the 
  most powerful beings, and the most powerful wizard. in the 
  entire province. He wears a robe of scintillating colors (thus 
  his nickname), a ring of spell turning, and wields o staff of fire 
  and o wand of polymorph. He studied under the masters in 
  Tula, speaks a dozen languages, and is the most traveled and 
  cosmopolitan resident of Tell Qo. 
  The Sixth Gate (N) is identical in all ways to the Third Gate, 
  save that it is commanded by a sub-captain, Vaxlam Doorn. 
  The Rotund (CN male High Viridion 61h level wizard, SL Military 
  10); Vaxlam likes to hold suspected thieves and smugglers for 
  a day or maybe o week or three. and has them chained up 
  in his dining chamber. where they are fed moldy bread and 
  stale water and forced to watch him feast on pheasant. lark's 
  tongues, and poached eel. He also has buxom slave wenches 
  taunt the captives with promise of escape and other favors. 
  He possesses a ring that lets him discern truth from lies three 
  times a day. so he's very sure that his victims are guilty, and of 
  lower social level, before he amuses himself. 
  The Water Gate (OJ is identical to the Sixth Gate, with the 
  addition of a wide ledge standing before it in the open air 
  high above the river docks. far below. The only way up is via 
  a long stair. Charges to enter are the same as at the Fourth 
  Gate. with the addition of a total charge of three bits per 
  porter. rather than two (to make up for the lack of wagon 
  traffic). Cargoes are carried up by freemen stevedores 
  (fragile, expensive goods) or slaves (bulky, cheap goods) . 
  The guards at this gate are of more questionable morals 
  than others, and happily take bribes from smugglers and 
  outlaws. This is done with the disinterested blessings of the 
  sub-captain, a thoroughly vile example of High Viridian 
  decadence named Narkissos Pampajas. 
  
  NARKISSOS PAMPAJAS: CE male High Viridian 4th 
  level assassin. HD 4d6, HP 12, AC 14 {faux Neo-
  Classical Viridian Ensemble plus dexterity), Move 30 
  ft., SL Military 10. Str 9, Dex 16*, Con 9, Int 14*, Wis I 0, 
  and Cha 15*. Class abilities are case target, climb, 
  death attack, disguise, hide, listen, move silently, 
  poisons, sneak attack, and traps. He knows one 
  charm of the Black Witches' Craft -
  cause light 
  wounds, which he can use once per day as a I st 
  level caster. He wields a broadsword { + 1 BtH, 2d4 
  points of damage), and a master~uality dagger 
  {+2 BtH, ld4+1 points of damage, 10 ft. range, 
  carries four daggers). He speaks High Viridian and 
  Common Viridian, and often uses highbrow words 
  with stupid people just to upset them. He wears a 
  bronze badge of authority, a gold amulet depicting 
  the Green Emperor {actually a medallion of mind 
  shielding), a small gold-chased horn worth 750 gp, 
  and carries 6d20 gp, 3d6 sp, and 3d6 cp. He keeps 
  417 gp, 121 sp, 71 cp, and two vials: of tithweed 
  concentrate in a locked chest in his room. 
  Narkissos is an exiled scion of o noble family of Viridistan -
  he was given his rank and position after a hefty bribe to the 
  Viceroy, not due to any talents or redeeming qualities of 
  his own, for he lacks any. He is a sociopath, and rapes and 
  murders purely for pleasure. At least once per month he 
  rides out to a nearby hamlet and finds a young and pretty 
  victim, male or female; the only reason he has not been 
  arrested is that he has been very careful since arriving in 
  the town. He finds his men brutish and stupid, and they like 
  him even less. If he's even at the gate, he is on his way in 
  or out, and heading toward the Imperial Green Gaming 
  House (#47) or going to his room to sleep off a debauch. At 
  night he usually partakes of the festivities at the Hedonae 
  Temple (#62); on the night of the new moon, he meets 
  with his co-religionists in the pit beneath the Witch's Teats 
  Tavern (#72), for he is a devotee of the Dark Prince, and 
  seeks to gain power through demon worship. 
  The Inner Citadel has four walls, 30 ft. thick and 60 ft. tall, 
  identical in details to the walls of the Outer Citadel. Three of 
  the towers (P, Q, and R) are identical to the five along the 
  town walls (I through M). The Northern Donjon (S), known as 
  the Tower of the Celestial Dragon, is the twin of the Tower of 
  the Guard. Considering that the great donjon overlooks the 
  80-foot drop to the River Flee below, it is a 240-foot fall from 
  the highest parapet to the river waters. The Seventh Gate, 
  also known as the Dragon Gate (T) is identical to the Third 
  Gate, save that it is guarded by 15 monks (five 1st level, four 
  2nd /eve/, three 3rd level, two 4th level, and one 5th level), 
  and the gate is designed to look like a dragon's face. 
  Within the Inner Citadel stands the Palace of Seven Gates, a 
  huge, blocky complex comprised of four aboveground stories 
  and no less than seven known underground levels. including 
  the (long disused) torture chamber and holding cells. Along 
  the inner walls are two large, two-storied stone and wood 
  structures, compns1ng the offices, libraries, kitchens, and 
  training centers for the monks of the Heavenly Order of 
  the Somnolent Dragon. The monks perform bureaucratic 
  functions for the Shah, man the gate and towers of the Inner 
  Citadel, ore his bodyguards and special agents, and ore the 
  lost line of defense for the town and province. 
  There ore 48 1st level Novices, 24 2nd level Initiates, 12 3rd 
  level Brothers, six 4th level Disciples, five 5th level Guardians, 
  four 6th level Masters of the Western Heavens, three 7th level 
  Masters of the Northern Heavens, two 8th level Masters of 
  the Southern Heavens, one 9th level Moster of the Eastern 
  Heavens, and Racszul Taarkosll, Master of the High Heavens 
  (LN male Smyrian 10th /eve/ monk), in addition to Shah 
  Kijdawr Aenekosii, Padishah of Smyrsis Province and Grand 
  Master of the Order of the Somnolent Dragon (LG male 
  Smyrian 12rH level monk/1 /fh level Mycretian, SL Noble 16) . 
  No less than 203 of the monks secretly multi-class with levels 
  in the Mycretian c lass. 
  The monks take little part in the day-to-day protection of the 
  town; in fact they rarely leave the palace, spending all their 
  time training, working in the bureaucracy, and contemplating 
  the Celestial Navel of the Universe. This is fortunate, as the 
  world outside the citadel is anything but quiet and orderly, 
  which is how the monks like things. However, they guard 
  the citadel with great ferocity, and will be active in any 
  defense of the town against a siege or major attack. When 
  oil else foils against potent troublemakers, the Captain of the 
  Town Guard will request o strike team of monks to assist his 
  men. This strike team consists of four 1 ''-level Novices, three 
  2nd- level Initiates, two 3'd-level Brothers, and, invariably as 
  the leader, Veliik Tocsmek, Disciple of the Heavenly Order 
  (LN male Smyrian human 4th level monk, SL Gentry 7). Veliik is 
  a bit of a rebel in the Order; he enjoys going out among the 
  common rabble, learning their ways. and partaking of their 
  lives. Thus, he is invariably assigned to lead the strike-team 
  duty. He is a good friend of Captain Taanikos. and they can 
  often be seen together at taverns and about town. 
  Finally, the lonely River Tower (U) stands on the Docks and 
  overlooks the Royal Warehouse. It is home to 16 archers, 10 
  halberdiers, and two rocketeers; the levels normally empty in 
  a tower of this size. save during o siege, are filled with bunks 
  for the sailors of the Shah's small river navy, which consists of 
  three large sail-and-oar riverboats, each with 20 oarsmen/ 
  marines (1st level fighters) and the captain (3rd level fighter). 
  At least two boats are on patrol at a time, leaving one in port. 
  along with its men, who stay in the River Tower. 
  In addition to the members of the Town Guard and the 
  forces of the Holy Order. the Shah has two Imperial Battles in 
  the province. The Smyrian forces are divided between two 
  citadels: Mammoth Hall (Hex 4: 1309) and Ming Spring Keep 
  (Hex 4: 1515). Strategos {General) Galiinaar Unorew (CG mole 
  Smyrian human 19th level knight, SL Military 14) commands 
  oil troops from Ming Spring Keep, while Mammoth Hall is held 
  by Commander Talehar "Keep Killer" Asendath (CG male 
  Common Viridion 17th level fighter) . Each citadel hosts one 
  Battle, consisting of one Equithrong and two Vastthrongs -
  two Squads of heavy cavalry, two Squads of medium cavalry, 
  two Squads of light cavalry, four Squads of horse archers, two 
  Throngs of heavy foot, three Throngs of light foot, four Throngs 
  WJLDERLANDS OF HIGH ADVEN'CURE 5 
  
  of archers, and one Throng of rocketeers. for a total of -250 
  cavalry and -1.000 footmen at each citadel, all professional 
  soldiers. plus slaves and local peasants. Usually half the force 
  is in the field on patrol at any one time. rooting out barbarians. 
  bandits. and beasts. 
  JMPORt:ANt: St:REEt:S AND MARREt:S 
  The streets ore usually quite busy during the day, as Tell Qo is the 
  major market for 50 miles or more in oil directions. Streets in the 
  Outer Town, unless noted, ore pocked dirt. while those in the 
  Inner Town ore paved with flagstones. Iron lampposts stand at 
  every major intersection, kept lit al night by the lamplighter and 
  his crew (#56). In addition to normal town encounters. each 
  rood or market hos a percentage chance of having on unusual 
  encounter instead of or in addition to the normal encounter. P = # 
  pedestrians, H= # horsemen and/or palanquins, W = # wagons. V 
  = #vendors with carts; oil within l:IJ ft. Major Road: Day (P 2d6+6, H 
  ld4+4, W 2d3. V 3d3). Night (P ld8-1. H ld4-l. W ld3-2, V ld3-2). 
  Minor Road: Doy (P 3d4, H ld3. W ld3, V ld3), Night (P l d8-2, H 
  ld4-l. w ld3-2. v ld6-5). 
  The Outer Citadel guards also serve as the Town Guo rd -
  the Shah dismissed the useless Constabulary years ago. They 
  patrol the streets in groups of five during the day. 10 ot night; 
  the patrols consist of a man-at-arms (2nd level fighter) with 
  two (four ot night) archers, two (four at night) halberdlers, 
  plus a rocketeer (with signal flares. thunderstones. and 
  floshbongs) at night (all 1st level fighters). All wear studded 
  leather armor, pot helms, and carry o club and dagger in 
  addition to their main weapon; the mon-ot- orms carries o 
  broadsword. A blue flare means backup is needed, a red 
  flare means heavy backup is needed (i.e .. a monkish strike 
  team), and a fountain flare means the town is under attack! 
  A patrol arrives 2d4 minutes ofter citizens raise the hue and 
  cry, 3d4 minutes at night; backup is 3d4 minutes distant. 
  ALFMOURN ROAP (Mlnorl: This short rood is the center of 
  elven, dworven, and holfling life in the town, and often the 
  non-humans outnumber the humans in this area. During 
  twilight. the rood is pocked with non-humans going about 
  their business. the lack of true light not a concern (double night 
  numbers. additional encountered ore non-human or even 
  monsters in disguise). but in deepest night the rood is quiet, 
  and most of those encountered are en route to or leaving the 
  Elf Market. Doy: 15% chance of being misidentified by an elf, 
  dwarf. or ha/fling as either o friend or foe (50150 chance), os oil 
  humans kind of look alike. Night: 8% chance of encountering 
  on elven vompiress. Ysbail the Accursed (CE female Aelvoress 
  elf vompiress 8th level wizard), o pale beauty who seeks fresh 
  male human blood. 
  ELF MARKET: Not truly a market. the intersection of Alfmourn 
  and Grand is usually thronged, day and night. with hucksters 
  and vendors hawking their wares (double normal number 
  of pedestrians and vendors for Grand Avenue). It is a good 
  place to go for those seeking the unusual, exotic, and 
  sometimes blasphemous items favored by non-humans and 
  wizards. By day, the market has a light, bright fey touch to 
  it, with merchants and customers to match, but at night, 
  sinister shadows cling to everything. a feral light seems to 
  glow in the eyes of passers-by, and the (additional ld4) 
  vendors with their misshapen, covered carts ore oddly silent. 
  discussing the nature and costs of their wares in hushed, 
  6 XXXJ 
  sibilant tones. Day: 10% chance of being pick-pocketed by 
  on elven or ho/fling rogue ( 111 to 411' level). Night: 10% chance 
  of encountering a Greenscole kobold illusionist, Eogol dwarf 
  psychic, or groyling mindripper (5th level) in disguise. seeking 
  to mislead adventurers into death or servitude. 
  GRAND AVENUE (MaJor): Traversing the entire length of the 
  Outer Town. this street is always very busy, often clogged 
  with delivery wagons going further into town (203 chance a 
  small caravan of 2d3+ 1 wagons is passing by during the early 
  morning and late afternoon). Day: 12% chance of being run 
  down by o wagon (Dex save or suffer 2d6 points of damage 
  from trampling). Night: 6% chance of being mistaken for 
  rogues on the lam by the Town Guard. 
  GRAND MARKET: Many coll this the "Low Market," as there is not 
  much grand to it. save for its size and the fact that it, unlike most 
  of the Outer Town, is paved in flagstones. It is the commoner's 
  market and farmer's market thrown together in a great jumble. 
  as most traveling merchants and most especially formers do 
  not wish to go any further into the town than necessary. The 
  market is always busy with dozens of tents and stalls, where 
  virtually any common food, tools. local animals and steeds, 
  used weapons, used armor. clothing. or other general goods 
  con be purchased. Gifre the Moneychanger (#61) maintains 
  a tent in the shadow of the tax collector's office ( # 73) to serve 
  the immediate needs of adventurers and merchants. For oil 
  but common foods and utensils and items costing 1 gp or 
  less. there's a 603 chance of finding on item (base 1003 on 
  Sixthdoy), -13 per gp, minimum 13 chance (i.e .. a 583 chance 
  of finding a quiver of arrows, a 353 chance of finding a bastard 
  sword, and a mere 13 default chance of finding any armor 
  costing more than 70 gp). Half that to find a second such item, 
  and so forth. until oil hove been found. If on item isn't found, 
  a character con check bock the next day. Vendors always 
  dicker, starting haggling prices being DOUBLE book price. By 
  day there are 20d6 shoppers, 3d4 horsemen passing through, 
  3d4 palanquins, 2d4+4 soles tents, and 5d6+6 vendor carts and 
  wagons; double those numbers on Sixthdoy. Day: 12% chance 
  of being accused of being o pickpocket. Night: 14% chance of 
  being accosted by 3d3 urchins and/or beggars seeking a/ms. 
  HIGH MARKET: The High Market is the place to go for jewelry, 
  fine cloth. expert weapons and goods. imported clothing, 
  objects d' art. minor magical items, and other goods sought 
  by the rich and powerful. A patrol of the Town Guard con 
  always be found at the High Market. a double patrol during 
  the weekly Royal Market on Sixthday. Day: 7% chance of 
  being robbed by o pickpocket (4'" to 71" level rogue). Night: 
  7% chance of being approached by a houri in disguise (4th 
  to 7th level courtesan) . 
  IMPERIAL AVENUE (Maioc): The main north-south cross-town 
  rood. this street is paved with wide, smooth green flagstones 
  from the Grand Market to Smyrion Woy. as is Smyrian Woy 
  from the intersection with Imperial into the Inner Town. Many 
  palanquins of nobles. gentry, and wealthy and powerful 
  commoners travel along this rood, passing between the 
  various temples and important businesses and the Inner 
  Town (double rolled number of palanquins present). Day: 
  10% chance of being knocked down by a palanquin bearer 
  with on irate passenger. Night: 4% chance of encountering a 
  group of 3d3 robed cultists en route to nefarious business ( 1 d3 
  
  clerics I st to 3rd level, the rest I st to 3rd level rogues or fighters, 
  unless the party has made enemies of a specific cult ... ) 
  SEWERS AND TUNNELS: An extensive system of ancient sewers 
  and tunnels exists, extending hundreds of feet down beneath 
  the town and for thousands of yards south, encompassing on 
  area many times greater than the modem town. Some soy that 
  utterly ancient portions of the system extend o similar distance 
  north, under the River Flee and into Shimmertree Vole, where it 
  connects with the extensive kobold warrens. There ore no less 
  than o dozen known levels of tunnel-riddled ruins and at least 
  six different sewer systems, not counting the modern sewers 
  constructed by the Viridions ofter the city was lost razed in 29th 
  century. The Shah and the Captain of the Guard are aware of 
  the system. and some of it is mopped. however, as all the major 
  entrances and exits hove been blocked off, inside and outside 
  of the walls, they remain unconcerned, as the creatures that 
  thrive within the ancient tunnels -
  giant rots. slimes, jellies. giant 
  lizards, and other fouler things -
  guard the town as well as 
  any walls or moot. That said, patrols ore regularly sent through 
  the modern sewer system, to make sure that it hos remained 
  inviolate by the creatures living in the old tunnels. Day or Night: 
  11% chance of an encounter, 1dl0: l-3=giant rats (1d10); 
  4-S=small spiders (2d4+2} 6=violet fungi {ld4): 7=Greenscale 
  kobolds w/i/lusionist leader (2d4 +5th level illusionist); B=chasm 
  imps (1d4); 9=thieves or adventurers (2d4, all 1st to 3rd level of 
  various classes); IO=Town Guard patrol (day) or ghost (night). 
  SLAVE MARKET: The slave market is not as crowded as it 
  once was, as the Shah requires extensive documentation 
  of oil slaves and levies o monthly lox on all slaves. Still, the 
  slave trade continues, and when slaves ore sold, they are 
  sold here as available, rain or shine, beginning at noon. 
  even on Seventhdoy. Each day Id 12-1 slaves are available. 
  with 2d6+ 12 on Sixthday, when there is also o 103 chance 
  of something "special" available (and heavily advertised). 
  Though the slave master hos o monopoly, prices ore fairly 
  low, as slaves ore not highly valued in the area, with most 
  slaves sold to factors from the Immortal City or Torgnol 
  Port. By day there will be 6d6 shoppers, 2d4-2 horsemen. 
  3d4-2 palanquins. and 3d6 vendors. Day: 10% chance of 
  recognizing a slave being sold. Night: I 0% chance of being 
  mistaken for an escaped slave. 
  cell Q.A SLAVC MA~kC'C P~ICCS 
  Base: Baby* 2 gp, Child* 5 gp, Youth 20 gp, Adult 40 gp, 
  Middle Age 20 gp; Old 10 gp; Venerable 5 gp. Skill: Unskilled 
  (x0.25), Isl level (x0.5), 2nd to 5th level (xi), 6th to 9th level (x2), 
  10th level+ (x3+ I /level above I 0, i.e., x3@ I 0th, x4 @ 11 th, x5 
  @ 12th, etc.) * No skill or attribute modifiers for baby or child 
  Attributes: Constitution 16-17 (x 1.25), 18 (x 1.5); Mole: 
  Strength 13-15 (xl.5), 16-17 (x2), 18 (x3); Female, Child, or 
  Youth: Charisma 13-15 (x2), 16-17 (x3), 18 (x5); Weak, Lome, 
  Sickly, Stupid, Dull, or Ugly (per attribute 8 or less): x0.5. 
  Race*:Thorbrion (x0.75), ThygomiorCovemon (x0.5), Holfting 
  (xl ), Amazon Female (x2). Gnome (x2), Dwarf: (x3), Elf* (x4}, 
  Houri (x5 lo xlO, depending on talents and appearance). 
  Goblin or Kobold (x0.25), Ore or Hobgoblin (x0.5}, Bugbear 
  (x0.75), Ogre (xl ), Demi-Giant (x2), Hill Giant (x3). 
  Origin: From Maps 1, 2, 5, 7, or 8 (xi .5); From Mops 3, 6, 9, 
  10, 11, or 12 (x2}; From Mops 13, 14, or 15 (x3) From Mops 
  16, 17.or 18(x5). 
  Various: Famous or Infamous (x2 to x lO, depending), 
  Docile or Slave Mentality (xl .25}, Especially Troublesome 
  (0.5 to xO. l OJ . 
  * It is illegal to enslave High Viridions in the empire; 
  therefore, there is o strong and very illegal "green slave" 
  block market, and "green slaves" fetch five to 10 times 
  the going rote, in the right places. Also. it is illegal to 
  toke or sell Aelvoress elves in Smyrsis, as all ore under the 
  protection of the Archon and the Shah. 
  Bidding usually begins at 15 to 253 of the price listed 
  above; the above ore general going rates, and final 
  price depends on the bidders and the auctioneer. 
  SMYRIAN MARKET: This market plaza focuses on armor, 
  weapons, tools, gems, jewelry, and other high-end utilitarian 
  and luxury goods and row materials; it is not as wealthy o 
  market as the High Market but the goods here ore more 
  affordable, and the merchants usually more trustworthy. 
  Merchants all hove small tents with awnings, and usually 
  have one or two guards. Merchants include weapon 
  smiths (2d3), armorers ( 1 d4) tinsmiths (2d3), bronze smiths 
  (ld4), silversmiths (l d4), goldsmiths (ld3), gem merchants 
  (I d3) and Starrcrog dwarf jewelers ( 1 d4-2) . There's a 153 
  chance on Sixthdoy of there being o merchant from afar, 
  with strange, possibly magical goods. Day: 14% chance of 
  mistaken identity, for good or ill. Night: 12% chance of being 
  questioned by a patrol of the Town Guard. 
  THE DOCKS: The Docks stand 60 to 70 feet below the rest of the 
  town, on a raised and graded section of riverbank along the 
  River Flee, with stairs down to the riverbank. The buildings of 
  this district ore 10 to 20 feet above the water line, and five to 
  15 feet above the highest flood line. The district extends 20 to 
  60 feet south, under the lip of the cliff above, into an ancient 
  river-carved open cavern. Publi-:ly, the Docks and the rest of 
  the town ore connected only by a long, 60 ft. toll and 20 ft. wide 
  stair, built of stout dwarf-cut stone; there ore. however, no less 
  WILDERLANDS OF HIGH ADVEN'CURE 7 
  
  than a dozen secret tunnels that pass up to the town through 
  the ancient sewer systems. Half the sales in town are done on the 
  Docks, with river merchants selling their wares to local merchants 
  right off the boat, and vice-versa. Fishermen sell their wares from 
  tubs and carts right in the streets. The great chain that spans 
  the river (600 ft. wide at this point) and is used by the ferry is 
  anchored on the northwestern water break (off the map). On 
  the opposite end of the river it is anchored to a tower, the twin to 
  the River Tower, which is surrounded by a dozen fishermen's huts 
  and has a small, poor inn, the Ferryman's Hall: the Boatmaker's 
  Villa is along the river about a quarter-mile to the east. It takes 
  the ferry 10 minutes to cross one way, and costs 5 sp per person 
  or mule, 1 gp per horse or cart, and 3 gp per wagon; it has a 30 
  ft. by SJ ft. area for cargo, and is little more than a stout raft with 
  railings, driven by an ox-propelled water wheel. The easternmost 
  section of the Docks is walled off, guarded by the River Tower, 
  and has a dry dock for the Shah's three riverboats, plus the Royal 
  Warehouse. Day: 13% chance of being occidentally hit by a fish 
  flung to a customer. Night: 9% chance of being impressed or 
  enslaved by river bandits. 
  VIRIDIAN PLAZA: This plaza right outside the doors to the Mer 
  Shunna temple is avoided by all merchants save those of the 
  Common or High Viridian race; there have been incidents 
  before where priests have harangued and beaten non-Viridians 
  who set up shop, even those with licenses, so most merchants 
  simply avoid the area. Merchants found here include an icon 
  merchant (sells pictures of Armadad Bog, historical Emperors 
  and Heroes, and sainted priests), a sculptor (sells statues of the 
  above), a fishmonger (all kinds of river fish, cooked in a stew or 
  on a grill and served with roasted vegetables, or raw for use 
  in the Mer Shunnan rite of the Daily Flogging), a jeweler (sells 
  jewelry, predominantly religious-themed), a kabob stand (sells 
  heavily spiced chicken, lamb, fish, beef, and vegetables grilled 
  on a small skewer), a wine vendor, and a weapons dealer (sells 
  daggers, knives, and small tridents used in religious ceremonies). 
  Day: 24% chance of being harangued and flogged with a large 
  fish by a Mer Shunnon priest (1st to 3rd level). Night: 12% chance 
  of being accused of being thieves by the priests of the temple; 
  reported to the guard if there are too many witnesses, captured 
  and sacrificed if there are none ... 
  'LOWN DESCRlP't:lON 
  NOTE: This listing is not, by any means, complete. Towns exist in 
  the Wilderlands for one purpose -
  commerce. Every building 
  is occupied by someone who provides some sort of product 
  or service of value to someone else: the few exceptions 
  include the townhouses of the nobles, gentry, and wealthiest 
  guildsmen and merchants. Otherwise, the listings here include 
  only a portion of the businesses in town. If your players are 
  looking for a product or service not otherwise listed, and it 
  is not something rare or unusual -
  or sometimes even if it is 
  -
  there's likely to be a craftsman who makes it, a merchant 
  who has it (or can get it), or someone who will do whatever 
  is necessary to make that coin; so when you need to. pick 
  an unmarked building and drop in a new business! Most 
  craftsmen and merchants live in large flats or suites above 
  their workshop or sales shop on the main floor; servants, 
  laborers, and itinerants live in smaller flats on the upper levels. 
  The town is always crowded and bustling, fit to burst at the 
  walls with men, women, urchins, horses, wagons, vendors, 
  and the refuse they create (though the streets are relatively 
  S XXXl 
  clean in Tell Qo, as the Shah enforces strict sanitary codes 
  with fines and jail time). Do not think of this as your modem 
  American suburban town -
  think of this as your home town 
  if you crammed everyone's homes. businesses, and factories 
  into the central business district (about five blocks by two); 
  half of oil soles ore done by bellowing vendors selling from 
  small hand carts or wagons in the streets; the buildings lean 
  out over the streets, meeting each other over alleys, turning 
  them into tunnels; most people have on ox, horse, or mule 
  instead of a car or truck, and the street cleaners only poss 
  through once a week; there are no regular baths or showers. 
  and little soap or perfume. and no one's ever even dreamt 
  of deodorant; most streets ore grovel- and rush-strewn 
  dirt and mud; beggars and urchins and chickens and pigs 
  and sometime rats run wild in the streets; and everything is 
  surrounded by a series of big walls -
  with howling wilderness 
  screaming outside the gates. That's Tell Qa. 
  And Tell Qa Is one of the nicest towns you'll find In the 
  Wilderlands ... 
  OJ: AELVORESS HALL (H/1-2 through H/l-4l: This block-sized 
  complex is the home and heart of the Aelvoress elves. Though 
  their lord and orchon, Angwyn Aharawn, lives in the Twilight 
  Tower (see (l), above), this is where he holds court, and where 
  more than half of the Aelvoress elves in the town live. It is the 
  seconcl-oldest series of structures in the outer town, built as a 
  redoubt of the elves even before the outer curtain was built; it 
  is still as strong as any fortress. The halls are built in an ancient 
  style, with stones laboriously brought via caravan from the 
  ancient Aelvoress ruins in the Sidhe Hills of the Elephos: the 
  disparate stones were set together with great core, and present 
  a glittering rainbow of warm colors. Great colonnades line the 
  walls. and the bronzerplated doors are carved in a wilderness 
  motif, with stags, rabbits, and dragons amidst trees and glades. 
  There are no windows on the first floor, and only arrow loops 
  break the wall of the second floor. but the third and fourth floors 
  hove bright windows, as do the fifth-floor dormers, through 
  which con be seen glittering candles and, of some nights. faerie 
  fire. The gardens within-
  separated from the rest of the world by 
  gates and bars of a strange, golden metal strong as steel-
  are 
  green and mist-shrouded. The burbling brook appears out of 
  and disappears into artificial grottoes, small hills that ore said to 
  be gates from and back to the Shadowlonds. The gardens ore 
  often occupied by young elves. reading or ploying or dancing 
  or singing; sound posses not into the garden from outside without 
  great effort, and sounds from within can barely be heard more 
  than five feet from the iron bars. The Tower of the Elders at the 
  center of the garden is 40 ft. in diameter and 120 ft. tall. toiler 
  than oil other structures other than the Tower of the Guard and 
  the Tower of the Dragon. It is mode of the same material as the 
  two halls, and seems to hove neither doors nor windows; when 
  elders approach it, the mists gather and hide their method of 
  ingress. No form of magical detections can poss the walls or 
  gates, nor con creatures of the Shadowlands poss the walls, and 
  if teleportation works into the complex. it is only through ancient 
  secrets known to the Aelvoress. There ore only three (known) 
  entrances to the complex, the two doors of bronze, one each 
  at the center of each hall in the east and west, and the Gorden 
  Gate. which passes between two small towers into the garden. 
  Each door is guarded by a pair of silent, nigh imperturbable 
  masked elves (each a 4th level fighter/4th level wizard wearing 
  elven chain and wielding magical long swords and long bows). 
  
  It is very rare for norr-elves to be welcomed into Aelvoress Hall; 
  most dealings with norr-elves are through meetings at Twilight 
  Tower. The guards are able lo summon assistance. or the Hall 
  Master, through silent communication. If attacked. a dozen 
  guards of similar prowess will appear in two rounds; if there is truly 
  a matter of importance, or if the visitors are expected, Hall Master 
  Wmffre ap lthell (CG male Aelvoress elf 81h level fighter/Biil level 
  wizard, SL Noble 13) will appear to speak with the visitors. Note: 
  An Aelvoress elf would never reveal such secrets of Aelvoress 
  Hall as he might know to non-Aelvoress. even to his best friends; 
  low level Aelvoress likely know little more of the workings of the 
  hall than the rumors that others do. and will know of it only as o 
  safe, secure home dedicated to all things elven. 
  02. ALCHEMIST CE-15): Kanglor Phung (NE male Shordan 51h 
  level alchemist, SL Guild 7) specializes in healing potions 
  and curatives, or at least. that is what he claims. His potions 
  ore not terribly efficacious, but his poisons ore actually 
  quite good. Minor Curative Potion (503 chance 1d6+1 hp, 
  otherwise 1 hp) 100 gp; Ointment of Ocular Regeneration 
  (303 chance full. otherwise severely myopic) 200 gp; and 
  Life-Force Restorative Treatment (over seven days, 253 
  efficacy) 300 gp; other potions available at 1503 normal 
  cost and double time, poisons at 753 cost and 503 time. 
  03. ALPERMAN CD-7>: Oldii Molnaar "The Obese" (CG male 
  Smyrian 5111 level knight, SL General 7) is the chief bureaucrat 
  overseeing all civil operations in the Inner Town. He is aged, 
  solted, and avaricious. but kind (save to orphans). He holds 
  audience at his offices once o week, spends the rest of the 
  week at his rural estate. and otherwise expects his three 
  bureaucrats to handle anything troublesome. When holding 
  an audience. he wears his old armor, which is now two sizes 
  too small, and invariably has a flask of spiced wine in hand. 
  04. ALPERMAN CH-81: Kriton the Black (LE male High Viridian 
  5'" level cleric of Armadad Bog, SL General 7) is the chief 
  bureaucrat overseeing all civil operations in the four blocks 
  along Green Road. He doubles fines for non-Viridians, 
  and requires triple normal bribes before he'll consider a 
  plea from a non-Viridian. His four bureaucrats are all High 
  Viridian Shunnan acolytes with sinecures; the five spend 
  their time drunk, drugged. debauched. or engaged in the 
  Daily Flogging (a Shunnan ritual. little followed usually, which 
  consists of slapping themselves with a fish toil as punishment 
  for not being born a merman). 
  05. ALPERMAN CC- 14): Kobli Kodaar (CG male Smyrian 4'"1evel 
  fighter, SL General 7) is the chief bureaucrat overseeing all civil 
  operations in the four blocks along Smyrian Way, in the Outer 
  Town. Kobii worked his way up from a simple citizen, working 
  in the Sanitation Department, and some say he still whiffs of 
  dung. Fines are standard. but he often requires miscreants to 
  work off a portion of the fines by carting chamber pots, dung. 
  and street slime for the Sanitation Department; he has no 
  power to enforce this punishment on nobles or gentry. 
  06. ALDERMAN (1-11 ): lsembart Shortpipes (N, male Common 
  Viridian 51n level rogue, SL General 7), the chief bureaucrat 
  overseeing civil operations in the Grand Market and the 
  three blocks bordering it, is rough, callous, and even rude to 
  supplicants, and is often deep into his cups when he does grant 
  an audience. His four bureaucrats have a bloody rivalry with 
  the tax bureaucrats that work for Khaiphoron Coin-Clipper (see 
  #73, below); citations con disappear and rules can be bent for 
  those who embarrass or cause trouble for the taxmen. 
  07. ALDERMAN CA-4): Drippy Dergomaan (N male Smyrian 
  J'd level rogue, SL General 7) is the chief bureaucrat 
  overseeing all civil operations along the Docks, including 
  Customs. Drippy's bureaucrats, the miserable. soggy 
  halflings Bimbwil, Slurtoe, Plorfuut. Jangheel, and Dingle, ore 
  grossly overworked, as he requires that they keep records 
  in triplicate on all cargoes and catches brought through or 
  to the Docks. The unfortunate halflings are readily bribed 
  concerning "victimless smuggling" with generous quantities 
  of dry pipeweed of good quality. 
  08. ALE (E- 12l: Barwain's Ale Shop sells only in bulk, by the 
  keg or barrel, retail at full or 303 off wholesale ( 100 gallon 
  minimum). Barwaln Tallcask (NG male Common Viridian 
  6'" level fighter, SL Merchant 6) once served in the Imperial 
  Vosthosts. and retired with a sergeant's pension to his father's 
  trade o decode ago. A + 1 magical great sword hangs on 
  the wall behind the counter, and merchants and thieves 
  alike con attest to his skill with the weapon. ( 10-gallon keg, 
  80 servings): Barwain's Brown. 5 gp; Golden Pale 6 gp, Elf 
  Ripple 8 gp, and Dwarf Blitz 16 gp. 
  09. AMAZON RESIDENCE (1-7): Frail Parneetha (CN female 
  Amazon Jtd /eve/ assassin, SL General 5, 18 years old, Cha 
  18) is the beautiful orphaned daughter of o successful 
  Amazon mercenary; the apple of her mother's eye, she 
  never noticed her daughter was craven and neurotic. Her 
  mother left her some wealth, and she hos earned even 
  more through contracts and activities that mix "business 
  and pleasure." She collects weapons of all kinds, and her 
  immaculately clean home looks like on armory decorated 
  by a houri. "Frail" refers not to her physical qualities, as she 
  is quite physically fit. but instead to her unstable mental 
  state. which verges on the psychotic. High Viridions slew her 
  mother, and so are her favorite victims. 
  JO. APOTHECARY (H-11): One-Leg Rajiik (NE male Smyrian 5'" 
  level rogue. SL Guild 7) is a bitter man; having lost his leg in a 
  misadventure, he had to toke up o trade or end up o beggar. 
  He displays a large collection of knives and daggers on the 
  wall behind the counter, his one indulgence to his lost days of 
  adventure. In Stock: Hangover Purgative ( 663) 3 sp; Pregnancy 
  Preventative (983, one moon) 1 gp; Powder of Potency 
  (753. 1d3 hours) 15 gp; Nymph Dust (503. 1d6 days) 25 gp; 
  Permanent Potency Preventative (953, 1 d20 years) 100 gp. 
  11. ARMORER (B-13): Jaanocsz Koroszcii (N male Smyrian 5"' 
  level fighter, SL Guild 8) is o master armor smith and excellent 
  businessman. He keeps o large stock of many armor types, 
  of all types not exclusively of leather or hide (953 chance 
  human/elf sized. 553 dwarf-sized, 353 halfling/gnome sized), 
  as he hos two journeymen, three senior apprentices, and five 
  junior apprentices working for him. He also sells quality used 
  armor of 653 to 803 retail, buying at half those rates. A +3 
  magical great helm with a kingfisher crest and giant eagle 
  plume sits on the counter; he knows it is of excellent quality, 
  but not that it is magical. 
  12. ASSASSIN (E-9): llkarios Kalkhu (LE male High Viridian 
  11'11 level assassin, SL Guild 9) is the ranking assassin in Smyrsis 
  Province, though the guild is informal. at best. His cover is 
  WJLDERLANDS OF HIGH ADVEN't:URE 9 
  
  that he is a socialite expatriate of the Immortal City, having 
  fled for some indiscretion. He moves in the highest social 
  circles in town, loves his work, and is cold, calculating, and 
  cautious. He is greatly assisted in his labors by his ring of mind 
  shielding, gloves of dexterity +6, and cloak of elvenkind. 
  Murder: l 0 gp x SL squared, 2x elf or dwarf, 3x cleric, 5x 
  wizard. 3x gentleman, 5x noble; Maiming: 503; Warning: 
  253; half up front, half due on "delivery." 
  13. BAKER (C-15): Marwinkle Tukkletoe (N mole Mishel/ ha/fling 
  3'd level wizard, SL Guild 7) and his wife, Parwheedle, are the 
  preeminent purveyors of pastries, breads, cakes, and baked 
  goods in town. They are assisted by their seven children and 
  five apprentices. Mar uses his rust-colored bag of tricks if he or 
  his shop is threatened. Oatnog Cookies 3/1 cp; Black Bread 2 
  cp; Cheese Bread 4 cp; Beer Bread 6 cp; Inside-Out Cake 2 
  gp; Elsenloaf 30 gp (1 week's rations, fresh for 10 years, l lb.) 
  14. BAKER CG-8): Bald lvo (LE male Common Viridian 2nd level 
  fighter, SL Guild 6) is known for his simple but filling fare. He is 
  assisted by three dwarf slaves and four junior apprentices. lvo 
  is a pious Mer Shunnan, and is always waxing long and loud 
  about this week's sermon; he has the contract to provide 
  bread for the weekly God Feast at the temple, so he has 
  good reason to be devout. Black Bread 2 cp; Bass Bread 3 
  cp; Carp Cakes 4 cp; Sturgeon Pie 2 gp; Starrcrag Trail Bread 
  15 gp ( l week's rations, fresh for five years, 2 lbs.) 
  15. BARBARIAN RESIDENCE (B-11): Flamehalr Krevan (NE 
  male Tharbrian 7th level barbarian, SL General 5) grew 
  wealthy through his early adventures in and later service to 
  the Empire. This "civilized" barbarian is clean- cut and well 
  dressed; he disdains his savage cousins, but the bloodlust still 
  beats in his heart. He goes on excursions in the countryside, 
  where he secretly hunts peasants and serfs; he seeks more 
  challenging game, and may be "convinced" to lead 
  adventurers as a guide, but when in the wilds will turn on 
  them and kill them, slowly, one by one ... for sport. 
  16. BARBER (H- 11 ): Rollo Redblade (N male Common Viridian 
  2nd level rogue, SL Guild 6) presents a disheveled, dirty 
  appearance; his hair is wild, his apron spattered with blood 
  and covered in clippings, and his shop is cleaned maybe 
  once a week. His blasphemy-laden rants about crackpot 
  conspiracy theories regarding the Shah, the Mycretians, and 
  the Eagol dwarves entertain and shock his customers while 
  he cuts their hair, shaves their chin, or bleeds them. Shave 
  and haircut 2 cp; bleeding l sp; w/clean blade or shears 2 
  sp; w/sharpened blade or shears 2 sp; leeches 5 gp. 
  17. BARD (1-7): Aristokles Orpheu (LE male High Viridian 81h 
  level sage, SL Gentry 9, Cha 18) was exiled from the Immortal 
  City for rabble rousing and offensive locution. An imposing 
  orator, he is given to violent, if well-spoken rants and public 
  harangues, scheming against whatever scapegoats catch 
  his fancy at the moment. His major is in Imperial History, with 
  minors in Distant, Modern. and Recent History. He is highly 
  offended by the modern debasement and debauchery of 
  his people, but transfers it to a maniacal lust for the blood 
  and destruction of all other races. 
  18. BARRELMAKER (A-2): Laecszli "Old La cks" Zsuult (CG 
  male Smyrian 4tn /evel bard, SL Guild 6) is a wizened, ancient 
  craftsman who manufactures and refurbishes barrels. He 
  IO XXXI 
  knows just about every myth, legend, and tall tale to be told 
  on the River Flee. though the telling of the tale takes twice 
  as long as any long- winded bard, and Old Lacks smells 
  strongly of pipeweed and pickled fish (which are what his 
  refurbished barrels mostly once contained). Barrels cost l 
  gp per l 0 gallons capacity up to 60 gallons; 153 discount 
  for refurbished, 303 for barrels that stink of pickled fish; 303 
  discount for quantities of 20 or more. 
  19. BATHS (D-4): The public Smyrlan Imperial Baths are as 
  impressive as they sound; built of white granite with green 
  striations, this large building is a common meting place for the 
  wealthy and powerful. Unlike baths in the Immortal City and 
  elsewhere, the Shah has forbidden "extra services" by the 12 
  bath boys and 12 bath girls (mostly half-caste orphans), and 
  things are kept clean and aboveboard in the segregated 
  pools, saunas, and massage chambers. Seven Amazon 
  guards (LG 3rd level Amazon watriors) keep the peace and 
  break up any hanky-panky; they serve at the pleasure of the 
  Shah, so even nobles cannot gainsay them. Services include 
  Sauna 3 gp; Bath 5 gp; Moral Massage 5 gp; Moral Healing 
  Massage 50 gp (LG, NG, or CG heal l point of strength, 
  constitution, or dexterity damage, otherwise heal ld3 hp). 
  Arion the Bastard (LG male Smyrian/High Viridian 31d level 
  wizard/3'd level Mycretian, SL Gentry 6) manages the baths; it 
  is said that the Shah appointed the half-caste to his position 
  as an insult to his (unacknowledged) father, but claims it was 
  out of pity. The apprentice wizard spends his days managing 
  the baths and his evenings studying under Brerrab Ocehan, 
  the Magist (see Wizard's Tower, above). The unkempt youth is 
  secretly one of the leading prcractive Mycretians of the town; 
  he is rash but honorable. and leads his small cell of fanatics in 
  their activism, fueled by ancient legends of Mycretian glory 
  and the promise of a heavenly afterlife. He gets little sleep, 
  as he is always working, studying, or engaged in vigilante 
  charity. All the bath boys and girls are Mycretians (1st level 
  rogue/1st level Mycretian), and are part of his cell; as they are 
  considered to be little more than furniture by most customers, 
  they overhear much and use this knowledge to good effect 
  in their activities. Arion and his followers are very familiar with 
  the tunnels and sewers buried beneath the city, and use the 
  tunnels to facilitate raids and rescues. 
  20. BAZAAR (G-12): Tanglin Xhuu'ha (CE male Shardan 7tn 
  level wizard, SL Merchant 8) -
  a wizened Shardan wizard 
  with cobalt-blue skin and long, flowing platinum Fu Manchu 
  mustache, this malevolent merchant always acts most 
  diplomatically, and appears cheerful at all times, even when 
  most wroth (and then he wiggles his fingers quickly and wildly). 
  In addition to the wide-ranging oddities he imports. he is the 
  leading drug smuggler in the province. Tanglin is guarded at all 
  times by what appears to be a 7 ft. tall Altanian barbarian, but 
  is actually a polymorphed efreeti (HD 1 Od8, HP 60). The wizard is 
  also protected by two rings: evasion and blinking. Items stocked 
  include copper, tin, and bronze pots, containers, braziers. and 
  lamps; fine porcelain and glass bowls and cups; bamboo, 
  wood, ivory. and metal furniture and chests; strange idols and 
  blasphemous tapestries; ancient scrolls and tomes; and other 
  exotic and singular oddments. everything save clothing. armor. 
  or weapons; a few items have minor magical powers. Khat 5 
  gp; White Poppy 10 gp; Black Poppy 25 gp; Tithweed Juice 50 
  gp; Yellow Dragon 75gp; Black Lotus Petal lOOgp; Changeling 
  200 gp; Ghost Dust 250 gp; Demon lchor 800 gp. 
  
  21 . BEGGAR Cl-81: Half-Caste Hoek (CN male Smyrian/High 
  Viridion S'h level beggar, SL Guild 2) is an old, mad beggar; 
  he dresses in tom, stained rags and begs for bits in the Slave 
  Market. He earns more by allowing people to whip him for five 
  minutes for a drachma; no more than one customer at a time, 
  payment due up front. He defends himself with a dagger if 
  things get too violent. He has a 63 chance to predict the future 
  and a 263 chance of having in-depth knowledge of local 
  events; such information requires a donation of 1 d6 minas. 
  22. BELL TOWER CE-8): Maenlislth Cszumaa (LN male Smyrian 
  61h /eve/ monk, SL Gentry 8) was a member of the Order of 
  the Somnolent Dragon until his uncle, aunt, and seven cousins 
  died of the plague, leaving him an extensive estate. He 
  abandoned the ascetic life for a life of genteel leisure. He 
  spends his days pouring over his uncle's books on history while 
  tended by three concubines; the duties of the bell tower 
  (held by his family for 12 generations) ore performed by two 
  assistants and three slaves. 
  23. BLACKSMITH AND STABLES CD-15): Vlnglo Derglon (CG 
  male Starrcrag dwarf 81h level ranger, SL Guild 8) is a rarity, 
  a Starrcrog dwarf with little lust for gold and a great love 
  for animals, especially horses. He is the best blacksmith and 
  horse trainer in the province. When not working with his three 
  journeymen and five apprentices, he spends time on his ranch 
  or wondering the forest and hills to the west. He prides himself 
  on the health and quality of his war-trained steeds, which ore 
  the destriers of choice for Captain Milos, General Galiinaor, 
  and wealthy knights of the province. 
  24. BOAIMAKER (A-9): Gecsza Djokali (N male Smyrian 7ih 
  level sage, SL Guild 7) is the latest in a long line of boat 
  makers; truth be known. his family has lived along the 
  River Flee since the days before the foll of the old Smyrian 
  kingdom. Some soy he has the river in his blood, and it is 
  through this that he is able to build sleek and fast boats. This 
  building is merely a minor workshop, for his three journeymen 
  and seven apprentices (most his sons and nephews) to work 
  on ships in port; he hos a villa across the river from the port. 
  where he manufactures new boots in dry dock. His prices ore 
  steep, but fair, as the job is guaranteed well done. 
  25. BOOK SHOPPE (f=3): Mousy Rowena (CG female Common 
  Viridion 2fl<I level wizard, SL Merchant 6, Int 17, Wis 16, Cha 6) 
  maintains this small establishment she grandiosely named 
  The Dragon's Library, where books, scrolls, and tomes of all 
  kinds con be found; some ore even magical. She is normally 
  quiet and plain, but when her books are threatened, she is 
  like a lioness guarding her kits. Customers cannot even enter 
  the shop unless they con prove that they con read. When 
  illiterate adventurers find books. this is where they usually end 
  up. Rowena pays a silver on the gold for any books, including 
  spell books, and is not above cheating on illiterate oaf out of a 
  king's riches (she has no respect for the illiterate and stupid). 
  26. BOWYER/FLETCHER (1-5): Goldtree of Alfhelm (CG mole 
  high elf 81n level ranger, SL General 5, Str IS, Cha 16) was a 
  fellow adventurer with Doughal, Morgane, and Frederek of 
  the Ivory Mammoth ( #52). and is the former lover of Rebekah 
  of Garman (#32); today he manufactures bows and arrows 
  using the ancient techniques of his people, the high elves of 
  Dearthwood. His weapons are popular among adventurers 
  and Aelvoress elves, who have forgotten many of the 
  secrets of archery their cousins still keep. Short composite 
  bows (bonus to damage only): normal 30 gp, +1Str150 gp, 
  +2 Str 300 gp, +3 Str 600 gp; long composite bows 100 gp, 
  + 1 Str 500 gp, +2 Str 1,000 gp. +3 Sir 2,000 gp. Arrows: Giant 
  eagle- fletched ( + 1 to hit) 10 sp each; Roe-fletched ( + 1 to hit 
  and damage) 25 sp each. 
  27. BREWER (6=12): Berengar Barleybeer (CE male Common 
  Viridian 3rc:1 level black witch, SL Guild 7) brews a very coarse. 
  pungent, dark beer. It is the mainstay of the common folk 
  in the area, usually heavily watered down. He hos a line of 
  "gentleman's" ales, too, and is secretive about his recipes and 
  processes; he must be, os his "secret ingredient" for the special 
  brews is blood. His three assistants ore all half-breed outcastes 
  and hunchbacks (2nd level rogues); his quosit, Grem, guards 
  the brewing hall in the form of a large bot. (1-gollon clay jug, 
  8 servings): Barley's Dark 8 cp; Barley's Special Black 16 cp; 
  Smyrion Red 24 cp; Viridian Green 36 cp; Amazon Rage 60 cp; 
  Dwarven Dark 60 cp; 203 discount on 30 gallons or more. 
  28. BROTHEL (E- 11 ): The Room of Passionate Pleasures is the 
  only legal brothel in the province. owned and operated by 
  Madame Sandira (CN female Amazon 9'" level courtesan, SL 
  GenlTy 8, Int 16, Wis 16, Cho 18). The Shah has tried to stamp out 
  prostitution for almost two decodes, but it hos naturally been 
  impossible. He reached a compromise with nobles, gentry, 
  merchants, guardsmen, and the Courtesan Guild by declaring 
  the practice a monopoly, and assigning the monopoly to 
  Sandira. Special treatment of nobles. gentry, merchants, and 
  guardsmen assure that the Room of Passionate Pleasures 
  hos many powerful supporters. As it is the only legal brothel 
  in the province, it provides services of (almost) all kinds at all 
  financial levels, from the "Freeman's Five Minutes of Heaven" 
  at 5 sp to the "Grandhee's Grand Event" at 300 gp! Madame 
  Sandira is very protective of her employees and her monopoly, 
  and keeps a dozen dwarf mercenary swordsmen (3rd level 
  fighters) led by Max the Myrmidon (N mole Storrcrog dwarf 61h 
  level fighter, SL Guild 7, Sfr 18) to make sure guests maintain 
  the peace and pay their bills. Madame Sondira is personally 
  protected by two turbaned Lenapashim eunuch guards (71" 
  level barbarians wielding two-handed scimitars) and her 
  current lover, The Golden Sorceress, Demonassa (CN female 
  High Viridion 7th level wizard, SL GenlTy 8, Int 17, Cho 18), 
  armed with a wand of illusion, a ring of suggestion, and a gold 
  silk cloak of resistance +5. 
  29. CANDLEMAKER (H-14): Waxy Vacszul (CG male Smyrion 
  4'" /eve/ white witch, SL Guild 7) is secretly a white witch. 
  He and his wife, Odd Esme (CG female Common Viridion 
  3'd level white witch, SL Guild 6) manufacture all kinds of 
  common candles and soaps, as well as several magical 
  candles using their witchcraft. Tallow candle 1 cp (stinks 
  and sputters), wax candle 5 cp, bar of soap 1 sp. Scented 
  wax candles or soap: apple, berry, pine. or pumpkin x2; 
  lavender, vanilla. strawberry, or pomegranate x4; orange, 
  cinnamon, lemon. or chocolate x6; fish scented x8 (for the 
  Mer Shunnons); incense x 1 O; fine perfume x20. Time-keeping 
  candles 1 sp per hour, marked in 10 minute sections. Magical 
  c andles: potency candle 10 gp; love or peace candle 20 
  gp; healing (8 hours. heal 1 d3 extra hit points when burnt 
  during complete bed rest) 30 gp; mind-enhancing (burn 
  while memorizing spells. double time, can memorize one 
  extra 1st level spell) 50 gp; others may be available. 
  WILDERLANDS OF HIGH ADVENt:URE I I 
  
  30. CARTOGRAPHER (D=l 4): Hoosz Kruhzlik (NG mole Eogo/ 
  dwarf 61h level psychic, SL Guild 7) was a typical insane and 
  evil Eogol dwarf, until the day he encountered a minor deity of 
  goodness, and hod his mind changed, permanently. Rejecting 
  his old ways and his people, Hoosz adopted a human name 
  and settled in Tell Qo to ply his trade. He hos on amazing ability 
  to draw mops from mere descriptions, aided by his (secret) 
  ability to read minds. He always wears white robes and boots, 
  blue hoods and gloves, and a block mask with red lenses. 
  31. CARTWRIGHT (B-15): Aenduurll Axlemon (NG mole Smyrion 
  3'0 level fighter, SL Guild 7) hos five journeymen and seven 
  apprentices to help him manufacture wheels, carts, carriages. 
  chariots, and wagons. He even hos on on-site blacksmith and 
  two apprentices to make axles. nails, springs, and other metal 
  ports. "Honest Aendy" is known to drive a hard, if fair bargain. 
  and usually hos several new and used vehicles on hand to 
  meet most needs. Asking prices (con be haggled down to half 
  of asking price): 2-wheel cart 30 gp, 4-wheel wagon 70 gp. 2-
  wheel war chariot 200 gp. coach 400 gp. fine spring-balanced 
  coach 800 gp, armored coach 1.200 gp. Cort wheel 3 gp, 
  wagon wheel 7 gp, chariot wheel l 0 gp. coach wheel 20 gp. 
  32. CLERIC RESIPENCE (G-1 ll: Rebekah of Gorman (LG 
  female Gormoni 61h /eve/ cleric/61h level Mycretian, SL 
  General 5, Int 13. Wis 17, Cha 14) was once on adventurer, 
  port of a party including Doughol, Morgone, and Frederek 
  of the Ivory Mammoth (see #52). She hod a falling out with 
  them over their methodology several years ago, and set 
  out on her own. She works today as on herbalist, healer, 
  and midwife, offering her services to any who ask. with her 
  prices based on the customer's means; she has more than 
  enough treasure left over from her days of adventuring to 
  retire. if she so chose. She is not a pro-active Mycretion; 
  she prefers to aid and assist those who seek her help. rather 
  than save those who might not desire saving. She hos been 
  approached several times by the "Pure One" (the Shah, 
  in disguise), to fry to convince her of the error of her ways, 
  but he does not, naturally. force the issue. Her former lover, 
  Goldtree of Alfheim (#26), still pines for her, and often sends 
  flowers and gifts; she gives the flowers to young girls, and sells 
  the gifts for coin to give to the needy. Rebekah possesses a 
  staff of healing, a suit of choinmoil +4, and two ioun stones, 
  on incandescent blue sphere (+2 to wisdom checks) and a 
  dork blue rhomboid ( + 1 caster level). 
  33. CLOCKWORK ENGINEER (E-9): Vredrik Konous (N mole 
  Common Viridion 71h /eve/ sage, SL Gentry 7) become 
  fascinated with clockwork technology at on early age, 
  when his adventurer father brought a clockwork dog home 
  from on expedition to on ancient ruin in Shimmertree Vole. 
  He hos spent every copper of his inheritance learning oil 
  he con about the technology, and is today perhaps the 
  foremost authority on such devices, which ore regarded 
  as quasi-magical by most. blasphemous by others. He 
  and his five apprentices build and sell incredibly expensive 
  and intricate clockwork devices and creatures to nobles 
  and gentry; he uses the funds to further his studies and 
  sponsor expeditions to more ruins. Tobie-top simple clock 
  500 gp; palm-sized clock 1,000 gp; pocket watch 2,000 
  gp; clockwork songbird: 2.000 gp; clockwork dog 8,000 gp; 
  clockwork horse 16,000 gp. 
  J 2 XXXJ 
  34. CLOTHING (F-6): Aertalan Kruujdy (LG mole Smyrion 
  3'0 level Mycretion, SL Guild 7) hos two-dozen free 
  seamstresses, mostly widows and young orphaned women, 
  on the second floor making tunics, under-tunics, breeches, 
  hose, trousers. smocks, kirtles, gowns. cowls, copes, cloaks, 
  and winter caftans of linen and wool for commoners and 
  poor gentry. Colors available include red. light green. light 
  blue, gray, yellow. red-brown, brown. and block. The fabrics 
  are mode and dyed in nearby hamlets, and the clothing is 
  manufactured in town. Prices ore reasonable. though often 
  a sale comes at the price of a sermon. 
  35. CLUB (B/C-8): The Green Sash Club is open only to younger 
  sons of nobles and gentry. and even then usually restricted 
  to High Viridians and socially-connected Common Viridions; 
  it was formed by the former members of the Constabulary a 
  decode ago when the Shah dismissed them for corruption and 
  ineptitude. Many members are devotees of the Cult of Tama 
  Homo (#62) down the alley. The members own and regularly 
  abuse dozens of untaxed non-Viridian slaves, housed in on 
  extensive secret basement (which adjoins the temple of T omo 
  Homo (#62) through a secret tunnel). The Green Sashes often 
  disguise themselves and go out into the night, hidden under 
  emerald green sheets, waylaying and killing lone guardsmen 
  andnon-Viridions. They would love to kill Milos Toonikos, the 
  Captain of the Guard, but as they are all truly cowardly at 
  heart and generally inexperienced (most ore 1st to 3rd level 
  fighters or rogues). they have not yet built up the courage. They 
  organize extended "hunts" in the province, where they disguise 
  themselves as bandits and loose their hatred on peasants and 
  serfs. While hunting they often kidnap and enslave their victims; 
  others they tie upside-down to a pole and drown in a bucket of 
  salt water. While engaged secretly they use nicknames. such as 
  "Brother Blade," "Uncle Death," "Cousin Blood," and etc. There 
  are currently 32 members of the club, lead by Kobalos "Father 
  Slaughter" Skoulos (CE male High Viridian 5th level cleric of Lord 
  Skortch, SL Noble 10). who seeks nothing less than the complete 
  undoing of the status quo in the province, including the slaughter 
  or enslavement of all non-Viridians. and himself installed as the 
  Shah of Smyrsis. He possesses a crystal boll with telepathy, a 
  medallion of thoughts. and a ring of regeneration. 
  36. COURT OF THE ZHIRQUISATE (D-2): The low is overseen 
  by the Zhirquisote. the leading members of the gentry 
  appointed to oversee the courts. Zhir Kilj Jaoneracszy (CG 
  male Smyrion 7th level wizard, SL Gentry 12, never "Angry") 
  and Zhir Phllos "Hord Labor" Pappas (NE mole High Viridian 
  4th level knight, SL Gentry 12, Disposition never better than 
  "Bored," -4 modifier for half-breeds) oversee the Lower 
  Criminal Court (Lesser Crimes committed by commoners, 
  merchants, guildsmen, and military), and Zhlrqulssa Artemlsio 
  "Old Chopper" Movroudls (see Tower of Justice (J) above, roll 
  Disposition twice and take the worst result, -2 modifier to any 
  case including theft, prostitution, or rope) oversees the High 
  Criminal Court (oil High Crimes and Lesser Crimes performed 
  by gentry and nobles). Each is served by two guards (1st level 
  fighters) and a bailiff (3rd level fighter). plus three court clerks, 
  with another two-dozen bureaucrats shuffling papers in the 
  offices below the courts. Defendants ore held in cells in the 
  second basement (under circumstances similar to that in the 
  Town Jail, see #55). until their trial, a wait of no less than 3d6 
  days. Cellmoster Krijek the Greasy (N mole Smyrion 71" level 
  fighter, SL Genero/ 6) and his eight guards (1'1 level fighters) 
  
  are happy to accept payments for better food, services. and 
  privileges (at 5 to lOx normal rates), though any attempts at 
  true bribery will be reported. There are four group cells: one 
  for violent lower-class offenders ( l d 12, usually barbarians, 
  fighters, or rogues of l'; to 3'd level); one for peaceful lower-
  class offenders ( 1d12, usually rogues of 1 •1 to 4th level); one 
  for poor knights, nobles, and gentry ( 1 d8-1 , of any class, 1st 
  to 121h level); and another for women of all castes (ld8-l, 
  usually courtesans or rogues, 1'1 to 8th level). Eight private 
  cells ( 1 Oft. by 10 ft., well locked and barred with a bed, desk, 
  chair, and chamber pot) are also available for 20 gp per day, 
  including decent meals, paper and ink for letters, and regular 
  access to family, friends, whores, and litigation tricksters. The 
  Cellmaster's daughter, Krilja the Cracked (CN female Smyrian 
  2nd /eve/ rogue, SL General 5, 18 years old, Wis 5, Cho 17) seeks 
  a handsome adventurer, gentleman, or noble paramour 
  among the prisoners, with whom she plans to flee to Dacil 
  Vonidar, there to seek her lost kingdom. 
  37. COURTESAN CE-81: Viradecthis the Vigorous (NE female 
  Common Viridion JO'h level courtesan, SL Gentry 6, Con 16, 
  Int 14, Cho 17) is one of the few independent courtesans 
  that survived the Shah's assignment of a monopoly on 
  prostitution to Madame Sandira ( #28). She did so, like 
  most, by becoming a "hostess" of parties, fetes, and other 
  functions, which invariably descend into debauchery. Her 
  own wealth and connections keep her beyond Sandira's 
  reach. Most of the "parties" take place at the townhouse 
  or even manor of the "host," but she has a small salon in her 
  townhouse to entertain small groups. 
  38. DANCER CB--51: Lysandra of the Seven Veils (LG female 
  Common Viridian 81h level courtesan/4th level Mycretion, SL 
  Gentry 7, Dex 16, Wis 14, Cha 16) is "semi-retired," having 
  five years ago married a wealthy adventurer. Her husband 
  was killed two years ago while on adventure, slain fighting a 
  dragon, and while seeking solace she discovered the way of 
  Myer, and became a Mycretian. She dances now only for the 
  wealthy and powerful, and uses her influence and connections 
  gained thereby to discover their evil deeds and methods. She 
  forms a cell with Giraud the Hawk (#59) and Anwyll the Wig 
  Maker ( #81). She is only 27 years old, still very beautiful, and, as 
  her father was a fulf-blooded High Viridian, is usually mistaken 
  as one by most people. She wears a pair of beautiful gem-
  encrusted dragon-shaped gold bracers of armor +5 (made for 
  her by the dwarves of Starrcrag special to order as a gift from 
  her husband), and wears a ring of suggestion. 
  39. EATERY CG--3): Gorawen Half- Elven (CG Aelvoress/Smyrian 
  half~tven 3rd level ranger) maintains Fields of Plenty, a fine 
  eatery connected to the tavern on the ground floor of the 
  Banshees' Rest Inn (#51 ). Three halfling chefs bake fine breads 
  and meat dishes for hungry customers. Gorawen hunts critters 
  and gathers grains, herbs, and spices in the Shimmertree 
  Vale every third day; she has a unique source of high-quality 
  honey that she refuses to reveal for love or money. Bread and 
  two-day stew 1 sp, honey cakes 2 sp, rabbit stew 2 sp, beaver 
  tail 3 sp, roast duck 4 sp, snake stew 7 sp, jellied eels 1 gp, roast 
  pheasant 2 gp, venison steak 3 gp. 
  40. EMPLOYMENT AGENT CE-12): Uerbaan Cszomas (N male 
  Smyrian 41h level bard, SL General 5) is a former adventurer 
  who brings together potential hirelings and adventuring 
  types; he also helps commoners find all kinds of jobs, from 
  simple labor to guild apprenticeships. There's an 853 
  chance he has a torchbearer, porter, valet, lackey, or 
  general unskilled laborer looking for work ( 1 sp/day in town, 
  5 sp/day in the wilderness); and a 603 chance he has a 
  journeyman craftsman with the specific skill needed looking 
  for work (5 sp/day in town, 25 sp per day in the wilderness); 
  all such are l st to 3rd level fighters or rogues, though not 
  particularly of adventuring mindset. It will take him 30 to 
  120 minutes to find the prospective employee. All materials 
  must be procured by the employer. He takes a cut from 
  the employee, plus charges a 5 sp/25 sp finder's fee if the 
  prospect is employed. 
  41 . FIRE BRIGADE (E-7): After the last major fire 17 years ago, 
  which destroyed half a block, the Shah started a program of 
  fire brigades. The 20 slaves of the brigade ( 1'1 to 3'd level fighters 
  or rogues) are rushed to the scene of the fire on two wagons, 
  and once there, set about destroying the building with 
  mattocks and axes, seeking to get it to collapse on itself and 
  hopefully sparing neighboring buildings. The slaves are often 
  quite eager to succeed, as a slave who participates fully in 
  stopping seven fires is given his freedom. Their work is overseen 
  by four guards (3rd level fighters) and Fire Master Miiksa Cszok 
  (CG mole Smyrian 3rd level wizard, SL Genera/6). The fire master 
  trains and treats his men well, as he realizes their successes are 
  his successes, and he seeks to eventually join the gentry. 
  42. FIRE BRIGADE (f=lOl: Identical in purpose and size to the 
  South Wall Brigade, with 20 slave fire fighters and four guards, 
  the Midbailey Brigade is responsible for fires in the Outer Town. 
  Unfortunately their work is overseen by Fire Master Andsaca 
  the Lash (NE mote Common Viridian S'h /eve/ rogue, SL General 
  6), who lets his men use whips on the slaves often, and is not 
  above surreptitiously selling slaves to river bandits on the side. 
  43. FLOPHOUSE Cf=l 3): The Copper Crown Flophouse is temporary 
  home to many semi-successful adventurers and poor wanderers. 
  It is also the base of the secretive Tell Qa Thieves' Guild. Tiimo 
  the Fink (LE mole Smyrion 7111 level rogue, SL Guild 7) gained his 
  name by ratting out on thieving adventurers, but he's never let 
  slip the name of a single guild member, for love or money. He's 
  the ostensible owner and manager of the flophouse, and is the 
  public face of the joint. He is served by four bouncers (2nd level 
  fighters) and four maids (2nd level courtesans). Anyone can flop 
  on the main floor (3 cp/night. 2 cp/night for sleeping furs), but 
  only members of the guild are able to rent rooms on the second 
  floor (3 sp/night for a bed in a 4-man room, 2 gp for a private 
  room); otherwise, the upstairs rooms are "always full." It is actually 
  a safe place to flop, as no thievery is allowed on the premises; 
  non-guild thieves caught stealing in the flop room are rolled and 
  turned over to the guard. At night six to 15 down-on-their-luck 
  adventurers ( I '1 to 12111 level, any class, though usually barbarians, 
  bards, fighters, or rogues) and 11 to 30 poor folk or farmers (I st 
  to 3rd level, usually beggars, children, fighters, or rogues, double 
  numbers on Sixthday night} will be sleeping on the floor in the 
  common room. The backroom, accessible through the kitchen, 
  has a place for guild members to relax and play cards (3d6 
  during the day, 1 d6-2 during the night); the entrance to the 
  secret basement is through the office, accessible only through 
  the backroom. Meals include gruel breakfast with watered beer 
  3 cp; bread, cheese, and apple luncheon with watered beer 
  6 cp; pigeon pie dinner with watered beer 1 sp. Un-watered 
  WILDERLANDS OF HIGH ADVENt:URE I 3 
  
  beer, ale, and mead are available in the back room for l cp, 3 
  cp, and l sp each, respectively. The guildmaster, Nlmbleflnger 
  Ordric (LE male Common Viridian 1211' level rogue, SL Guild 9, Dex 
  18, Int 16, Cha 14) knows more about the sewers and ancient 
  tunnels than anyone alive. His lieutenant is Blackheart Eurwyn (NE 
  female Ae/voress elf 9t~ level rogue, SL Guild 8, Dex 17, Int 14, Cha 
  17); she likes to seduce young, handsome, and rich adventurers 
  and nobles. taking them for all their coin and possessions; those 
  who treated her well get to live to tell the tale. The guild is to lets 
  lone rogues or even small groups work on their own; if they prove 
  themselves competent (i.e., are not caught by the guard after 
  three major heists) they are told they need to join the guild, or 
  leave town. The guild has 21 to 40 members in town at any one 
  time (mostly 1s1 to 4th level rogues), as the guild is also active in 
  banditry, brigandage. thievery, and smuggling throughout the 
  province. They are currently seeking a way to clear out a band 
  of competitors on Ming River Road (see #80). 
  44. FORTUNE TELLER (G-2): Sosanna Tengwyn (N female 
  Aelvoress elf 7th level wizard. SL General 5, Int 15, Cha 15) 
  is a beautiful seeress cursed with the True Sight. It brings 
  her nightmares every night. as she sees much death and 
  destruction; there is only a 503 chance she will be available 
  for a reading, otherwise she will be upstairs resting with 
  a migraine. She has a 753 chance to randomly read a 
  specific person's past, present, or future in the waters of her 
  silver bowl; sometimes she sees all three. She requires 50 gp 
  and a lock of hair for a reading. She is assisted by her distant 
  cousin, lodelle Ravenhair, Half-Elven (CG female Aelvoress 
  e/f/Smyrian 5th level wizard, SL General 5, Int 14, Wis 13, Cha 
  16), who protects her during readings, as she often swoons; 
  lodelle is armed with a wand of magic missiles. lodelle has 
  Second Sight. and can see creatures of the Spirit World, 
  through the Planar Membrane, and speak with them as 
  though she had the tongues ability. 
  45. FUNERAL PARLOR (E-15): lmhotep the Southroner, The Jackal 
  in Exile (LG male Ghinorian Empyrean 161h level cleric of Anubis, 
  SL Gentry 8, Int 14, Wis 17, Cha 15) passes himself off as a simple 
  embalmer, a form of burial preparation that has been vogue 
  in the empire by no~Mer Shunnans since before the rule of 
  Cneninadus (Mer Shunnans continue to feed the flesh of the 
  dead to the fishes, then inter the bones in a seawater-filled 
  sealed um). Only Brerrab Ocehan is aware of his true identity; 
  as they are good mends of olden days, he's not about to tell. 
  lmhotep prepares the bodies in the back room, and holds 
  wakes in the front; a simple embalming with minimal wake 
  costs 10 gp, while more elaborate affairs depend on the exact 
  nature of the event. His two journeymen, five apprentices, and 
  10 slaves (all converts to Anubis) are finally getting a handle on 
  the construction of a proper Ghinoria~tyle sarcophagus: 50 gp 
  for a simple wooden one, 80 gp for copper plating, 350 gp for 
  silver. 3,000 gp for gold and gems. For those not affiliated with 
  a local temple (mostly adventurers), lmhotep offers burial in 
  his extensive. well-guarded private catacombs, built under his 
  country manor (Hex 4: 1813); accommodations range from a 
  simple nook at 100 gp to a full-fledged multi-chamber trapped--
  and-enchanted sub-complex at tens of thousands of gold. 
  46. FURS (H-6): Granny Giorsal (NE female Tharbrian 51h level 
  barbarian, SL Merchant 5, Str 14, Con 16, Int 14, Cha 7) sells 
  pelts her grandsons, Casidhe (NE 5th level ranger). Aonghus 
  (CE 4th level barbarian), Feraghus (CE 3'd level rogue). and 
  14 XXXI 
  Sluaghan (CN 2nd level bard), a stinking, despicable bunch, 
  buy out of a hovel in the ferry hamlet across the river. The 
  brothers also do some trapping themselves, of furred creatures 
  and otherwise; their oldest brother Kearn the Bastard was 
  caught bloody-handed after having his way with and then 
  killing a washer girl once, and so the four despise the lawmen 
  that had him beheaded; Granny never liked him, as she was 
  the one that named him Bastard, legitimate though he was. 
  Pelts: beaver 3 gp, buffalo I gp, muskrat 2 gp, wolf 3 gp, fox 5 
  gp, ape I 0 gp. Blankets: beaver 150 gp, buffalo 5 gp, wolf 50 
  gp, ape 50 gp, muskrat 100 gp, fox 500 gp. 
  47. GAMING HOUSE (C-12): The Imperial Green Gaming House 
  is not the largest. but is the wealthiest and fanciest gaming 
  establishment in town. It is owned and managed by Orlon the 
  Damned (LE mole High Viridian 6'h level fighter, SL Merchant 7, 
  Str 15, Int 14, Cha 15), an expatriate of the Immortal City; though 
  debauched as are most of his people. his vices are generally 
  normal (wine, women, song, women, gambling, and women), 
  and he is not dissolute. In addition to running the Imperial Green, 
  he also runs three caravans. through junior traders, between 
  Tell Qa and the Immortal City; interestingly, they are perfectly 
  legitimate. as he's got a good thing going, and feels no need 
  to get too greedy. He maintains good relations with most of 
  the High Viridians in society, even though he is of low social 
  standing, as he extends them a good deal of credit, which 
  can be worked off through simple, usually legitimate favors. 
  His only weakness is Tharbrian women, few of whom survive his 
  attentions. The first floor is a tavern with a kitchen in the back. 
  the main room filled with open tables for knucklebones, five--
  card wallop, three-card bitch, a wrestling pit, and a wheel of 
  fortune; 21-40 suckers will be playing or drinking during the day 
  and evening, with five serving wenches, two bartenders. three 
  cooks, eight dealers, and six guards (3rd level fighters). The 
  second floor consists of servant's rooms and four private rooms 
  for private games. rented by the hour and with a 103 rake. His 
  flat is on the third floor, where he and his current lover or slave 
  wench can be found sleeping during the day. He's between 
  lovers, and so Maeve Maklnnls, daughter of the Maklnnis of the 
  Maklnnls sept of Clan Ua'Gannon (CN female Tharbrian 200 
  level barbarian. SL General 1, 19 years old, Str 14, Con 17, Cha 
  17) is firmly chained to the bed in her soundproofed room. Not 
  yet broken, though much abused, Maeve has given almost as 
  good as she's been dealt, as the freshly-healed bite marks on 
  Orion's face show. Maeve's father would offer a small princes' 
  ransom for her safe return to her clan on the Plains of Lethe. The 
  door to her room is guarded day and night by two guards (a 
  4th level fighter and a 3rd level assassin). 
  48. GROCER (G-6): Dungallo Bluetoes (N male Mishell ha/fling 
  3rd level rogue, SL Merchant 6) and his daughters Vyolet and 
  Mawve manage the largest grocery in town. Every morning 
  before dawn Dungallo and seven slaves are at the Grand 
  Market, ready to buy the best produce the farmers will part 
  with at reasonable prices; similarly, they are there at the 
  close of the market, to buy whatever is left at dirt-cheap 
  prices. The best is sold at double or triple rates, day-old and 
  rotting produce at bits per pound. Other common. usually 
  used goods can be found here, as well, as Dungallo can't 
  pass up a deal and try to sell it dear. 
  49. HOURI (G-5): Bastet the Ghlnorian (CN female Ghinorian 
  houri gin level courtesan, SL General 5, Dex 17, Int 13, Cha 18, 
  
  with cat ears, whiskers, retractile claws, soft furry thighs, and 
  long leonine tail, golden skin and eyes. and long blonde hair, 
  otherwise drop-dead gorgeous human form, usually dresses 
  topless in Ghinorian style) leads a small pride of houris that live in 
  town on the fringes of society. Legally, they are not prostitutes, 
  as the Room of Passionate Pleasures hos a monopoly on 
  prostitution in the province. Instead they provide their services 
  as expensive "hostesses" for parties, which they organize and 
  for which they serve as the "entertainment." Sondira is well--
  bribed whenever she feels like making a stink, and the Shah just 
  looks the other way, as he knows too well it is the houri's nature. 
  Six other houris live with Bostel, as well as a dozen slaves. Bostet 
  often puts her ring of suggestion to good use, and on occasion 
  hos need of her hot of disguise, for safety or pleasure. 
  50: HOUSE OF HEALING CD-61: The House of Healing is famous 
  in the province and beyond as a place where healers learn 
  arts approaching the magical. It was founded centuries ago 
  by a rogue priest of the Ugtargnt Temple in Viridiston who sow 
  the error of his ways; he decided to seek to stomp out disease 
  and learn the ways of healing, rather than using fear and pain 
  to fleece the poor. Needless to soy, his former co-religionists ran 
  him out of town, and he fled to Tell Qo. Together with clerics 
  of Suthok and interested sages, he built a school that taught 
  the natural ways of healing, and sought out ancient secrets 
  lost since the days of the War of the Pious and Philosophers. 
  He and his companions discovered many lost arts and hidden 
  truths, and learned ways to apply them in the modern era. 
  Unfortunately, efforts to apply these secrets elsewhere foiled in 
  this superstitious era. as most faiths violently reject any healing 
  methods that are not divine. The House.maintains strict rules of 
  cleanliness, as the chirurgeons hove an understanding of the 
  true nature of non-magical diseases, i.e.. they know full well 
  how viruses and bacteria work. The chirurgeons otherwise have 
  medical abilities on par with a late-19th century level. and in 
  some coses, beyond that of the lote-21 st! The chirurgeons of the 
  House are granted gentry status, like members of an organized 
  clergy, and the House's symbol of the red circle around a red 
  cross is respected throughout the province. Supreme Chirurgeon 
  Hipparkhos Tsollas (LG male High Viridian 10'11 level sage/6th level 
  Mycretian, SL Gentry 13) manages five other chirurgeons (8"', 110, 
  6'h, and two sin level sages), eight interns (One 4'" level, a 3rd level, 
  two 2nd level, and four J•' level sages), 10 nurses ( 1•1 level sages), 
  and a dozen assistants ( 1 s1 to 3rd level fighters or rogues, usually); 
  note that moles and females ore equally represented, and 
  about half ore also Mycretions of 1 '1 to 3rd level. The chirurgeons 
  ore allied with and often consult with the healers of the temple 
  of Suthak (#76). The first floor is dedicated to a triage room, 
  supplies, bureaucracy, medicinal manufacture, and research. 
  The second level houses up to 40 patients in four 1 o-bed rooms, 
  and hos three operating rooms, one a teaching auditorium of 
  two-stories with benches for viewing. The third floor houses two 
  common rooms, each for 10 patients, 10 small private rooms. 
  and 10 larger recovery suites. The basement level has 12 cells for 
  quarantine. a morgue, a secret research lob. and another supply 
  room. A secret sutrbasement, known only to the Supreme 
  Chirurgeon, the two leading chirurgeons, the Great Mother of 
  the Temple of Suthok, the Shah, and those few who have used 
  it, houses the legendary "Room of Emeralds" of Tell Qa, which is 
  actually on ancient artifact discovered in the Eagol Ruins by the 
  founder of the House of Healing. The artifact is a technological 
  wonder; the 30 ft. round chamber houses a large healing 
  device that look like a sarcophagus build of gold, platinum, and 
  emeralds- its power is such that it can revive the recently dead 
  (as a raise dead spell, up to 12 days dead, requires 10 minutes 
  per day dead plus 1 Od6 minutes), regenerate limbs and organs 
  (ld6x5 minutes each), and heals more normal wounds at a 
  rote of 2d4+2 hit points per minute! It requires emeralds to run, 
  converting the moss to energy in order to power the devices 
  at a rote of 100 gp in value per minute. The walls of the room 
  (actually a green, artificial emerald-like material also recovered 
  from the ruins) are covered with nooks for emeralds; the House 
  is currently supplied with 92 emeralds worth a total of 46,000 gp. 
  The only known side effect of the device is that anyone who uses 
  it, even for a minute, will hove the irises of their eyes transformed 
  to a glittering emerald green. Services: Minor nostrums for colds, 
  fevers, and least diseases (953 chance) 2 gp; healing salve with 
  dressing (heals 1 d3 points of damage, and dressed wound heals 
  an additional 1 point per day for 1 d4 days) 20 gp, sold in distinct 
  types for slashing, piercing, bludgeoning, fire, cold. and acid; 
  in-house healing program (patient heals 1d4+1 + Con bonus 
  hit points per day, double ofter seven days of treatment, triple 
  after 14 days) 20 gp per day; program to treat poison or disease 
  (usually halts effects at start of program, heals at double normal 
  rates, must remain in the house of healing till cured) 50 gp per 
  day. Other treatments, such as setting bones. pre-natal core. 
  prosthetics, etc., ore available at the Judges' discretion. 
  51 . INN CH=3l: The Banshees' Rest Inn is owned and managed 
  by the twin sisters Anwyn and Bronwyn map Gwynne (Anwyn 
  LN, Bronwyn CN, both female Aelvoress elf 11n level bards, SL 
  Guild 8, Cha 16), former adventuresses and granddaughters 
  of Hall Master Wmffre (#01). They gained the nickname, 
  "Banshee Twins," during their adventuring career, as ii was said 
  that their voices had the power of life and death -
  though 
  some said it was because the two always argued quite shrilly. 
  When they retired (however temporarily) from adventuring, 
  they bought the old Aelvoress Inn, renamed it, and decorated 
  it with the trophies of their adventures. including a sober-tooth 
  tiger pelt. a stuffed green dragon's head. a pair of giant walrus 
  tusks, and scores of dinged and dented weapons and armor 
  from a dozen different lands. While Anwyn takes a more active 
  interest in running the inn. Bronwyn mostly just uses it as a home 
  base for her ongoing adventures, social mixing, and romantic 
  conquests. Anwyn has hod to save Bronwyn from no small 
  number of unpleasant amours, social faux pas. and evil cults 
  or pillaging tribes. The day to day operations ore run by a hired 
  innkeeper, four maids, five slaves, and two bartenders; though 
  drinks ore served through the inn's bar, food may be purchased 
  through the Fields of Plenty eatery ( #39) on the ground floor. 
  Prices per person/per night: 4- bed room 5 sp. 2-bed room 12 
  sp; private room 3 gp; private suite 8 gp. Bar: Mug of beer 2 cp. 
  ale 5 cp, mead 3 sp; a wide variety of wines are available, all 
  from Beppi' s Winery ( #82), simply divide the cost of a gallon by 
  five for the cost of a glass of wine. 
  52. INN (D-10): The Ivory Mammoth is renown as the inn where 
  welf-off and successful adventurers stay, and is owned and 
  managed by Doughal MacDonald (N male Tharbriana 8inlevel 
  rogue. SL Guild 7), a for-wondering former adventurer. His wife, 
  Morgane MacDonald, the Iron Bitch (CN female Tharbrian 8'h 
  level barbarian, SL General 5, Str 14, Con 16, Cha 16) still longs 
  for their adventuring days, and gets her revenge on her weak-
  willed husband by cuckolding him with young and handsome 
  adventurers and adventuresses every time he turns around. 
  Every time she promises to leave him. and sometimes she even 
  WILDERLANDS OF HIGH ADVEN't:URE I 5 
  
  leaves for a week or a month, but in the end she stays, and 
  usually has to beat the former lover to a pulp to get him to 
  leave her alone. Her current amour is the young mercenary, Ion 
  (see #60). The inn has a large common room, where food and 
  drink is seNed. The long bar has o pair of huge mammoth tusks 
  mounted above it, the monstrous creature slain by Morgone 
  herself. Every night there ore three bartenders, seven seNing 
  wenches, and the bouncer, Frederek of Thunderhold (N mate 
  Kazadaran dwarf 71" level fighter. SL General 5, Str 18, Con 15), 
  plus 32 to 50 patrons. Frederek takes out troublemakers with the 
  flat of his magical +3 battleaxe, which never leaves his side. 
  The second floor has three eight- bed rooms and 12 four-bed 
  rooms. and the third floor has 12 four-bed rooms, 12 singles, 
  and three suites. The fourth floor is a penthouse where Doughal 
  and Morgone hove o double suite. Frederek has his own suite. 
  and there ore rooms for the bartenders, seNing wenches, and 
  maids. Prices per night: 8-bed room 2 sp. 4-bed room 5 sp, 
  private room 25 sp; private suite 6 gp. Kitchen: Bean soup Bar: 
  Mug of house beer 3 cp or ale 7 cp (brewed by Frederek using 
  Thunderhold formulas): a wide variety of wines are available. 
  all from Beppi's Winery (#82), simply divide the cost of a gallon 
  by six for the cost of a glass of wine. 
  53. INN (G/H-12): The Old Wanderer's Rest has been in the 
  Sheply family for seven generations, and so to most regulars it is 
  no surprise that innkeeper Hwitscead Sheply (LG male Common 
  Viridian 61h level Mycretian, SL Guild 9) seems able to appear at 
  will anywhere he is needed, as though he grows right from the 
  walls. The beds ore usually clean of bugs, the nights are always 
  quiet and calm, the food filling if plain, and the bills ore always 
  impeccably honest to the bit. Nothing untoward ever happens 
  at the Old Wanderer, and that's the way Hwitscead wants it, 
  as the hidden sub-basement is the largest Mycretian shrine in 
  town! Hwitscead holds seNices for the 67 members of his flock 
  on Fifthday. and once a month they are blessed by a visitation 
  from and many miracles courtesy of the "Pure One" (the Shah 
  in disguise). All is not as peaceful as it seems; the Pure One 
  continually seeks to instill a more active spirit in the flock, while 
  Hwitscead and his people prefer to remain quietly anonymous, 
  and safe. Some of the younger members are beginning to 
  take the Pure One's subtle hints during his sermons to heart, 
  and it is only a matter of time before something untoward does 
  happen. Hwitsceod's wife Eacnung (4'" level Mycretian) and 
  his six sons and seven daughters (a/I 1st to 3rd level Mycretians) 
  operate the inn like clockwork. The Old Wanderer only has 
  private rooms at 2 gp per night; they may not be large, but 
  they ore clean, hove their own chamber pot. and the beds are 
  the softest in the Outer Town. plus the breakfast of cold mutton 
  and chicken. scrambled eggs, bread and cheese, and apples 
  is included. Bar: house wine. watered 5 cp, 1 sp full, or spiced 
  2 sp (mode by Hwitsceod's cousin in o nearby hamlet, it tastes 
  not unlike o sweet. earthy Desert Rose of Ell Baslis). Kitchen: 
  mutton 2 sp. chicken 5 sp, or duck 8 sp, all seNed with bread, 
  cheese, and vegetables. 
  54. INN (P-9): The Royal POiars Inn is. as its name implies. the 
  temporary abode of choice of the elite. Kolnos Aristotelis (NE mate 
  High Vlridian6"' /eve/sage,SLGentry8.tnt 14, Wis 13.Cha 16) come 
  from on ancient and respected but genteel (i.e., poor) family of 
  the Immortal City; being desirous of wealth and all that comes 
  with it, Koinos morned well, his wife the only daughter of o rich 
  gem merchant. When she died under mysterious circumstances, 
  he fled the city by night, his horse said to be weighted down with 
  16 XXXI 
  bogs of gems. Some evil god smiled upon him. for his dozen guards 
  remained true. and he arrived in Tell Qa safe and unspoiled. He 
  used his wealth to buy the Royal Pillars, which he operates more as 
  o classic "hotel," accepting "gifts" from visiting nobles. gentry, and 
  wealthy adventurers, guildsmen, and merchants for the privilege 
  of staying ot his "modest townhouse." For the "gift" of o mere 50 
  gp per day (paid in advance. with extensive "lips" required for 
  non-Viridions to be mode welcome) a "guest" is treated to a large 
  suite with personal slaves. o bath with bathing maids or youths, 
  rich foods and expensive wines, and the honor of joining Koinos 
  at his dinner table. where he discusses philosophy, expounds on 
  the superiority of Viridian blood, and debates current affairs with 
  the rich. powerful. and famous. Regular dinner and parly guests 
  include Lady Klytemnestra Xanthou ( #69). Evil High Priest Armodoros 
  Zavolos (#74), Khaiphoron Coin-Cfipper (#73). and other High 
  Viridion notables. More esoteric seNices ore available al a fee. 
  Koinos is neck-deep in the "green slave" trade with Lady Xanthou. 
  and often visits her hidden temple (fiterolly and figuratively). 
  55. JAIL (E-14): The Tell Qa Town Jail is not os dirty and 
  horrifying as in most towns and cities: the Shah prefers to view 
  punishment as o form of rehabilitation. Conviction of most 
  Lower Crimes results in o fine plus time in the town jail, where 
  convicts seNe on o chain gong and perform unpleasant 
  physical labor for the town. Convicts get bread for breakfast, 
  an apple for lunch, and o lumpy, if nutritious gruel for dinner; 
  on Seventhdoy the gruel even has chunks of relatively fresh 
  meat. Drink is watered ale. Treatment is relatively humane, 
  as befits the character of the convict; troublesome convicts 
  will get beaten. but rarely such that there will be permanent 
  wounds. Labors include digging ditches, cleaning sewers, 
  repairing walls and roads, and typical labor for the town that 
  would otherwise be performed by slaves. Upon release, o 
  convict will be given bock such personal goods as remain to 
  him (903 chance per item), plus one copper bit per day of 
  seNice; and three days of rations. Though the jail is positively 
  paradisiacal compared to most, it is still an unpleasant place, 
  and thus calls for on unpleasant man to manage it -
  and 
  Gyoll White-Eye (LE male Thygami 710 /eve/ fighter, SL General 
  6, Str 18, Con 17, great club +2) fits the bill. The hulking beast of 
  a man (it is said his grandfather was o demi-giant or maybe 
  an ogre) has a cruel streak, but he is utterly loyal to the Shah, 
  and keeps his laws firmly, including those against mistreatment 
  of convicts (beyond such treatment as they may "come by 
  honestly"). 7 ft. toll Gyoll hos pure white eyes. with no irises 
  and red pupils, thus his name. He is seNed by eight guards 
  (1st level fighters) wearing leather armor and wielding clubs 
  and man-catchers, plus two cooks and four slaves. The 
  guards and Gyoll have rooms upstairs; the ground level is for 
  processing, kitchen, and storage; and the prisoners are kept 
  in the basement levels, up to 20 in each of three levels, the 
  damp lowest level reseNed for the most recalcitrant prisoners. 
  Shackles are well-designed and strong (CL 10 dexterity check 
  to slip, CL 10 strength check to break) and ore heavy (5 lbs., 
  EV 3); usually two or more prisoners are shackled together by a 
  three-foot long chain. Strong and/or troublesome inmates will 
  also be weighted down with a boll and chain (some strength, 
  weight 20 lbs., EV 6) or three. At any one time there ore 21 to 
  40 convicts. mostly common human rogues or fighters of 1st 
  to 3rd level; one in 10 will be exceptional, of higher levels or 
  unusual race, class, or SL. Personal goods of convicts are held 
  in a locked vault in the third level basement of the Court of 
  the Zhirquisate (#36). not at the town jail. 
  
  56. LAMPLIGHTER CG-1 Jl: Kroaask lldomeska (CG mole 
  Smyrion 4in level rogue, SL Generol 6) is the chief lamplighter 
  of the town, reporting to the district aldermen in each area. 
  He leads a team of two dozen laborers who tend to the city 
  lamps day and night. He and his people are also responsible 
  for inspecting the streetlamps and street torches of homes 
  and businesses, making sure they are well mounted in a 
  location that will not catch nearby buildings on fire. First ticket 
  is a drachma per lamp/torch and a warning, second offense 
  is a mina per lamp/torch and a visit from the guard, and the 
  third time the miscreant answers to the zhir. Kroaosk and his 
  men also act as spies and informants for the aldermen; some 
  also work with thieves. The building is filled with great barrels 
  of oil, wicks, and iron lamps and lamp posts. 
  57. LAMPMAKER (8-151: Gram lronthumb {LE mole Storrcrog 
  dwarf 6'n level fighter, SL Guild 7) was a stout adventurer, 
  until an ore cut off his leg on Glass Mountain. He hates ores 
  and half-ores with a mod passion, and attacks them on 
  sight, damning the consequences. On the other hand, he 
  is very fond of holflings, as the halflings of Mishell tended to 
  his wound and saved his life. Today he manufactures lamps 
  and lanterns of all kinds and sizes. and other fine items of 
  iron work to order. Open lamp 4 gp, bullseye lantern 16 gp, 
  hooded lantern 1 o gp, small pot 4 gp, large pot 9 gp, buttons 
  1 gp/dozen, 1 lb. iron dust 1 sp, kettle hot 5 gp, nasal helm 8 
  gp, morion 10 gp, great helm 20 gp, breast plate 300 gp. 
  58. LITIGATION TRICKSTER (E=3l: Cuwyll ap Gwlwtwyd (CG mole 
  Aelvoress elf a11i level litigation trickster, SL Guild 7, Int 1 S, Cho 1 S) 
  hos argued cases in the Court of the Zhirquisate for more than 
  70 years. He much favors the current regime and the codified 
  lows and punishments, though he finds the Zhirquissa to be a bit 
  too strict in certain interpretations. Cywyll's services cost 5 gp 
  per day in court; the initial consultation is free, but consultations 
  beyond the first cost 2 gp per hour. He is served by two scribes, 
  three secretaries, and two runners {who keep on eye on the 
  entry to the court's cells for likely prospects). 
  59. MAGISTRATE C0-8): Giraud the Hawk (LG mole Common 
  Viridian 8111 level knight/5'11 level Mycretian, SL Gentry 10) is 
  the magistrate for northern villages and hamlets of Smyrsis 
  Province. He follows a circuitous route, dispensing low justice 
  and bringing those charged with high crimes into town to be 
  judged by the Zhirquissa. While in the field he is accompanied 
  by a dozen mounted guards {3rd level fighters), a scribe, two 
  lackeys, and three drivers, one each for his wagon, the supply 
  wagon, and the prison wagon, which holds up to a dozen in 
  tight confines. At home, he is served by a butler, two maids, a 
  cook, and five slaves, who tend to the house the three weeks in 
  four that he is in the field. Giraud con defend himself quite well 
  with his +2 broadsword, though he will use his ring of invisibility 
  if things get tight. He never publicly uses his Mycretian abilities. 
  Giraud works with fellow Mycretians Anwyll the Wig Maker 
  (#81) and Lysondra of the Seven Veils (#38) to act against 
  the immoral {though legal) acts of the upper classes. They use 
  middlemen to hire adventurers or mercenaries for anything 
  potentially violent, such as rescuing sacrifices, breaking up 
  a coven or cult, or stopping the summoning of demons. The 
  face of the fourth member of their cell, "The Pure One," is 
  never seen. He/she/it provides top-secret information and 
  funding; they believe it to be an angel, and hove no idea 
  that it is actually the Shah in disguise! 
  60. MERCENARY GUILD (G-14): The mercenary guild is not large 
  in Tell Qo; most seek employ in the better-paying Immortal 
  City, or in the provinces of more martial shahs. In fact, the 
  Guild currently consists only of Captain Hammerhand Haethric 
  (N male Common Viridion 81h level fighter. SL Guild 9, Str 17, 
  Con 14, Cha 15) and his short company of 300 men (most 
  currently semi-retired to forms and ranches in nearby villages 
  and hamlets). Sergeant Ion Stavrakis (CG mole Common 
  Viridian 4th level fighter, SL Guild 6) is the only non-com 
  residing in the town (see #69 for his family, whom he ovoids), 
  and handles the day-to-day affairs of the guild, assisted by 
  Old Phil, Wiiiy the Geek, and Tomos the Drummer (1'' level 
  fighters), and five runners. Usually guild members ore hired out 
  for short runs, working guard duty for merchants in small mixed 
  troops of 12 ("lances," though usually only four ore mounted). 
  The three throngs of the guild currently consist of what could 
  be considered medium cavalry (mail hauberk and shield, 
  light lance. and broadsword, on light warhorse) medium foot 
  (mail shirt, halberd, short sword, and shield), and medium 
  archers (ring mail, long bow, and short sword), all of seasoned 
  quality. A mixed lance (four cavalry, four foot, four archers, 
  all 1st level fighters save for a 2nd level foot corporal) costs a 
  minimum of 30 gp per week, half due on hire. the other half 
  on completion; the mercenaries provide all weapons, armor, 
  steeds. and durable goods, while the merchant is responsible 
  for providing food and drink. As usual, the haggling starts at 
  double minimum, plus negotiations for the quality of food. It 
  tokes a whole day to coll in and put together a single lance; 
  it would toke two weeks to get the whole company together 
  and ready to roll, though 2/3 will be ready in one week. 
  61. MONEYCHANGER (D-11 ): Glfre the Green (LE male Common 
  Viridian 3'd level psychic, SL Merchant 7) exchanges old, worn, 
  and foreign coins for new local currency for on 8 to 123 fee, 
  based on the weight and quality of the coin. Old Imperial 
  minos from the "bod years" ore discounted on additional l 0 
  to 503 on overage, due to the debasing of the metal. Gifre 
  is not above cheating customers who do not recognize the 
  numismatic value of old, rare coins. He has four assistants and 
  six guards (2nd level fighters). The outer office is separated from 
  the inner office by metal bars. through which exchanged coins 
  ore passed in pouches. The inner office contains five large 
  chests, each containing different coins: 5,560 copper bits ( 1 cp 
  ea.), 1,368 bronze obols (5 cp ea.), 2, 135 silver drachmas ( 1 sp 
  ea.), 2.057 electrum slaters (5 sp). and 414 gold minos (1 gp). 
  plus four tables, each with a set of weights. Coins exchanged 
  ore dropped through a hole to the basement, where they ore 
  melted down into ingots of the applicable metal type. Gifre 
  gained his namesake for having skin of a lambent green hue; 
  he glows slightly in the dork. 
  62. NOBLE TOWNHOUSE CB-9): The Hedonae Temple of Tama 
  Homa is hidden from public knowledge; as for as most know, 
  this large townhouse is merely the home of Lady Klytemnestra 
  Xanthou (CE female High Viridian ?fh level cleric of Toma 
  Homa, SL Noble 13, Wis 15, Cha 18), a noble from the 
  Immortal City. She is in Tell Qo to keep on eye on her family's 
  plantations and vineyards. but leaves the work to her hired 
  overseer and spends her time "entertaining" friends. Once 
  a week these ore above-board fetes, feasts, salons, and 
  socials attended by nobles, gentry, adventurers, and the 
  wealthy; the rest of the week, however, the celebrations 
  are altogether different. The three-level basement beneath 
  WILDERLANDS OF HIGH ADVEN'Ctm.E I 7 
  
  the townhouse has been converted into a temple where all 
  manners of sexual depravities and excesses are engaged 
  in, with partners willing and not. humanoid and otherwise. 
  The townhouse is also home to four maids, a butler, a cook, 
  a driver, two footmen, and six slaves, all cull members who 
  adore their priestess (all I st to 3rd level clerics of Tama Homa). 
  The inner sanctum is guarded by Klytemnestra's spells and 
  her rod of the python, plus a dozen beautiful or handsome 
  drugged and/or charmed slaves (any class, 1st to 8th level) 
  and a dozen zombies, all of which are all too often taken from 
  their duties to perform "other functions." Many cultists enter 
  secretly through the ancient tunnel system below the city. The 
  temple is plush and richly decorated, far beyond even the 
  mistresses' means, as she blackmails irregular visitors, requires 
  many and costly donations, and is also engaged in an illegal 
  "green slavery" operation (information that the Shah and 
  Slave Master Yudh would be most interested in receiving). The 
  temple is also guarded by Klytemnestra's ally, Pfomagapos 
  Mavroskardla (CE male High Viridian J1h level necromancer, 
  SL Genhy 7), a dangerously jaded necrophile with slippers of 
  spider climbing and a rod of necromancy. 
  63. PAWNSHOP CH-51: Fagin Copperpot (NE male Tharbrian 3'0 
  level rogue, SL Merchant 6) is a second-generation Tharbrian 
  resident, and unlike his wild cousins, a notably dishonorable 
  coward. Fagin will take an item as collateral against a loan; 
  the loan will be 21 to 403 of the retail value of the item, plus 
  a fee of 103 of the full value of the item; the borrower has up 
  to two weeks to repay, or the item gets sold. He hands out 
  parchment tickets for items pawned; he won't let customers 
  reclaim their items without the ticket, save at the full price. All 
  sorts of durable goods are available in the shop, ranging from 
  tools, armor, and weapons to musical instruments, jewelry, 
  and antiquities. All items sell for 803 to 1203 of market value. 
  Fagin also operates as a fence for Guild and non-Guild 
  thieves, but charges a premium to non-Guild thieves, paying 
  only 153 to 253 of an items' value. 
  64. ROCKET MAKER (E-10): lorlncsz "Boomer Junior" Vaedor 
  (N male Smyrian 8'n level alchemist/81n level sage, SL Genhy 
  9, Int 18, Wis 8, Cha 9) follows in his late father's footsteps, 
  being perhaps the most advanced rocket scientist in the 
  Wilderlands. Boomer's father was a gentleman adventurer 
  who discovered ancient devices and secrets in the Eagol 
  Ruins, secrets that enabled him to build primitive rockets. 
  Boomer's rockets are still primitive, little more than a tube 
  with a reactive agent that fires (usually) out one direction, 
  (hopefully) providing thrust in the other direction and, when 
  so designed (probably) providing a fiery concussive blast at 
  the end of the trajectory. Sometimes the rockets just blow 
  up when lit (2d43 chance per rocket or device), dealing 
  double damage to anyone holding it. Boomer provides 
  rockets to the Shah at a highly discounted rate in return for 
  having a monopoly on the development, construction, and 
  sales of rockets in the province. Boomer is assisted by seven 
  stalwart apprentices and a dozen terrified and very careful 
  slaves. Tindertwig 1 gp, sunrod 2 gp, smokestick 5 gp, signal 
  flare (red, blue, or green, deals 1 d4 damage with a direct 
  hit) 10 gp, signal flare (fountain, deals 1 d8 damage with a 
  direct hit) 15 gp, firebomb (thrown weapon 10 ft. range, 2d6 
  fire damage with hit and splash 1 d3 to all in 5 ft. and 2 in 6 
  chance flammable items catch fire, plus 1 d6 fire damage on 
  direct target the second round) 20 gp, thunderslone 30 gp, 
  IS XXXI 
  short range rocket (as firebomb but propelled range 40 ft.) 
  40 gp, flashbang (as thunderstone + 2d6 subdual damage) 
  50 gp, heavy short range rocket (3d6 damage on direct hit, 
  1 d6 splash to all in 10 ft. radius, target burns for 1 d6 per round 
  for 1 d4 rounds, splash victims burn for 1 d6 damage for one 
  round) 80 gp, long range rocket (as heavy short with 80 ft. 
  range) 160 gp, heavy long range rocket (4d6 damage on 
  direct hit, 2d6 on splash in 1 Oft. radius, 1 d6 on spl.ash in 20 ft. 
  radius, direct target takes 1 d6 fire damage per round until 
  fire put out, secondary splash take 1 d6 per round for 1 d4 
  rounds, tertiary splash take 1 d6 for one round). 
  65. SLAVERS HALL (H-9): Slave Master Yudh (NE male Caveman 
  11n level barbarian, SL Guild 9) is the only licensed slave master 
  in the province. He is very jealous of his monopoly, and enforces 
  his rights even more severely that ever would the Shah. Yudh is 
  seNed by a dozen slaver takers, each with their own team 
  of 10 to 16 shacklemen/guords (I" to 3'0 level barbarians, 
  fighters, or rogues); each team also takes along a wagon 
  cage for younger, frailer, and more valuable cargoes. Yudh 
  also has on staff four auctioneers. two accountants, a leech. 
  a barber, a dozen mercenary guards (1'1to3'0 1evel barbarians 
  or fighters), seven concubines, and two dozen slave laborers, 
  plus three special servants. Blood Mad Melchiorre (CE male 
  Anti/lion 61n level rogue, SL Guild 7) is his spy and torturer; he uses 
  implements and methods most vile lo break newly-acquired 
  recalcitrant slaves. Melchiorre buys Amazon slaves, who 
  promptly disappear screaming into the lowest pits beneath the 
  slave hall. Platinum-haired and purple-eyed giant Thorgrlm 
  the Diabolist (LE male Sverkka Valonar 6'h level summoner, SL 
  Guild 7) is the slave-master's magist; he is said to be an outlaw 
  from his own vile, sorcerous people. Finally, Ghostly Kleitos (NE 
  male High Viridian sin level assassin, SL Guild 7) is Yudh's silent 
  enforcer. He speaks only with his blades, and has a terrible 
  scar across his neck -
  presumably the wound that caused it 
  also destroyed his vocal capabilities. Like Melchiorre, he has 
  terrible tastes, and many a flame-haired Tharbrian youth has 
  disappeared in the pits below, dragged kicking and screaming 
  by the silent assassin. 
  66. STEVEDORES CA=6): Fat Fulk (CE male Common Viridian 3rd 
  level fighter, SL Guild 7) lords over a dozen freemen and three 
  dozen slave stevedores. whose services are usually required to 
  port goods from the Docks up the long stair to the city above. 
  Freemen porters cost three drachmas per day, slaves three 
  obols, with no guarantees of quality of service -
  and certainly 
  no insurance. The slaves are mostly Tharbrians, and usually try to 
  break anything they feel they can get away with; the freemen 
  are all Smyrians, and take pride in their work. Gate fees and 
  bribes are, of course, the responsibility of the employer. Fat 
  Fulk keeps the slaves in line with a bullwhip and three Thygami 
  guards (2nd level barbarians armed with great clubs). 
  67. SYNDIC (E-3): The five aldermen answer to the town 
  syndic, Old Taabor Uelacszlos (LN male Smyrian S1h level 
  sage, SL General 8), who himself answers directly to the 
  Shah. Taabor's residence includes on office and meeting 
  chamber, as the aldermen must report directly to him at 
  least once a month. His bureaucrats are housed and work 
  elsewhere, and disturb him only with the most important of 
  issues. Old Taabor once hoped to be granted a landholding 
  or membership in the gentry for seNices rendered, but a one-
  time indiscretion robbed him of any further advancement; 
  
  however, as no other better qualified person could be found 
  for the position, he kept his title and powers. His books are, 
  however. subject to auditing on a regular basis. Old Toabor 
  spends his time in his study, quietly reading histories of the 
  province and empire. He is served by o butler, two maids. a 
  footman, a cook, and seven slaves, ond hos four personal 
  guards (2nd level fighters). 
  68. TAVERN CP-15): The Burley Huntsman is o large, middle-
  closs and upper-lower class tavern, dedicated to providing 
  common folk with large quantities of alcohol ond food in 
  o friendly, if rambunctious atmosphere. It is frequented by 
  Aelphen laborers, Smyrion craftsmen and merchants, and 
  local adventuring types; usually 31 to 60 during breakfast 
  ond 61 to 120 during lunch ond dinner. Proud Micszu (CG 
  mole Smyrian 4t,.. level fighter, SL Guild 8, Str 15) ond his wife 
  Othilia Silver-Tress (CG female Aelphen 3'd level white witch, 
  SL Generol 5, Int 14, Cho 16) keep the wen-intentioned chaos 
  to a dull roar. Games include knife and axe-throwing, bottle-
  tossing, knucklebones, and the infamous kobold punting 
  (kicking o largish weighted rog doll across the Smyrion Market. 
  ofter hours. usually); the evening usually ends in an impromptu 
  drunken hurly-bur1y session with the rag-doll in the market. the 
  "winner" getting drinks for free the next night. Two cooks ond 
  seven serving wenches keep the food ond drink flowing. 
  Huntsman Beer 3 cp per pint jack, Huntsman Ale 5 cp per 
  cup mug. Silver Mead 2 sp per cup mug, plate of beans 1 cp, 
  boar's snouts 2 cp. poached sausage 5 cp, honey ham and 
  greens l sp. Micszu and Othilia live upstairs, where they also 
  rent six flats, each at 2 gp per month. 
  69. TAVERN (F-9): The Green Sea Maid is the favored tavern 
  for High Viridians. Common Viridions, and Mer Shunnon 
  co-religionists. Its owner and proprietor, Hylaeos Stavrakis (LE 
  male Common Viridian 3rd level rogue, SL Guild 7) is a fanatical 
  member of the Mer Shunnon faith, as are his wife Ornis. his 
  three sons Dion, Kreon, and Pasion, and his four daughters 
  Doris, Khloris, Megara, and Tykhe. His eldest son, Ion, fled when 
  his father allowed the temple to sacrifice his twin sister, tole, and 
  is not mentioned by polite company; today Ion is a mercenary 
  (see #60), and if he were to discover that his youngest sister, 
  Tykhe, a Young Tender, is (happily!) scheduled to be sacrificed 
  in three months, there's no telling what he might do. The tavern 
  itself is designed in the classic Viridion style, and looks like it 
  would fit right in along the Grande Promenade in the Immortal 
  City. It is crowded most of the day, with 21 to 30 patrons during 
  breakfast and lunch, and 41 to 60 during dinner; diners often 
  include Mer Shunnon priests and numerous upper-class High 
  and Common Viridions. All recipes are traditional Viridian: bowl 
  of bean and tripe stew with pita 5 cp, oiled salad 8 cp, fish stew 
  with pita 1 sp, wedge of goat cheese 1 sp, half roost chicken 
  1 sp, lamb kebab 2 sp, baklava 2 sp, gloss of Y'Dell Rose 2 sp. 
  glass of Imperial White 4 sp, gloss of Imperial bubbly 8 sp. onise-
  flovored liqueur 2 gp per shot or watered glass. The family runs 
  the tavern with the assistance of five slaves. The family lives in a 
  large suite above, with four additional family-sized flats rented 
  to co-religionists at 3 gp per month. 
  70. TAVERN (A-4/5): The Rod and Net is a crowded, dingy 
  tavern filled with sailors. fishermen, stevedores, river bandits. 
  slavers, and beggars. Igo the Accursed (NE mole Common 
  Viridian 4th level rogue, SL Guild 7) and his wife, Fausto of 
  the Evil Eye (CE female Roglo Gypsy J'd level black witch, SL 
  General 5) ore neck-deep in smuggling and green slavery, 
  maintaining the tavern os a cover for their nefarious activities. 
  Breakfast is served long before daybreak, for the fishermen. 
  The large main room is choked with the stench of rotting fish 
  and pipeweed smoke. and filled with 31 to 50 men (half that 
  during the best fishing hours), plus 3 to 12 serving wenches 
  and cheap trollops (the guard holds no sway here). Fousta's 
  nephews, Ugo and Este. both large. swarthy men with bulging 
  muscles (4tn level barbarians) keep the peace. Yesterday's 
  catch gumbo 1 cp (253 chance of grippe). seaweed salad 
  2 cp, today's catch gumbo 3 cp (53 chance of grippe), fish 
  fry 5 cp, river squid 1 sp, otter steak 5 sp, beer 2 cp, ale 3 cp, 
  Aelphen mead 2 sp. Valonar mead 5 sp. 
  71. TAVERN (B-6): The Starfall is a tavern for the elite with 
  serene and cultured tastes. The small dance floor is flanked by 
  tables at its sides and feet, while a small, unique 15-member 
  orchestra plays soothing tunes at the far end, led by Erb Milla 
  (NG male human 9in level bard, SL Gentry 8, Int 14, Cha 16). 
  His father. the founder of the orchestra. was a stranger from a 
  distant land who arrived in a fiery crash from the sky decades 
  ago; healed by the clerics of Suthak and chirurgeons of the 
  House of Healing, he went on to start a musical group, the 
  Starfall Orchestra. for which a wealthy patron built the tavern. 
  Erb's sister Elena (NG female human 9t,.. level bard, SL Gentry 8, 
  Cha 16) acts as hostess for their noble and gentle guests; the 
  wealthiest and wisest adventurers who seek to join the elite also 
  dine at the Storfall. Fine meals are served at breakfast, lunch, 
  and dinner, though the full orchestra plays only during dinner; 
  a dress code applies at all times, weapons must be checked 
  at the door, and no armor is allowed to be worn. On occasion, 
  illusionists, renowned bards, dancers, jugglers, fire-breathers, 
  sword-eaters, and other minstrels perform in addition to 
  the orchestra. Eight chefs, 24 waiters and waitresses, four 
  bartenders. four bouncers (4th level fighters), and four runners 
  keep the tavern running like clockwork for the 41 to 80 wealthy 
  and powerful patrons. Every meal is of the finest cuisine. with 
  roast pheasant. venison, beef. lobster, crab. shark, or more 
  unusual fare, such as hydra steaks or roe tongue. all prepared 
  with rare and expensive spices and herbs; rare and unusual 
  fruits and vegetables; sweet treats and candies; all served with 
  wines and liqueurs of rarest sort. Breakfast costs 5 gp, lunch 10 
  gp, and dinner 20 gp. Waitresses walk the floor selling Tlanitlon 
  zigarillos (2 gp), zigarros (7 gp), and packets of rare pipeweed 
  and chewing herbs and gums (1 gp to 20 gp per pipe). 
  72. TAVERN CC-1 Ol: The Witch's Teats Tavern is a large, brightly-Iii, 
  clean. successful. and expensive establishment -
  the witch in 
  the sign depicted as beautiful and buxom, wearing nothing 
  but a pointy hat and a smile, and holding a stein of ale in 
  each hand. A middle to upper class establishment, it is usually 
  filled of nights with a boisterous crowd of younger sons, gentry, 
  adventurers, and well-to-do merchants and craftsmen. The 
  manager, Sibylla the Gray (NE female Common Viridian 41n 
  level rogue, SL Guild 7, Cha 17) covers for her partners, the Black 
  Witches Melisande the Black (CE female Common Viridian 6tn 
  level witch, SL General 5) and Melantho the Damned (CE 
  female High Viridian 8'" level witch, SL Gentry 6), who secretly run 
  a coven out of the basement. On the night of the new moon, 
  and as occasion permits, the witches and their coven gather in 
  the basement and sacrifice a virgin maiden to their dark lords. 
  When they are not busy otherwise, the witches' quasi! familiars, 
  Phoebus and Daimios, like to cause havoc in the tavern in the 
  WILDERLANDS OF HIGH ADVENt:lffiE l 9 
  
  forms of a black and a white cat; they spill patron's beer, cough 
  up hairballs, claw and bite, and steal belt pouches and jewelry 
  from passed-out drunks. There are five serving wenches, two 
  bartenders, and three cooks (1st to 3rd level black witches), 
  plus two hired bouncers (2nd level Tharbrian barbarians). There 
  are 11 to 20 customers during the day, 31 to 40 in the evening. 
  Sibylla has her own flat on the second floor, as do Melisande 
  and Melantho who share, and the servants share four, plus 
  there are seven large flats (accessible only from the outside 
  stairwell) that are rented out to adventurers, coven members, 
  and second-sons who do favors for the witches, 10 gp per 
  month. Mug of ale: Bartey's Dark 5 cp; Bartey's Special Black 
  l sp; Smyrian Red 15 cp; Viridian Green 2 sp; Amazon Rage 4 
  sp; Dworven Dark 5 sp (all ales are from Berengar Borteybeer, 
  #27, and the witches know exactly what is in the special brews). 
  Glass of wine: Tell Qa Red 2 sp; Y' Dell Rose 3 sp; Mishell Burgundy 
  6 sp; Hetep Goblin Stompy 8 sp; Mishell Mauve 2 gp; Raknid 
  Elven Jade 3 gp; Wildwood (a.k.a. "Antillion") Red 8 gp; Mishell 
  Violet l 0 gp; Shopshire Ice Blue 12 gp; Luckstone Rose 15 gp; 
  Ordurt Elven Blue 18 gp; Polewood Elven Gold 20 gp; Ailill Elven 
  Silver 30 gp. Food: salad (treant leaves) l sp, diced spiced snake 
  ( 1 in 6 chance is poisonous) 6 sp, mutton (blink dog) 8 sp, haggis 
  (sprite) 1 gp, pate (brownie) 2 gp, roost pheasant (stirge) 5 gp, 
  crackers and roe (elf-bone meal crackers and rot-grub eggs) 
  8 gp, prime cut (centaur) 10 gp (customers do not know what 
  really goes into these well-prepared and tasty meals). 
  73. TAX COLLECTOR (H-131: Khaiphoron Coln-Clipper (LE male 
  High Viridion 71h level wizard, SL General 6, Int 16, Cho 7) and 
  his 17 bureaucrats ore responsible for collecting most taxes in 
  the town and province. Khaiphoron is a very unpopular man, 
  and his unpleasant nature only exacerbates the situation. He 
  feels others have too much power, and he has not enough; 
  he is always pushing boundaries with the aldermen, especially 
  lsembart Short pipes ( #06) and his men. He despises the fact 
  that the aldermen collect any monies, but especially that 
  they collect the quarterty slave tax. Though he's bitter and 
  unpleasant, he is regarded as incorruptible, which makes him 
  hate the moniker he was given years ago even more, as it is 
  untrue. Khoiphoron's bureaucrats keep voluminous records in 
  their four-story building; it takes 2d3 days for them to find any 
  individual record of tax payment. A 53 tax must be paid on 
  the sole of all slaves, stallions, bulls, boors, metal armors, long 
  blades (short sword+), lances, gems, jewels, and antiquities. 
  Head tax is 1 sp per quarter for an adult commoner, l gp for an 
  adult member of the nobility or gentry. A l 03 recovery tax must 
  be paid on all items found in the Eagol Ruins and sold within the 
  province. Guild and Merchant Tax is 5 sp per SL per quarter. 
  Fire Brigade Tax is 1 cp per 100 sq. ft. of foundation per quarter. 
  Slave Tax is 53 of purchase cost paid quarterly; this is paid to 
  the aldermen, rather than the tax collector. Khaiphoron also 
  oversees tax collection in the province, so there is a 153 
  chance that he himself is out of town on business, returning 
  in ldl 2 days. Note: Tax Evasion is a very serious crime, roting 
  on the same level as murder and counterfeiting. Khoiphoron 
  is actually quite reasonable about collecting taxes from 
  the lower classes. and is happy to offer payment terms and 
  extensions for those he believes will actually come through. 
  He has no tolerance, though, for vagabonds, wanderers, and 
  adventurers who claim ignorance of the low or poverty. 
  20 XXXI 
  74. TEMPLE OF MER SHUNNA CF=-8): The religion of Mer Shunna 
  is dedicated to Armadad Bog, the lawful evil god of death, 
  water, evil, and order, and is the faith held by most Viridians, 
  High and Common, noble, gentry, or base. The temple and 
  hierarchy in Tell Qa, being distant from the salty waters of the 
  Trident Gulf, focuses on Armadad's deific control of death, 
  evil, and order. It is the only temple in the town that regularly 
  engages in human sacrifice; one might say it indulges and 
  luxuriates in it. As Viridians of any caste are outnumbered in the 
  town, the temple usually sacrifices slaves bought by the parents 
  of the Young Tenders (temple maidens) to be sacrificed in their 
  stead. Sacrifices are required only once a month, but Evil High 
  Priest Armadoros Zavolas (LE male High Viridion IQ'h level cleric 
  of Armadad Bog, SL Gentry 13) performs the sacrifice weekly if 
  his followers provide the means, and many do -
  thousands of 
  barbarian slaves, mostly Thorbrions, hove died in the sacrificial 
  pool of the temple. The Evil High Priest is served by a 6th level 
  Elder, a 4th level Curate, two 3rd level twin (charisma 17) 
  Priestesses, two 2nd level Adepts, and eight 1st level Acolytes, 
  plus a dozen Initiates and two score terrified slaves. The temple 
  itself is the oldest structure in the town; it was built out of the 
  old citadel that remained standing ofter the city was razed in 
  the 29th century. It is riddled with secret tunnels and chambers, 
  many lost to memory, and hos at least seven basement levels 
  known publicly (with several secret entrances to the lost tunnels 
  beneath the town). The great pool in the holy of holies is port 
  of on extensive artificial grotto, in which lair three merhogs 
  (mermaid/hag crossbreeds), who gleefully drown the thrashing 
  and screaming sacrifices slowly with their bare hands, after 
  which the corpses are torn apart by their pet piranhas (though 
  the prettiest are kept and animated to serve the hag-maids as 
  zombie lovers). Willing Young Tenders ore sacrificed solemnly, 
  even tenderly by the hags, as they will serve Armadad Bog 
  personally in his watery hell; their bodies are weighted down 
  and allowed to sink into the bottomless pit at the bottom of 
  the grotto. There is a secret, water-filled tunnel between the 
  deepest level of the grotto -
  a vast, metal-walled, apparently 
  bottomless pit filled with black waters -
  and the River Flee. In 
  addition to a vast hoard of coins, gems, jewelry, and other items 
  of great value, the vault contains a carpet of flying, a bog of 
  devouring (used to dispose of truly troublesome enemies), a 
  horn of fog, and a suit of scale mail +2 that grants the wearer 
  the ability to breathe water and swim like a fish. 
  75. TEMPLE RUNE Kl (8-4): This temple is dedicated to 
  Shang Ta, the lawful neutral god of the sky, air, law, ritual, 
  and meditation, who is revered by monks, philosophers, 
  hermits, and those seeking something unusual and exotic. 
  His is an ephemeral faith, dedicated to contemplation on 
  unanswerable mysteries of reality and the illusion of life; the 
  philosophy can be best summed up as "Do the best you 
  can and hope for the best." Grand Lama Xuthaanos the 
  Somnolent (LN male Shardan 10'h level cleric of Shang Ta, 
  SL Gentry 13) spends most of his time in a meditative stupor, 
  as do his 7th level Lama, two 3'd level Baunge, two 2nd level 
  Adepts, and 12 1 •1 level Mendicant Brothers; the temple 
  Guru, Eoscma Oouurn (LG male Smyrian S'h level cleric of 
  Shang To/3'd level Mycretion, SL Gentry 8) follows the more 
  ascetic forms preferred by the Somnolent Order, and is the 
  only priest who is not regularly blessed out on tithweed juice. 
  Eoscmo is a good friend of Milos, the Captain of the Guard 
  and Veliik Tocsmek, the Disciple who leads the monkish strike 
  teams. The temple is guarded by a half-dozen Initiates, 
  
  while the "meditating" priests are served by a dozen slaves. 
  Weekly ceremonies are replete with chanting, the drinking 
  of tithweed juice, the ringing of gongs, weaving of tithweed 
  mists, the discussion of visions, and indecipherable sermons 
  which often dissolve in the Grand Lama frothing at the mouth 
  and haranguing the fellowship in tongues. Daily meditation, 
  usually accompanied by the inhaling of tithweed mist and 
  the chanting of prayers from the holy texts, is required in 
  order to "lighten one's soul" in order to enable it to "float 
  unto Sheng Ta who is one with the Celestial Dream." 
  Contrary to rumors, the huge green stone statue of a dragon 
  that dominates the central hall is made of cheap stone, 
  not jade, though the huge pearl in its right claw is real, and 
  worth 50,000 gp. If the pearl is ever lifted from the claw, a 
  magic mouth appears and loudly screams invectives at the 
  thief. The temple and its priests ore not very active in society, 
  though the dozen Mendicant Brothers of the faith often go 
  out to beg for donations; they can be quite a bother in the 
  markets and streets, and can be recognized by their saffron 
  robes, blue-stained lips and teeth, black and silver Rune Ki 
  Staffs, and simple wooden beggars' bowls. 
  76. TEMPLE OF SMYRDYBOGA (Q/ E-5 through D/H): Smyrdyboga 
  teaches the reverence of Doral<. the Lord of Peace, and Suthak, 
  the Lady of Plenty -
  both chaotic good gods dedicated to 
  peace, good, protection, and fertility of people, animals, and 
  plants. The faith believes that peace and prosperity are the 
  natural order of things, and that discontent and dangers occur 
  when that balance is upset. War is an unnatural state, and means 
  things have gotten far out of balance. That said, the philosophy is 
  "peace through superior firepower," so many adherents are very 
  skilled with their weapons. They believe that once trouble rears 
  its ugly head, it must be beaten into submission so that peace 
  can quickly again be attained. They prefer blunt weapons or 
  weapons that are derived from farming or herding tools, such as 
  staves, pole arms, hammers, and flails, and clerics are required 
  to use only such weapons. Altogether, for all that they are kind 
  and friendly with others, even the urban followers of this faith tend 
  to be forthright, blunt, and rather earthy, brooking no foolishness, 
  and have little tolerance for those who put on high-falootin' airs. 
  Grand Flail Sanjdnr Flrdauczli (CG mole Smyrion human JO'h level 
  cleric of Doral<, SL Genhy 13) tends to his people like a shepherd 
  tends to his sheep, not hesitating to thump those that stray too 
  far from the flock, while Great Mother Majramaa Csomaaja (CG 
  female Smyrion human 1011> level cleric of Suthok, SL Genhy 13) 
  is voluptuous in a matronly way, and is one of the most skilled 
  herbalists in the province. Entered via the Hall of Heroes and 
  through the garden, the temple is divided into sections for men 
  and women, as the faith believes in a "separate but equal" 
  philosophy. The temple of Dorak houses a tall statue of the god; 
  in its hand it holds a giant-sized +4 flail that enables the one 
  touching it to grow to the size of a storm giant and wield the flail. 
  The Grand Flail is assisted by a 7th level Great Hammer, two 4th 
  level Great Clubs, four 2nd level Staffs, and nine 1st level Cudgels. 
  The temple of Suthak houses a statue of the goddess holding a 
  huge silver font; it is said that water poured into the font can cure 
  any wound or disease. The Great Mother is served by a 7th level 
  Temple Mother, a 5th level Little Mother, three 3rd level Great 
  Healers, and 12 I st level Healers. The garden is shared between 
  the temples and the House of Healing, and many recuperating 
  patients, old geezers and matrons, young lovers, and children 
  can be found there most hours of the day. 
  77. TEMPLE OF THE SPIPER GODDESS (G-14): Temple Tempter is 
  dedicated to Nephtlys, the lawful neutral goddess of trade, 
  luck, wealth, conspicuous consumption, and spiders. She 
  is revered by merchants, craftsmen, moneychangers and 
  money lenders, rogues, and those who value wealth above 
  all else. She is most popular among merchants and craftsmen. 
  As far as Nephtlys and her followers are concerned, whatever 
  is good for business is good, regardless of any sort of moral 
  consideration; followers happily buy and sell slaves and drugs 
  as often as they do grain and gems, as long as it is profitable 
  and legal (and sometimes, carefully, even when it is not legal. 
  as long as it is very profitable). The local priesthood is less 
  mystic, more practical, and rather more evil than the hierarchy 
  in Viridistan, and focuses less on the spider aspects and more 
  on the wealth, though the spider motif remains very popular. 
  Priests deal as much in information as in physical goods, and 
  are renowned as gossips, rumormongers, and blackmailers. 
  The saying goes that "Priests of Armodod Bog may know 
  where the skeletons ore buried, but priests of the Spider know 
  why." Priests dress to impress, and wear expensive robes and 
  gem-encrusted holy symbols, as well as plenty of jewelry. 
  They hold great fetes and festivals, for they love spectacle, 
  and have sought to have an official arena built, but to no 
  avail. Priests of all levels are carried in palanquins, the more 
  garish and richly accoutered the better, and are followed 
  by a train of sycophants, servants, and slaves. Grand Spider 
  Sergios "Venom-Tongue" Kalllstratos (LE mole High Viridion 
  101" level cleric of Nephtlys, SL Gentry 13) is believed to be 
  the wealthiest person in the town, wealthier even than the 
  Shah. He spends most of his time outside the city, overseeing 
  his farms, mines, and other interests. He is secretly a partner 
  in the "green slave" trade with Klytemnestra Xanthou of 
  the Hedonae Temple (see #62), and spends several nights 
  a month dallying at her temple. His fellow priests, including 
  the 8th level Bishop, the 5th level Curate, the 3rd level Priest, 
  the two 2nd level Adepts, and the eight 1st level Neophytes 
  are all as greedy, though not as talented as he. The temple 
  treasury is reputed to be enormous, a veritable lake of gold 
  and silver dotted with islands of gems and jewels. Legend has 
  it that it is guarded by a giant spider golem made of bronze; 
  no one knows for sure, as no thief has ever successfully gained 
  entry and lived to tell the tale. 
  THIEVES' GUILD: See Copper Crown Flophouse (#43), above. 
  78. WAREHOUSE (A-3): This stone-walled warehouse is 
  divided inside into 10 ft. by 10 ft. rooms, each with its own 
  door and highly secure lock (CL 8 to pick). Space is rented 
  by the week at 3 gp per week, I 0 gp per month. The main 
  door, made of solid iron, has an extremely difficult lock 
  pick (CL 12). A watchman Jives in the warehouse, warming 
  himself on cold nights with a small brazier. Jholi Ahrbee (CG 
  mole Starrcrog dwarf 1511' level rogue, SL Generol 5) was an 
  adventurer, once upon a time, but that was before he lost 
  his left leg, right arm, left eye, and spleen in a caper gone 
  wrong. Unknown to most, he's not merely the watchman; 
  he's also the owner of the warehouse. Jholi will gladly tell 
  friends about his adventures over strong dwarven spirits; 
  he knows many old rumors and legends of treasure troves, 
  lost cities, and hidden treasuries. He's armed with a pair 
  of +3 returning throwing daggers, a short sword +2, and a 
  light crossbow; wears a belt of giant strength (21, +4) and 
  an amulet of proof against scrying and mind reading; and 
  WJLDERLANDS OF HIGH ADVEN'CURE 2 I 
  
  keeps his treasure of 5,853 gp, a seven demon bell, and 
  five crystal balls (one of each major type) in a type Ill bag 
  of holding hidden in a crate in a dusty chamber of the 
  warehouse, which otherwise looks to hold nothing more than 
  crates of old farming implements and rags. Temple Tempter, 
  the Natchai, and the magician Orfellis Maltaran -
  all of 
  the Immortal City -
  would pay dearly to find the one once 
  known only as "The Chortling Rogue." 
  79. WAREHOUSE CA-8l: This warehouse is owned by a consortium 
  of river merchants who trade along the River Flee and the 
  Sharryn, putting into port at Kevalla, Hyyap, Quiff, and Oonslo 
  in the east to the twin hamlets of Fleeport and Cragfolls in the 
  west (4: 1715), and most hamlets in between. Built of reinforced 
  masonry. the stout iron double doors have very difficult locks (CL 
  10), and the building is guarded at all times by two mercenaries 
  (2nd/eve/ fighters). The piles of bales, crates, and boxes from the 
  east contain row feathers, feather pillows, feather beds, quills, 
  and duck feathers, as well as small boxes marked "Trenth" 
  that contain bottles of alchemical potions, nostrums, and oils; 
  the live fowl from Hyyop ore token immediately to the market 
  upon arrival. as ore the slaves brought in from Oonsla (under 
  sub-license from Slave Moster Yudh). The piles from Fleeport 
  and Cragfalls contain boxes of preseNed monster bits. crates 
  of pig iron, bars of copper and tin, bales of wool. and, 203 of 
  the lime, hidden in boles of wool. ingots of silver from Sputgar 
  or gold from Starrcrog. 
  80. WEAPONS SHOP (8-13): Aembrosii Borcszuul (NG male 
  Smyrian 2 nd level fighter, SL Merchant 6) sells used melee 
  weapons of all kinds. Neither swift nor smart, Aembrosii 
  "imports" most of his products through a cousin, o shifty fellow 
  named Vlaekos Draezuulan (NE male Smyrian SI" level rogue. 
  SL General 5); though he claims he is a merchant. Vlaekos 
  actually acquires his "goods" through the robberies and 
  murders he and his gang of 27 bandits perform along the Ming 
  River Rood. Vlaekos fences the rest of the goods elsewhere. 
  but gives his clueless cousin a good deal. Aembrosii's weapons 
  ore usually worn, often nicked, but are relatively cheap. 
  81. WIG MAKER (C-8): Anwyll ap Gwydyon (LG mole Ae/voress 
  elf 5'" level illusionist/3"1/evel Mycretion, SL Guild 7) makes wigs 
  for men and women of the nobility and gentry. They are mode 
  of elven, human. and halfling hair (dwaNes never sell theirs). 
  He pays 1 sp per inch of human or halfiing hair (no less than 6 
  22 XXXI 
  inches long) and 1 gp per inch of elven hair; prices are for the 
  full head of hair, cut down to o half-inch. His wigs ore famous, 
  and sell for 5 to 30 gp for human or holfiing hair wigs. 50 to 
  300 gp for elven hair wigs, and range from the plain and nigh 
  undetectable (13 per 10 minutes, cumulative) to the grand 
  and opulent, with dyes, gems, and filigree, or even entire 
  dioramas. During fittings and showings he gathers information 
  on doings of the upper classes. for dissemination to the other 
  members of his Mycretion cell, Giraud the Howk (#59) and 
  Lysondra of the Seven Veils (#38). 
  82. WINE (E-5): Beppi's Winery is the best stocked shop in 
  the province, with pipes, barrels, kegs, flasks. and bottles 
  imported from the Elephas, the Desert Lands. Antillia, and 
  the Roglaras. Beppi (CG mole Mishell halfling S'" level 
  cleric of Losborst. SL Merchant 8) is the local Grand Toaster 
  of Losborst. the chaotic good god of wine. song. and 
  merriment. His storage cellar doubles as a shrine to Losborst. 
  and is the center of local urban cult activities, which consist 
  of imbibing large quantities of wine and having lots of good, 
  clean fun. For every drink they imbibe, they must offer an 
  equal or better drink to someone who cannot afford their 
  own. Per gallon: Tell Qa Red 3 sp; Y'Dell Rose 6 sp; Mishell 
  Burgundy 12 sp; Hetep Goblin Stompy 15 sp; Aelvoress Elven 
  White 2 gp; Kohled Elven White 3 gp; Mishell Mauve 4 gp; 
  Raknid Elven Jade 6 gp; Nydad Red 8 gp; Desert Rose of Ell 
  Bastis 10 gp; Wildwood (a.k.a. "Antillion") Red 15 gp; Mishell 
  Violet 20 gp; Shopshire Ice Blue 25 gp; Luckstone Rose 30 
  gp; Ordurt Elven Blue 35 gp; Palewood Elven Gold 40 gp; 
  Ailill Elven Silver 60 gp. Wines ore sold by the 2-quart bottle, 
  2-gallon keg (103 discount). 12-gollon cask (203 discount), 
  and 30-gallon barrel (303 discount). 
  83. WITCH Cl-5): Wyidlgra the White Witch (LG female Common 
  Viridion S" levelwhite witch, SLGenero/S, Int 15, Wis 16, Cho 16) 
  usually finds employ as o midwife and healer; she sometimes 
  can be hired to go on adventures as magical and healing 
  support, but only for completely good parties. She hos been 
  sent to Tell Qo as o test by her celestial patrons, in order to find 
  and root out a coven of Black Witches that is in the town (see 
  #72). She hos narrowed the coven's presence down to the 
  Witch's Teats T av em. but does not know who the members ore 
  as yet. She has a wand of witchery and o cauldron of wisdom 
  to aid in her efforts. and is supported by her familiar, Sid, the 
  white rabbit (actually an angelic being on par with a quasi!). 
  
  'CELL QA RUMORS (020) 
  1: 
  2: 
  3: 
  4: 
  5: 
  6: 
  7: 
  8: 
  9: 
  Wyldigra the midwife ( #83) is a witch. and has a 
  demon lover that takes the form of a white rabbit.. 
  There is ci sorcerer among the Greenscale kobolds 
  who can create Cauldron Born! 
  Arion the Bastard. keeper of the Smyrian Imperial 
  Baths ( # 19) is the son of Grand Spider Sergios 
  Kallistratos (#77) by the daughter of a merchant of 
  his congregation. 
  A party of seven mammoths and two dozen rogue 
  Elphan cavemen were seen in Shimmertree Vale. 
  Uerbaan Cszomas (#40) is actually an agent of the 
  Green Emperor's secret police. the Black Adders. 
  The Ming Road Bandits struck again last week. 
  robbing a sword merchant of all his wares. 
  The Amazon. Parneetha (#9). is looking for a new 
  lover; they say she is partial to (type resembling one 
  of the characters). 
  A mummy was seen floating downriver in the Flee 
  this morning; they say it was from the Valley of 
  Dead Queens. 
  The clockwork engineer, Vredrik Kanous (#33). is 
  working on a clockwork man. 
  1 O: 
  A giant was spotted fording the River Qofolyo not 
  more than two miles south of the town! 
  11 : The baker, Morwinkle Tukkletoe ( # 13) is a spy for 
  holfling bandits in the Missing Memory Marshes. 
  12: Dozens of giant spiders are pouring out of the well 
  behind the Temple of the Spider Goddess! 
  Koinos Aristotelis. of the Royal Pillars Inn (#54). has 
  13: 
  a hidden treasure room piled high with stolen gems 
  and jewelry. 
  The Green Emperor hos declares a special tax on 
  14: 
  all armor. one silver drachma per pound weight! 
  Tonglin Xhuu'ho. proprietor of the bazaar (#20) 
  15: 
  behind the Old Wonderer. hos access to strange 
  herbs from distant lands. 
  A huge boll of fire was seen rising from the Eogol 
  16: 
  Ruins; it crashed to earth somewhere in Glint 
  Valley. 
  Bostet the Ghinorian (#49) is hosting a spectacular 
  17: 
  party at (enemy nobleman or gentleman's) manor 
  house this weekend. 
  Blockscole kobolds from the Missing Memory 
  18: 
  Marshes were seen swimming north across the Flee 
  yesterday. 
  Grom lronthumb. the lamp maker on Riverwoll 
  19: 
  Rood ( # 57). gave a holfling passerby 20 gold minos 
  just for walking in his door! 
  The Skeletal Seer of Bone Hollow warned on envoy from 
  20: 
  the Shah to beware the bearer of the Thunder Crown. 
  'CELL QA ENCOUNLER.S 
  Here ore 20 interesting encounters you con use in Tell Qo, or, 
  with minor changes, in virtually any city or town of the Falling 
  Empire. Roll 1 d20 to determine the encounter. Each encounter 
  hos a disposition chart; roll 1 d6 on the chart to determine the 
  encounter's disposition. The disposition might be toward the 
  adventurers, or toward an NPC friend or enemy. or merely a 
  general state of being. 
  1. ARCHER: Attmund the Obese (CN mole Aelphen 3rd level 
  fighter, SL Military 9, AC 14, HD 3dl0, HP 24, Attacks: long 
  composite bow (+5 BtH, 1d8 damage). S1r 14, Dex 15, Cho 
  13). Alfmund is a member of the Ill Imperial Archer Throng of 
  Mammoth Holl, in town for R&R. He rooms with the guard. so 
  he spends much of his time and money in various taverns. his 
  favorite being the Burley Huntsman (#68). Alfmund recently 
  stopped in at the Ivory Mammoth ( #52) and immediately fell 
  hard for Morgone MacDonald; for her port. she considers the 
  archer to be a drunken letch, and will beat him within on inch 
  of his life the next time he crosses her doorstep. He carries 23 
  gp. 14 sp, a long composite bow, 20 arrows, a short sword, a 
  dagger. and wears studded leather armor (fit to bursting). He 
  does not possess any corbelium arrows. Disposition: 1 ) Hungry, 
  2) Mirthful. 3) Depressed, 4) Gassy. 5) Drunk. 6) Bored. 
  2. ARMOR VENDOR: Knobby Elmer (NE mole Aelphen 1st level 
  fighter, SL Merchant 4, AC 14, HD ldlO, HP 6. Attacks: expert 
  momingstor (+3 BtH. 2d4+2 damage). Str 13, Int 14, Cho 13). 
  Elmer pushes a cart filled with used bits of armor throughout the 
  streets of the town; when he's in the Inner Town, he actually 
  hos a few nice chain shirts, scale hauberks, and helms. Most of 
  his wares ore slightly rusted. dented. or hocked. There is a 253 
  chance of finding a piece of armor to fit any needed repair. 
  though the piece often needs as much work as the armor 
  to which it can be attached. He buys armor from Vloekos 
  Draezuulon (#80). knowing full well where it come from. He 
  often spies for Vloekos. passing on information about merchant 
  caravans and traveling adventuring parties. He carries 3 gp 
  and 9 sp in his belt pouch. and his till contains 1OdI0 gp and 
  1 Od6 sp. He wears a jarring mix and match set of armor. all as 
  rusty and nicked as the items heaped on his cart. Disposition: I) 
  Angry. 2) Devious, 3) Conniving. 4) Helpful, 5) Busy. 6) Bored. 
  3. ASTROLOGER: Argoel Armeswyn (CG female Aelvoress elf 
  5th level wizard. SL Guild 7, AC 11, HD 5d4, HP 9, Attacks: 
  dagger(+ 1 BtH, 1 d4 domoge)or by wand or by spell. Int 15. 
  Wis 15. Cho 15. Spells: detect magic x2, detect poison. moge 
  hand, message, charm person x2. comprehend languages, 
  identify, read magic, detect thoughts, locate object. 
  clairvoyance I clairaudience). Argoel lives in a fine flat off of 
  Alfmourn Road. and meets clients at their homes. She costs 
  horoscopes using ancient Aelvoress astrological techniques. 
  and has a bit of the True Sight (103 chance of a true vision 
  per session). She protects herself as needed with a wand of 
  magic missiles (27 charges). She wears flowing midnight-blue 
  silk robes with stars. moons, and comets, a similar wimple and 
  veil, carries 14 gp and 10 sp in her pouch. and wears a silver 
  necklace with white moonstone worth 350 gp. There is a 153 
  chance that she is returning from a reading with her 100 gp 
  fee in coin or gems. If she is returning from a reading she has 
  an escort of two mercenary guards 
  WILDERLANDS OF HIGH ADVEN'CURE 2 3 
  
  ' 
  SHIMMERTREE VALE 
  AND THE GREENSCALE KOBOLDS 
  VALLEY OF THE 
  DEAD QUEENS 
  20 LEAGUES 
  STARRCRAG MOUNTAINS 
  AND THI! DwARVEN DELVES 
  ~ 
  lll'DEEP 
  20'DEEP 
  30' DEEP 
  • 
  MAMMomHAu 
  \ 
  EIGHT LEAGUES 
  PALACE 
  OF 
  SEVEN 
  GATES 
  M 
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  CouwroPnm 
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  #36 
  SYNDIC 
  #67 
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  10 LEAGUES 
  
  (CG male Aelvoress elf 1st/eve/ fighters, SL Guild 4, AC 15, HD 
  ldlO, HP 10, 4, Attacks: long sword (BtH +3, ld8+2 damage). 
  mail shirt + medium steel shield, long sword, dagger. I d4 
  gp and 3d6 sp each). Disposition: 1) Friendly. 2) Ethereal, 3) 
  Concerned. 4) Helpful. 5) Passionate. 6) Angry. 
  4. BEGGAR: Zsolt the Dolt (NE male Smyrian 4th level beggar, 
  SL Guild 2. AC 12, HD 4d6+4, HP 17, Attacks: dagger (+1 BtH, 
  1d4 damage) Dex 16. Int 14. Cha 14). Zsolt appears to be 
  afflicted by some sort of brain damaging attack; he hos o 
  huge, ugly scar running from his right eye over his head to 
  the bock of his neck, and at times it seems to ooze blood 
  and pus. No hair grows around the scar, and his body 
  seems to be wracked with spasms of pain while he blurts 
  out curses, imprecations, and (false) predictions. He also 
  stutters terribly. hos a wild left eye, and drools and spits a lot. 
  It is all a clever disguise, though (except for the walleye and 
  the spitting). and rather than being o wounded idiot, Zsolt is 
  quite unharmed and cunning. He spies for both the Thieves 
  Guild (#43) and the Ming River Rood Gong (#80). and has 
  at times set both sides up. for the right price. He never sells 
  his true predictions, only false ones. as he prefers to use them 
  to his own advantage. Zsolt hos a 203 chance of knowing 
  something semi-secret or unknown about anything important 
  about the town to the adventurers (costs 2d6 sp minimum). 
  Zsolt hos 1 d6 cp in his beggar's bowl at any time. but keeps 
  5d6 sp and 5d6 cp in a hidden pocket of his rags. If he is 
  "Hurried" it means he is carrying o pouch with 20 gp from the 
  Guild or the Gong, and is on his way home, to his small flat 
  in the tenement next to the Witch ( #83) on New Woll Street. 
  There, in a room otherwise bore save for a heap of sleeping 
  furs and a cheap oil lamp, two sacks containing 201 gp and 
  219 sp are hidden under the floorboards. A beggar and a 
  miser, Zsolt rarely spends ought but the coppers he earns 
  through his daily begging, gleefully counting ever gold and 
  silver coin in the deep of the night. Disposition: 1) Hurried, 2) 
  Sneaky, 3) Devious, 4) Hungry, 5) Bored, 6) Lusty. 
  5. BLINK POG: Midnight. Bane of parkness (LG mole blink dog, 
  AC 16, HD 4d10, HP 25, Attacks: bite (+4 BtH, ld8 damage), 
  blink. teleport, twilight vision. dork vision. cast light as a 4th 
  level caster 3/doy, Saves M, Int 14, Wis 13, XPV 240). Midnight 
  lost his pock several weeks ago during a bottle with a tribe 
  of Greenscole kobolds. Lonely for company, he hos entered 
  the town, seeming to be little more than a large, wolfish stray 
  dog. His coat is silvery block. such that he glitters by moon. 
  star. and torchlight. He can speak Viridion. Smyrian. and 
  Conidae. though only speaks to those he has studied for days 
  and knows to be good of heart. By night he prowls the streets. 
  watching for evil. and by day he pretends to be little more 
  than o stray. begging for scraps and ploying with urchins 
  (while also guarding against evil). He is very fond of Dagny 
  the Urchin (#7, below). and there is o 133 chance that they 
  are encountered together. He knows something is wrong at 
  the Witch's Teats Tavern (#72) as he con smell it in the scraps, 
  while he thinks he hos found a possible ally of goodly heart 
  in the Dancer, Lysondro of the Seven Veils (#38). whom he 
  hos followed in the night. He hos come to the help of the 
  guard once before. so that now anyone seen by them to be 
  mistreating him must answer for their unkindness. Disposition: 
  1) Kind, 2) Playful, 3) Hungry. 4) Angry. 5) Disturbed. 6) Helpful. 
  26 XXXI 
  6. CHILP: Dagny the Urchin (LG female Common Vlridian 1st level 
  Mycretian. SL Generol 4. AC 11. HD ld12. HP 5, Attacks: none. 
  Channeling, Disarm. Healing Hands. SR 10+/-. Subdua/ Combat. 
  Mycretian Gifts: 0th level [mr]: cotm spills, cure light wounds, shore 
  spirit. spnt sight; 1st level [mr]: blessing of peace. friend. remove 
  fear. soothe spirits. Int 14, Wis 12. Cha 15). Dagny is a precocious. 
  scrawny, dirty and disheveled. yet pretty urchin. She hos big 
  brown puppy-dog eyes and when she frowns nothing seems right 
  with the wor1d. She speaks clear1y and very intelligently for her age. 
  and is quite feor1ess. She claims to be visited by "The Pure One." 
  a glowing grondfother1y figure whom only she con see. who is 
  guiding her to help others toward a better life. She seeks to help 
  her fellow LXchins with her gifts. and is considered the leader of the 
  younger urchins of the town. Like Midnight. the guard is very fond 
  of her. and brooks no mistreatment of the sweet child. There is a 
  133 chance that she and Midnight ore encountered together. 
  She has a fJYlo chance of holding 1 d6 coppers. o sweet. or o 
  piece of fruit in her grubby hand. Disposition: 1) Sweet. 2) Pensive. 
  3) Mirthful. 4) Sod. 5) Helpful. 6) Angry. 
  7. COURTESAN: !luzka the Supple (CG female Smyrian 3rd 
  level courtesan. SL General 5. AC 11, HD 3d6+3. HP 11. 
  Attacks: dagger (+I BtH. ld4 damage). Dex IS. Con 14, 
  Cha 16). lluzko is ostensibly a florist and party planner for 
  the gentry and nobles of the town. but that is merely a 
  front for her less-than-legal but very-in-demand services. 
  She is careful not to tread on Madame Sondira's turf. and 
  specializes in entertaining old widowers. She hos several 
  loyal customers in the Inner Town and in country manors 
  near town. and is usually en route to ( 1-35) or returning from 
  (36-70) an appointment when encountered. or out shopping 
  (71-00). She has her slave boy, Viii (CG mole Smyrian 1st/eve/ 
  rogue. AC 12, HD ld6, HP 4; well-treated and very loyal) with 
  her at all times. pushing a small hand cart of fresh flowers and 
  decorations alongside her as she goes to her appointments, 
  or carrying her purchases when shopping. She tends to the 
  decor and flowers before she tends to her other business. 
  She carries a pouch with 3d6 gp and 3d6 sp normally. 
  double when shopping. plus hos 2d4x25 gp when returning 
  from an appointment. She wears a plain gray cloak and soft 
  boots. but has hidden in the cart beneath her flowers a sack 
  filled with fine silk clothing and silver bangles. chains. armlets. 
  and anklets worth 400 gp. Disposition: 1) Busy, 2) Friendly, 3) 
  Thoughtful, 4) Worried. 5) Amorous. 6) Helpful. 
  8. PRUNKEN PWARF: Prenglo Thralnskel (NG male Starrcrag 
  dwarf 4th level fighter. SL Guild 7, AC 9. HD 4d10+8. HP 41. 
  Attacks: fist (+6 BtH, ld2+2 subdual damage). Str 16. Con 16. 
  He is specialized in the battle axe. but does not possess one). 
  Drenglo was once a famed miner from Starrcrag. who sought 
  his fortune in ancient long-lost mines. Several years ago he 
  encountered something unspeakable in the dork depths. 
  and lost the will to mine. or to do much of anything else save 
  drink. ever since. He has long since lost all his possessions 
  save for the clothes on his bock and o map. crumpled. torn. 
  and beer-stained, that he keeps hidden in his left boot. He 
  will not part with the mop for love or money. as he fears 
  what will be unleashed if the location is discovered. Note 
  that the map is in such a state because Drenglo continually 
  crumples, tears. and spills beer all over it, during his few lucid 
  moments; it is magical. and though it can be disheveled. it 
  cannot be destroyed! Thus he considers himself the guardian 
  of the mop. He moves from tavern to tavern. earning his beer 
  
  money by betting on himself in fisticuffs. or through washing 
  dishes. or by performing other small. quick jobs for copper 
  bits. He never. ever begs. even when most desperate. When 
  encountered he is usually on his way to the next tavern 
  or looking for small jobs that can tide him over. He wears 
  raggedy clothing and has a 333 chance of having 1d12 cp 
  hidden in his right boot. Disposition: 1) Drunk. 2) Weepy, 3) 
  Suspicious. 4) Very drunk, 5) Sleepy, 6) Brooding. 
  9. GEM MERCHANT: Cgledwych gp Gawl (CG mole Aelvoress 
  elf 3rd level wizard, SL Guild 7, AC 10, HD 3d4, HP 8, Attacks: 
  staff (+I BtH, ld6 damage) or spell. Int IS, Wis 12, Cho 14. 
  Spells: orcone mark, detect magic, moge hand, message, 
  change self, magic missile x2, sleep, see invisibility). Caledwych 
  operates out of his expansive flat on Dorak Road, across from 
  the Smyrian Imperial Baths ( # 19). He meets with prospective 
  customers in his flat under guard, so when encountered in the 
  streets he is either out shopping (01-40), visiting a friend ( 41-60), 
  en route to or from Aelvoress Holl ( 61-85), or quietly following up 
  on rumors of a new gem find (86-00). He is always business-like. 
  and on the lookout for new gems. even when he is not actually 
  buying or selling. He pays 303 of a gem's finished value for 
  raw gems, 603 for finished gems. and tried to sell at i 203 
  value. though he'll go as low as 903. He is quite sure of his own 
  abilities, and does not hire guards. He wears wealthy merchant 
  clothing, and his staff looks more like a merchant's walking stick, 
  so it is not obvious that he is a wizard. His belt pouch contains 
  18 gp and 14 sp. He ho.s a silver chain on his neck with a gold 
  key hanging on it under his shirt; the key is magical, and when 
  held in the air and turned right. then left, then right again while 
  saying "37-24-35" a safe door appears in mid-air. 18" x 18", 
  the door opens to a safe hidden in his flat; the safe contains 
  856 gp, 4 small opals ( 10 gpv each), a moonstone (25 gpv). 
  a bloodstone (50 gpv), and two large opals (100 gpv each). 
  He opens the safe only when he believes himself to be safe, 
  alone, and never in public. Disposition: 1) Cheery, 2) Cunning, 
  3) Acquisitive, 4) Bored, 5) Serious, 6) Hurried. 
  10. GOP: Losborst. the God of Wine (CG mole god. SL Noble 
  20, AC 20 (magic weapons needed to hit), HD 8dl2, HP 74, 
  Attacks: fist (+IS BtH, 2dl0 subduol damage+ punch drunk 
  ability) or drunken wove. Punch Drunk: Those struck by 
  Losborst must make o charisma save against CL I 0 or instantly 
  become utterly inebriated, and o follower of Losborst. for 
  3d4 hours. Drunken Wove: When he waves his hands over his 
  head. the target must make o charisma save against CL 10 or 
  instantly become utterly inebriated, and o follower of Lasborst. 
  for 3d4 hours). Losborst appears to be nothing more than a 
  visiting nobleman of indeterminate age and race. making the 
  rounds of every tavern and serving house in town. He wears 
  finery that has been spattered with every kind of wine. and 
  never seems to have any coin. though he never. ever seems 
  to have to pay for his own drinks. He usually (663 chance) 
  has 1 d3 scantily-clad. similarly drunken beautiful trollops 
  hanging onto him (1st to 4th level CG or CN courtesans), and 
  sometimes (333) also has a trail of 3d4 temporary followers (of 
  any sex, race, class, and level). His temporary followers buy 
  him, themselves, and anyone else they encounter as much 
  wine as they can afford. spending every coin they possess to 
  spread the drunken revelry. He always has a glass of wine in 
  hand that never seems to spill, and never seems to empty. no 
  matter how much he drinks from it. He appears to wear a hat 
  made of grapevine. from which 4d4 large, juicy grapes hang: 
  each grape acts as a potion of longevity. The gropes never 
  foll by accident. and can never be picked without Losborst's 
  permission. If picked, the grape remains fresh and juicy until 
  eaten. Disposition: 1) Drunk. 2) Mischievous. 3) Very Drunk. 4) 
  Violent. 5) Peaceful, 6) Helpful. 
  11. GOLEM: The Nameless One (NE mole flesh go/em, AC 18 
  {+2 magic weapon or better needed to hit), HD 7dl0, HP 40. 
  Attacks: 2 fists{+ 11 BtH, 2d8 damage each) or bastard sword 
  +3/+S vs. arcane spell casters {+14 BtH, 1dl0+7 damage or 
  + 16 BtH. ldl0+9domage against wizards), Immune to (Most) 
  Magic, Saves P, Str 20, Int 14. Wis 14, XPV SSO). The Nameless 
  One is a flesh golem that gained full sentience and free will. 
  and destroyed his creator. a vile wizard. several years ago. 
  Since then he has wandered the world. seeking a purpose 
  to life; he has come to the conclusion that his purpose is 
  to kill all wizards. The Nameless One only recently arrived 
  in town. and is scouting out the different wizards and their 
  various protections. He does not care who he harms to get 
  the job done, though he never harms a child, nor allows a 
  child to come to harm; he cannot explain why this is so. The 
  Nameless One appears to be a tall man, of indeterminate 
  race, with long flowing black hair, splotchy piebald skin, and 
  many scars. He dresses in warrior-style clothing. though he 
  wears no armor. and has a large, rune-carved blade in a 
  harness on his back. The Nameless One needs not to eat or 
  sleep, and is always on the move. Disposition: 1) Vengeful. 2) 
  Hateful. 3) Remorseless, 4) Disinterested, 5) Busy. 6) Angry. 
  12. GARRULOUS GUARD: All jbn Hgsan lbn Posten !bn SVen qi Jqweel 
  (NG mole Dorin Sth level fighter, SL Guild 6, AC 20, HD Sd 10+5, HP 32. 
  Attacks: expertfalchion (+7 BtH, 2d4+3 damage), expert long spear 
  (+6 BtH. ld8+2 damage), or expert short composite bow {+S BtH, 
  ld8+1 damage). Sir IS, Con 15, Cho 17). Ali is a mercenary guard 
  from the far south; he made his way up here to Tell Qa by hiring on 
  to volious nortl'H)ound caravans. He searches for the home of his 
  ancestor. Sven the TaB. from whom he gained his platinum white 
  hair and silvery eyes (which look very unusual on o bronze-skinned 
  Dorin. though most women find it intriguingly handsome). He seeks 
  the land known as "Way-Ion," where it is said that water falls in sofid 
  form half the year round. Ali is very chatty, and loves to talk about 
  everything and anything, including his homeland and family. 
  the weather. horses, women, history, wine. warfare ... anything, 
  incessantly. Ali is tall (6'4"), muscular. and quite handsome in an 
  exotic way, and has left broken hearts all along the coravan ways 
  from Lenap. He is otherwise absolutely trustworthy as a guard. and 
  never abandons his charge. He wears banded mail and carries 
  a medium steel shield, bears the above listed weapons plus 20 
  arrows, carries 50gp, lOsp, four violet-blue sapphires (50gpv each). 
  a silver-coated flask offine brandy 1100 gpv for the flask). and a fine 
  gold signet ring bearing an unusual rune (it is in ancient Avalonian) 
  that acts as a ring of protection +3. Disposition: 1) Bubbly, 2) Drunk. 
  3) Peaceful, 4) Chatty, 5) Jocular. 6) Serious. 
  13. HOURI: Princess Pibul Chula of Kgrak. g.k.g. the Red Lotus 
  (CN female Houri 3rd level courtesan, SL General 4, AC 16. HD 
  3d6+3, HP 14, Attacks: slap {+I BtH, ld2 subdual) or scimitar 
  {+ I BtH, ld6damage). Dex 16. Con IS, Cho 17. Beauty Shield: 
  Houris add their charisma bonus to AC. Houri Powers: May 
  use change self, charm person, and hypnotism each I /day, 
  all at 3rd level of ability). Pibul is no Karakhan, nor a princess; 
  she is a houri, a creature of demonic blood who seeks male 
  companionship incessantly (usually her companions suffer 
  WILDERLANDS OF HIGH ADVEN'CURE 2 7 
  
  little ill, other than a much-lightened purse and a certain, 
  exquisite tiredness). She lives with Bostet the Ghinorion and 
  five other "sisters." Pibul helps pion the entertainment for the 
  parties the houris throw, and hos become quite renowned 
  among the gentry and nobility as a "most pleasing" hostess. 
  When encountered, she is either shopping (01-25), en route to 
  or returning from a "party" (26-50), or on the prowl for some 
  fun (51-00). She likes men, of any race, though she prefers 
  stout warriors to scrawny wizards. If on the prowl she seeks to 
  pick up the most charismatic mole fighter or barbarian in the 
  group (charisma and constitution must be at least 13 each, 
  or she ignores the group entirely). There's no charge when 
  she's out to hove fun, though her companion must pay for 
  all drinks and meals, and shower her with gifts. She remains 
  enthused about a paramour for as long as her lover can 
  make charisma and constitution checks each day against 
  CL 3, and, of course, as long as he showers her with gifts. 
  Pibul hos an unearthly beauty, possessing an acrobatic and 
  supple yet pleasingly ample form with scarlet skin, shining blue 
  eyes, raven block hair that goes down to her knees, small red 
  horns on her forehead, and pouting lips that hide ivory-white 
  glittering teeth. She stands merely 5'0" but seems much taller 
  when wearing her full "Korokhon princess" regalia, which 
  she wears to any major event or expensive tavern (such as 
  the Starfall (#71), which she adores). Otherwise she wears 
  Amazon-style warrior-woman clothing, with a chainmail bikini 
  and halter, neither of which leave much to the imagination. 
  She carries 38 gp, 22 sp, and wears a silver waist chain with 
  jade chips ( 125 gpv), a silver arm band in the form of a dragon 
  (75 gpv), a silver toe ring with a large jade chip (50 gpv), and 
  a silver tiara with jade flakes in the form of a peacock's tail 
  (750 gpv). Disposition: 1) Bored, 2) Mirthful, 3) Sly, 4) Lusty, 5) 
  Hot Tempered, 6) Languorous. 
  14. ILLUSIONIST: Ambroise the Artiste (NE male Common 
  Viridian 4th level illusionist, SL Guild 6, AC 11, HD 4d4, HP 10, 
  Attacks: dagger (+1 BtH, 1d4 damage). Int 16, Wis 13, Cho 
  16. Spells: influence x2, mending, prestidigitation, hypnotism 
  x2, silent image x2, detect magic, minor image x2). Ambroise 
  is on aspiring artist, working in whatever medium catches his 
  fancy at the moment; he has a studio fiat on Midbailey Rood, 
  two doors down from the brothel. While his work is good, 
  he's still developing a strong following, so he supplements 
  his income with gifts donated by gentle and noble "fans" of 
  his work (aided in their decision, of course, by his magic) . He 
  seeks out young and bored scions of wealthy families (male 
  or female) to be his companion of the moment, and plies 
  them with alcohol, magic, and sex to get what he wants. 
  He is considering "recruiting" up-and-coming adventurers, 
  as they seem to hove more disposable wealth and no one 
  asks questions when they go broke or disappear. When 
  encountered he is shopping or out partying with a current 
  companion (01-85, male or female, noble or gentle class 
  scion, wealthy and dissipated, I st to 3rd level fighter or 
  rogue) or seeking a new one (86-00). Ambroise has medium 
  green skin (often mistaken for High Viridion), straw-blonde 
  hair, deep green sparkling eyes, and dresses in flamboyant, 
  expensive clothing, usually in greens and yellows. He carries 
  3 gp (2d4x 10 when with a companion) and 10 sp, and when 
  he has a companion usually wears I d3 pieces of jewelry 
  (3d6x10 gpv each, quickly pawned after his companion 
  abandons him). Disposition: 1) Bored, 2) Drunk, 3) Vicious, 4) 
  Amorous, 5) Devious, 6) Mirthful. 
  28 XXXI 
  15. LANDGRAYE: Demetrios Dragoumls (LE mole High Viridian 
  2nd level knight, SL General 11, AC 20, HD 2d10+2, HP 17, 
  Attacks: long sword (+2 BtH, 1d8+2 damage), heavy lance 
  (+2 BtH, 1d8+2 damage). Str 15, Con 14, Cha 15). Demetrios 
  is the seventh of his line to hold title to the Landgroviate 
  of Dragoumis, once a large swath of land south of Tell 
  Qo. Unfortunately, his grandfather was little more than a 
  sycophant, and his father was a drunkard, so Demetrios lost 
  much of his patrimony to other more cunning landowners 
  and petty nobles even before he was born. Today he 
  holds a small manor with fields and vineyards and a small 
  townhouse, across from the wigmaker ( #81) on the Smyrion 
  High Rood. Demetrios seeks to regain the wealth and 
  prestige of his forefathers through building a company of 
  stout companions to go adventuring with him, for wealth and 
  honor; as a member of the "petty nobility" (i.e., "up-jumped" 
  commoners of SL 9 or better) there is less social stigma to this 
  method of advancement. Though he is slight of build, he is 
  no simpering fop, and his armor and blade are well mode 
  and well used. When encountered Demetrios is seeking new 
  companions to go on on adventure (whatever adventure 
  strikes the Judges' fancy or meets his needs). While he is a 
  faithful follower of Armodad Bog, he is unaffected by the 
  racial hatreds of his people; he was virtually raised by his 
  Smyrion and Aelphen servants. While he holds to his semi-
  noble status, he is not afraid to mix with the baser classes. 
  He hos a firm and unswerving sense of honor, but must be 
  the leader of any expedition of which he is a member. 
  His word is his bond, but he often gives his word in written, 
  contractual form, in triplicate, and always to his betterment 
  if at all possible. He wears his armor and weapons at all 
  times (as is his right as londgrave), including plate mail, long 
  sword, and (when horsed) his heavy lance. He carries 89 gp 
  and 14 sp as pocket change, and hos 2,868 gp in the vault 
  at his townhouse. He wears a large gold necklace with a 
  medallion bearing his crest ( 1,000 gpv) and a gold signet 
  ring (a ring of protection +2). His servants ore all Smyrions 
  or Aelphen, and he hos a bod reputation among nobles, 
  gentry, and the petty nobility for his mingling with the "lesser 
  races" and lower classes; it is rumored (and true, in fact) that 
  his great-grandmother was Smyrion. Disposition: 1) Mirthful, 
  2) Angry, 3) Brooding, 4) Bored, 5) Grim, 6) Domineering. 
  16. MAGIC MERCHANT: Odo the Alchemist (CE male Common 
  Viridian 6th level witch, SL Merchant 6, AC 13, HD 6d4, HP 12, 
  Attacks: dagger (+2 BtH, 1d4 damage) or spells. Int 14, Wis 
  14, Cho 16. Spells: 0th level [nm] detect chaos/evil/good/low, 
  detect magic, endure elements, moge hand, prestidigitation; 
  1st level [nm] cause/cure light wounds, change self, charm 
  person, read magic, false/undetectable aura; 2nd level [rrrr] 
  accelerate/delay poison, detect/hide thoughts, enhance 
  attribute, paralyze/remove paralysis; 3rd level {rr) bestow/ 
  remove curse, cause/remove disease). Though purportedly 
  a legitimate businessman, Odo is actually a witch steeped in 
  demon-worship. Handsome, always smiling, and friendly, he 
  uses his powers to separate his customers from their coin and, 
  sometimes, their lives. Most of his nostrums ore nothing more 
  than snake oil, but he sells enough real potions and items as 
  to alloy suspicions. He travels throughout the province; when 
  in the rural areas he seeks out lone travelers and peasants 
  that no one will miss, and sacrifices them to his dork lord for 
  power and treasure. Thus he hos a strange collection of minor 
  magical items in his gypsy-style wagon ( 1 d3+ I such items, 
  
  each of 600 XPV or less, plus ld3+1 cursed items}, which is 
  based in the Grand Market when he is in town. He sells the 
  good stuff (which include on additional l d3+ 1 potions of any 
  spell he con cast) at a discount to those he knows will use them 
  to commit evil deeds, at a premium to others, and will sell the 
  cursed items (gifts from his master for him to poss on, they 
  act as per the item represented by Odo, plus l d4 days ofter 
  being sold) to young "heroes" at a deep discount, "because 
  you so remind me of myself at that age." When encountered 
  outside the Grand Market, Odo is shopping for needed items; 
  he never tokes victims in town, it's too dangerous. He carries 
  60 gp and 18 sp, and always wears his ring of protection 
  +3. While away his wagon is guarded by his quasit familiar 
  in the form of a small feral dog (coyote). In addition to the 
  items, which are displayed around the inside of the wagon 
  on shelves or hanging from the wall, there is a chest (poison 
  needle trap CL 6 to find, CL 6 to disarm, poison CL 9 or die, 
  writhing and screaming in pain, in l d6 minutes) with 603 gp, 
  539 sp, and 237 cp. Hidden in a cut-out book ("Legends of the 
  Witches of Marmon") on a shelf is a velvet bag with a small 
  opal (10 gpv), 3 moonstones (25 gpv}, 3 amethysts (250 gpv 
  each), a fire opal (500 gpv), and a black opal (1,000 gpv}; 
  the block opal is cursed such that whoever tokes it from the 
  wagon suffers a -6 penalty to their strength. While in the Grand 
  Market he is selling, putting on a good show for the marks, and 
  looking for suckers upon which to unload the cursed items for 
  cold, hard cash. Disposition: 1) Seemingly Friendly, 2) Devious, 
  3) Brooding, 4) Very Devious, 5) Falsely Generous, 6) Grim. 
  17. MER SHUN NA PRIEST: Gregodos Vlatakls (LE male High Vitidion 
  2nd level clelic of Armodod Bog, SL Gentry 5, AC 10, HD 2d8+2, 
  HP 15, Attacks: fish slop (+2 BtH, 1d2+1 subduol damage). Sir 13, 
  Con 14, Wis I 2. Spells: create water, detect poison, first aid, putify 
  food and drink. command, sanctuary). Gregorios is a lesser priest, 
  little more than an acolyte, at the Mer Shunno Temple (#74) 
  and is one of Alderman Kriton's bureaucrats (#4), holding a fine 
  sinecure. Gregorios comes from a well-off family of the gentry, 
  and never really hod to work for anything in his life; thus he is 
  quite incompetent, and were ii not for his family connections, 
  his pure bloodline, and his friendship with Kriton the Block, he'd 
  probably be out in the streets. As ii is, his stout physique makes him 
  a moderately proficient bully-boy of the commoners, which is all 
  that the temple and Kriton really need. About town, of course, 
  he'll not be wearing armor or carrying any weapon, save for a 
  bog of a dozen large fish (actually carried by his Tharbrian slave 
  boy, Quigley, whom Gregorios drags with on a leash like a dog), 
  ready at hand to administer the Daily Flogging to those who foil to 
  meet the stringent requirements of the temple. By the end of the 
  day the bog, and the sod boy carrying it, stink to high heaven. 
  He administers the rile as the whim takes him with lay members of 
  the temple, and when he hos the opportunity with non-believers 
  (i.e., he is in the Viridion Plaza, or elsewhere where supporters 
  outnumber pagans). Gregorios is usually out on a lark (01-50), 
  shopping (51-80), or on a mission for Kriton (81-00); he carries 4 gp, 
  7 sp, and his silver holy symbol of Armadad Bog; his blue-green 
  robes are often disheveled. stained with wine and food, and stink 
  of fish. He needs to carry little cash, as he usually takes whatever 
  he needs from the laity as a "goodwill gift." Disposition: 1) Bored, 
  2) Drunk, 3) Hurried, 4) Mischievous, 5) Pious, 6) Outraged. 
  18. RUNE Kl PRIEST: Baunge Targuin Flntlm Unbin Whlnblm F'tang 
  (LN mole Common Vilidion 3rd level cfetic of Shong To, SL 
  Gentry 6, AC 12, HD 3d8, HP 17, Attacks: Rune Ki staff (+2 BtH, 
  I d6+ 1 damage). Dex 16, Wis 14, Cho 13. Rune Ki Stoff Style: Stoff 
  Cunning, Stoff Wisdom. Spells: detect chaos/evil/good/low, 
  detect magic, endure elements, first aid, cure light wounds, 
  protection from chaos/evil/good/low, sanctuary, hold person). 
  Torquin is a baunge, or prayer leader of the Rune Ki Temple 
  (#75). As such he hos been exposed continually for years to 
  tithweed in all its forms, and hos lost nearly all sense of reality. 
  He continually hos visions (or so he claims), and took his current 
  name from words revealed to him during these visions; he no 
  longer remembers what his original name was, and often forgets 
  who he is. Torquin is usually wondering the streets, either in a 
  stupor (0 l-7 5) or seeking donations for the temple (7 6-00, though 
  he's still in a stupor even then): At random times he shouts out 
  the vision he is having; there is a 153 chance that it actually hos 
  something to do with the adventurers, being a real, true vision of 
  importance of something that hos happened, is happening, or 
  will happen. Shong To works in mysterious ways. Tarquin wears 
  stained saffron robes, carries a block and silver Rune Ki Stoff, and 
  a wooden beggar's bowl (503 chance of ld20 cp). For some 
  reason half the time he wears a handkerchief on his head; he 
  claims it helps him understand his visions. Disposition: l) Stoned, 
  2) Placid, 3) Disinterested; 4) Roving, 5) Very Stoned, 6) Mirthful. 
  19. SPICE MERCHANT: Mariszka Madacz (CG female Smyrion 
  3rd level cleric of Suthak, SL Merchant 5, AC, HD 3d8+3, HP 
  16, Attacks: mace (+I BtH, ld6 damage). Con 14, Wis 16, 
  Cho 15. Spells: detect poison, first aid x2, purify food and 
  drink, cure light wounds x2, remove fear, delay poison, 
  lesser restoration}. Moriszko is young (22) and quite lovely, 
  with long curly brown hair, blue eyes, pale skin, and a lean 
  physique. Mariszka runs a tidy and profitable spice trade 
  she inherited from her parents; she deals with all the major 
  taverns and no few gentle and noble houses. She acquires 
  the spices through merchants who run the caravan route 
  from Viridiston: these merchants have known her since she 
  was a child, and consider her to be family. Anyone trying 
  to move in on her operation will answer to them (a wealthy 
  Smyrian couple, 7th level wizards both). She operates out of 
  her home, a fine old house on Riverwall Rood, just north of 
  the Brewer (#27}; the lower level is her storeroom, while the 
  upstairs is her living quarters. When encountered she's either 
  out selling her wares (01-60), shopping (61-90) or en route 
  to or from a religious service (91-00, she is a lay member 
  of the Smyrdybogo Tempie and holds her own services 
  with a small sect of followers who reject the alliance with 
  the House of Healing (#50)). If she is selling her wares she 
  hos two hired bearers (1st level fighter or rogues), each 
  carrying well-wrapped packages of spice worth 20dl0 gp, 
  including sachets of block pepper, cardamom, cinnamon, 
  clove, coriander, cumin, fennel, ginger, mustard, nutmeg, 
  red pepper, rosemary, and saffron; she also carries a purse 
  of 40dl0 gp. Normally she also carries a pouch with 4 gp 
  and 12 sp, plus wears a silver holy symbol of Suthok with 3 
  decorative bloodstones (175 gpv). Disposition: 1) Busy, 2) 
  Helpful, 3) Serious, 4) Generous, 5) Cheerful, 6) Bubbly 
  20. THIEF: Narwhoodle Beedleboo (NE mole Mishell ho/fling 
  3rd level rogue, SL Guild 5, AC 14, HD 3d6, HP 13, Attacks: 
  short sword (+1 BtH, ld6 damage). Dex 16, Cha 16}. With his 
  long pointed hairy ears, purple skin, platinum white hair, and 
  gold-flecked mauve eyes, Nor (as he prefers to be called) 
  is easily distinguished as a Mishell holfling; as the Mishell ore, 
  for the most port, on honest and hard-working people, few 
  WILDERLANDS OF HIGH ADVEN'LURE 29 
  
  suspect him of being a con-man and thief. Nor dresses and 
  acts the port of on adventurer. and to his credit. he actually 
  has gone on some dungeon delves. but most of his coin is 
  earned by fleecing the gullible or outright purse cutting. His 
  favorite con is the "rich treasure map sale." He has dozens of 
  these, ready to be sold to the first unsuspecting wet-behind-
  the-ears wanna-be adventuring hero. He makes it easy on 
  the marks by offering to take a "percentage down," then go 
  with them to the site of the "dungeon" for shares. Of course, 
  he actually guides them to the lair of an owlbeor. fire lizard, 
  spider gorilla, or other fearsome beast that is far too deadly 
  for green adventurers. and promptly disappears when the 
  fighting starts. He returns later, when the beast has gone to 
  feed or drink elsewhere, and loots the bodies. While it is quite 
  lucrative, he spends money like water, and rarely has more 
  than a few minas to his name. When he's just back from a 
  "successful adventure" he is generous and drunk. and has 
  12d6 gp; when recovering from a binge, he'll be morose or 
  bored, and have only 2d6 gp; when he's spent his last mina, 
  and is down to just 1 d6 sp, he'll be devious and sly. He always 
  has his leather armor and short sword, as well as a Type Ill bag 
  of holding, into which he throws everything the dead marks 
  possessed, save the bodies (and if he can ever hook up 
  with a necromancer looking to buy those ... ). Disposition: 1) 
  Generous, 2) Morose, 3) Devious. 4) Drunk, 5) Bored, 6) Sly. 
  30 XXXl 
  MYCR AND MYCRE'CIANJSM 
  Myer is unique among all the gods of the Wilderlands - he 
  claims to be the One True God, and that all other gods are 
  false gods, though they may be powerful beings of celestial 
  or infernal sort. He claims to be the god of all peoples, of all 
  races. and all living beings, from the lowliest goblin to the 
  mightiest dragon. This differs greatly from the polytheistic 
  views of every other divine being in the Wilderlands. who 
  may despise the other gods, but does not deny them their 
  divinity. The same goes for followers of Myer and followers 
  of other gods - Mycretians deny the divinity of all other 
  entities. claiming Myer as the One True God, and all others 
  as misguided potential non-divine but friendly celestial allies 
  at best, or more usually simply as very powerful demons, to 
  be avoided at all costs. Needless to say. this attitude does 
  not make Mycretians popular among the far, far greater 
  number of peoples who follow polytheistic ways. It does 
  not help that many Mycretians are, though kind and polite, 
  generally condescending to the polytheists, believing them 
  to be unwise children duped by demons. Mycretians also 
  believe in the unity of all sentient beings, and that cultural 
  trappings and ancient traditions ore nothing more than the 
  dross of ages, to be abandoned in favor of one, united, 
  Mycretion whole. Along with this. Mycretions believe there 
  to be no authority granted over other sentient beings save 
  through Myer, and through him, his prophets and apostles. 
  These attitudes and beliefs usually get Mycretions beaten up 
  or tarred and feathered at best. More organized oppression 
  tokes far more sinister forms. especially by rulers who do 
  not like their power being ignored. Throughout history, 
  Mycretions hove been oppressed wherever they do not rule, 
  and ore usually slaughtered with extreme prejudice when 
  discovered living secretly in other lands. 
  Due to the oppression Mycretians suffer at the hands of most 
  other peoples, they often live out their holy lifestyle in secret. 
  Myer does not hold this against his followers; not all Mycretions 
  are called to proselytize to the unbelievers or proclaim their 
  faith publicly. When living in a land where Mycretions ore 
  oppressed and hunted. Mycretions usually live dual lives 
  without divine penalty. If called upon to proclaim their faith 
  in the local deities. a Mycretian may do so, and may even 
  offer sacrifice, though they cannot participate in animal or 
  human sacrifice. That is the only low of Myer that cannot be 
  broken, even to save one's own life. 
  The teachings of Myer ore that all life is sacred, even the lives of 
  those who ore Evil and opposed to him and his ways. Myer and 
  his followers seek to redeem those who ore Evil and, eventually, 
  turn the souls of evildoers to good; this is impossible if the evildoer 
  is slain, and his soul falls into damnation. Thus, Mycretions ore 
  pacifists, even in the face of monstrous evil. However, they 
  ore not fools, and may defend themselves. Mycretions never 
  strike first, and they may never cause wounding damage; 
  they may only attack to deal subduol damage. A Mycretian 
  usually seeks to interpose herself between innocents and an 
  attacker regardless of the reasons for the attack or the power 
  of the attacker. Mycretions never kill prisoners, and will oppose 
  anyone who attempts to do so. However. Mycretion pacifism 
  only goes so for; they generally will not interpose themselves 
  between two evenly matched opponents, even those who 
  ore Good, though they will try to get both sides to seek the 
  
  way to peace. They rarely intervene in bottles between two 
  evenly matched forces of Evil, but again, it depends on the 
  circumstances. If, for example, two Evil lords were fighting, and 
  their armies were mostly poor militia impressed into service, 
  a Mycretian would readily and fearlessly walk between the 
  warring factions. to try to stop the fight ... even though it likely 
  means her death. Even when operating secretly, a Mycretian 
  will seek out ways to find peaceful solutions to violent events, 
  provided it does not blow her cover. 
  Mycretians tend to die horrible, painful, and humiliating deaths. 
  Favorites of oppressors include burning at the stake, drawing 
  and quartering, flaying, throwing to beasts in the arena, and 
  crucifixion. However, martyrdom for Myer is a certain path to 
  Myer's Realm, which if you listen to Mycretians, makes the 
  heavenly domains of all the other scrcalled "goodly gods" 
  seem like a mere day at the fair by comparison. 
  Further cutting down on Mycretian life expectancy, Myer 
  often directly commands his followers to perform unusual 
  deeds; these deeds might not make sense to the Mycretian, 
  and maybe even seem wrong or Evil, but she accepts them 
  as part of Myer's overall plan. A Mycretian has a 1 in 12 
  chance per month (non-cumulative) of being commanded 
  by Myer to perform an unusual deed. A Mycretian has 
  some latitude in how she interprets a command and acts 
  thereupon. but to go against the spirit of the command 
  is to invite a reprimand at least and perhaps loss of gifts. 
  Many Mycretians resist performing Evil commands, as they 
  do not see the whole picture, and do not understand why 
  the evil deed is necessary; Myer will command, and only 
  rarely explain. He prefers that his follower learn through 
  the experience of performing his commands. A Mycretion 
  might be commanded to drop everything she is doing, sell 
  her home and business, and go on a quest, taking along 
  her family and friends. Or she might be commanded to 
  move her family and business to another town, or across 
  town. A Mycretian might be ordered to abandon her friends 
  and seek out new ones, or to become friends with Evil and 
  dastardly people, or even to join a terrible cult. She might be 
  commanded to spend minutes, hours, or days meditating 
  or reading the White Book of Mozzaroth; or perhaps she 
  will begin speaking in Tongues, and spouting prophecy or 
  ancient history. Such strange commands ore at the whim of 
  Myer (i.e., the Judge). but always serve a higher purpose ... 
  Mycretians also take a vow of poverty; though they may 
  keep and spend enough wealth to maintain a simple 
  lifestyle, and save some toward future needs, they use 
  any extra to help others in need. Mycretians never spend 
  wealth on ostentatious display, and rarely spend wealth to 
  hove higher-quality goods; the simplest materials are good 
  enough for them. Mycretians may keep and spend wealth 
  in order to support themselves in a modest manner, and 
  to keep on honorable profession or trade and/or provide 
  honest work for others. All wealth not spent on modest 
  living and business must be spent doing good works. Note 
  that a Mycretian who is operating in secret may also spend 
  wealth so as to maintain a front, in order to maintain a false 
  lifestyle. The Mycretian philosophy is that if you give a man a 
  fish, he will eat for a day, but if you teach him to fish, he will 
  eat for a lifetime. Thus, while some wealth will be spent on 
  direct charity in the form of food and shelter, more is spent 
  on education and long-term public investments, such as 
  building mills or clearing lands; planting new fields. vines, and 
  orchards; digging sewers and improving existing buildings; 
  establishing schools and libraries, and so forth. 
  While Mycretians all agree that together they must form 
  a single Mycretian culture and lifestyle, a unified people 
  dedicated to the holiest of paths, not all Mycretians agree on 
  what that means, and unfortunately, Myer seems to be silent 
  on the subject. Whether Myer simply allows such diversity in 
  belief and practice or actively encourages it is unknown, even 
  to his prophets. Thus, while the core values of all Mycretians are 
  found throughout the entire body of worshippers worldwide, 
  sects have developed where opinions on other matters differ, 
  and Myer is silent. Some sects require followers to remain chaste 
  or celibate or both; others have various dietary taboos; some 
  require specific clothing; some believe in separate-but-equal 
  gender relations, while others believe in full gender equality; 
  and all hove various ceremonies and rituals that are unique 
  to the sect, often, ironically, based on the culture from which 
  the sect's prophet sprang. The sects have only rarely come to 
  blows over these differences; and even then, invariably, in the 
  midst of the battle, the holiest of the combatants will find that 
  all have lost access to Myer's gifts. After this, the groups seek 
  absolution and atonement together, and then either mend 
  their differences or go their separate ways peacefully. 
  Each sect also has its own holy text, or several texts, in addition 
  to the core text of Mycretianism-the White Book of Mazzaroth, 
  also known by others as the Book offhe Unknown God or more 
  commonly derided by polytheists as the Tome of Confusion. 
  Said to have been written by the first and greatest prophet 
  of Myer in the days before the Uttermost War, the White Book 
  contains stories, riddles, screeds, prophecies, songs, recipes, 
  soliloquies, maps, hymns, histories, poems, myths, rants, and 
  legends that guide the Mycretian philosophy and hierarchy. 
  It is a largish tome, even in versions without illumination and 
  utilizing tiny writing. The White Book of Mazzaroth is the only 
  tome known in the Wilderlands that, when copied and 
  translated, is unerringly copied and translated, regardless of 
  the desires of the scribe or the language into which it is being 
  translated. If the scribe sought to change a line from "and 
  thus the masses ate figs, and dates, and pomegranates" to 
  "and thus the masses ate figs, and dates, and nuts" because 
  he likes nuts and hates pomegranates, he would be surprised 
  to find upon completing the line that he, in fact, copied it 
  exactly, without any change! There is no saving throw for this 
  effect, and wishes have been tried several times to make 
  changes to no effect. Other holy texts, such as the Red Book 
  of Ragd'lharen and Aji-h'beel's Herbalist, are not so protected 
  and accidental or purposeful changes to such secondary 
  texts have caused no end of problems down the ages ... 
  Note that some sects are very small indeed - the White Book 
  is known for making its way into the hands of those seeking 
  something ... other than the gods of the Wilderlands ... and thus 
  a new lone follower or small group of followers, unassociated 
  with any other sects or groups, can spring up like a flower in 
  the wasteland. Eventually, Myer may guide the new follower 
  or group to co-religionists, or he might keep them ignorant of 
  other groups. Again, this is all part of Myer's grand plan, which 
  only the Unknown God can comprehend. 
  WILDERLANDS OF HIGH ADVEN't:URE 3 l 
  
  Anally, most Mycretian sects take a dim view of magic, arcane 
  or divine, as it is viewed as dealing with evil, monstrous entities at 
  worst or stealing power from other being.sat best. Plus. most arcane 
  magic and much divine magic deals with dominating others or 
  deafing direct, harmful damage. Psychic powers ore also frowned 
  upon, as they are befieved to be a form of hubris. So few Mycretions 
  deal willingly with wizards, clerics. or psychics and some sects do not 
  even allow clerics of Myer in their membership. Others are not so 
  strict, and Mycretion clerics are welcome, regular members; some 
  even welcome wizards. provided ther spell selection is defensive 
  in nature. lhe hierarchy of the Sengralfi sect from Grita Heath. for 
  example, is made up almost exclusively of clerics of Myer, while the 
  nomads of the Tupimare Hills and Menuquet Plains follow Mycretion 
  priests of both the Mycretian class and the cleric class. 
  Note that all the above applies to the ideal toward which 
  all Mycretians strive - not all followers approach. let alone 
  meet, Mycretian perfection. Most lay followers still have 
  violent tendencies. commit less than Lawful and Good acts, 
  and have moments when they question their faith and its 
  teachings. Only those of the Mycretian class are completely, 
  utterly bound by all the strictures; others seek to emulate 
  them, and often require atonement for their failures. 
  SEC'CS 
  There are innumerable Mycretian ~eels in the Wilderlands, 
  ranging from a single hermit or lone friar or a handful of 
  philosophers in a hidden temple to village and multi-tribe 
  confederations. This list includes the three most significant sects 
  found in the area around the Falfing Empire of Viridistan. 
  Note that while Mycretians of the Mycretian class and 
  Mycretian clerics must be Lawful Good, followers of Myer 
  among the laity may be of any Good alignment. 
  HoLY CrctES S ECt: 
  So ancient is the sect that is based in the Holy Cities that its 
  original name, if it had one, is long lost. and the followers 
  thereof are simply known as "Mycretians of the Holy Cities." 
  The sect grew out of a tribal sect developed among the 
  Dorin peoples of the Oppressing Sands, and so though most 
  followers have long taken to living underground, literally, the 
  trappings of the sect are those of the desert, complete with 
  turbans, flowing robes, and the desert tribesman's disdain 
  for luxury and love of hardship. Once the sect of the Holy 
  Cities reached out to Lenap, and there held sway under 
  the blessed rule of the Golden Caliph, but that was long 
  ago, and the Mycretians that still live in those lands hold to 
  different teachings today. However, otter the destruction of 
  most of the local sects in Viridistan under the Green Emperor 
  during the Great Slaughter of Pain, the Holy Cities sect 
  become the major sect in the city itself, and today 903 of 
  the local Mycretions ore followers of the Holy Cities sect. 
  SYMBOL: An upright pentagram in a pentagon. 
  HOLY Tms: White Book of Mozzoroth, Red Book of Ragd' lharen, 
  Aji-h'beel's Herbalist. 
  MEMBERS: Most followers of the Holy Cities sect ore Dorin humans, 
  elves, or dwarves of the Holy Cities. In the CSWE. most followers 
  are Common Viridians, Shordoni. or Dorin emigres. 
  32 XXXI 
  LEADERS: Prophet Jab'habar Tarafah Umvallah [o.k.a. "Mighty 
  Oak," LG mole Dorin human 20th level Mycretian, Holy 
  Cities tunnels), Prophet Krimbah Ho'Teklah Mussah [a.k.a. 
  "Firethom," LG mole Dorin elf l81h level Mycretian. Holy Cities 
  tunnels), Prophet Rusaadi Gaatael B'Harim (a.k.a. "Femloce," 
  LG mole Dorin human 19"' level Mycretian, CSWE) 
  HOLY VESTMENTS: White woolen robes, a white woolen skull cop or 
  other hat (prominent but not ostentatious), simple sandals. 
  HOLY DAYS: Seventh Doy, Doy of the Open Hand, Doy of the 
  Pentacle, The Shearing, Feast of Aji-h'beel, Seventh Month 
  Seventh Doy, Ad'hil Bo'heer Sha'hakeer (three days in Ninth 
  Month commemorating the destruction of the Holy Cities 
  during the Uttermost War). 
  SAcR1F1cE: All wealth beyond modest means should be used to 
  help the poor and needy. All Mycretions are called to perform 
  good deeds; those who do so in the face of adversity or even 
  death are most blessed. One lamb in seven should be given 
  to the needy during The Shearing. The poor are always to be 
  fed during the Feast of Aji-h'beel. Fasting is required during the 
  Ninth Month, especially during the Ad'hil Bo'heer Sha'hokeer. 
  PEcuuARmes: Cult maintains a desert nomad-style culture, 
  though most of the modern followers live underground 
  or in cities; holy texts are written in Ancient Dorin, which is 
  considered the only acceptable way to read them; the colors 
  green and gold are considered unlucky; cots are believed to 
  be messengers from Myer; dogs are believed to be servants 
  of demons; many traditional Mycretion herbal healing recipes 
  and poultices hove evolved to use fungal equivalents; 
  followers bear wavy daggers, though they never use them for 
  battle, only for eating and for juggling; it is taboo to eat pig, 
  horse, or shellfish; ablutions must be performed three times 
  daily; wasting water is considered a sin; men and women are 
  separate but equal, the woman rule the household, the men 
  toke care of all outside business; men may hove as many 
  as seven wives. though concubines are not taboo. and use 
  of courtesans is a sin; Gorm is considered unlucky when it is 
  Full, Luna is considered unlucky when it is new, and loun is 
  considered extremely dangerous and thus very bad luck 
  when it is at its closest; arcane magic is frowned upon but not 
  sinful, though wizards must needs make themselves scarce 
  when loun is al perigee and fear of wizardry is at its apogee. 
  RELATIONS: The Holy Cities sect is not on speaking terms with 
  the Lenapashim sect to the south due to ancient feuds; 
  a mutual shunning is in effect to maintain the peace. The 
  minor sects of which the members are aware of in the CSWE 
  are generally on good terms. Members have sought out the 
  various sects in Tell Qa, but thus far with little success; the 
  leadership knows. through various communications from 
  Myer, that o prophet resides in the town, but do not know 
  who ii is, and do not understand why the prophet refuses 
  contact. Finally, the odd Sengralli sect of Grita Heath views 
  the Holy Cities sect with much suspicion and disdain. due 
  to the xenophobic nature of the Heathmen more than any 
  canonical differences. For their part. the Holy Cities folk view 
  the Sengralli as a quasi-heretical cult, when they bother to 
  think of them a t all. 
  
  L ELL Q A S ECt: 
  There are many cells of Mycretians in Tell Qa, and each follows 
  a slightly different interpretation of the faith; however, they 
  are all one, single sect, as they are all overseen by a single 
  prophet, the "Pure One" who guides them all on the path to 
  righteousness. The Pure One is, in fact, Shah Kijdawr Aenekosii, 
  who is secretly the most powerful Mycretian north of the 
  CSWE! During the last three decades, even before rising to the 
  position of Padishah, Kijdawr has been building the Mycretian 
  presence in Tell Qa in secret. He maintains many separate 
  and distinct cells, in order to make sure that the loss of one 
  will not affect the others. In this manner he has successfully 
  built up the Mycrelian following in town such that ii numbers 
  more than 500 members, divided among more than two 
  dozen cells. Two of the most prominent cells are those Jed by 
  the Sheply family (#53. The Old Wanderer's Rest Inn) and the 
  cell led by Arion the Bastard (# 19 Jmperial Smyrian Baths). The 
  cell made up of Lysandra of the Seven Veils (#37 Dancer). 
  Giraud the Hawk (#59 Magistrate) and Anwyll the Wig Maker 
  (#81 Wig Maker) is typical for the smaller cells, which number 
  between three and seven core members and a number of 
  affiliated members (for example. all members of Giraud's staff 
  at his manor house are Mycretian laity). 
  SYMBOL: None common, though various cells use a mix of 
  symbols, including the upright pentagram, pentagon, 
  six-pointed star, a stylized "M" from either Viridian or Smyrian 
  script, a Jovage leaf, or the outline of a hand. 
  HOLY TEXTS: White Book of Mazzaroth, Aji-h'beel's Herbalist. 
  The Sheply family possesses a copy of the Red Book of 
  Ragd'lharen, but no one can read it. 
  MEMBERS: The Pure One recruits any and all to his cause. so the 
  Mycretians of the Tell Qa sect are a greatly diverse bunch. 
  Any race is welcome as Jong as one's spirit is pure. Cells 
  include dancers and whores, monks and bards. innkeepers 
  and thieves. 
  LEADERS: The Pure One ( a.k.a. Shah Kijdawr Aenekosll LG mole 
  Smyrion humon 1211> level monk/I l'"level Mycretion), Hwltscead 
  Sheply (LG mole Common Viridion 611> level Mycretion), Giraud 
  the Hawk (LG mole Common Viridion 8"' level knight/5'" level 
  Mycretion), and Arion the Bastard (LG male Smyrion/High 
  Viridian 3'd level wizard/3'd level Mycretian). 
  HOLY VESTMENTS: No cell has any required raiment, save those 
  required during the use of specific gifts. 
  HOLY DAYS: Seventh Day, Day of the Open Hand, and the Day 
  of the Pentacle are known and kepi by most of the cells. 
  Every cell also has other days it keeps holy. The Sheply cell 
  keeps to Seventh Month Seventh Day. The cell led by Giraud 
  the Hawk holds holy the Day of Revelation, when the Pure 
  One first spoke to him five years ago. The Imperial Smyrian 
  Baths cell holds group rituals every Fourth Day, which they 
  call Sweet Day, as that is when they hold a communal feast 
  mostly made up of sweets and treats. 
  SACRIFICE: All wealth beyond modest means should be used 
  to help the poor and needy. All Mycretians are called 
  to perform good deeds; those who do so in the face of 
  adversity or even death are most blessed. 
  PEcuuARrnEs: Each cell has one or more elements of local color. 
  The Sheply cell, for example, says certain prayers in fractured, 
  barbarically pronounced Old Dorin, none of which can be 
  understood by any of the members of the cell. The cell led by 
  Giraud the Hawk holds monthly dances at Giraud's country 
  estate; the ceremony is very chaste and tasteful, and not at 
  all sybaritic or lustful. The Imperial Smyrian Baths cell is all made 
  up of youths and children. so they have some very strange 
  ideas of ritual and ceremony; they also eat only sweets, 
  candies, and pastries during communal ritual meals. 
  RELATIONS: Most of the cells do not know of each other, let 
  alone other sects. Some have heard of the Holy Cities sect, 
  and view them as co-religionists, but have never knowingly 
  met a Mycretian from the Holy Cities. For now, this is the way 
  the Pure One wants to keep it, though he is considering 
  reuniting the Sheply cell with their Holy City cousins on an 
  informal basis once Hwitscead attains Savant level. 
  SENGRALLI S ECt: 
  The Prophet Sengral (known as Sengralli in the Roglaras, 
  to Antillians, and to the Heathmen of Grita Heath) broke 
  off from a now extinct Mycretian sect native to the city 
  of Viridistan in the early 15th century and went into the 
  wilderness to preach his interpretation of the faith. The faith 
  spread quickly among the Heathmen, and today is the only 
  faith allowed within their domain publicly (though a group 
  of elves has been granted a special dispensation in their 
  reverence of Cilborith). The leader of the church is also 
  the temporal leader of the Heathlands, though his power is 
  much less among the Heathmen who also follow the Warlord 
  of Garman Citadel. Though it is the only faith allowed in the 
  Heathlands, its followers are not as fervent in their faith as 
  the clergy would like them to be, and there is often open 
  debate on the power of the church over the people. Some 
  members of the community are more zealous than others, 
  and even more zealous than the clergy, especially in regard 
  to the ancient and, to them, blasphemous treaty with the 
  witches. They also question the passive, pacifistic nature of 
  the church's acceptance of Evil. This small sub-sect, which 
  calls themselves the Purifiers of the Faith, seeks to more 
  actively oppose the evil of the witches. and all Evil. No few 
  Purifiers have been shunned and exiled from the Heathlands 
  for taking their heresy too far. These Purifiers often become 
  well-known as witch hunters and inquisitors throughout the 
  Roglaras and beyond. 
  SYMBOL: An iron six-pointed star consisting of two interlocking 
  triangles, known as the Star of Sengralli. 
  HOLY TExrs: White Book of Mazzaroth, Iron Book of Sengralli. 
  MEMBERS: Garmani Heathmen. plus a handful of converts in 
  Viridistan and the CSWE. and a small branch in the CSIO. 
  LEADERS: The Yirnen (leader) of the Sengralli sect and the 
  headman of the Garmani Heathmen is lskarban (LG male 
  Garmani human 71" level cleric of Myer, Grita Heath); 
  Solmund (LG male Garmani human 5'" level paladin of Myer, 
  hamlet near Grita Heath) is the leader of the Purifiers, and 
  is under temporary ban from entering Grita Heath itself for 
  questioning the authority and pacifism of the Yirnen. 
  WILDERLANDS OF HIGH ADVEN'CURE 3 3 
  
  HoLY VESTMENTS: Day to day, the clergy wear white woolen robes 
  with hood, a black tippet, a thin iron skullcap upon which 
  is engraved the Sengralli star, and plain shoes. During the 
  Seventh Day ceremonies and other rituals, they wear full regalia 
  consisting of a block cassock, white surplice, a tippet of a color 
  appropriate to the ritual (black if not otherwise specified), a thin 
  iron skullcap upon which is engraved the Sengralli star, and fine 
  black shoes. The Yimen wears the same, save that instead of a 
  tippet he wears a chasuble of appropriate color upon which 
  is embroidered the Star of Sengrolli, and atop his skullcap he 
  wears a tall conical black hat, upon which is embroidered the 
  Star of Sengrolli in iron thread. 
  HoLY DAYS: Seventh Day, The Arrival (which commemorates 
  the arrival of Sengralli in Grito Heath on the Spring Equinox), 
  The Reunion (commemorating the reunion between the 
  separated brethren on the 10th day of sixth month 18/20 
  calendar), All Hallows' Eve (a day of great fear, as the power 
  of the witches of the marsh is at it greatest), and Year's End 
  (a five or six day celebration of the faith). 
  SACRIFICE: All wealth beyond modest means should be used to 
  help the poor and needy. All Mycretians are called to perform 
  good deeds; those who do so in the face of adversity or even 
  death ore most blessed. On Sixth Doy, a small bread roll and a 
  plate of milk is left out at night, to satiate any passing witches 
  and their familiars. Every Seventh Day a lamb is sacrificed on 
  the temple altar prior to the Sermon of Peace; the meat of 
  the lamb is given to the needy, while the lambskin is used to 
  write further scrolls of Sengralli Canon. On all other holy days a 
  white bull is sacrificed; the meat is cooked and shored among 
  all, the horns are fashioned into horns used during certain 
  ceremonies, and the skin is made into garments for the poor. 
  On All Hallows' Eve all Sengralli are tightly locked up in their 
  homes, with the Star of Sengralli pointed in lamb's blood on 
  the lintel as protection against witches passing by; some have 
  permanent stars of iron nailed over the door. 
  34 XXX1 
  PECULIARITIES: Followers of the Sengralli sect are considered 
  backward by peoples of most other city states; their 
  culture is, through the influence of their faith, purposefully 
  stagnant, and they do not adopt new ideas or technologies. 
  Clothing and speech styles of the Sengralli are archaic 
  and considered dull. Most Sengrolli are superstitious, and 
  often make (usually useless) signs and wards against evil 
  at the drop of a hat. Sengralli fear witches and witchcraft, 
  especially those who are not beholden to the Witch Queen 
  of the Marsh Court; however, they simply ignore the local 
  witches the best they con. Sometimes they refuse to even 
  see a witch if revealed in her true form, pretending she is 
  not there, unless she speaks to them. Strangers are fed well 
  and treated kindly, but not welcomed for the long term; 
  most fear that strangers are witches in disguise. Sengralli 
  practice shunning, a pointed form of ignoring members of 
  the community who commit crimes, often even for minor 
  infractions. Shunning is applied up to a year and a day for 
  the worst crimes. Temporary internal exile (to one of the 
  hamlets, or barring that, to one of the way pens) is used in 
  severe cases, while permanent exile is required for heresy, 
  murder, and rape. When shunned, a Germani will be fed, 
  and can live in the family house and work on the family farm 
  or at other tasks, but is otherwise ignored, is spoken to only 
  when required to by the job or task at hand and even then 
  at a minimum, and is denied participation in all religious and 
  social events. Sengralli are otherwise generally a kind and 
  friendly folk, but do not seek to maintain relations with others 
  for any length of time greater than that needed to help 
  them get on their way moving elsewhere ... 
  RELATIONS: Followers of the Sengralli sect believe all other 
  Mycretians are heretical, and ignore them if at all possible. 
  
  M YCREt:IAN (WISDOM) 
  While many may follow Myer, not all who follow Myer have the 
  wisdom or calling to completely immerse themselves in Myer's 
  commands. Thus, only a few members of a Mycretian community 
  will actually be of the Mycretian class; the percentage in a 
  secret cell, however, is much higher, often at 1003. 
  Regardless of whatever sect the Mycretian may be a part 
  of. all Mycretians hold to the three major tenets - pacifism 
  and the sanctity of life, modest living and charity, and the 
  singular divinity and endless love and kindness of Myer. 
  Individual Mycretian characters may belong to a sect or 
  not, as they choose. 
  Mycretians who live the full life of the Mycretian way are 
  martyrs waiting to happen. Most are pro-active to support 
  efforts to further Mycretian philosophies and beliefs, even 
  if living the life secretly. Some choose to forgo the veil of 
  secrecy and openly proclaim their love and devotion 
  to Myer. These pre-martyrs go forth into the Wilderlands, 
  seeking to heal the sick and wounded, tend to the burnished 
  spirits of the oppressed, and uplift and free the souls of the 
  wicked and evil from their ways. 
  Mycretians do not avoid combat, though they never offer 
  the first strike. They always seek to disarm and subdue 
  opponents as peacefully as possible. Depending on the 
  nature of the Mycretian's beliefs, she may then simply leave 
  them after disposing of all weapons; sit there while they are 
  tied up and read to them from the White Book of Mazzaroth; 
  turn them in to the proper authorities; or any number of 
  other possibilities. Each Mycretian has a different style when 
  dealing with Evil. 
  Many wandering Mycretians turn to doing good actions in 
  secret when in oppressive cities and towns. Sometimes they 
  seek to set up local Mycretian cells, through conversion of 
  local peoples to the light of Myer. Once established and 
  with a viable local leadership, the Mycretian moves on to 
  the next city or town. Some Mycretians have even been 
  successful in converting entire villages; the most prominent 
  such example being the foundation of the Sengralli sect 
  in Grita Heath centuries ago. Most Mycretians, however, 
  start with more humble goals of serving those in need and 
  seeking to spread good words and acts, expecting nothing 
  more for their efforts than the blessings of Myer. 
  Interestingly, Mycretians have no compunction for dealing 
  or traveling with Evil or Chaotic companions. However, 
  such companions will always find the Mycretian seeking to 
  stop any Evil or Chaotic acts, and the Mycretian will always 
  make pointed sermons about Evil and Chaos within earshot, 
  or even harangue the companion specifically about his 
  actions. Sometimes they even question the actions, motives, 
  and especially deities-of-choice of Neutral and Good 
  companions. Mycretians are often unwelcome in parties 
  with little patience ... and fully one third of all deaths of 
  wandering Mycretians who join a non-Mycretian group 
  happen at the hands of their erstwhile companions. 
  The Mycretian is a very challenging class to play; some would 
  say that as a class, it is "broken," and far more powerful than 
  it should be. It is intended to be so. It is recommended for use 
  only as a non-player character cla ss. However, if a Judge 
  feels a player is up to the challenge, by all means let her try. 
  Just remember that Myer knows all, and while forgiving, can 
  withhold his gifts in a heartbeat ... and Mycretians are despised 
  by most peoples, considered to be mad at the very least, 
  blasphemous and worthy of a painful death in many areas. 
  ABILITIES 
  Each sect also has its own holy text, or several texts, in 
  addition to the core text of Mycretianism - the White Book of 
  Mazzaroth, also known by others as the Book of the Unknown 
  God or more commonly derided by polytheists as the Tome 
  of Confusion. Said to have been written by the first and 
  greatest prophet of Myer in the days before the Uttermost 
  War, the White Book contains stories, riddles, screeds, 
  prophecies, songs, recipes, soliloquies, maps, hymns. 
  histories, poems, myths, rants, and legends that guide the 
  Mycretian philosophy and hierarchy. It is a largish tome, 
  even in versions without illumination and utilizing tiny writing. 
  The White Book of Mazzaroth is the only tome known in the 
  Wilderlands that, when copied and translated, is unerringly 
  copied and translated, regardless of the desires of the 
  scribe or the language into which it is being translated. If the 
  scribe sought to change a line from "and thus the masses 
  ate figs. and dates, and pomegranates" to "and thus the 
  masses ate figs, and dates, and nuts" because he likes nuts 
  and hates pomegranates, he would be surprised to find 
  upon completing the line that he, in fact, copied it exactly, 
  without any change! There is no saving throw for this effect, 
  and wishes have been tried several times to make changes 
  to no effect. Other holy texts, such as the Red Book of 
  Ragd'lharen and Aji-h'bee/'s Herbalist. are not so protected 
  and accidental or purposeful changes to such secondary 
  texts have caused no end of problems down the ages ... 
  BONUS GIFTS: A Mycretian with high intelligence, wisdom, 
  and/or charisma scores gains bonus gifts. If the Mycretian 
  has an intelligence score between 13 and 15, they receive 
  an extra 1st level gift. If the intelligence score is 16 or 17, they 
  receive an extra 2nd level gift, and if the intelligence score is 
  18 or 19, they receive an extra 3rd level gift. If the Mycretian 
  has a wisdom score between 13 and 15, they receive an 
  extra 1st level gift. If the Mycretian has a wisdom score of 16 
  or 17, they receive an extra 2nd level gift, and if the wisdom 
  score is 18 or 19, the Mycretian receives an extra 3rd level 
  gift. If the Mycretian has a charisma score between 13 and 
  15, they receive an extra l '1 level gift. If the charisma score 
  is 16 or 17, they receive an extra 2nd level gift, and if the 
  charisma score is 18 or 19, they receive an extra 3rd level gift. 
  Bonus gifts can only be acquired if the Mycretian is at a high 
  enough level to cast them. Bonus gifts are cumulative, so 
  if a Mycretian has an intelligence of 14, wisdom of 16. and 
  charisma of 18, he would have a total of three extra 1st level 
  gifts, two 2nd level gifts, and one 3rd level gift. 
  CHANNELING: Mycretians can gain the use of additional 
  gifts. beyond those they have learned, through channeling. 
  They have three special forms of channeling ritual: 
  WILDERLANDS OF HIGH ADVENt:URE 3 5 
  
  PERSONAl CHANNEt: When the Mycretian needs the power 
  provided by a gift she does not know. she can attempt 
  to personally channel the power of Myer directly using the 
  "Open Hand" method. This can be done for any gift of 
  any level that the Mycretian can use. The Mycretian must 
  pray for a full minute. with her arms extended straight out. 
  hands at eye level, wrists bent. palms pointed forward. 
  and fingers pointed up and spread. The Mycretian then 
  makes a wisdom check, with the CL equal to the level of 
  the gift currently being requested plus the levels of all gifts 
  channeled in the last 24 hours. If the check is successful. the 
  gift is granted, and may be used any time in the next hour. 
  TRJNARY CHANNn: Three Mycretians together can form a trinary 
  circuit, by standing in a triangle. holding their arms up at a 
  45 degree angle. and touching their fingertips together. The 
  three together can pray for a gift of up to one level higher 
  than the highest level Mycretian among them can use. The 
  three Mycretians pray for a full minute; as they pray. sparks 
  fly around their fingers and down their arms, the air hums and 
  crackles. and hair rises and flails on all within 1 0 feet. During 
  this prayer. each of the three gain complete communion and 
  understanding with the other concerning the current situation 
  (i.e .• there can be no secrets about the whys and wherefores 
  of what is going on). The highest level Mycretian then makes a 
  wisdom check at a +5 bonus. using the highest wisdom bonus 
  of the three Mycretians. The CL is equal to the level of the gift 
  being requested plus the levels of all gifts channeled by the 
  member of the circuit with the most gifts channeled during 
  the prior 24 hours. If the check is successful. the gift is granted 
  to the highest-level Mycretian of the circuit, and may be used 
  any time in the next hour. at a level equal to her level +2. 
  PENTAClE: The Grand Design: Five Mycretians together can 
  form a Grand Design or Pentacle. a pentagorr-shaped 
  ritual position that is generally used only in dire need and to 
  oppose great evil. The five together can pray for a gift of any 
  level. or for two gifts up to the level the highest level Mycretian 
  among them can use. The five Mycretians stand at the five 
  points of a pentagon 10 feet apart. legs stiff two feet apart. 
  arms straight out and parallel to the ground, palms forward. 
  and chin up facing the sky. The five members of the Pentacle 
  pray for one minute, with effects as per a Trinary Circuit. 
  above. with static affecting all within 30 feet. The highest-
  level Mycretian then rolls a wisdom check with a total + 10 
  bonus using the highest wisdom bonus of the five Mycretians. 
  The CL is equal to the level of the gift being requested plus 
  the levels of all gifts channeled by the member of the circuit 
  with the most gifts channeled during the prior 24 hours. If the 
  check is successful. the gift is granted to the highest-level 
  Mycretian of the circuit. and may be used any time in the 
  next hour. at a level equal to her level +4. 
  DISARM: A Mycretian has the ability to disarm an opponent. and 
  is especially practiced at this art. Instead of using the Mycretian's 
  normal bonus to hit and strength bonus. the bonus to hit when 
  attempting to disarm is equal to the Mycretian's level plus her 
  wisdom bonus. The Mycretian must still have a weapon in hand 
  to attempt to disarm an opponent. At 4th level a Mycretian is so 
  good at disarming that she does not need to bear a weapon to 
  make a disarm attempt. and may do so bare handed. 
  HEALING HANDS (Wisdom): A Mycretian can use herbs and 
  36 XXXI 
  healing skills to heal wounds. even without the use of Myer's 
  gifts. This ability can be used to heal 1 d3 + wisdom bonus 
  hit points of damage to a wounded patient. This ability 
  can only be used to heal hit points of damage once per 
  battle per patient. i.e .• only once per any specific set of 
  wounds. The CL for this ability is 1 per 3 points of damage or 
  portion thereof the patient currently suffers. A Mycretian can 
  perform surgery on targets that have been wounded below 
  0 hit points; this requires one hour and appropriate tools and 
  herbs (expending herbs worth 10 gp). The CL is equal to 
  the negative hit points of the patient. If successful. surgery 
  brings the target up to 0 hit points and allows the natural 
  healing process to begin immediately. A Mycretian can take 
  wounded patients under long-term care, which requires the 
  providing of healing herbs and poultices worth 1 gp per day; 
  under successful care (rolled daily). the wounded person 
  heals at twice the normal rate. The CL for long-term care is 1 
  per patient cored for daily, with the roll being made for each 
  patient separately. A Mycretian can also use this ability to 
  delay or neutralize poison, as per the ranger ability. Finally. a 
  Mycretion con use this ability to successfully identify natural 
  and magical diseases, and the proper cure (if any) to be 
  used; the CL is set by the Judge. depending on the rarity and 
  potency of the disease. 
  HERBALIST TOUCH: A Mycretian can transform the divine 
  energies of Myer granted to activate gifts directly into 
  healing energy. Instead of its normal effect. the gift used 
  provides energy to heal the target touched. A target of 
  Good alignment is healed 1 d6 hit points of damage per level 
  of the gift ( 1 d3 hit points for a 0th level gift). A morally Neutral 
  target is healed 1 d4 hit points of damage per level of the 
  gift (I d2 for a 0th level gift), and an Evil target is healed only 
  I d3 hit points of damage per level of the gift (merely 1 point 
  for a Oth level gift). The reduced healing of morally Neutral 
  and Evil targets is due to their inherent spiritual problems. not 
  the judgment of Myer. Each use of this ability requires three 
  lovage leaves steeped in Tithweed (1 gp value of herbs). 
  which ore crushed and applied to the wounds. or brewed 
  into a tisone and then drunk as the magical energies ore 
  applied. The application of this ability requires one minute of 
  prayer. Unlike regular cure gifts, this ability cannot be used to 
  harm undeod. Gifts gained through channeling cannot be 
  converted for use with herbalist touch. 
  SHIELD OF MYCR: A 1'1 level Mycretian hos a base spell resistance 
  of I 0. This spell resistance is modified by the difference in level 
  between the spell caster and the Mycretian. For example. a 2nd 
  level Mycretion has an 8 in 20 chance of resisting a spell cast by 
  a 4th level wizard; conversely. a 7th level Mycretian has a 13 in 
  20 chance of resisting a spell cost by that some wizard. Twice 
  per day a Mycretion can extend this protection to all within 
  to a radius up to 10 ft. per level. i.e., a 1st level Mycretion con 
  extend this protection to all within 10 feet, a 71" level Mycretion 
  can extend it out to 70 feet. and so forth. All within the area, 
  even enemies, gain the spell resistance of the Mycretion. This 
  expansion of spell resistance lasts 1 minute per level. 
  SUBDUAL COMBAT: Mycretians never suffer any penalties to 
  hit or to damage when attempting to use weapons to deal 
  subduol damage, even when using weapons with which 
  they ore not proficient. though in such coses they suffer the 
  normal norr-proficiency penalty. 
  
  SPIRIT POWER: As a Mycretian deepens her connection to 
  the infinite through greater communion with Myer, she gains 
  bonuses to his mental attributes. At 2nc1 level the Mycretian gains 
  l point of wisdom. At 31d level she gains l point of intelligence. 
  At 4TH level she gains l point of charisma. At 5th level she gains 
  l point of intelligence and 1 point of wisdom. At 6th level she 
  gains l point of wisdom and l point of charisma. At 7TH level 
  she gains l point of intelligence and l point of wisdom. At 8th 
  level she gains l point of wisdom and l point of charisma. At 
  9rH level she gains l point each of intelligence, wisdom, and 
  charisma. These bonuses cannot increase attributes beyond 
  19; additional bonuses are simply lost. Bonus gifts, if gained by 
  an increased attribute, must be learned as normal. 
  SHEPHERD: At 51h level a Mycretian gains 2d4 followers, all l '1 
  level Converts seeking to be taught the ways of Myer. They 
  are absolutely loyal to their Guide as long as she continues in 
  the good graces of Myer. These followers will not always stay 
  with or even near their Guide, but might make their own way, 
  returning only when needing guidance. The Mycretian attracts 
  1 d4 more Converts every level; prior Converts advance a level 
  for every two levels the Mycretian advances. If a Mycretian 
  abuses her students or her power over the students, they will 
  abandon her, and Myer will call her to task. Note that even 
  before 5th level, Myer may send a hopeful Convert to a 
  Mycretian to test her mettle, patience, and teaching abilities, 
  and followers may be gained otherwise through regular play. 
  WORK OF WONDER: At 61h level and each level thereafter 
  a Mycretian must perform a "work of wonder" before she 
  is able to advance to the next level. This work must be an 
  unusual use of a gift that directly and greatly contributes 
  toward Myer's cause and the cause of all Mycretians. It 
  need not be a publicly used gift; Myer sees all. But it must 
  be prominent in its effects; all such works of wonder must be 
  worked out with the Judge. 
  SPIRIT KENNING: A 7th level Mycretian can, once per day, 
  perform a public sermon in order to lift people's spirits and 
  seek converts. The sermon must last at least a half-hour, and 
  can go on for as long as the Savant can remain standing 
  and speaking. All who listen to the sermon for at least 10 
  minutes must make a charisma saving throw or be affected 
  as per the friendly suggestion gift (3'd level gift, see below). 
  Unfortunately, if the sermon fails to touch their heart, the 
  subject will turn against Mycretianism for l to 30 days. The 
  level of anger and hatred he will feel will depend upon how 
  well he made the saving throw; the more successful the 
  save, the greater the level of anger. 
  DIVINE SCRIVNER: An 81h level Mycretian has reached the 
  point where her own interpretations of Myer's will become as 
  important to her followers as their own personal relationship 
  with Myer. At this level, the Apostle can write her own 
  opinions, interpretations, and commentaries in her own holy 
  book without immediately being considered a heretic or 
  consumed by hubris. Rarely, Myer will provide a prophecy, 
  or a clue to an interpretation of an existing prophecy, 
  through the pages of an Apostles' holy book. Other Apostles 
  and Prophets may differ with the Apostle's opinions, but 
  always do so in a respectful and peaceful manner. Apostles 
  often form their own sects, separate from and with different 
  hierarchies, core holy texts, and rules than the prior sect, 
  though the two sects can remain on friendly terms. Myer 
  often speaks to the Apostle through her writings, often 
  teaching, and thus giving access to, unique gifts (which 
  can be designed by the player at the Judge's discretion) . 
  Apostles can also create Mycretian scrolls, which are a rare 
  and potent gift (literally and figuratively) to those followers 
  who are given the sacred items. Scrolls require one day 
  per level of the gift to create; no more than one gift is ever 
  scribed on a Mycretian scroll. Only Mycretians and clerics of 
  Myer may use Mycretian scrolls. 
  HOLY SEER: A 9th level Mycretian is granted the power of 
  prophecy, though she often finds it more a curse than a 
  blessing. Most prophecies are dire in nature. The form of the 
  prophecy is usually through the prophet suddenly entering a 
  trance and spouting prophecy in an archaic language; her 
  followers, who remain nearby day and night, scribe it down 
  as readily they can, and then when the prophet exits her 
  trance, the translations begin. Sometimes the prophecies are 
  translated only bit by bit, resisting translation for centuries (until 
  the need is near). There are hundreds of Mycretian prophecies 
  extant, some mostly translated and others not at all, while there 
  are no few differing and often contradictory translations of the 
  same prophecy! Mycretians view all prophecies from Myer as 
  both warnings and tests in and of themselves ... 
  OLD ONE: At 16th level the Mycretian gains virtual immortality. She 
  ceases aging and regains any losses to physical attributes due to 
  aging; she will never die of old age, and is immune to all forms of 
  magical aging. She gains no additional immunity or protection 
  from weapons or magic, and can in fact be killed through 
  violence or other mishap, but time holds no power over her. 
  PRIME ATIRIBUTE: Wisdom 
  ALIGNMENT: Lawful Good 
  HIT DIE: dl2 
  WEAPONS: Cestus. club, man catcher, sap, sling, staff 
  ARMOR: None 
  ABILITIES: Gifts, bonus gifts, channeling, disarm, healing 
  hands, herbalist touch, shield of Myer, subdual combat, 
  spirit power, shepherd. work of wonder. spirit kenning. divine 
  scrivener, holy seer, old one 
  LEVEL 
  HD 
  BrH 
  EPP 
  Tme 
  1 
  d 12 
  +O 
  0 
  Convert 
  2 
  d l 2 
  +l 
  4,001 
  Catechumen 
  3 
  dl2 
  +l 
  8,001 
  Conflrmae 
  4 
  dl2 
  +1 
  16,001 
  Disciple 
  5 
  dl2 
  +l 
  32.001 
  Guide 
  6 
  dl2 
  +2 
  64,001 
  Protector 
  7 
  dl2 
  +2 
  128,001 
  Savant 
  8 
  dl2 
  +2 
  256,001 
  Apostle 
  9 
  dl2 
  +2 
  512,001 
  Prophet 
  10 
  dl2 
  +3 
  1,024,001 
  Prophet 
  11 
  +5 
  +3 
  1,536,001 
  Prophet 
  12 
  +5 
  +3 
  2,048,001 
  Prophet 
  +1 
  +5 
  +512,000 
  Prophet 
  WILDERLANDS OF HIGH ADVEN'CLmE 3 7 
  
  MYCRETIAN G IFTS KNOWN/ GIFTS PER DAY 
  1 
  4 
  2 
  2 
  4 
  3 
  3 
  5 
  3 
  2 
  4 
  5 
  4 
  3 
  5 
  5 
  4 
  3 
  2 
  6 
  5 
  4 
  4 
  3 
  7 
  6 
  5 
  4 
  3 
  2 
  8 
  6 
  5 
  4 
  4 
  3 
  9 
  6 
  5 
  5 
  4 
  3 
  2 
  10 
  6 
  6 
  5 
  4 
  4 
  3 
  11 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  12 
  7 
  6 
  6 
  5 
  4 
  4 
  3 
  13 
  7 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  14 
  7 
  7 
  6 
  6 
  5 
  4 
  4 
  3 
  15 
  8 
  7 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  16 
  8 
  8 
  7 
  6 
  6 
  5 
  4 
  4 
  3 
  17 
  8 
  8 
  7 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  18 
  8 
  8 
  8 
  7 
  6 
  6 
  5 
  4 
  4 
  3 
  19 
  9 
  8 
  8 
  7 
  7 
  6 
  5 
  5 
  4 
  3 
  20 
  9 
  9 
  8 
  8 
  7 
  6 
  6 
  5 
  4 
  4 
  MYCRE'LIAN G1Ft:s 
  New Mycretian gifts are bold and italic . Other gifts work in 
  the same fashion as the spell of the same name. 
  O'H LEVEL 
  Calm Spirits 
  Cure Light Wounds 
  Detect Poison 
  Detect Undead 
  P' LEVEL 
  Blessing of Peace 
  Delay Poison 
  Divine Sleep 
  Friend 
  2N° LEVEL 
  Blessing of Aji-h'beel 
  Cure Serious Wounds 
  Girdle of Myer 
  Lesser Restoration 
  38 XXXI 
  Invisibility to Undead 
  Purify Food and Drink 
  Share Spirit 
  Spirit Sight 
  Remove Fear 
  Remove Paralysis 
  Sanctuary 
  Soothe Spirits 
  Remove Blindness or Deafness 
  Remove Disease 
  Shield of Myer 
  Touch of Mazzaroth 
  3 Ro LEVEL 
  Create Food and Water 
  Friendly Suggestion 
  Holy Nimbus 
  Lesser Healing Circle 
  41H LEVEL 
  Atonement 
  Cure Critical Wounds 
  Healing Circle 
  Lesser Spirit Projection 
  S'H LEVEL 
  A waken Spirit 
  Commune 
  Death Ward 
  Greater Healing Circle 
  6TH LEVEL 
  Banishment 
  Call Blessed Ally 
  Call Spirit 
  nH LEVEL 
  Mass Heal 
  Mass Friendly Suggestion 
  8TH LEVEL 
  Divine Channel 
  Greater Spirit Projection 
  9TH LEVEL 
  Gate 
  Grand Conjunction 
  Remove Curse 
  Spirit Channel 
  Spirit Wrack 
  Swords to Flowers 
  Preserve Dead 
  Release Lesser Spirit 
  Restoration 
  Tongues 
  Heal 
  Prevent Disease 
  Saintly Halo 
  Spirit Fresh 
  Greater Restoration 
  Regenerate 
  Spirit Merge 
  Release Greater Spirit 
  Repulsion 
  Spirit Wind 
  Summon Planar Ally 
  Mass Banishment 
  Spirit Storm 
  
  AWAKEN SPIRIT 
  [I.Eva 5, CT 1 DAY, R TOUOi, O tlSTANT, SV WISDOM NEGATES, SR m, COMP V, SJ: 
  This gift is essentially the same as the awaken spell cast by the 
  druid, save that the Mycretian can use this gift to awaken the 
  sentient spirit in anything. living or un-living (though not undead). 
  This could be a tree. houseplant, scarecrow. animal. statue. 
  book, sword, quill, rock .. corpse ... anything. A wakened beings 
  have 3d6 in intelligence. wisdom. and charisma and gain a hit 
  die (they have 1 hit die if they had none before). Awakened 
  beings that were not mobile previously gain a movement speed 
  of 30 feet, and between 40 feet to 80 feet flying speed if the 
  object would seem capable of flight (such as a book flying by 
  flapping its pages. a feather quill. and so forth). An awakened 
  being can speak if ii has something resembling a mouth, or can 
  squeak, hum. mutter, purr. or otherwise make their emotions 
  known through other sounds if not; ii knows any languages 
  known by the Mycrelian when she awakens it. Awakened 
  beings are friendly toward the Mycretian. but have no special 
  relationship with her. Awakened beings generally do not 
  need to eat if they were non-living prior. but may enjoy eating 
  substances that seem appropriate. Awakened beings have the 
  following alignment (dl2): 1-6 Lawful Good. 7-9 Neutral Good. 
  1O+11 Chaotic Good. 12 Neutral. 
  BLESSING OF AJl- H'BEEL 
  (LEVEL 2, CT ONE MINUTE, R SElf, 0 10 MINUTES PER LEVEL, sv NONE, SR N/A, 
  COMP V, S, M, OF): 
  Calling upon the wisdom of the Mycretian saint Aji-h'beel. 
  the Mycretian empowers herself such that any healing ability 
  or gift used during the duration has maximum efficacy. i.e .. 
  is treated as though all dice rolled to determine hit points 
  healed are maximum. The material component of this gift 
  is a bowl of pure water and a towel to perform ablutions. a 
  sachet of lovage herb. and a copy of Aji-h'beel's Herbalist. 
  a Mycretian tome telling the tale of Saint Aji-h'beel. upon 
  which the Mycretian places one hand while healing with the 
  other. Many Mycretians have miniatures of the tome hanging 
  upon silver necklaces. so that the tome is ever at hand. 
  BLESSING OF PEACE 
  (level 1, CT 1, R 50 FT., 0 1 MINUTE PER LEVEL, sv NONE, SR YES, COMP v. SJ: 
  All beings within range. allies and enemies alike. suffer a -2 
  penalty to hit and gain a +2 bonus lo armor class. Any attacker 
  who rolls a natural l automatically drops his weapon. 
  CALL BLESSED All Y 
  (Leva 6, CT 1, R SPECIAL, 0 10 MINUTES PER lfVB., SV NONE, SR NO, COMP V, SJ: 
  Using this gift the Mycretian calls for assistance from a lawful 
  good ally or allies, fellow followers of Myer of great ~ower 
  and wisdom. One or more beings will be called. totaling no 
  more hit dice or levels than double that of the Mycretian, 
  and possibly less. The beings will appear in a blue bolt from 
  the sky. propelled to the Mycretian's location through 
  Myer's will. As this is not a summoning, spells that protect 
  against or affect summoned creatures have no effect. and 
  as the creature is from the Prime. similarly. spells that affect 
  extraplanar creatures have no effect. The creature(s) called 
  can be anything. from another Mycretian or a paladin, 
  a gold dragon or a cat. or even a dozen stout yeomen 
  or a half-dozen eagles. depending on the needs of the 
  Mycretian and the desires of Myer (i.e., the Judge). Whatever 
  appears will be best suited to the current situation, and offers 
  its help to its utmost. including attacking the enemies of the 
  Mycretian (using subdual damage, of course), or acting in 
  helpful and healing ways. When the duration ends the called 
  beings return whence they came. and there are healed or 
  even raised as needed by Myer, though any equipment 
  used, spells or gifts cast. or charges spent during the time of 
  service remain used. NOTE: A Mycretian may be subject to 
  this gift herself as one of Myer's commands. and can be sent 
  to assist other Mycretians half a world away! 
  CALL SPIRIT 
  (LEVEL 6, CT 1 HOUR, R 50 FT., D UP TO 1 DAY PER LEVEL, sv SEE BELOW, SR 
  SEE BELOW, COMP v. s. M, OF]: 
  This works in most ways the same as the 8th level cleric spell. 
  summon planar ally. save that the spirit called answers only if 
  the Mycretian and her cause are pure; if either are untrue. the 
  call fails. There is no saving throw necessary; if the Mycretian 
  is truly in need and pure. the spirit will answer the call. The 
  spirit is that of a former Mycretian prophet. of 14th through 
  20th level or even greater ( l 2+2d4, but no less that two 
  levels higher than the Mycretian calling the spirit). and has 
  a full range of Mycretian gifts ready to use. The spirit of th~ 
  prophet provides the Mycretion wisdom and knowledge as 1t 
  possesses. and uses its gifts in any defensive, helpful manner 
  possible to help the Mycretian complete a specific, short-
  term goal. but remains with the Mycretion no longer than one 
  day per level. The Mycretion requires the assistance of five 
  Cotechumens. who form a Pentacle (see above) during the 
  ritual of colling. The material components ore a font of pure 
  water and towel to complete ablutions; a relic of the prophet 
  being called such as a bit of bone. blood. hair. clothing. or 
  other item used regularly by the prophet during her lifetime; 
  five candles of beeswax scented with frankincense; six ritual 
  vestments of pure white wool. worn by the Mycretion and her 
  Cotechumen; and the White Book of Mozzaroth. from which 
  specific rites are read during the ritual. Only the water and 
  candles ore expended during the ritual. 
  CALM SPIRITS 
  (LEVEL 0, CT 1, R 25 FT., 0 1 MINUTE PER LEVEL, SV CHARISMA NEGATES, SR 
  YES, COMP v. SJ: 
  This gift targets animals. beasts, plants, or vermin that are 
  currently angry and/or attacking. The Mycretian con target 
  up to 2 hit dice of creatures per level. If the targets foil the 
  saving throw, they will no longer be angry and will cease 
  attacking. The targets cannot initiate combat during the 
  duration. however. if the targets are subsequently attacked 
  or threatened at any time during the duration of the gift, the 
  effect is broken. a nd the targets gains a +I bonus to hit and 
  to damage for what would hove been the remainder of the 
  duration due to their increased wrath. The Mycretion can try 
  to naturally calm the target during the duration of the spell. 
  through words or deeds. though she gains no special bonuses 
  to do so. This gift can also be used against non-intelligent 
  constructs and undead; if they fail their save. they are 
  WJLDERLANDS OF HlGH ADVEN'Ltm.E 3 9 
  
  destroyed, as the spirits trapped to animate the creatures are 
  freed from their vile duress. 
  DIVINE CHANNEL 
  [LEVEL 8, CT 1 MINlJTE, R SIGHT, D INSTANT, sv NO, SR NO, COMP V, SJ: 
  Using this gift the prophet creates a direct unadulterated 
  channel between herself and Myer, through which the god 
  performs a miracle. The nature of the miracle is entirely up to 
  Myer (i.e., the Judge), and will be appropriate to the needs of 
  the Mycretian and her flock. It is usually limited in area of effect 
  to occurring within the sight of the Mycretian. If threatened by a 
  horde of ores, Myer might teleport the Mycretian and her allies 
  miles away, or might disintegrate all the weapons and armor in 
  the area (including those of the Mycretian's allies). Anything can 
  happen, as long as it is generally defensive or helpful in nature, 
  but it tends to be relatively quick, flashy, and very memorable, if 
  peaceful in nature. After the use of this gift the Mycretian is stuck 
  in an ecstatic coma due to the direct communion with her god, 
  and cannot speak, act, or even defend herself for 24 hours. 
  DIVINE SLEEP 
  [LEVEL 1, CT 1, R TOUCH, D EIGHT-HOUR SLEEP, sv CHARISMA NEGATES (H), SR 
  YES (H), COMP V, SJ: 
  When the Mycretian uses this gift she may touch up to one 
  target per level. The Mycretian and any targets touched who 
  forgo their save or fail to save will, during their next natural 
  sleep, heal at twice normal rates, and also have dreams of 
  divine, celestial beings such as angels and archons, as well 
  as of Myer himself! Upon waking, the dreamer will possess a 
  + 1 morale bonus to save against fear and a + 1 morale bonus 
  to the use of any ability used in a non-violent manner, both 
  bonuses lasting for the rest of the day. 
  FRIEND 
  [Level 1, CT 1, R 10 FT., D VARIES, SV CHARISMA NEGATES, SR YES, COMP V, S]: 
  This gift can be used on any sentient being, even if it is normally 
  immune to charm spells and effects. When this gift is used 
  successfully, the Mycretian awakens in the target any natural 
  desires it has to be friends with the Mycretian, even against 
  normal cultural and moral (or amoral) codes. Eventually, 
  though, the feeling usually wears off, beat down or repressed 
  by other concerns and emotions. After the duration listed the 
  target will have fond memories of the friendship, however brief, 
  and will leave the Mycretian in peace, wandering away for at 
  least an hour, unless otherwise stopped by other companions. 
  Roll d 100 for the degree of friendship and duration: 
  01-25: The target sees friendship with the Mycretian as a 
  method to his own ends for 10 to 60 minutes. 
  26-50: The target sees the Mycretian in a more positive light 
  for 10 to 60 minutes, and will volunteer general information. 
  51-70: The target feels generally positive about the 
  Mycretian for 20 to 120 minutes, and can be convinced to 
  assist on a short term ( 10 to 60 minute) simple job that does 
  not go against the target's natural sensibilities or engage 
  the target in any danger. 
  71-85: The target is inclined to be quite friendly with 
  the Mycretian for 30 to 180 minutes, will readily volunteer 
  40 XXXJ 
  simple information and assistance, and can be convinced 
  to provide more specific information and assistance. 
  86-95: The target sees the Mycretian as a good friend 
  for 1 to 6 hours, will readily volunteer simple and specific 
  information and assistance, and can be convinced to 
  provide even secret information or dangerous assistance. 
  96-00: The target becomes the Mycretian's bosom 
  buddy! He makes an alignment shift one toward Good or 
  towards Lawful if already Good, and either ( d 100): 
  01-50: Becomes a valued sidekick/henchman for as 
  long as the Mycretian treats him well and desires his 
  company; or 
  51-00: Becomes a bothersome, "helpful" tag-a-long 
  for 1 to 6 days. If the Mycretian attempts to break 
  off this friendship before it runs its course, the former 
  buddy becomes a life-long enemy, and shifts back two 
  alignments from Lawful Good. 
  FRIENDLY SUGGESTION 
  [LEVEL 3, CT 1, R 50 FT., D 1 HOUR PER LEVEL, sv CHARISMA NEGATES, SR 
  YES, COMP VJ: 
  This gift can be used on any sentient being, even if it is 
  normally immune to charm spells and effects. Using a few 
  simple, soothing words, the Mycretion can suggest to a single 
  target that he needs to re-evaluate his life, his morals, his 
  ethics, and even his deity. If the target fails his saving throw, 
  he will do exactly that; he will break off whatever he is doing, 
  even combat, and seek out someplace safe and quiet where 
  he can contemplate his life, for up to one hour per level of the 
  Mycretian. At the end of this period, the target must make a 
  wisdom saving throw. Failure means that his alignment shifts 
  one more place toward Good; if already Good, it shifts one 
  more place toward Lawful. If the target serves or worships 
  evil gods, he will abandon them and seek out more pleasant 
  deities, most likely Myer himself. Note that this change is not a 
  magical effect; it is the spirit within seeking a higher purpose 
  after thoughtful introspection. This change cannot be reversed 
  through a dispel magic or any magic short of a wish. 
  GIRDLE OF MYCR 
  (LEVEL 2, CT 1, R TOUCH OR SELF, 0 10 MINUTES PER LEVEL, SV N/ A, SR NO, 
  COMP V, SJ: 
  When the Mycretian uses this gift, she grants the target the 
  protection of Myer. This gift provides the target with a bonus 
  to armor class against all attacks equal to the Mycretian's 
  level; this bonus is cumulative with any bonuses from armor 
  or dexterity. The protection granted by this gift ends if the 
  recipient attacks by weapon, spell, or gift and deals ought 
  but subdual damage, i.e., causes so much as a single hit 
  point of wounding damage. 
  GRAND CONJUNCTION 
  [LEVEL 9, CT 1 HOUR, R SPECIAL, D SPECIAL, sv NONE, SR NONE, COMP V, 
  S, M, OF]: 
  This gift can only be used by a Mycretian of 19th level or greater 
  who hos an 18 in intelligence, wisdom, and charisma. The grand 
  conjunction is a more potent version of the divine channel gift, 
  
  and is perhaps the most potent power a mortal con ever claim to 
  possess. This gift unleashes Myer's full wroth upon an unrepentant 
  enemy; slow to waken. once unleashed it is great and terrible to 
  behold. As with the divine channel gift. the effects of the grand 
  conjunction gift ore entirely up to Myer (i.e .. the Judge). A grand 
  conjunction con only be used at a spiritually appropriate time, such 
  as during the Feast of Sengrol. the Divine Pentacle, or the Doy of 
  the Open Hand. The use of the grand conjunction gift require the 
  bringing together of a Pentacle, as above, with five Mycretions 
  whose levels total no less than the total of the Mycretian using the 
  grand conjunction gift. Each Mycretian in the Pentacle requires 
  three assistants. all of whom must be at least Cotechumens; one 
  holds a candle of beeswax and frankincense, another holds a 
  copy of the White Book of Mozzoroth, and the third recites the 
  Prayer of Deliverance over and over. All must be ritually purified 
  through ablutions with pure water and dressed in woolen robes of 
  purest white before engaging in the ritual. The Mycretion using this 
  gift stands at the center of the pentacle and activates the gift at 
  the end of the hour-long ceremony. Upon activation, provided the 
  Mycretian and his assistants ore all pure in body, spirit, and cause, 
  Myer will cause a grand miracle of tenible proportion; the target 
  can be anywhere requested by the central Mycretion. and the 
  area of effect is generally no more than one mne diameter per level 
  of the Myeretian using the gift. It is said by some that the destruction 
  that wrought the Valley of Dead Queens was one such miracle, 
  brought on the heads of the Queens for their unyielding persecution 
  of Myeretions. Another such miracle was said to hove caused the 
  destruction of the army of the Golden Caliph, after he turned to 
  demon-worship and would not repent his ways; the location of the 
  army and his former palace is, to this day, a bubbring morass of 
  lava, tar, and sulfur. After the use of this gift, the central Mycretion 
  and the members of the Pentacle ore trapped for 24 hours in on 
  ecstatic coma, brought on by Myer in order to purge from them 
  the guilt and horror they may feel at bringing down such pain and 
  suffering, even on such evil creatures and beings. 
  GREATER HEALING CIRC LE 
  [LEVEL 5, CT 1, R SPECIAL, D INSTANT, sv SPECIAL, SR YES (H), COMP V, SJ: 
  This spell functions exactly as per healing circle, save that the 
  damage healed is 3d8 hit points. 
  GREATER SPIRIT PROJECTION 
  (LEVEL 8, CT 10 MINUTES, R SELF OR SPECIAL, 0 SPECIAL, SV WISDOM NEGATES 
  (H), SR YES {H), COMP V, S, MJ: 
  This spell can be used in one of two ways. First, it con be 
  used exactly as per lesser spirit projection, affecting only the 
  Mycretion herself. In such a case, the Mycretion con teleport 
  anywhere in the Prime at will during the spirit projection. such 
  effect being blocked as usual by 3 ft. of wood or dirt, 1 ft. of 
  stone, 1 inch of metal, or a thin sheet of lead. The Mycretion 
  con thus travel around the world. or visit the moon, or other 
  planets of the star system; she con even travel to other 
  star systems and witness the birth and death of worlds and 
  stars. However, if she travels too far. she can get lost; when 
  traveling outside her native system, she must make on 
  intelligence check to get bock home safely. The CL is 1 for 
  every system distant from home. Failure means the teleport 
  goes awry, and she will be lost for a number of hours equal to 
  the difference by which she missed the check. It its second 
  form, the Mycretion may toke along up to five companions. 
  The Mycretian and each of her companions gain the benefits 
  of the lesser spirit projection gift. with the normal limitations. 
  The Mycretian con end the spirit projection for any of her 
  companions at any time, whether she is present with them 
  spiritually or not; the companion has no save against this 
  effect. The ritual and material components ore the some for 
  this gift as for lesser spirit projection; any companions join the 
  Mycretion in the pentagram formed by the candles, but do 
  not need to possess their own copies of the White Book. 
  HOLY NIMBUS 
  (lEvEL 3, CT 1, R SELi, 0 10 MINUTES PER LEVEL, SV NONE, SR YES, COMP V, SJ: 
  With this gift the Mycretion envelopes herself in a nimbus of 
  holy light. a glow that lights oil within 50 feet with the light 
  of day. This light affects any creatures within the area of 
  effect that fear or ore harmed by daylight as though it were 
  daylight. in addition to the following effects. Evil beings fear 
  the light, for it is holy and Good, and they con feel it within 
  the darkest corners of their spirit. Evil creatures with l to 4 hit 
  dice/levels cannot approach or target the Mycretion in any 
  way. suffer a -4 penalty to hit. and must make a charisma 
  save or fiee. as though affected by a fear spell. Evil creatures 
  of 5 to 8 hit dice/levels suffer a -4 to hit. and must make a 
  charisma saving throw each time they wish to attack the 
  Mycretian, or their attack automatically fails. Evil creatures 
  with 9 to 12 hit dice/levels ore uneasy. and suffer a -2 penalty 
  to hit; this doubles to -4 if they attack the Mycretian directly. 
  Evil creatures with 13 or more hit dice/levels. and Neutral 
  and Good creatures ore not affected. again. unless they 
  ore negatively affected by daylight. The Mycretion may tum 
  the light down, down to a minimal light glow with a radius of 
  5 feet. at will. Finally, the Mycretion con "bum out" the holy 
  nimbus in a great burst of light that temporarily blinds Evil 
  creatures within 100 feet. Evil creatures must make a wisdom 
  save or be blinded for half the remaining duration of the gift, 
  i.e., if the gift hod 20 minutes remaining and they fail to save, 
  they are blinded for l O minutes. If they successfully save. they 
  ore blinded only for a number of rounds equal to the half the 
  number of minutes they would hove been blinded had they 
  foiled, in the example, they would be blinded for 5 rounds. 
  LESSER HEALING CIRCLE 
  [LEVEL 3, CT 1, R SPECIAL, D INSTANT, sv SPECIAL, SR YES (H), COMP V, SJ: 
  This gift functions exactly as per healing circle, save that the 
  damage healed is 1 d8 hit points. 
  LESSER SPIRIT PROJECTION 
  [LEVEL 4, CT 1 MINUTE, R SELF, D SPECIAL, sv N/A, SR N/A., COMP V, S, MJ: 
  Using this gift the Mycretion is able to step out of her body 
  in a spirit form; unlike normal spirit projection, the spirit of the 
  Mycretion does not poss through the Planar Membrane into 
  the Shodowlonds. instead it walks unfettered in the Prime. The 
  spirit need not breathe, and is invulnerable to all physical and 
  normal magical effects from the Prime and the Shodowlonds. 
  The spirit fiies through the Prime at a movement speed of 360 
  feet, and con pass through most materials. but is blocked by 
  3 ff. of wood or dirt, 1 ft. of stone. 1 inch of metal. or a thin 
  sheet of lead. The Mycretion's spirit con see and hear both the 
  Prime and across the Planar Membrane into the Shodowlonds; 
  conversely, however, neither the living, dead. or undead of the 
  Prime, nor the spirits, angels, or demons of the Shadowlonds, 
  WILDERLANDS OF HIGH ADVEN'LURE 41 
  
  can see the spirit of the Mycretian unless she so chooses, 
  and even then she can appear and speak selectively. If the 
  Mycretian allows herself to be seen by spirits using spirit walking 
  abilities, she still remains unreachable through spirit combat; 
  she is not spirit walking; she is spirit projecting, under the aegis 
  of Myer. The Mycretian using this gift cannot engage in nor be 
  targeted by spirit combat. There is no magic known that can 
  enable someone to see or hear a Mycretian spirit using this gift 
  without the Mycretian willing it so, however, any spell or effect 
  that can banish (though not capture or harm) an extraplanar 
  creature will affect the Mycretian spirit. The Mycretian can 
  use gifts (though not spells) that require only verbal and 
  somatic components during this sojourn, and the effects 
  can be directed at either the Prime or the Shadowlands, as 
  the Mycretian spirit wishes. The Mycretian can remain in spirit 
  form as long as she wishes, but her body, which lies in a coma 
  during the projection, still needs food and water, so most users 
  of this gift make only short journeys. The material components 
  for using this gift are a bowl of pure water and a towel for 
  ablutions; five beeswax candles scented with frankincense; 
  and the White Book of Mazzaroth. The Mycretian performs her 
  ablutions, then forms a pentacle with the lit candles and lies 
  down in the center, with the White Book upon her chest. She 
  then chants the ritual and her spirit steps out of her body. 
  MASS BANISHMENT 
  [LEVEL 9, CT 1, R 100 FT., D INSTANT, sv CHARISMA NEGATES, SR YES, COMP 
  V, S, OF]: 
  This gift functions as per a banishment spell, save that there 
  is no hit die limit, and no specific focus is needed for each 
  creature other than the White Book of Mazz.aroth, which is held 
  high in the Mycretian's hands as she calls upon Myer to banish 
  all extraplanar creatures within range. If the saving throw is 
  failed, the extraplanar creature is forced back to its home 
  plane. This gift even affects deities, in avatar form or otherwise! 
  If the deity is native to the Prime and fails the save, it is forced 
  to teleport away, to a distance no less than 10 miles per level of 
  the Mycretian using the gift; if unable to teleport. the deity flees 
  by any other means available for no less than 1 hour per level 
  of the Mycretian, up to 10 miles per level of the Mycretian. 
  MASS FRIENDLY SUGGESTION 
  [LEVEL 7, CT 1, R 50 FT., D 1 HOUR PER LEVEL, sv CHARISMA NEGATES, SR 
  YES, COMP VJ: 
  This gift affects all non-Mycretians (of the class. clergy, 
  or laity) within range, each being required to make the 
  charisma save or be affected as per the 3rd level friendly 
  suggestio.n gift. 
  MASS RELEASE SPIRITS 
  (LEVEL 7, CT 1, R 100 FT., D SPECIAL, sv WISDOM NEGATES, SR YES, COMP V, SJ: 
  As per the release spirit gift, save that the Mycretian can 
  affect up to one target per level. A target must have hit dice/ 
  levels no greater than double that of the Mycretian. or the 
  gift automatically fails against that target. This gift can also be 
  used instead on any one, single target, of any total hit dice or 
  levels; if so used, it suffers a -4 penalty to its saving throw. 
  42 XXXl 
  PREVENT DISEASE 
  (LEVEL 5, CT EIGHT HOURS, R TOUCH, 0 PERMANENT, SV WISDOM NEGATES (H), 
  SR YES (H), COMP V, S, M, OF): 
  When this gift is acquired, the Mycretian gains immunity to 
  all natural diseases, and adds double her level when making 
  a save against a magical disease. The gift can also be used 
  to provide permanent immunity of the same sort to any 
  Good-aligned being. The ritual to do so requires the use of 
  five candles of beeswax scented with frankincense, 100 gp 
  worth of rare herbs, plus the White Book of Mazzaroth and 
  Aji-h'beel's Herbalist. After the ritual, the creature gains the 
  same immunity to disease as the Mycretian, however, if the 
  target ever falls from Good alignment. the immunity is lost, 
  even if Good alignment is eventually regained. 
  RELEASE SPIRIT 
  (LEVEL 4, CT 1, R 50 FT., D SPECIAL, sv WISDOM NEGATES, SR YES, COMP V, SJ: 
  With this gift the Mycretian causes the spirit of one target 
  creature of Evil alignment to separate from its body and 
  manifest as a duplicate of the creature itself, though where 
  the original appears foul and hateful, the duplicate appears 
  kind and friendly; if the original is dressed in ugly clothing and 
  fearsome, infernal-style clothing and armor, the spirit duplicate 
  appears in wholesome clothing and awe-inspiring, celestial 
  armor. The target must have hit dice/levels no greater than 
  double that of the Mycretian, or the gift automatically fails. The 
  spiritual duplicate has all the abilities and duplicate items of 
  the creature, and uses them to its utmost to defeat its original; 
  however, all damage it deals will only be subdual damage, 
  regardless of the form of the attack. If the original has a Chaotic 
  or Evil weapon, the duplicate's weapon will be Lawful or Good, 
  and so forth. The spiritual duplicate will never attack any other 
  being, even in defense. The original suffers a -2 penalty to hit 
  from the frightening and unusual nature of its opponent; others 
  may attack it, though to any but original target the spirit double 
  is incorporeal, and can only be hit by magical weapons. The 
  duplicate is not an illusion, so it cannot be disbelieved, and it 
  is not summoned nor extraplanar. so such spells will not affect 
  it. If the original is defeated by its spiritual double, the spiritual 
  double disappears. and the spirit rejoins the body. When the 
  target awakens it must make a charisma save with no bonus 
  due to hit dice/levels, or be affected by a friendly suggestion gift 
  as though activated by the Mycretian. Note: no individual may 
  have more than one spirit duplicate in existence at one time. 
  SAINTLY HALO 
  [LEVEL 5, CT 1, R SELF, D 10 MINUTES PER LEVEL., SV NONE, SR YES, COMP V, SJ: 
  The saintly halo gift causes a halo of holy silver light to come 
  into being above the head of the Mycretian. This halo grants 
  the Mycretian and those within its light a number of powers. 
  First, the halo has all the powers and abilities of the holy nimbus 
  gift, save that it cannot be "burned out." The halo grants the 
  Mycretian, and all who cast healing spells or use healing gifts 
  within the halo's glow, the blessing of Aji-h'beel as per the 
  gift. All within the glow effect of the halo also are affected 
  by a double-strength blessing of peace gift (-4 penalty to 
  hit, +4 bonus to AC, fumble on a natural 1 or 2), in addition 
  to any other combat modifiers the halo requires. The halo 
  automatically extends the Mycretian's spell resistance to all 
  
  within its light. though this provides no protection against the 
  Mycretian's gifts, and does not use up one of the Mycretians 
  normal daily extensions of spell resistance. Finally, while under 
  the light of the halo, the Mycretian can re-roll all failed saving 
  throws or spell resistance checks once each. Like the holy 
  nimbus, the halo's light can be extended from 5 feet out to 50 
  feet at the will of the Mycretian. If at any point during the use 
  of the saintly halo the Mycretian causes any damage or harm, 
  even subdual damage, the saintly halo automatically fails. 
  SHARE SPIRIT 
  (Leva 0, CT 1, R 50 n., D INSTANT, SV WISDOM NEGATES, SR YES, CoMP V, SJ: 
  If the target fails the saving throw, the target and the Mycretion 
  share spirits for merely on instant. The Mycretian and target 
  must make wisdom saving throws thereafter or be stunned for 
  l d2 rounds from the experience, plus l round for every point 
  of difference in alignment (i.e., + l for NG or LN, +2 for LE, N, or 
  CG, +3 for NE or CN, and +4 for CE). Whether stunned or no, 
  the Mycretion gains empathic insight into the emotions and 
  spiritual needs, strengths, weaknesses, and talents of the target. 
  This insight is general and broad. not specific or deep in nature; 
  however, it gives the Mycretian a +2 to the CL of all gifts used 
  against that specific target for 24 hours. As for the target. unless 
  he is four or more levels above the Mycretion or has training in 
  psychic abilities or spells (including detect thoughts). he can 
  make no use of the momentary spiritual shoring. If he is four or 
  more levels above the level of the Mycretian and/or has had 
  such training, he can use the experience to modify any spells 
  or psychic effects used against the Mycretian for the next 24 
  hours, such that his CL for such abilities is at + 1. Knowing thy 
  enemy is a double-edged sword ... 
  SHIELD OF MYCR 
  (LEVEL 2, CT l , R TOUCH, D 10 MINUTES PER LEVEL, sv N/ A, SR NO, COMP V, SJ: 
  The subject touched gains spell resistance equal to that of 
  the Mycretian. This protection ends if the recipient attacks by 
  weapon or spell and deals ought but subdual damage, i.e., 
  causes so much as a single hit point of wounding damage. 
  SOOTHE SPIRITS 
  (LEVEL 1, CT 1, R 25 FT., 0 1 MINUTE PER LEVEL, SV CHARISMA NEGATES, SR 
  YES, COMP V, SJ: 
  This more powerful version of calm spirits can target aberrations, 
  dragons, fey, giants, humanoids, magical beasts, monstrous 
  humanoids, and shapechangers that ore currently angry 
  and/or attacking. The Mycretion can target up to 2 hit dice/ 
  levels of creatures per level. If the targets foil the saving throw, 
  they will no longer be angry and will cease attacking. The 
  targets cannot initiate combat during the duration, however, 
  if the targets are subsequently attacked or threatened at any 
  time during the duration of the gift, the effect is broken. and 
  the targets gain a + l bonus to hit and to damage for what 
  would have been the remainder of the duration due to their 
  increased wrath. The Mycretian con try to naturally calm the 
  target during the duration of the gift, through words or deeds. 
  though she gains no special bonuses to do so. This gift can also 
  be used against intelligent constructs and undead; if they fail 
  their save, they are destroyed, as the spirits trapped to animate 
  the creatures are freed from their vile duress. 
  SPIRIT CHANNEL 
  (Level 3, CT 1, R self, D 10 minutes per level, SV n/ a, SR n/a, 
  Comp V, S, M]: 
  With this gift the Mycretian can see and speak with 
  independent spirits on the Prime or in the Shadowlonds 
  adjacent to the Prime. The spirits can see her and hear her, 
  as well. even if they are otherwise oblivious to the Prime or 
  Shadowlands. She can see and converse with them as she 
  could with any normal being on the Prime. Language is 
  irrelevant. as the Mycretian will understand the spirits to be 
  speaking in her primary tongue. and the spirits will understand 
  her in their own primary tongue. Though she has no ability 
  to coerce answers to questions, she adds the total of her 
  intelligence and wisdom bonuses to any charisma check 
  when asking questions of the spirits. The material component 
  for this gift is a clear, round quartz crystal of no less than l 00 
  gold piece value. to be held during the duration of the gift. 
  SPIRIT FRESH 
  [LEVEL 5, CT 1, R SELF, D SPECIAL, sv WISDOM NEGATES {H}, SR YES {H}, 
  COMP V, S): 
  lhis gift allows the Mycretian to cleanse the spirits of those whom 
  she touches, up to one target per level; all to be touched must 
  be touched within 20 minutes of the activation of the gift. First, 
  the target gains a saving throw, with a bonus equal to the level of 
  the Mycretian, against each and every possession, charm, fear, 
  enchantment, insanity, control, domination, scrying, or other such 
  effect that is currently on the target. Second. the target gains a +5 
  bonus to save against any other such effects cast upon it for the 
  next 24 hours; if no save is normally allowed, it still gets a save, though 
  without the additional bonus. Finally, this gift heals all current subdual 
  damage and fatigue, heals l d8 points of hit point damage, and 
  heals l point of damage from each damaged attribute. 
  SPIRIT SIGHT 
  (LEvEL 0, CT 1, R SIGHT., D 1 MINUTE PER LEVEL, sv NONE, SR YES, COMP NONE]: 
  By using this gift the Mycretion can see the shape, size, color, and 
  consistency of any spirits in the area. including those of beings 
  living, dead, and undeod, corporeal or incorporeal; in cases of 
  seeing the spirits of physical beings, the being's spirit appears 
  superimposed over the physical body. Note that though the 
  Mycretion con see disembodied and incorporeal spirits of 
  the Prime, this does not necessarily mean they will notice that 
  the Mycretion con see them. Each target must be scrutinized, 
  surreptitiously or otherwise, for one round, in order to get a spirit 
  reading. The shape gives the Mycretion a general insight into 
  the nature of the target; i.e., a fiery spirit might seem to bum with 
  flames, a cold and distant spirit might seem to be formed of ice, 
  a wild spirit might look vaguely cat-like, a wonderer might have 
  a spirit mode of clouds or wind. etc. Spirit size often indicates the 
  level of the target. or the perceived level of power of the target; 
  i.e .. a mighty warrior's spirit will burst out from his body, and seem 
  to stand 20 feet toll, while a beaten-down serf might seem to 
  hove a spirit no larger than that of a mouse. Spirits of humble folk, 
  however, never appear any larger or smaller than their physical 
  body, regardless of their power. Lawful spirits appear clear and 
  translucent; Neutral spirits appear solid and staid; and Chaotic 
  spirits appear cloudy, wavy, or randomly shifting. Lawful spirits 
  ore metallic; Neutral spirits ore stony gray or earthy brown; and 
  WlLDERLANDS Of HlGH ADVENt:URE 4 3 
  
  Evil spirits are chromatic, often painfully and brightly so. Finally, 
  the consistency of the spirit will tell the Mycretian more about 
  the character of the target; a smooth consistency means the 
  target is tricky, softness indicates the target is gentle, pliability 
  means the target is amenable to reason, roughness means 
  the target is socially uncouth, and so forth. The Judge should 
  provide the Mycretian with the general description of each spirit, 
  then the player should roll a level-based wisdom check for the 
  Mycretian; the higher the success, the better the interpretation, 
  and the more information the Judge should provide. 
  SPIRIT STORM 
  llem 9, C11, R 100 fl., D 1 MINUTE PER lEVEl, sv WISDOM NEGAlES lH FOR 
  GooD TARGETS), SR YES (H FOR Gooo TARGETS), COMP V, SJ: 
  This gift creates spirit doubles of all Good and Evil beings within 
  100 feet. including the Mycretian using the gift, as per the release 
  spirit gift, though without limit as to the level or hit dice of the 
  targets. The spirit duplicate of Evil beings immediately attack their 
  originals, while the spirit duplicates of Good beings will be at the 
  command of their original. Good spirit duplicates can attack Evil 
  beings, defend their originals or innocents from the attacks of Evil 
  or Neutral beings, or assist in other helpful ways at the command 
  of the original. A spirit duplicate of a Mycretian cannot use the 
  spirit storm gift, but is otherwise unlimited in the use of gifts. 
  SPIRIT MERGE 
  (LEVEL 6, CT 1, R SIGHT, D 1 ROUND PER LEVEL, SV WISDOM NEGATES, SR YES, 
  COMP V, SJ: 
  This dangerous gift, a very powerful version of the share spirit gift, 
  allows the Mycretian to merge her spirit completely with the spirit 
  of another being. sharing memories, knowledge, loves, hates, 
  dreams, nightmares, desires... everything. Upon activating this 
  gift the Mycretian transforms into pure spirit and instantly merges 
  with the spirit of any one target within sight (whether the spirit of 
  a corporeal being or incorporeal being). If the target makes his 
  saving throw, the Mycretian spirit bounces away, back to where 
  she started, and becomes corporeal again; she cannot try to 
  use the spirit merge gift on that target for 24 hours. If successful, 
  the target and the Mycretian merge into a single, glowing, 
  incorporeal spirit, incommunicado for the duration; any attack 
  against one affects both equally, though magic weapons are 
  required to hit the combined spirit. When the merger ends. the 
  Mycretian returns instantly to the point she left, or close thereby 
  to the safest point. Both the Mycretian and the target must make 
  wisdom saving throws or be stunned for 1 round per Mycretian 
  level from the experience, plus 1 d6 rounds for every point of 
  difference in alignment from the target (i.e., + 1 d6 for NG or LN, 
  +2d6 for LE, N, or CG, +3d6 for NE or CN, and +4d6 for CE); if the 
  save is made, the stun effect lasts only 1 d3 rounds + 1 per point of 
  alignment difference. Through the merger the Mycretian gains 
  absolute insight into every aspect of the memories, knowledge, 
  loves. hates, dreams, nightmares, desires. emotions and spiritual 
  needs. strengths, weaknesses, and talents of the target. This 
  knowledge is specific and deep, and may be accessed with 
  total recall for 24 hours before it fades; during that time, the target 
  does not add his level or hit dice to any saving throw against gifts 
  used by the Mycretian. Any time the Mycretian recalls an Evil or 
  Chaotic memory specifically, she must make a wisdom saving 
  throw against a CL equal to the level of the forget or be stunned 
  for at least 1 d3 rounds, writhing in physical and spiritual pain, 
  before she can relay the information; the worse the memory, 
  44 XXXI 
  the longer the duration, and the very worst, most vile memories 
  might cause the Mycretian to faint dead away. As for the target, 
  unless he is four or more levels above the Mycretian or has training 
  in psychic abilities or spells (including detect thoughts), he gains 
  no benefit from the spiritual merger. If he is four or more levels 
  above the level of the Mycretian and/or has had such training, 
  he can use the experience to modify any spells or psychic effects 
  used against the Mycretian for the next 24 hours, such that the 
  Mycretian adds only half her level (rounded down) and gains no 
  spell resistance against spells or psychic effects used by the target. 
  Finally, if the Mycretian is more than double the level of the forget. 
  the target must make an additional charisma saving throw or 
  sutter \ne ettec\s o\ a mend\y sugges\ion gi\\. 
  SPIRIT WIND 
  (LEVEL 8, CT 1, R 100 FT., D FIVE MINUTES, SV DEXTERITY NEGATES, SR YES, 
  COMP V, SJ: 
  With this gift the Mycretian calls info being a writhing, twisting, 
  glowing, and singing wind of spirits, which whips through the 
  area in a single round and picks up as many as 25 medium-sized 
  beings or 10 large-sized beings. Captured beings are whisked 
  away at great speed, and are set down completely unharmed 
  a mile away at some safe location five minutes later. Once 
  caught by the spirit wind, there is no release; those caught in 
  the wind cannot cast spells or make any attacks, as they are 
  unable to get their bearings. The Mycretian must declare all 
  targets when the gift is first used; a target can allow himself to be 
  captured by the wind with no need to roll a saving throw. 
  SPIRIT WRACK 
  [LEVEL 3, CT 1, R 500 FT., D INSTANT, sv CHARISMA HALF, SR YES, COMP V, SJ: 
  With this gift the Mycretian causes a spherical area 40 feet in 
  diameter to fill with Myer's holy power. All those within the sphere 
  of Evil alignment suffer 1 d8 points of subdual damage per level 
  of the Mycretian, those who are Neutral suffer I d4 points per 
  level, and those who are Good suffer 1 point of damage per 
  level. Those who make a successful charisma saving throw 
  suffer only half damage. Undead and constructs in the area of 
  effect are destroyed if they fail the save, regardless of hit points 
  or hit dice, and take no damage if they succeed; note that 
  incorporeal undead are affected by this gift. 
  SWORDS TO FLOWERS 
  (LEVEL 3, CT 1, R 50 FT. PLUS 10 FT. PER LEVEL, DONE HOUR PER LEVEL, SV NONE, 
  SR YES, COMP V, SJ: 
  With the use of this gift the Mycretian transforms all weapons 
  within range into large, bright, pleasant-smelling flowers. Magic 
  weapons have an SR against this attack equal to their highest 
  magical bonus. The effect remains even if the weapon leaves 
  the area. The flowers are no stronger than normal flowers; if 
  broken, when the effect ends, the weapon will also be broken. 
  TOUCH OF MAZZAROTH 
  (I.Eva 2, CT 1, R TOUCH, D SP£OAl., SV WISDOM NEGATES (H), SR YES (H), C~ 
  V, SJ: 
  The target of this gift gains a +2 bonus to all saving throws. This 
  effect lasts until the target commits an Evil or Chaotic act. or 
  until he causes wounding damage. A forget may be affected 
  by no more than one touch of Mazzaroth gift of a time. 
  
  IN C HARACt:ER 
  The Wilderlonds is home to many unusual races, in addition 
  to those more commonly encountered on other worlds. In 
  addition to the human, demihuman, and humanoid races, 
  there ore the therianthropic races. Therionthropes, also known 
  simply as therions, are part human ond port animal; unlike 
  lycanthropes they are not shapechangers. Therians hove the 
  same basic bipedal humanoid form of humans, demihumans, 
  and humanoids, with animoHike heads ond features. The 
  range of animal to humanoid features can vary greatly, 
  though no true therian race is so animalistic as to be mistaken 
  for a member of the animal species to which it is related. 
  Within each therian race are numerous sub-races, or 
  breeds, each resembling a wild or even domestic animal. 
  Mammalian therians can interbreed with one another, 
  regardless of race or sub-race. The progeny thereof resemble 
  one parent or the other, never a mix, though a rare few 
  might possess a vestige of the other parent. Similarly, reptilian, 
  amphibian, piscine, crustacean, ond avian therion breeds 
  con interbreed with their brooder groups, but not outside the 
  related group. Therians can also interbreed with humans, the 
  progeny thereof being a human with a few slight animalistic 
  features. Interbreeding with demihumons and humanoids is 
  also possible, but very rare; demihumans rarely mix thusly with 
  other races, and humanoids are more likely to eat a therian 
  than to mate with it (though there ore unfortunate exceptions, 
  notably among the goblinoid races ... ) 
  DUCK (NGUAI{) 
  The Nguak duck-folk are the most common sub-race of the 
  fowl-folk, ond perhaps next to cot-folk and hound-folk, the best 
  known of all the therian races. They ore boon allies of halflings, 
  gnomes, ond mousekin, and are on good terms with humans 
  on the whole. The duck-folk long ago abandoned whatever 
  wild and native culture they themselves possessed, and today 
  possess a culture little more than an adaptation of human ond 
  holfting rustic folkways to o marshland subsistence. 
  DESCRIPTION: The fowl-folk are among the strangest-
  appearing therian races commonly encountered, being 
  sentient humanoid flightless waterfowl. Instead of wings, they 
  have wing-like arms with fully dexterous hands. Their legs ore 
  very thin, though their thighs ore more muscular than those 
  of their primitive cousins. Their feet are webbed, and they 
  are excellent swimmers. Nguak are covered everywhere 
  with feathers, save on their prominent bill. Feather coloration 
  patterns vary wildly, ond include white, brown, or black oll 
  over; white and brown with green feathers on the head; 
  white belly with grey sides ond o block rear ond o coppery-
  red head; brown breast ond head, white belly, ond red 
  arms; and many others. Nguok hove blue, green, or brown 
  eyes, o yellow or brownish-yellow bill, stand around 3'0" 
  ond weigh 40 pounds, ond hove o pear-shaped build with 
  o waddling gait. Most civilized Nguok wear clothing similar 
  to the local humans or holflings, adopted to the needs of 
  the swampy lifestyle, though clothing is regarded os a status 
  symbol rather than o necessity, ond they possess no nudity 
  taboos. Nguok, in fact, possess no gender differences visible 
  to other races, though among the duck-folk themselves 
  they can readily tell the difference. Clothing tells the tole, 
  however, os moles ond females wear styles appropriate to 
  their gender. Nguok rarely wear cosmetics, as such mixes not 
  well with their feathers, however females wear eye ond bill 
  makeup ot times, ond barbaric mole Nguok often point their 
  bills with wor point while going to bottle. 
  PERSONALITY: Ducks hove been compared to feathery 
  holftings; they enjoy o quiet, simple lifestyle, with plenty of 
  meals, pleasant talk ond games, pipeweed smoking, ond 
  peace. They ore industrious ond not averse to hard work, but 
  do not seek to work more than is needful. As with holflings, often 
  individuals break from this mold ond become adventurers, or 
  seek great wealth ond power. Also, while most ducks are 
  quiet ond peaceable, there ore a few rapscallions that are 
  somewhat sovoge ond of less than pleasant temperament. 
  These few often become adventurers alongside their more 
  acquisitive ond adventurous cousins, ond sometimes give the 
  Nguok o bod name with those they cross. 
  RACIAL AFFINITIES: Nguok get along famously with gnomes, 
  holflings, and mousekin ond ore eternal enemies of goblins, 
  kobolds, ond rotkin. Some mixed communities of Nguok, 
  gnomes, and halflings ond/or mousekin combine to develop 
  the some region of mixed hills, meadows, ond marshes; each 
  maintains ond exploits their preferred environment to the 
  benefit of oll. Most Nguak ore ambivalent about dwarves, rarely 
  encountering them in their native lands, but ore enthralled by 
  elves, who come not into the marshes. Humans, ond most other 
  races, they con take or leave, os the situation warrants. 
  ENVIRONMENT: Nguok gather in small villages in marshy lands 
  along ponds, rivers, ond lakes. They live o bucolic lifestyle, 
  fishing ond hunting insects ond frogs, tending worm ranches, 
  gathering water plants, and growing rice ond barley on 
  small riverine plots. They ore found from the western reaches 
  of the Falling Empire to Tarontis, south of Volon ond north of 
  Rollu. There is o large population of Nguok on the Council 
  Lake, and in the city of Lokenheath; they ore famous for their 
  raw fish, lake grass, ond vinegar rice cuisine. The fowl-folk 
  keep common, non-sentient waterfowl around as pets, and 
  can speak with them at o very rudimentary level, as men 
  can with the most intelligent of dogs. 
  NAMES: Nguok naming conventions generally follow that of 
  the local human or holfling population, as the Nguak generally 
  adopt the local common tongue as their own. Most Nguak 
  of the Roglaros ond Altanis hove Thorbrian, Tharbriano, or 
  Altanian names (i.e. Celtic, Gaelic, Irish, or Scots), while those 
  of Viridiston have Viridion names (Greek or, more generally, 
  Frankish or Anglo-Saxon), and those of Torontis hove Gishmesh 
  or Korzulun names (Turkic, Arabic, or Persian). 
  AGE: Duck lifespan is 60 +2d20 years, and reach middle oge 
  ot 30, are old at 45, and ore venerable a t 60. 
  R ACIAL t:RAl't:S AND A BILit:lES 
  HIDE: Nguok are as adept ot hiding in their native outdoor 
  setting as holflings; this ability is identical to that of holftings. 
  MOVE SILENTLY: Nguok ore os adept ot hiding in their native 
  outdoor setting os halftings; this ability is identical to that of holftings. 
  DUSKVISION: As per the halfling trait. 
  WILDERLANDS Of HIGH ADVENt:URE 45 
  
  WATER BORN: Nguak can swim better than they can walk. 
  Nguak get a +8 bonus to any swimming action, provided they 
  are unencumbered or lightly encumbered. They also take 
  only half damage from any water-based attacks; conversely, 
  they take double damage from fire-based attacks. A Nguak 
  who loses more than half his hit points in damage to fire hos all 
  his feathers burned off, and so loses the benefits and penalties 
  of the water born trait until they re-grow in one month. The 
  Nguak suffers a -1 penalty to all charisma checks with fellow 
  Nguok until his feathers re-grow completely. 
  DUCKROBATICS: Though they are only the size of halflings, 
  ducks can jump twice as high and far as humans due 
  to assistance from their wing-like arms and light bones, 
  provided they are unencumbered or lightly encumbered. 
  They also suffer only half damage from any fall, or no 
  damage if they make a successful dexterity save against a 
  CL equal to 1 per 5 feet fallen; again, this ability can be used 
  only if they are unencumbered or lightly encumbered. 
  LANGUAGES: Common, Aves (the common tongue of all 
  fowl folk), Gnome, Goblin, Halfling, Kobold, and Rattus 
  SIZE: Small 
  MOVEMENT: 20 feet 
  TYPICAL CLASSES: Rogue, Fighter, Ranger, Bard, Cleric 
  ATTRIBUTE MODIFIERS:-! Strength,+ 1 Dexterity,+ 1 Constitution, 
  -1 Charisma 
  BARBARIAN MODIFIER: Duck barbarians add double their 
  level to the duration of their primal fury ability. 
  RANGER MODIFIER: +2 conceal, +2 move silent 
  ROGUE AND ASSASSIN MODIFIER: +2 hide, +2 move silent 
  LIOWAN 
  NO. ENCOUNTERED: 1-12, 30-300 
  SIZE: Medium 
  HD: 1 (d8) 
  MOVE: 30 ft. 
  AC: 15 (steel breastplate) 
  ATTACKS: 2 Claw (l d3), Bite (ld4). 
  or Weapon (by weapon) 
  SPECIAL: Liowon Traits, Twilight Vision 
  SAVES: Females M, males P 
  ALIGNMENT: Lawful Neutral 
  TYPE: Humanoid (Therien) 
  TREASURE: 1 
  XP: 9+1 
  Liowans are a civilized race of tall, muscular, lion-headed 
  humanoids. They are native to the southern reaches, being 
  most at home in the fertile grasslands of Ghinor. Individuals 
  can be found just about anywhere in the Wilderlands; as 
  most civilized folk encounter these lone individuals, it is 
  believed that liowans are solitary folk. Liowons possess a 
  culture obsessed with personal honor that also values duty 
  to the pride, and most individuals encountered are either on 
  a quest for their pride or are rogue exiles. 
  Liowans are tall, with males ranging between six and eight 
  feet tall and weighing 300 to 400 pounds; females stand 
  between six and seven feet and weigh 225 to 300 pounds. 
  They have leonine heads, complete with cat-like ears, eyes, 
  46 XXXI 
  and a large sharp-toothed mow. Their bodies are covered 
  all over with a tawny fur, and they have a long lion-like tail. 
  Males also possess a large, shaggy yellow, red, brown, or even 
  black mane, in which they take great pride and often plait, 
  dreodlock, or braid, even decorating the braids with beads. 
  Females grow no hair on their heads, only the normal fur found 
  elsewhere on their bodies. Som~ moles also grow a beard, 
  usually of the same color as the mane; liowon druids wear 
  theirs shaggy and wild, while clerics often have their beards 
  tightly plaited like the beards of the priests of Alt Ghinor. 
  Liowans possess no nudity taboos, their entire bodies and all the 
  usually-offending bits being hidden in fur, but will wear clothing 
  while traveling through lands that prefer civilized beings wear 
  such. In all cases it will be as open and airy as possible, even in 
  cold climes. When wearing armor, liowans prefer breastplates, 
  leaving arms and legs free for movement. Liowans are hunters, 
  and while omnivorous prefer fresh, raw meat, or lightly cooked. 
  They are partial to spicy foods, and often enjoy meats rubbed 
  with catnip, which for them is an aphrodisiac. A liowan needs 
  about three to five pounds of fresh meat a day to retain its sleek 
  form, shiny coat, and gentle disposition. 
  In their native lands in the south, liowans congregate in 
  villages of three to 10 prides, consisting of 30 to 300 adults, 
  1 /3 males, with a number of cubs equal to 30 to 353 the total 
  adult population. Villages are ruled by a council of crones, 
  supplied by bands of female herders, hunters, and merchants, 
  and protected by a guard of male warriors. A village's militia 
  consists of all adult males, though only about half hove levels 
  in fighter, ranger, or (more rarely) barbarian class. Adult males 
  and females con claw and bite or use weapons; preferred 
  weapons include spears, javelins, long bows, and broad 
  swords. In battles between liowan villages or between males 
  during coming-of-age rituals and mating "dances," only 
  natural weapons will be used as a matter of honor. 
  Upon reaching adulthood, males are cast out of their natal 
  pride, though not unkindly, and must prove themselves 
  through ritual battles with males of the new pride they wish 
  to join. Usually, a male will hove made contacts with the 
  pride he wishes to join prior to being cast out. Males who do 
  not immediately find a new pride, either in their natal village 
  or another, often end up wandering for a while, or living 
  in a "hunting camp" for young, unattached males. Males 
  perform ritual battle dances to impress females; there is no 
  marriage among the liowans, and males and females may 
  hove many motes at any one time. The entire village raises 
  all the cubs, and so all a village's adult females are "mother" 
  and all the adult moles are "father," while all the other cubs 
  ore "brother" and "sister." 
  Male liowans revere Bandorak, the Lord of Felines, while 
  females worship Sekhathor, She-of-Great-and-Many-Dugs, 
  a syncretic and independent avatar of the Ghinorian 
  goddesses Sekhmet and Hathor. Sekhathor is the bountiful 
  mother-goddess of the liowans, the protector of the herds, 
  the scrivener of laws, the giver of milk, the far-trader, the 
  horned lioness, and the avenger of wrongs. Bandorak is the 
  warrior-god, the father-protector, the wandering adventurer, 
  the catnip shaman, and the lord of fertility and potency. The 
  sensuous Ghinorian goddess Bast is too chaotic for the order-
  loving and social-conscious liowans, though most liowan 
  
  renegades turn to her and her orgiastic ways rather than to 
  darker forms of worship. Bast worship among the young is 
  tolerated as long as it doesn't get out of hand. 
  COMBAT: liowans fight either with claw and bite or with 
  weapons. Males of a village or pride train together and will 
  use pre-determined tactics, roaring out changes in strategy 
  in Felidae during the battle, calling out like a quarterback on 
  the field. A female liowan protecting cubs gains a +2 bonus 
  to hit and to damage, and will never break morale. 
  LIOWAN RACIAL t:RAI"CS AND ABILI"CIES 
  HIDE and MOVE SILENTLY (Dexterity): In their native plains 
  and similar steppe environments, liowans are able to hide 
  and move silently. These abilities operate as the halfling hide 
  and move silently abilities, with an increasing CL penalty 
  based on how different the environment is from their native 
  habitat, up to CL 10 for trying to hide in a dungeon or move 
  silently in a wooden-floored tavern. 
  TWILIGHT VISION: Liowans have twilight vision, exactly as 
  per the elvish ability. Liowans are not color blind, unlike 
  their bestial cousins, and see in the full spectrum of colors 
  perceived by humans. 
  CLAW AND BITE: Liowans have retractable c laws on their 
  hands (they do not have claws on their feet, though they 
  do have large nails), and a mouthful of sharp teeth. They 
  can claw twice and bite once per round, or attack with 
  weapons as normal. Claw attacks deal 1 d3 damage while 
  bite attacks deal 1 d4; damage is modified as normal for high 
  and low strength. 
  LARGE-SIZED: Males with a Strength score of 19 or 20 are 
  Large-sized, and suffer a -I penalty to Armor Class, a CL 4 
  penalty to any attempt to hide in shadows, and must spend 
  triple normal costs to buy armor and clothing that fit properly. 
  ROAR: A male liowan fighter, ranger, barbarian, knight, or 
  paladin who possesses a class-based +4 bonus to hit may roar 
  once per day. All who hear the roar within 30 feet must make 
  a fear saving throw, or suffer a -2 penalty to all attacks and a 
  CL 2 penalty to all saving throws and ability checks. This fear 
  effect lasts for a number of rounds equal to the liowan's bonus 
  to hit plus his charisma modifier. A liowan gains the ability to 
  use this roar twice per day at +8, three times per day at + 12, 
  four times per day at + 16, and five times per day at +20. A 
  target may suffer from only one rear's effect at a time. 
  LANGUAGES: Felidae, Ghinorian, Sylvan. 
  SIZE: Medium 
  MOVEMENT: 30 feet 
  TYPICAL CLASSES: Fighter, Ranger, Cleric, Druid, Barbarian. 
  ATTRIBUTE MODIFIERS: Males +2 Strength, -I Intelligence, -I Wisdom; 
  Females + 1 Strength, + 1 Dexterity, -I Constitution, -I Wisdom. 
  RANGER MODIFIER: +2 conceal, +2 move silent, +2 survival, 
  +2 track 
  ROGUE AND ASSASSIN MODIFIER: +2 climb (when using 
  claws), +2 hide, +2 move silent 
  RACIAL AGE CATEGORIES: Adult 12, Middle 30, Old 40, 
  Venerable 60, Age Limit 60+2d20 
  HALF-LIOWANS: Liowans, like their cat-folk cousins the 
  Neamua and Uasti, are inter-fertile with humans. Half-
  liowans primarily resemble their human parent, though they 
  have liowan eyes with twilight vision, furry liowan ears and 
  tail, sharp teeth, and retractable c laws (which deal only 
  1 d2 points of non-subdual damage). The hair on the heads 
  of half-liowan male and female takes the same form as the 
  liowan male mane. 
  WILDERLANDS OF HIGH ADVEN"CURE 47 
  
  THE FINE(R) PRINT 
  A UTHOR: James Mishler 
  C ARTOGRAPHY/ INTERIOR D ESIGN/LAYOUT: Peter Bra dley 
  INSPIRATION: Bob Bledsaw, E. Gary Gygax, Tom Moldvay. Robert E. Howard. Clark Ashton Smith, 
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